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PvP: Combat vs Trapper in Mod6

the1rgoodthe1rgood Member, NW M9 Playtest Posts: 4 Arc User
edited April 2015 in The Wilds
I'm level 70 already, so I'm ready to discuss class build.

Feel free to chime in on the upside and downside of each class. I'll contribute what I know already too.

Trapper:
Pros:
- As usual, damage heavy. Bleeds have a higher potential, but the reduced crit becomes a problem.
- Makes crushing roots most viable. Combined with the cooldown, that's a lot of interrupts.
-I see a lot of people claiming crushing doesn't last long enough, or that it's a terrible daze, but that isn't the point.
-Anything with any length of casting time will be interrupted. That's some pretty powerful potential.

Cons:
- Survivability is low. Even with the new fully upgraded pvp set, deflect is something like 1700.
- Mobility is minimal. With lack of movement bonus or set bonus, I feel like I'm walking through pudding.

Combat:
Pros:
- Lifesteal. Oh my god, lifesteal.
- Build on the preview got lifesteal up to 40% chance without even R10s. That's nuts.
- Faster.
- Merdauder's rush becomes viable again, which is fantastic for getting in/out of fights.
- You are untargetable while merauder's rush is active. Yes, you can get hit by AOE, but you can't be targeted. This is a huge advantage.
- Better deflect builds grant combat HRs better mobility than they had last mod. They'll be dazed, stunned, and rooted less, which is vital.

Cons:
- Massive DPS loss. Compared to Trapper, it's pitifully low, and given that everyone has 100k HP now, that is a big problem.
- Dazes and stuns still make merdauder's impossible to use, which means an Oghma's is mandatory.
- Lifesteal is worthless when getting one-shot by TRs. So what if you have full HP. They'll hit it immediately, and then some.

Hybrid:
I wasn't originally going to discuss this, but hey, might as well.
Pros:
- Still utilizes Trapper's fast cooldown time.
- Still has heavy lifesteal.
- Can utilize ambush to make a near perma-stealth build
- Plays like Combat HR, which is less rotation intensive

Cons:
- Ambush is still bugged. You can't place bleeds then stealth, which means glyphs are out.
- While HRs are still very slow, I don't know how effectively you'll be able to evade while stealthed.
- Can't lifesteal while you can't hit, which means you'll have to time attacks, or pray you get some regen. Not reliable.
- Relies on almost no CC, which means you better be fast with that stealth. There is no room for error.
- No roots means no daily cooldown, which means less forest ghost, which means less dps in stealth.

Hybrid is basically entirely for node-contesting. But we'll see with more experience, I guess. I'm open to new input.
Post edited by the1rgood on

Comments

  • rschragerrschrager Member, NW M9 Playtest Posts: 59 Arc User
    edited April 2015
    Good start - I'm looking forward to checking back for some 'intelligent' responses.
  • the1rgoodthe1rgood Member, NW M9 Playtest Posts: 4 Arc User
    edited April 2015
    rschrager wrote: »
    Good start - I'm looking forward to checking back for some 'intelligent' responses.

    Hey, me too. :)

    I've avoided the Archery tree like the plague since mod4, because combat became the overwhelming meta, then trapper, but it appears they've given some significant damage buffs to the tree. I'd like to see what people come up with there too.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited April 2015
    Wild medicine is not working. Damage is pitiful low.
    Trapper for me
  • the1rgoodthe1rgood Member, NW M9 Playtest Posts: 4 Arc User
    edited April 2015
    rayrdan wrote: »
    Wild medicine is not working.

    What's wrong with it?
  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited April 2015
    rayrdan wrote: »
    Wild medicine is not working. Damage is pitiful low.
    Trapper for me

    hahahhaa damage is pitiful low? combat can outdps trapper easily. its just all focused into a few seconds.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited April 2015
    hahahhaa damage is pitiful low? combat can outdps trapper easily. its just all focused into a few seconds.

    Tell me where your dps should come from as combat.
    Tell me in pvp how you are going to compensate -10 crit chance and how you are going to kill a 120k enemy.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited April 2015
    Wanna talk about main combat damage source?
    4x carefull attack dots with plague fire.
    Good luck with that, if the first get deflected all the following get deflected too.
    Ready for 4/second fey thistle procs? Mmm its like 10k hp/second...you kill yourself
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited April 2015
    hahahhaa damage is pitiful low? combat can outdps trapper easily. its just all focused into a few seconds

    Please enlighten me(us). I tested melee and in pvp its not cutting it nm what I tried.
    Next am going to try Archery/melee hybrid with tons of life steal +p.vorpal and see if it can work out with ambush I will come back on that later but as of now trapper seams to the most valid option as you need the cc.
  • avengingangel93avengingangel93 Member Posts: 192 Arc User
    edited April 2015
    Granted, a combat spec has a greater amount of survivability and annoyance-factor, but to me, the trapper outshines. More benefits to a team, whereas a combat spec provides much less. Not to mention the CRAZY damage a trapper spec can do if correctly built.
  • osterdracheosterdrache Member Posts: 480 Arc User
    edited April 2015
    For all who think trapper is soo good… you have forgotten something.

    Elven battle enchantment. See a trapper? Put it on, and trapper does not cc or does dmg, so R.I.P.

