So, some of you may have seen my
old build and noticed the discrepancy between that and my current signature.
Yes, I did give in to the dark side and become a trapper.
No, it's not because of the damage - I actually do slightly less damage now.
The reason I changed is because I wanted something a bit more substantial. I got tired of the "dropping circles from range" life. Don't get me wrong, it's effective. I was just tired of it.
So, introducing Sharra Del'Armgo 2.0
I wanted to balance DPS and survivability with little to no regearing. The only difference between an ideal archer's specs and an ideal trapper's specs is one stat - deflect. Regardless, you're going to want power, crit, armour pen, recovery, and lifesteal. With Trapper, that recovery becomes more important, as does life steal.
So, I'm still running my full GW set (see "no regearing") with similar enchants. Currently, I have Golden Dragon's Smile equipped (that's
Aimed Shot/Strike). It's not the one I wanted, but it's what I have and I do like the bonus to Aimed Strike. I also now have a greater PF enchant equipped, too. I also swapped out Bloodraven artifact for TR sigil - I needed the deflect - and I'm in the middle of transitioning to GW/DL 2/2 at least for the time being to replace armour pen lost from the CN set bonus.
Yes, I'm missing an enchant slot. I'm still trying to decide whether to go with a rank 7 dark or silvery.
The Powertray- Rapid Shot
- Split Shot (For PvE Trash (Though, for a more melee-focused trapper, Electric Shot might work, as its melee spec does decent AoE damage and strikes quickly))
or
- Aimed Shot (Might only pull off one or two in combat, but it's melee power does good DoT, making it ideal for bosses or 5+HD mobs)
- Rain of Arrows (Burst damage at range, DoT at melee)
- Thorn Ward
- Constricting Shot (For PvE Trash)
or
- Binding Shot (For bosses. Higher initial damage and melee side is a healing buff)
- Aspect of the Lone Wolf (This is where I make up my lost deflect, so I don't have to regear. If your deflect is already above 30%, it's not as necessary. Try either Twin Blade Storm or Aspect of the Pack)
- Aspect of the Serpent
- Seismic Shot
- Forest Ghost (It's my escape mechanism when all else fails)
The benefits of this build:
- I'm stacking DoTs through 3 powers and 1 enchant
- It's a more active, responsive playstyle
- DoTs keep HP above 50% most of the time (unless 1-shotted)
- Balances both DPS and survivability
Cons:
- Yes, the gear is not ideal. If you want BiS, try Illi set 4/4, RG 4/4 or some 2/2 combination of GW, RG, Illi, and DL.
- DPS is completely dependent upon rotation
- DPS is slightly lower (for now) than my old Archery build
So, I stand by both of my builds, but I must say that I am enjoying this one far better. My survivability has increased, the activity of play has increased, and I am actually contributing more to burning bosses and dragons (DoTs, remember?)
Comments
As you can tell, there's already less damage - only 1/5 on the dailies having increased damage. Also, I removed battlewise - pointless feat - and slotted the points into toughness
As for Paragons: Yes, I did not spec Ancient Roots. My aim is not to control, but to DPS/DoT what I can. To that aim, I went for shorter-lasting roots that will do damage faster
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
It's all fairly self-explanatory. I needed power, deflect, and AP gain. Extra damage never hurts and reflect damage does come in handy.
No differences to the archery build. I stand by Endless Consumption as it has kept me alive many times (and LS off DoTs means more chances for it to proc). That being said, Rampaging madness would work quite nicely, too, if one isn't too concerned about refilling health.
No differences here, either. However, I do reap the benefits of Cool Resolve and Avalanche more as I am dodging more and in the line of fire more, respectively.
Again, switched from more crit to more deflect (the overall % gain for each was ~0.2% vs 2%. no-brainer there). If I ever get ToD 4 and 5 boons, they will be Dragon's Blood and Dragon's Fury, same as before.
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
At the time being I´m playing on preview with a more Melee-ish setup. I use Fox/Rain/Hindering and tend to stay close to mob packs if not straight away inside (using Serpent and Lone Wolf as passive, as I need the extra Deflect). The target is to be able to stay in Melee range to make good use of the upcoming Templar Set and provide a useful party bonus.
What are you defensive stats (Defense, Deflect, Lifesteal)?
Born of Black Wind: SW Level 80
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
Attack-wise we run a similar set-up. I have more ARP but less Strenght and less Crit but more Wisdom and Power is very similar.
I´m more defensive at the moment running with Cleric Artifact, Waters and Eye of Lathander (2400 Def, 1600 Deflect and 1700 Lifesteal). Somebody would say too much defensive but I prefer not to die too often. If you plan to start with Lostmauth and Shores of Tuern I´ll recommend to work a bit on your defensive side (HP, Defense and Deflection) as some mobs can easily two-shot you (empowered Black Dragon Claws are absolutely deadly).
Moving to Trapper I´ll switch from the current Royal Guard/Fallen Dragon to Black Ice/Draconic Weapons first and then look for the Templar Set+Artifact Weapons, even if they are a real AD/Refining Stones sink.
By the way I have your same Artifact Bow and honestly feel that for a Trapper it doesn´t really make a difference what bow you have as you´ll mostly be rotating encounters if the change to Swiftness of the Fox will stay. If they give a decent ratio for refining an Artifact Weapon with another I´ll probably go for the Pathfinder one for the bonus on Careful Attack, otherwise I´ll stick with what I Have.
Born of Black Wind: SW Level 80
My reasons are Hindering Shot hits nice and hard and has Week Roots for a decent amount of snare. And having 3 charges makes Hinder to nice And Hindering Strike hits hard as an AoE encounter and does Strong Roots which is a setup for Master Trapper in Melee Mode.
Thorn War/Strike is my usual mainstay but I sometimes will go Rain of Arrows/Blades. But the reason for Thorn is me wanting a "single" target hard hitting encounter. And Thorn Ward is a nice fire and forget power which can do tons of damage when fighting a single monster. And the fire and forget is nice for a non-CC immune monster + Strong Roots from Hinder Shot. Let's me pay attention to things nearer to me. Between Ancient Roots and Thorn Ward the snared monsters is usually dead by the time I finish up the minions around me.
And Constricting is my ranged mini-Nuke. AoE on Strong Root with Ancient Roots do a lot of damage. And Steel Breeze is my fill up Stamina when I'm low attack. Builds up Stramina for every target I hit. And it has a large AoE (20 ft.) so I can potentially hit a large number of targets.
Also Hinding Strike and Steel Breeze are very quick activating encounters. I can dash into a group, fire off those two encounters and get out quick with Stamina filled up lot of target's rooted and transistion to Ranged Stance and Master Trapper all set to go.
Even when Mod 5 goes live, I'll be sticking with Royal Guard armor set. I love the defensive stats which give me a lot of survivability. And I supplment it with Aspect of the Long Wolf and Life Steal. I do tend to get pounded a lot, but I bounce back very quickly.
Even in PVP, where I usually finish in the bottom 3-5, I'm landing much higher.
I definitely recommend this build. Thanks!
Jagged Daggers (Recruit)