Well, my HR is pure archery spec anyway. So they aren't ALL trappers.
Forgot to add. Thread is talking about PVP.
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One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
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vinceent1Member, NW M9 PlaytestPosts: 1,264Arc User
edited January 2015
i am gauntlgrym pvp archery and enjoy that. feel undepowered but successfull. was not at domination for a time, i fear :-)
i always has plans go domination at double glory events, but they are never delivered
i always think combat is only overpowered fashion, when nerf hit, combat disappeared. i plan respec to trapper on alt try it in the future. i am pretty stubborn and selfish in what i play, dont care about minmaxing much
Yeah because its more fun than combat in my opinion i quit my op tr to play hr again. It feels a bit like the old mod 2 hr squishy but high dps and high rewarding when its well played i am not full geared (no mh and only epic artifact gear) but i think after tr nerf the trapper tree will be the next thing on the nerf list :S only the roots need a fix!
Black Turtle TryhartzIV
Deadpool // HR
Shakur // Tr
Yeah because its more fun than combat in my opinion i quit my op tr to play hr again. It feels a bit like the old mod 2 hr squishy but high dps and high rewarding when its well played
I somewhat agree, it feels more like a "Hunter Ranger" than in module 3-4.
Once the bugged roots are fixed, we can safely say that HR finally found its place (Combat isn't that OP anymore).
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One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Combat HR is still one of the top classes for 1v1s, it just brings nothing to the team. Trapper is still pretty good 1v1, you just don't have the cheesy healing, but it's a lot better in terms of team/premades because of intercepting and CC for teammates value.
That being said, I've pretty much been trapper since mod 5 hit preview.
Combat HR is still one of the top classes for 1v1s, it just brings nothing to the team. Trapper is still pretty good 1v1, you just don't have the cheesy healing, but it's a lot better in terms of team/premades because of intercepting and CC for teammates value.
That being said, I've pretty much been trapper since mod 5 hit preview.
So the Combat/Trapper relationship is basically the same as CW's Thaumathurge/Renegade.
Thaum is extremely strong in personal DPS and to a lesser extent, 1v1's.
But Rene buffs the entire team.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
I somewhat agree, it feels more like a "Hunter Ranger" than in module 3-4.
Once the bugged roots are fixed, we can safely say that HR finally found its place (Combat isn't that OP anymore).
I havent played mod 4 with my hr only on preview because i dont like boar and the selfheal was way too much and i don't know how combat has changed since preview. i played mod4 onlx about 3 weeks with my tr than i quit the game for destiny. Now with mod 5 its the same thing with tr so i decided to try trapper. and yes it finally feels like a hunter ranger again and the roots have to be fixed. after this the hr definetly found his place and i hope the devs wont change it again :S
Black Turtle TryhartzIV
Deadpool // HR
Shakur // Tr
So the Combat/Trapper relationship is basically the same as CW's Thaumathurge/Renegade.
Thaum is extremely strong in personal DPS and to a lesser extent, 1v1's.
But Rene buffs the entire team.
Pretty much. Sort of. Trapper also has much more AoE damage than combat - combat is purely single target whereas trapper has some of the strongest aoe damage in the game in both pve and pvp.
Imo trapper roots need to be fixed to be dodgeable and the duration of the roots reduced to about 3-4 seconds rather than 5-6 seconds, but you shouldn't be able to deflect the cc.
Playing archery hr - lately have great win ratio but the games are frustrating - impossible to kill dc comps when you are purely dps is annoying. And pugs trs killing you in one shot and dodging your full rotation is out of question. After the nerf hammer it should be better but i think trapper outdps archery in 1v1 with similar gs, so probably every ordinary pvper will chose that.
