Just a question.. Where is the love for HR (Trappers). I rarely see any builds for them (Tbh no builds at all). I'm not trying to leech off someone else hard work but just need a lil help trying to aim my toon into the right way. Also the ones that posted in the build part of the threads are madly updated.
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nahsiMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 24Arc User
Hope it helps a little. That's my build, and I love it a lot. Only 'AP Cloak/DC Artifact' Wizards can keep up with the damage. I went into Combat merely to help with some of the survivability you lose from not being full Combat. That 5% Life Steal makes a substantial difference. Once I have 7th ToD Boon, I'll have 20% Life Steal (in Melee Stance {15% normally}) in PvP. Works pretty well in conjunction with 13% Incoming Healing, and 12% Regen as well.
With that being said; I went 5th Boon 10% Healing, 6th Boon 10% Control Strength, and last will be 3% Life Steal.
Everything else should be pretty self explanitory by now if you're a serious HR player. Again - not saying it's perfect, but it works for me and my style.
Hope it helps a little. That's my build, and I love it a lot. Only 'AP Cloak/DC Artifact' Wizards can keep up with the damage. I went into Combat merely to help with some of the survivability you lose from not being full Combat. That 5% Life Steal makes a substantial difference. Once I have 7th ToD Boon, I'll have 20% Life Steal (in Melee Stance {15% normally}) in PvP. Works pretty well in conjunction with 13% Incoming Healing, and 12% Regen as well.
With that being said; I went 5th Boon 10% Healing, 6th Boon 10% Control Strength, and last will be 3% Life Steal.
Everything else should be pretty self explanitory by now if you're a serious HR player. Again - not saying it's perfect, but it works for me and my style.
Thanks alot this does help a bit. Although what t2 gear does your HR use, as well with the enchanment slots with the armor/weapon slots. That's where i'm kinda having the problem with my HR. Also what are you main goals for you HR att/def caps. Like Power Crit Arp/ Life steal def/defict that type of stuff.
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nahsiMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 24Arc User
edited December 2014
Are you sure you're a serious HR player? The most obvious choice for PvE is Royal Guard. It has horrible stats on it, but the set bonus is one of the best in the game. For PvP, it's a toss up between Profound Combatants and 2x Pure/Corrupt BI gear. Even 4x Pure can be okay, if you want to be more tanky in exchange for some damage (attrition method).
Those are just sets built around the premise of efficiency in their respective areas of play. There are many combinations that can be deemed efficient outside of set bonuses/damage, but merely fit the stat itemization requirements you're in need of.
For example; 2x Forest Lord + 2x Dread Legion/Grand Warden can be a good Life Steal/Power/defensive itemization combination, if gems and such are hard to compensate with due to cost limitations. Will it be effective in PvP? Nope. However, almost anything is enough for PvE environments.
At top tier level - gems are mostly HP/Power. Mid-tier, again like what I said above; just try to itemize your stats efficiently.
Standard goals for the two most essential stats would be;
Life Steal - 1840'ish - 12%
Armor Penetration - 2420'ish - 24% (less if an Attribute Score adds to "Resistance Ignored" like STR does for HR's) {No Armor Pen cap to my knowledge for PvP, although 30% is usually a desirable stopping point/goal - can be difficult to achieve though}
Hope it helps a little. That's my build, and I love it a lot. Only 'AP Cloak/DC Artifact' Wizards can keep up with the damage. I went into Combat merely to help with some of the survivability you lose from not being full Combat. That 5% Life Steal makes a substantial difference. Once I have 7th ToD Boon, I'll have 20% Life Steal (in Melee Stance {15% normally}) in PvP. Works pretty well in conjunction with 13% Incoming Healing, and 12% Regen as well.
With that being said; I went 5th Boon 10% Healing, 6th Boon 10% Control Strength, and last will be 3% Life Steal.
Everything else should be pretty self explanitory by now if you're a serious HR player. Again - not saying it's perfect, but it works for me and my style.
you do not seems dedicated too XD
that 5% is rating not flat 5%
basically if you have 1000 lifesteal that 5% is 50 lifesteal more.
