New mod, new tweaks, new thread. See the above link for the old build upon which this is based, and the strategy involved.
Basically losing stillness of the forest left a huge hole in our crit. And tbh. last mod, dunno what changed, but I wasn't hitting as hard as I did in mod 13. Archer capstone is better now however, a dmg buff rather than a defence debuff. I put the 5 points from stillness into longshot. Movement makes a huge difference to survival. Believe me, the runspeed with this build is insane. With 2k from boots, 4k mount, and 3k from alacrity for a 9k boost, plus guile, the mainhand bonus to aimed shot and the archer feats... I pretty much don't need a mount anymore, and run fast enough to get out of everybody's range if need be. Move fast enough and basically no-one can target you.
Class features are still aspect of the falcon, with that feated on offhand, and I waver between seekers and aspect of the lone wolf these days for the other. Tbh. unless the other team are all tanks, I slot wolf, otherwise I spend half the match in spawn.
Finally dumped shadowclad in favour of Elven, just too much cc flying around in pvp.
Dropped the dex belt and neck for SH gear, and the DC sigil for a Wheel. Note: with feats/boons, as long as your arpen is maxed , and your deflect is about 15-16%, focus AP gain. You need somewhere around 25% to have enough action points to constantly fuel your dailies without the DC sigil to rely on. Most of your stamima gain comes from one of the first the archer feats and 30% from Elven.
Final gear and stats. The changes in gear primarily focussed crit to get back the 25% from stillness. The woodlord hat, and the beaded amulet go a long way, and the bronzewood raid ring with 2 azure 13s completes the job. To make dread work you need a good solid 80% or so critchance. Next on the list was recovery and hitpoints, the boots and the magic lord's chest cover those, not to mention the alacrity set bonus. Wheel boost more than makes up for the damage loss from losing 4 points of dex and extra action point gain makes up the loss from the artifact change.
Gear: (Manticore mane did finally get nerfed and fell to 2% of my damage so I went back to CR).
Woodlords raid hood. (Drag. glyph/slayer glyph).
Magic Lord's Surcoat. (T. Elven battle).
Jawripper's gloves. (Drag. glyph/slayer glyph).
Ex.Bronzewood Tlahuitolli (U.Dread).
Woodlords assault boots.
Beaded assault ring.
Bronzewood raid ring.
Celeste's shirt and Makos's spare pants.
Neck/waist : Beaded amulet+bronzewood sash.
Enchants: a mix of radiant/dark/azure 13s and the 2 freebie rnk 14s. (No more tenebrous, because it was rubbish).
Artifacts: Main - Soul seer or Wheel. Giants eye. Tiamat's orb. Gwf sigil. (Better AP gain means I could finally dump the DC sigil).
Insignia switched to brutality/initiative for a little more recovery/deflect.
Mount bonuses, assassins, artificers, shepherds, cavalrys, guile. (+4k movement from leg. Strider).
Pots: wildstorm, squash soup, crit SH food, enhanced accuracy.
HP 250k +
Crit-chance 80% +
Def. Ignored 130%-ish
I know the arpen looks insanely high, esp. since U.dread also boosts penetration, but testing showed this combo to be the best, better than U.feytouched with the same arpen. Looks like the defence debuff on dread doesn't really make much of a difference, it's the 80% extra critsev it provides that really makes it fly.
Defensive stats... you are joking right..? Well ok, I do have about 40% deflect.
This build is fast, varying between pretty fast, to ridiculous, depending on what's procced. This makes rotating between nodes, or running to suppprt teamates very easy.
This build can oneshot a lot of things. Basically any pugs are toast. DCs, GFs, GWFs, OPs, unless they're well built, are also toast. At the moment I'm a solid third place on the board for kills, averaging somewhere around 8 kills per match this mod. Top spot is a an exploiter TR, and second is a CW who has built his toon even more insanely glass cannon than I ever could. (He has even more deaths than me lol). So screw it, I'm gonna award myself top killer, tied.
Hawkeye and longshot also buff your teamates, which is nice.
Verrry squishy. Matches with no deaths are rare. There is just no way to build this way without sacrificing defence for offence. Get used to spawncamp.
Despite T.Elven, I'm still very weak against cc. The enemy team composition pretty much dictates what kind of match I'll have. Too many SWs, CWs, I'm boned.
Gank magnet, be assured, the enemy team will come after you, right from the start. You have to think about where you'll be, hit and run. Who to kite.
Finally, and maybe just my opinion, but this build is also the most fun a HR can have in pvp. You are constantly under threat, but also very much feared. Always on the move. When this build works, it works astoundingly well.
As a caveat to the above opinion however, when this build doesn't work, it fails spectacularly. 😃 It gives you a chance at greatness either way.
No idea what my toon is now.