Playing archery hr - lately have great win ratio but the games are frustrating - impossible to kill dc comps when you are purely dps is annoying. And pugs trs killing you in one shot and dodging your full rotation is out of question. After the nerf hammer it should be better but i think trapper outdps archery in 1v1 with similar gs, so probably every ordinary pvper will chose that.
no it's not that, HR encounters do nothing if you are not trapper.
they distroyed HR with the rework.
now finally i have choice in encounters, roots actually do root and i dont have to exploit multiproccing on stuffs to be somewhat successful.
i die 5x times now but i have more fun.
1vs1 combat is better but i cant stand to be forced to play with the same 3 encounters and a plaguefire or the build does not work.
trapper brings some control at node 2 while offering great aoe clearing. i love it.
archery will never be successful, HR encounters have like 2000 base damage at best, archery may have some % damage boost but 50% of low damage is still low damage. it does not have control and or a feat related to aimed shot to play it pewpew in pug pvps.
Trapper is just so fun, in both PvE and PvP. I missed stance switching, cooldown reductions and fast-paced gameplay HRs used to have in mod 2 and now it's back. I really hope they don't take this away from us.
Combat has survivability but only has 1 rotation if you play with fox/boars/marauders. Also Trapper feels the most balanced. You trade high dmg for low survivability.
Playing archery hr - lately have great win ratio but the games are frustrating - impossible to kill dc comps when you are purely dps is annoying. And pugs trs killing you in one shot and dodging your full rotation is out of question. After the nerf hammer it should be better but i think trapper outdps archery in 1v1 with similar gs, so probably every ordinary pvper will chose that.
That is interesting. What would you suggest for an Archery HR bringing into a PVP match? I was thinking about bringing my new lvl 60 Archery HR into a match just to try it out, really, but I don't have a good idea on what encounters or class features or dailies to use.
Have some respec tokens on my alt HR and want to try trapper as well but no clue about how to max it:
Which feats are a must have?
Which paragon path do you guys prefer for trapper-build?
And what are the reasons for it?
If any experienced HR trapper could give some advice I would be thankful.
P.S if you don't wanna share it to all (make it mainstream), feel free to pm me.
feel free to test it on preview, its the only way too learn and understand your class.
Black Turtle TryhartzIV
Deadpool // HR
Shakur // Tr
Sorry I cant post a new thread so Im going to use this one. New to the game and chose this class to roll first and I cant seem to find anything post Mod 5 on builds. Im about to hit 20 and havent really invested any points or feats yet. Do any of you know of a place to get some up to date builds? Even with the Trapper build, which seems interesting, Im just looking to not waste points as I level. Thanks for any advice you may have.
That is interesting. What would you suggest for an Archery HR bringing into a PVP match? I was thinking about bringing my new lvl 60 Archery HR into a match just to try it out, really, but I don't have a good idea on what encounters or class features or dailies to use.
I play my archer pretty much like a combat build when directly engaged, focusing more on evasive move than direct damage; hit and runs, wear them down, load action points, buff the team and stealth for aimShots, use cover and your engaging team to free yourself of pursuers and hit from afar
roots can be dodged, it just not easy since the animation of roots is delayed to the skill itself.
what can not be dodged is ice rays
IDK, I'm trying to figure out how ice rays work. I know for a fact I have dodged it several times recently, see the big DODGE notice overhead, don't get the damage, but boom, proned component of it still knocks me flat to the ground. I like the no damage part of being able to dodge it, but I would think I should have also dodged the prone, so it seems like it counts it as 2 different checks and u can't dodge both but perhaps one or the other?
IDK, I'm trying to figure out how ice rays work. I know for a fact I have dodged it several times recently, see the big DODGE notice overhead, don't get the damage, but boom, proned component of it still knocks me flat to the ground. I like the no damage part of being able to dodge it, but I would think I should have also dodged the prone, so it seems like it counts it as 2 different checks and u can't dodge both but perhaps one or the other?
Since when does Icy Rays prone? wtf?