No Royal Gaurd is completly wasted on a Trapper. At around 2k recovery you can perma-cysle encounters so the set bonus is wasted. I posted a DL build here a while back and hopefully will be posting my new DT build shortly. For PVE you want to get a total 24% resistance ignored with Str factored in. You can perma cycle at 2k but I'd go at least 2.4k because accidents happen. Trapper does a lot of DPS and draws a lot of aggro so I'd go 1.6-1.8k in defense and deflect then pile everything into power and crit. GPF is good but given crit can climb north of 50% I go with PVorp. DIg around my last build was titled Ickey Woods and there was some pretty good theory crafting in the thread I made some of the decissions on my current build based on that conversation. PVP I like the BI gear. I go higher on the ArPen and naturally bulk HP wherever possible.]
Edit: Doh LifeSteal, get it north of 10% you should do enough damage that that will keep you healthy, even if you aggro 3-4 of those devils in cleric phase...
nahsiMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 24Arc User
edited December 2014
Because he's trolling the thread with false information. It's a flat %increase, same with the boon. That's what made Combat spec so good. "Bloodletting" + "Battle Crazed" could easily be 32%+ Life Steal. I had 47% once with a Warlock and Renegade Control Wizard in the party, 50% if I had the first tier LS boon in ToD. @_@ That's just with the basic 12% standard to begin with. Try throwing "Endless Consumption" boon into that mix. However, some would argue "Wilds Medicine" was a contributing factor to Combat specs survability as well, but from a PvP perspective, it was nerfed too hard to be a 'reliable' source. In PvE it still performed well though.
As for Query's comment; I'm kindly going to agree to disagree with you. Regardless of Recovery amounts, and feats such as "Swiftness of the Fox", a massive 30% (3 seconds - every proc) cooldown reduction straight off the top is going to dramatically help no matter what. Why? Because, I rather ignore Recovery as a stat altogether, and keep stacking Power, and out perform anyone without the set, but takes the times to stack Recovery to get a less effect. You can try to justify its wastefulness all you want, but it's a proven fact the set is one of the best for PvE, just as High Vizier is for CW, and so on and so forth. I'll simply leave it at that, because this debate is undeniably in favor of Royal Guard's set bonus. Try it before you knock it.
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
No Royal Gaurd is completly wasted on a Trapper. At around 2k recovery you can perma-cysle encounters so the set bonus is wasted.
I'm not able to fit any recovery on mine and I love the bonus allowing me to not waste any time using useless melee encounters and instead being able to spam the ones that matter. It can be quite annoying to get off a rain of swords sometimes and doesn't help if you're far away anyway.
I'm not able to fit any recovery on mine and I love the bonus allowing me to not waste any time using useless melee encounters and instead being able to spam the ones that matter. It can be quite annoying to get off a rain of swords sometimes and doesn't help if you're far away anyway.
I guess my question is why would a Trapper, who gets all sorts of bonuses for switching stances, engage at range??? You don't like Master Trapper, Serpent's Bite, and Swiftness of the Fox? I throw one at-will per rotation and that is simply to get the last stack of Serpent. Not using these feats seems to be a real waste of the path's potential. Just make an archery build.
Yesterday, I changed my archery HR to trapper and WOW, HR is actually fun to play now.
the bad news:
I was disappointed that even with hindering shot + contricting arrow + binding arrow, control is still inferior to CW
and these three powers do not enough damage compared to archery path.
If you want to do control, play a control wizard. they do control and dps at the same time.
The good news is:
Although I never tried combat HR, this is definitely much more fun to play than archery.
Current powers are: fox's cunning/shift, marauder's escape/rush, and constricting arrow (for control and DoT)
Class Feature = aspect of the serpent (because you frequently change melee/ranged)
My gear is 2-piece draconic templar (+150 AP and 2 overload slots) and 2-piece Armor of the grand warden (+450 critical).
Not sure if this gear is ideal, but it's what I already had.
With 2780 recovery (I use cruel and black ice enchantments), often I only use encounter powers and no at-will but sometimes my rotation is interrupted either accidentally or intentionally and then I use at-will for one or two seconds.
Even with low recovery and no Royal Guard armor, I think trapper would still be fun.
The action point gain is incredible. And trapper is much much more tanky than archery.
Thanks to frequent marauder's escape/rush, it's possible to solo some difficult mobs which would destroy my archery HR.
dps is decent, as long as you do both melee and ranged. frequent seismic shot will definitely help dps.
With archery HR, I hated fighting Tiamat. But with trapper HR, I actually enjoy playing my HR, including Tiamat and everything else.
Which powers and class features do you trappers use?