    Maybe in pug matches this does not matter, but in premades vs players with unlimited resources, a trapper can be completly countered. Sad, but true.
  • kyobi16kyobi16 Member, NW M9 Playtest Posts: 68 Arc User
    edited April 2015
    combat needs a certain build to really shine that crit severity is there for a reason.
    but u still gotta be at least close to bis to make it work
    what u need is to stack crit to about 8/12k which is possible with the burning pvp gear using 2/2 of each
    those also have higher recovery which u also need offence slot are all azure and defence slot going all HP
    with the right boons/feats/features u get about 55% deflect without needing to stack it on gear
    u notice i didnt say nothing about power, thats because u dont need it using a pure/tranc feytouched gives u the damage bonus u need
    more power is great but u dont really need it with feytouched.
    about which powers to use the new plant growth is bis since it procs cap stone multiple times like rain of blades + it roots which is great only downside is the long cooldown which is why u gotta have high recovery and be stormwarden for the encounter reduce
    with stormstep, nw i know that carefull attack works great with combat HRs but u get more utility with stormwarden and its a lot better for pve since bladestorm is BIS while pveing as a combat hr.
    so instead of carefull attack u gonna use aimed strike for the constant procing of flurry another must have is marauders for the fast in and out with no speed bonus its gonna be great for mobility last encounter is for u to decide either fox or boar keep in mind that fox damage is no longer mandatory since all ur damage is coming for the at will procs of flurry so boar might be a better choice for the extra cc, if u do it right with this u get a high survivablity dpser that can really deal massive damage on single targets
  • drago780drago780 Member Posts: 2 Arc User
    edited April 2015
    I believe trapper is better for this mod because of how hard the mobs hit. I use a encounter build that most people frown upon. I tried Combat in the preview and it was decent but I figured out quick that I died more often than I would if I were trapper. I choose the 4 feats in 5/5 and then capstone. I'm not in-game atm but I do know that my suvivability is higher than a combat built HR. I know that Archery is decent too but, you need to keep your distance so you don't die so fast. I stuck with trapper because I like the roots and the DoTs that I get. I don't have respec token to waste to test everything. But what I really want to do to is take 5/5 gambit and then full trapper for the crit severity..but then again that might be possible.
  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited April 2015
    try using plant growth then gushing wound then melee of aimed strike and then spam at will its a single burst of damage hard ot land in pvp but if you do youll down your enemy in seconds.
  • drago780drago780 Member Posts: 2 Arc User
    edited April 2015
    But, is combat worth using in mod 6? I'm honestly torn, but I like combat just for the gambit
  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited April 2015
    drago780 wrote: »
    But, is combat worth using in mod 6? I'm honestly torn, but I like combat just for the gambit

    actually using combat life steal procs almost constantly if you go for the lifesteal feats.i found my health constantly climbing to the top.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited April 2015
    For all who think trapper is soo good… you have forgotten something.

    Elven battle enchantment. See a trapper? Put it on, and trapper does not cc or does dmg, so R.I.P.

    Maybe in pug matches this does not matter, but in premades vs players with unlimited resources, a trapper can be completly countered. Sad, but true.

    the damage dont stop...you still get full ticks.
  • drago780drago780 Member Posts: 2 Arc User
    edited April 2015
    actually using combat life steal procs almost constantly if you go for the lifesteal feats.i found my health constantly climbing to the top.


    I'm talking about the damage as a combat..not really into stacking life steal
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited April 2015
    can you please check if wilde medicine is working again right?
  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited April 2015
    drago780 wrote: »
    I'm talking about the damage as a combat..not really into stacking life steal

    the damage is great too but its really only single target if you want good damage.
  • drago780drago780 Member Posts: 2 Arc User
    edited April 2015
    Black, do you have a good combat build?
  • kyobi16kyobi16 Member, NW M9 Playtest Posts: 68 Arc User
    edited April 2015
    FYI i would stay trapper till the 23rd just to see how the changes are gonna be
    wilds medicine still broken + some rank 4 skills not working so better wait to take advantge of a good combat build
  • drago780drago780 Member Posts: 2 Arc User
    edited April 2015
    What happens on the 23rd?
  • felixkamfelixkam Member Posts: 99 Arc User
    edited April 2015
    drago780 wrote: »
    What happens on the 23rd?

    Devs said there'd be a large patch on that date, but they haven't revealed any info as to what will be happening on it. Current speculation includes the rest of the missing dungeons, patch fixes, possibly a bit more new content, and some further rebalancing of classes.
    Personal Projects - Check out my take on these D&D classes for Neverwinter:
    Complete:
    - The Monk - http://nw-forum.perfectworld.com/showthread.php?865991-The-Monk-A-Relatively-Detailed-Proposal-for-a-New-Class

    Under Work:
    - The Primal Totemist
    - The Wild Sorcerer
    - The Summoning Binder
  • kyobi16kyobi16 Member, NW M9 Playtest Posts: 68 Arc User
    edited April 2015
    another possible build is the archery/melee hybrid with the crit feat from melee and the lostmauth set along with the long shot feat every crit u do is gonna hurt.
  • flyofavalonflyofavalon Member, NW M9 Playtest Posts: 28 Arc User
    edited April 2015
    Trapper roots + daze on roots is the current fotm OP combo for HR. Until its nerfed or someone else is buffed, I dont think there is another build as competitive.
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