You mean Root/Immobilize.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Comments
Forgot to add. Thread is talking about PVP.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
i always has plans go domination at double glory events, but they are never delivered
i always think combat is only overpowered fashion, when nerf hit, combat disappeared. i plan respec to trapper on alt try it in the future. i am pretty stubborn and selfish in what i play, dont care about minmaxing much
Deadpool // HR
Shakur // Tr
I somewhat agree, it feels more like a "Hunter Ranger" than in module 3-4.
Once the bugged roots are fixed, we can safely say that HR finally found its place (Combat isn't that OP anymore).
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
That being said, I've pretty much been trapper since mod 5 hit preview.
So the Combat/Trapper relationship is basically the same as CW's Thaumathurge/Renegade.
Thaum is extremely strong in personal DPS and to a lesser extent, 1v1's.
But Rene buffs the entire team.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
I havent played mod 4 with my hr only on preview because i dont like boar and the selfheal was way too much and i don't know how combat has changed since preview. i played mod4 onlx about 3 weeks with my tr than i quit the game for destiny. Now with mod 5 its the same thing with tr so i decided to try trapper. and yes it finally feels like a hunter ranger again and the roots have to be fixed. after this the hr definetly found his place and i hope the devs wont change it again :S
Deadpool // HR
Shakur // Tr
Pretty much. Sort of. Trapper also has much more AoE damage than combat - combat is purely single target whereas trapper has some of the strongest aoe damage in the game in both pve and pvp.
Imo trapper roots need to be fixed to be dodgeable and the duration of the roots reduced to about 3-4 seconds rather than 5-6 seconds, but you shouldn't be able to deflect the cc.
Is it have dazed effect?
No, you can just rooted, you can attack back, just can't move.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
they distroyed HR with the rework.
now finally i have choice in encounters, roots actually do root and i dont have to exploit multiproccing on stuffs to be somewhat successful.
i die 5x times now but i have more fun.
1vs1 combat is better but i cant stand to be forced to play with the same 3 encounters and a plaguefire or the build does not work.
trapper brings some control at node 2 while offering great aoe clearing. i love it.
archery will never be successful, HR encounters have like 2000 base damage at best, archery may have some % damage boost but 50% of low damage is still low damage. it does not have control and or a feat related to aimed shot to play it pewpew in pug pvps.
HR Stormwarden Trapper / Stormwarden Combat
GWF Swordmaster Destroyer
CW Master of Flame Thaumaturge / Spellstorm Oppressor
TR Master Infiltrator Executioner
SW Soulbinder Fury
Bugged roots? How so?
That is interesting. What would you suggest for an Archery HR bringing into a PVP match? I was thinking about bringing my new lvl 60 Archery HR into a match just to try it out, really, but I don't have a good idea on what encounters or class features or dailies to use.
feel free to test it on preview, its the only way too learn and understand your class.
Deadpool // HR
Shakur // Tr
The roots ignore dodges.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
I play my archer pretty much like a combat build when directly engaged, focusing more on evasive move than direct damage; hit and runs, wear them down, load action points, buff the team and stealth for aimShots, use cover and your engaging team to free yourself of pursuers and hit from afar
buff: FoxCunning BoarHide
evasive foxShift/ marauder's
control: boarcharge disruptive/shot
damage: forestGhost aimShot aimedStrike rapidShot
roots can be dodged, it just not easy since the animation of roots is delayed to the skill itself.
what can not be dodged is ice rays
IDK, I'm trying to figure out how ice rays work. I know for a fact I have dodged it several times recently, see the big DODGE notice overhead, don't get the damage, but boom, proned component of it still knocks me flat to the ground. I like the no damage part of being able to dodge it, but I would think I should have also dodged the prone, so it seems like it counts it as 2 different checks and u can't dodge both but perhaps one or the other?
Icy Rays is perfectly dodgeable, Gentlemancrush himself stated that. No Counter-Argument is possible here.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Since when does Icy Rays prone? wtf?
You mean Root/Immobilize.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
I would like you to quote gentlemancrush.
he wrote it should be dodgable but the frame is so small it is basically impossible