Yesterday, I changed my archery HR to trapper and WOW, HR is actually fun to play now.
the bad news:
I was disappointed that even with hindering shot + contricting arrow + binding arrow, control is still inferior to CW
and these three powers do not enough damage compared to archery path.
If you want to do control, play a control wizard. they do control and dps at the same time.
The good news is:
Although I never tried combat HR, this is definitely much more fun to play than archery.
Current powers are: fox's cunning/shift, marauder's escape/rush, and constricting arrow (for control and DoT)
Class Feature = aspect of the serpent (because you frequently change melee/ranged)
My gear is 2-piece draconic templar (+150 AP and 2 overload slots) and 2-piece Armor of the grand warden (+450 critical).
Not sure if this gear is ideal, but it's what I already had.
With 2780 recovery (I use cruel and black ice enchantments), often I only use encounter powers and no at-will but sometimes my rotation is interrupted either accidentally or intentionally and then I use at-will for one or two seconds.
Even with low recovery and no Royal Guard armor, I think trapper would still be fun.
The action point gain is incredible. And trapper is much much more tanky than archery.
Thanks to frequent marauder's escape/rush, it's possible to solo some difficult mobs which would destroy my archery HR.
dps is decent, as long as you do both melee and ranged. frequent seismic shot will definitely help dps.
With archery HR, I hated fighting Tiamat. But with trapper HR, I actually enjoy playing my HR, including Tiamat and everything else.
Which powers and class features do you trappers use?
Don't use seismic shot if you are in parties. It's one of the 10 commandments of Neverwinter, though shall not scatter the mobs. Wizards don't use repel and HR's don't use Seismic shot. You actually make the groups dps worse by doing so and slow down / make the run harder. Do that in the wrong spot you could kill party members.
Don't use seismic shot if you are in parties. It's one of the 10 commandments of Neverwinter, though shall not scatter the mobs. Wizards don't use repel and HR's don't use Seismic shot. You actually make the groups dps worse by doing so and slow down / make the run harder. Do that in the wrong spot you could kill party members.
Don't use seismic shot is not an acceptable "solution".
I could say ... don't bring CW into dungeons ... but that's also not a "solution".
What is the alternative to seismic shot?
By the way, my main character is CW and seismic shot does not bother me at all.
Seismic shot moves mob only a little, much less than repel.
It moves monsters just a little more than CW oppressive force.
This topic is about Trapper HR. There was no need to quote my entire post, to tell people not to use seismic shot in dungeons. Start a new thread about not using seismic shot in dungeons.
I know you are trying to be helpful, but please also try to be persuasive.
By the way, what are the 10 commandments of Neverwinter?
Don't use seismic shot is not an acceptable "solution".
I could say ... don't bring CW into dungeons ... but that's also not a "solution".
What is the alternative to seismic shot?
By the way, my main character is CW and seismic shot does not bother me at all.
Seismic shot moves mob only a little, much less than repel.
This topic is about Trapper HR. There was no need to quote my entire post, to tell people not to use seismic shot in dungeons. Start a new thread about not using seismic shot in dungeons.
I know you are trying to be helpful, but please also try to be persuasive.
Ok let me explain it to you very carefully. You say it doesn't move them far. It does however move them. That means you just put them out of range of the area of effect of dreadtheft, melee, out of the icy terrain, out of the steal time, out of the thorn ward etc. Unless you can knock every single mob you hit with it off of a ledge and kill it. Any use of a skill that knockbacks a mob in group play will always make the fight worse. Every time. It's always a bad idea.
Ok let me explain it to you very carefully. You say it doesn't move them far. It does however move them. That means you just put them out of range of the area of effect of dreadtheft, melee, out of the icy terrain, out of the steal time, out of the thorn ward etc. Unless you can knock every single mob you hit with it off of a ledge and kill it. Any use of a skill that knockbacks a mob in group play will always make the fight worse. Every time. It's always a bad idea.
You are assuming a "worst case" situation in which the mob is tightly packed and controlled and the players are using powers which are not centered on the mob but off-center. In such a situation, my advice is that everyone place their powers closer to the mob center so that a seismic shot is unlikely to push the mob completely out of range.
In some "not worst case" situations, seismic shot could move the mob closer to other players and closer to the center of their powers. In such a situation, dps could increase.
By your logic, CW should not use oppressive force or arcane singularity or furious immolation because it moves the mob away from dreadtheft, melee, icy terrain, steal time, thorn ward, etc.
If you want to persuade people, then I suggest offering an alternative.
Anything. Literally any other daily. Also OF does a lot more damage, singularity groups the mobs closer to each other. Any other daily is better.
You failed to persuade me. Sorry, better luck next time.
In the time I wasted arguing with you, I could have done some research on an actual alternative.
When I play CW, I have no problems at all with seismic shot. does not bother me at all.
Sometimes the mob moves a little due to singularity or oppressive force or seismic shot.
You failed to persuade me. Sorry, better luck next time.
In the time I wasted arguing with you, I could have done some research on an actual alternative.
When I play CW, I have no problems at all with seismic shot. does not bother me at all.
Sometimes the mob moves a little due to singularity or oppressive force or seismic shot.
Then realize that some will not play with you as they will consider you a griefer.
Then realize that some will not play with you as they will consider you a griefer.
Of course, I realize that. And if some CW harasses me by frequently telling me to stop using seismic shot without suggesting a viable alternative, then I will be happy to add that person to my ignore list and would be happy if that person added me to his/her ignore list, so that we don't play with each other. People with conflicting play styles will be happier not playing with each other. I don't enjoy playing with dictators.
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blazious11Member, NW M9 PlaytestPosts: 331Arc User
edited January 2015
There is no alternative for Seismic. We have Forest Ghost, Meditation, disrupting shot. No tell me, which one shoud I use. (Cold Steel Hurricane is a joke).
If you use it correctly, you can gather mobs even. By the time I shot Seismic, it has a good chance, that it kills all the mobs, so no wrong done.
It's just like you say as a GWF,' dont use oppressive force, because it scatters mobs, and I cant run from one to another.' Now, tell any CW, to not use OF, and see what they will say.
Which powers and class features do you trappers use?
I use Fox's cunning - Constricting - Rain of arrows, TAB - fox swift - Rain of Swords/Steel Breeze (depends if mobs are scattered (SB) or together (ROS) - TAB - Constricting - ROA, Fox (after melee, i use consticting, roa, because buffs are wasted on fox, so thats the last)
For Tiamat I change ROA for Hindering for more control.
I dont use any atwill at all, if I dont make a mistake in rotation.
I will post my build in a few days time (with my bad english ), with more details.
My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
Then realize that some will not play with you as they will consider you a griefer.
Hey there. I think from our discussions on Legion Devil #486's thread we can say that we pretty much aggree on scattering mobs. The thing is used properly Seismic does not do so. If you open the engagement with it is pushes them into a pile. Which when followed strong roots remains in a pile untill killed. This is because it pushes all mobs in the same direction, unlike OF. So it is really closer to Sing if used right in that it does move mobs but it moves them all to the same location making it easier to stack AOEs on top of them. Naturally used at the wrong time (much like Sing) it will spoil attacks already launched. And of course you can spam it at bosses all you want because they are CC immune.
Blazious I would encourage you to add at least one at-will to your rotation otherwise you are not getting full effect from Serpent. Because you need 4 attacks (spend two gain two) each rotation to have a full stack of serpent when you switch stance. I lean toward electric/ CTG just because you have already rooted everything in a pile so that mild AOE tends to get a lot of hits.
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blazious11Member, NW M9 PlaytestPosts: 331Arc User
edited January 2015
Blazious I would encourage you to add at least one at-will to your rotation otherwise you are not getting full effect from Serpent. Because you need 4 attacks (spend two gain two) each rotation to have a full stack of serpent when you switch stance. I lean toward electric/ CTG just because you have already rooted everything in a pile so that mild AOE tends to get a lot of hits.
Yeah, I know, but a faster rotation with more encounters gave me more damage, than a fully buffed but slower rotation before. I have not tested it since I got better equipment, and I will, but it just felt slower and squishier, than my rotation. It may give me some damage increase, but if it will be lower than, let's say, 10%, I will stick with the old, because it gives me the feeling of a Fast, agile warrior. Also, it would be around 2 sec longer, in that 2 sec I could use Fox for party dodge, or root for control, and with these, I feel a little more helpful for the party, which is not an issue for guild runs, but helps a lot for PUG run.
Also, as a trapper I dont use RG set either. It gives me around 3500 armorpen, which I dont need, just like regen def, deflect. I use full draconic, because I find it's stats better (and gives some party buff), than any other set, and I'm not a big fan of 2/2. You may argue, that It's not BIS, but it works really good for me.
My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
Well I am also using a different rotation. Each stance shift I open with strong root so I am applying that extra damage and crit to all 11 ticks of Thorned Roots. Also electric takes a second and CTG takes 1/2 a second. I'm actually no longer using 2/2 and made a full DT build. Techniucally I would get little more DPS going 2/2 with CBI but some of the spike damage in ELoL and Tiamat makes that damage debuff kind of useful. I also like the HP on that set as it makes me extra tanky....
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blazious11Member, NW M9 PlaytestPosts: 331Arc User
edited January 2015
Actually, if I hit more than one enemy I get more aspect of the serpent stacks. I have stacks up for ranged (thanks for Steel Breeze), so my hardest hitting encounters (Constricting and Roa) gains the full effect. Usually I have 1 melee stack up after ranged rota, that means harder hitting fox. (I use fox as a gap closer, saves a lot of DPS, also has a very good damage output)) Steel Breeze and RoS hits less anyway. So I only lose 1 stack for melee.
I would use hindering, but it is not effected by cooldown reduction, and breaks my rotation. I use it at Tiamat, so I can root mobs constantly. Binding's melee is not so useful.
My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
Actually, if I hit more than one enemy I get more aspect of the serpent stacks. I have stacks up for ranged (thanks for Steel Breeze), so my hardest hitting encounters (Constricting and Roa) gains the full effect. Usually I have 1 melee stack up after ranged rota, that means harder hitting fox. (I use fox as a gap closer, saves a lot of DPS, also has a very good damage output)) Steel Breeze and RoS hits less anyway. So I only lose 1 stack for melee.
I would use hindering, but it is not effected by cooldown reduction, and breaks my rotation. I use it at Tiamat, so I can root mobs constantly. Binding's melee is not so useful.
From zero on rotation will bring full aspect. 0,1,2,2 going back in the other direction it will not. I wanted to be sure so I am in ToB testing it ATM. Constricting arrow hit 3 targets and ticks 11 times on each moves Serpent 1 stack. Same for hindering, same fo Steel Breeze. I can only get RoA on 2 dummies where it only moves 1 stack. I mean I tested all that when they changed Serpent from 3 to 2 stacks because it was suddenly useful. Just checking again to see if they changed something. I am talking about Aspect of the Serpent (and related feats) here.
IMO the utility of both disruptive and ghost are just way too strong to ignore. Couple forest ghost with mauraders to zap in or zap out through a crowd of mobs, lots of nice free attacks from ghost as u pass in range of each mob. Time it when u need to be avoiding red areas of doom from enemy mobs and it's free damage while you're being evasive. The run speed boost is sweet too, so it has a use for that as well if u don't have a gap closer up and u need to move away or to something faster.
the dot in ranged and aoe in melee is hard to ignore on constricting.
doubt anyone needs explanation of how awesome foxshift is.
Marauder's vs Hindering really depends on whether I need to be going in and out of melee and stay mobile or not. If so it's a must. If not, then I prefer the hindering shot for the aoe cc and the amazing damage u get from the dots on the melee version.
When setup and u find your rhythm, you might get tired from non stop skill firing going back and forth between ranged and melee encounters every few seconds and just dishing out some pain. I know a lot of people like combat, but I think the hybrid utility coupled with the constant flow of damage is so much more fun in a good trapper setup.
It takes a while to get used to it, but ever time I try to go back to archery where I started and had some fun, or try combat, I find myself feeling sluggish and missing the frenzy that is the Neverwinter HR Trapper.
I just returned from Icewind Dale. Normally, I farm icewind dale on my CW because those mobs hit very hard and control is needed.
Very happy to say that my Trapper HR can solo many elite mobs, almost as well as CW, maybe sometimes better than a CW. Trapper HR is so fun to play. In a way, it's like playing a CW but in a completely different way. A totally different way to fight and control. If you enjoy CW but don't have a HR, then I suggest a trapper HR.
Yes, trapper HR is more fast-moving and frantic playstyle. Constantly switching between melee and ranged is more work than CW and archery HR.
I will never play archery HR again. My old archery HR would be destroyed in Icewind Dale which is why I always farmed IWD on my CW.
I am using marauder's escape/rush because the mobs in IWD hit very hard.
Even though I only have 27k HP, 33.3% damage resistance, and 19.4% deflect and no black ice gear, can still solo a mob without too much difficulty.
I don't even use aspect of the lone wolf. Don't need it. Instead, aspect of the pack stays slotted in case someone joins me or for when I do Tiamat. I wish I did not need more linus favor because soloing elite mob in IWD is the most fun I've had in a long time.
I am bored of playing my CW and for me, the trapper HR is like my new CW.
Comments
Hope it helps a little. That's my build, and I love it a lot. Only 'AP Cloak/DC Artifact' Wizards can keep up with the damage. I went into Combat merely to help with some of the survivability you lose from not being full Combat. That 5% Life Steal makes a substantial difference. Once I have 7th ToD Boon, I'll have 20% Life Steal (in Melee Stance {15% normally}) in PvP. Works pretty well in conjunction with 13% Incoming Healing, and 12% Regen as well.
With that being said; I went 5th Boon 10% Healing, 6th Boon 10% Control Strength, and last will be 3% Life Steal.
Everything else should be pretty self explanitory by now if you're a serious HR player. Again - not saying it's perfect, but it works for me and my style.
Thanks alot this does help a bit. Although what t2 gear does your HR use, as well with the enchanment slots with the armor/weapon slots. That's where i'm kinda having the problem with my HR. Also what are you main goals for you HR att/def caps. Like Power Crit Arp/ Life steal def/defict that type of stuff.
Those are just sets built around the premise of efficiency in their respective areas of play. There are many combinations that can be deemed efficient outside of set bonuses/damage, but merely fit the stat itemization requirements you're in need of.
For example; 2x Forest Lord + 2x Dread Legion/Grand Warden can be a good Life Steal/Power/defensive itemization combination, if gems and such are hard to compensate with due to cost limitations. Will it be effective in PvP? Nope. However, almost anything is enough for PvE environments.
At top tier level - gems are mostly HP/Power. Mid-tier, again like what I said above; just try to itemize your stats efficiently.
Standard goals for the two most essential stats would be;
Life Steal - 1840'ish - 12%
Armor Penetration - 2420'ish - 24% (less if an Attribute Score adds to "Resistance Ignored" like STR does for HR's) {No Armor Pen cap to my knowledge for PvP, although 30% is usually a desirable stopping point/goal - can be difficult to achieve though}
Enchant options; Plaguefire, Flaming, Soulforge, Barkshield. ¯\(º-°)/¯
that 5% is rating not flat 5%
basically if you have 1000 lifesteal that 5% is 50 lifesteal more.
Edit: Doh LifeSteal, get it north of 10% you should do enough damage that that will keep you healthy, even if you aggro 3-4 of those devils in cleric phase...
It shows additive to my combat HR, unless the % rate is bugged on my character sheet. For example I go from 8% ranged to 13% melee.
As for Query's comment; I'm kindly going to agree to disagree with you. Regardless of Recovery amounts, and feats such as "Swiftness of the Fox", a massive 30% (3 seconds - every proc) cooldown reduction straight off the top is going to dramatically help no matter what. Why? Because, I rather ignore Recovery as a stat altogether, and keep stacking Power, and out perform anyone without the set, but takes the times to stack Recovery to get a less effect. You can try to justify its wastefulness all you want, but it's a proven fact the set is one of the best for PvE, just as High Vizier is for CW, and so on and so forth. I'll simply leave it at that, because this debate is undeniably in favor of Royal Guard's set bonus. Try it before you knock it.
I'm not able to fit any recovery on mine and I love the bonus allowing me to not waste any time using useless melee encounters and instead being able to spam the ones that matter. It can be quite annoying to get off a rain of swords sometimes and doesn't help if you're far away anyway.
I guess my question is why would a Trapper, who gets all sorts of bonuses for switching stances, engage at range??? You don't like Master Trapper, Serpent's Bite, and Swiftness of the Fox? I throw one at-will per rotation and that is simply to get the last stack of Serpent. Not using these feats seems to be a real waste of the path's potential. Just make an archery build.
the bad news:
I was disappointed that even with hindering shot + contricting arrow + binding arrow, control is still inferior to CW
and these three powers do not enough damage compared to archery path.
If you want to do control, play a control wizard. they do control and dps at the same time.
The good news is:
Although I never tried combat HR, this is definitely much more fun to play than archery.
Current powers are: fox's cunning/shift, marauder's escape/rush, and constricting arrow (for control and DoT)
Class Feature = aspect of the serpent (because you frequently change melee/ranged)
My gear is 2-piece draconic templar (+150 AP and 2 overload slots) and 2-piece Armor of the grand warden (+450 critical).
Not sure if this gear is ideal, but it's what I already had.
With 2780 recovery (I use cruel and black ice enchantments), often I only use encounter powers and no at-will but sometimes my rotation is interrupted either accidentally or intentionally and then I use at-will for one or two seconds.
Even with low recovery and no Royal Guard armor, I think trapper would still be fun.
The action point gain is incredible. And trapper is much much more tanky than archery.
Thanks to frequent marauder's escape/rush, it's possible to solo some difficult mobs which would destroy my archery HR.
dps is decent, as long as you do both melee and ranged. frequent seismic shot will definitely help dps.
With archery HR, I hated fighting Tiamat. But with trapper HR, I actually enjoy playing my HR, including Tiamat and everything else.
Which powers and class features do you trappers use?
Don't use seismic shot if you are in parties. It's one of the 10 commandments of Neverwinter, though shall not scatter the mobs. Wizards don't use repel and HR's don't use Seismic shot. You actually make the groups dps worse by doing so and slow down / make the run harder. Do that in the wrong spot you could kill party members.
Don't use seismic shot is not an acceptable "solution".
I could say ... don't bring CW into dungeons ... but that's also not a "solution".
What is the alternative to seismic shot?
By the way, my main character is CW and seismic shot does not bother me at all.
Seismic shot moves mob only a little, much less than repel.
It moves monsters just a little more than CW oppressive force.
This topic is about Trapper HR. There was no need to quote my entire post, to tell people not to use seismic shot in dungeons. Start a new thread about not using seismic shot in dungeons.
I know you are trying to be helpful, but please also try to be persuasive.
By the way, what are the 10 commandments of Neverwinter?
You are assuming a "worst case" situation in which the mob is tightly packed and controlled and the players are using powers which are not centered on the mob but off-center. In such a situation, my advice is that everyone place their powers closer to the mob center so that a seismic shot is unlikely to push the mob completely out of range.
In some "not worst case" situations, seismic shot could move the mob closer to other players and closer to the center of their powers. In such a situation, dps could increase.
By your logic, CW should not use oppressive force or arcane singularity or furious immolation because it moves the mob away from dreadtheft, melee, icy terrain, steal time, thorn ward, etc.
If you want to persuade people, then I suggest offering an alternative.
Anything. Literally any other daily. Also OF does a lot more damage, singularity groups the mobs closer to each other. Any other daily is better.
You failed to persuade me. Sorry, better luck next time.
In the time I wasted arguing with you, I could have done some research on an actual alternative.
When I play CW, I have no problems at all with seismic shot. does not bother me at all.
Sometimes the mob moves a little due to singularity or oppressive force or seismic shot.
Then realize that some will not play with you as they will consider you a griefer.
Of course, I realize that. And if some CW harasses me by frequently telling me to stop using seismic shot without suggesting a viable alternative, then I will be happy to add that person to my ignore list and would be happy if that person added me to his/her ignore list, so that we don't play with each other. People with conflicting play styles will be happier not playing with each other. I don't enjoy playing with dictators.
If you use it correctly, you can gather mobs even. By the time I shot Seismic, it has a good chance, that it kills all the mobs, so no wrong done.
It's just like you say as a GWF,' dont use oppressive force, because it scatters mobs, and I cant run from one to another.' Now, tell any CW, to not use OF, and see what they will say.
I use Fox's cunning - Constricting - Rain of arrows, TAB - fox swift - Rain of Swords/Steel Breeze (depends if mobs are scattered (SB) or together (ROS) - TAB - Constricting - ROA, Fox (after melee, i use consticting, roa, because buffs are wasted on fox, so thats the last)
For Tiamat I change ROA for Hindering for more control.
I dont use any atwill at all, if I dont make a mistake in rotation.
I will post my build in a few days time (with my bad english ), with more details.
Hey there. I think from our discussions on Legion Devil #486's thread we can say that we pretty much aggree on scattering mobs. The thing is used properly Seismic does not do so. If you open the engagement with it is pushes them into a pile. Which when followed strong roots remains in a pile untill killed. This is because it pushes all mobs in the same direction, unlike OF. So it is really closer to Sing if used right in that it does move mobs but it moves them all to the same location making it easier to stack AOEs on top of them. Naturally used at the wrong time (much like Sing) it will spoil attacks already launched. And of course you can spam it at bosses all you want because they are CC immune.
Blazious I would encourage you to add at least one at-will to your rotation otherwise you are not getting full effect from Serpent. Because you need 4 attacks (spend two gain two) each rotation to have a full stack of serpent when you switch stance. I lean toward electric/ CTG just because you have already rooted everything in a pile so that mild AOE tends to get a lot of hits.
Yeah, I know, but a faster rotation with more encounters gave me more damage, than a fully buffed but slower rotation before. I have not tested it since I got better equipment, and I will, but it just felt slower and squishier, than my rotation. It may give me some damage increase, but if it will be lower than, let's say, 10%, I will stick with the old, because it gives me the feeling of a Fast, agile warrior. Also, it would be around 2 sec longer, in that 2 sec I could use Fox for party dodge, or root for control, and with these, I feel a little more helpful for the party, which is not an issue for guild runs, but helps a lot for PUG run.
Also, as a trapper I dont use RG set either. It gives me around 3500 armorpen, which I dont need, just like regen def, deflect. I use full draconic, because I find it's stats better (and gives some party buff), than any other set, and I'm not a big fan of 2/2. You may argue, that It's not BIS, but it works really good for me.
I would use hindering, but it is not effected by cooldown reduction, and breaks my rotation. I use it at Tiamat, so I can root mobs constantly. Binding's melee is not so useful.
From zero on rotation will bring full aspect. 0,1,2,2 going back in the other direction it will not. I wanted to be sure so I am in ToB testing it ATM. Constricting arrow hit 3 targets and ticks 11 times on each moves Serpent 1 stack. Same for hindering, same fo Steel Breeze. I can only get RoA on 2 dummies where it only moves 1 stack. I mean I tested all that when they changed Serpent from 3 to 2 stacks because it was suddenly useful. Just checking again to see if they changed something. I am talking about Aspect of the Serpent (and related feats) here.
self heals only or pvp, need to stay on the move:
rapid shot / careful attack
Foxshift / constricting arrow / mauraders
dailies: disruptive shot / ghost or slashers
lots of ez bunched up aoe mobs or good heals or good tanking not as much need to be on the move non stop:
at wills: split shot / careful attack
encounters: foxshift / constricting arrow / hindering shot
dailies: disruptive shot / ghost or slashers
IMO the utility of both disruptive and ghost are just way too strong to ignore. Couple forest ghost with mauraders to zap in or zap out through a crowd of mobs, lots of nice free attacks from ghost as u pass in range of each mob. Time it when u need to be avoiding red areas of doom from enemy mobs and it's free damage while you're being evasive. The run speed boost is sweet too, so it has a use for that as well if u don't have a gap closer up and u need to move away or to something faster.
the dot in ranged and aoe in melee is hard to ignore on constricting.
doubt anyone needs explanation of how awesome foxshift is.
Marauder's vs Hindering really depends on whether I need to be going in and out of melee and stay mobile or not. If so it's a must. If not, then I prefer the hindering shot for the aoe cc and the amazing damage u get from the dots on the melee version.
When setup and u find your rhythm, you might get tired from non stop skill firing going back and forth between ranged and melee encounters every few seconds and just dishing out some pain. I know a lot of people like combat, but I think the hybrid utility coupled with the constant flow of damage is so much more fun in a good trapper setup.
It takes a while to get used to it, but ever time I try to go back to archery where I started and had some fun, or try combat, I find myself feeling sluggish and missing the frenzy that is the Neverwinter HR Trapper.
Very happy to say that my Trapper HR can solo many elite mobs, almost as well as CW, maybe sometimes better than a CW. Trapper HR is so fun to play. In a way, it's like playing a CW but in a completely different way. A totally different way to fight and control. If you enjoy CW but don't have a HR, then I suggest a trapper HR.
Yes, trapper HR is more fast-moving and frantic playstyle. Constantly switching between melee and ranged is more work than CW and archery HR.
I will never play archery HR again. My old archery HR would be destroyed in Icewind Dale which is why I always farmed IWD on my CW.
I am using marauder's escape/rush because the mobs in IWD hit very hard.
Even though I only have 27k HP, 33.3% damage resistance, and 19.4% deflect and no black ice gear, can still solo a mob without too much difficulty.
I don't even use aspect of the lone wolf. Don't need it. Instead, aspect of the pack stays slotted in case someone joins me or for when I do Tiamat. I wish I did not need more linus favor because soloing elite mob in IWD is the most fun I've had in a long time.
I am bored of playing my CW and for me, the trapper HR is like my new CW.