lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
edited April 2015
I think with all the bugs prevalent most players are still testing things or waiting for fixes to be able to test properly. I think it's too early to be seeing Mod 6 builds. I used my free respec at lvl 70 but am still unsure about many things, mostly about stat values. So until these things become clearer I expect to see very little in the line of builds for now.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
but 2 cents. Trapper is only path imho.
Arm Pen RO is going down after 4k. at 4.3k arm pen you will have only 40% from stat. Recovery is pretty useless. Don't stack unless it unless it is extra stat.
Crit is now very important. Especially until lostmauth set is nerfed.
Never really saw trapper cunning work btw. Crushing roots is good but will not save you if opponent is immune of has good control resist.
This leads to -> get more control resist for pvp. Max wisdom generally. Control strength is still bugged. as well as roots still have issues with dots. Thorn Ward seems to not use Arm Pen - kinda useless unless fixed.
Serpents bite is now out of field really. you most of time gonna have fox and crushing.
Nagation is best enchant atm.
0
lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
Just for Trapper right? I have far too much Recovery invested on my Archer just to toss it to the side now. And it seems to be less affected by the new stat curves as the rest.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
There will be a bit of testing but I can already see where my build will end up in general terms. For Trapper recovery is not worth much, and they are throwing ArPen at us as usual. So really it will be figuring out how much defense is necissary for survivabilty then making a set that optomizes for power and crit. 10% lifesteal stil seems to be about optimal. Regeneration, of course, is also pretty useless at this point.
but 2 cents. Trapper is only path imho.
Arm Pen RO is going down after 4k. at 4.3k arm pen you will have only 40% from stat. Recovery is pretty useless. Don't stack unless it unless it is extra stat.
Crit is now very important. Especially until lostmauth set is nerfed.
Never really saw trapper cunning work btw. Crushing roots is good but will not save you if opponent is immune of has good control resist.
This leads to -> get more control resist for pvp. Max wisdom generally. Control strength is still bugged. as well as roots still have issues with dots. Thorn Ward seems to not use Arm Pen - kinda useless unless fixed.
Serpents bite is now out of field really. you most of time gonna have fox and crushing.
Nagation is best enchant atm.
After playing from preveiw to live testing and testing and puff puff puff more testing this is the final result.
Skip fox no room for it any more you need max damage with max lifesteal and crit rest is second on third priority.
Encounters; Hindering-Constricting-Cordon
Class feats; Lone wolf-Crushing Roots
At will; hunters-rapid (pve hunters-splitt)
Dailys; Forest-Disruptive(pve Disruptive+Seismic)
Feats all Trapper but 5 in life steal from melee.
Aim for lifesteal from boons 800 and 3 % from dragon then 10% on incomming heals from dragon(dont have 3rd Tiamat drove me crazy).
In defence all dark in offence all azur max crit and life steal rest you have to get from arti+gear.
Lifesteal should not be under 7k and crit not below 30% as an absolut minimum for crit.
Armor ench bloodtheft(yes even after last patch) with negation as an option Weapon ench Transch Feytouch or P.vorpal.
Get control bonus as high as you can max dex+wis.
If you havent played with lifesteal 20+% you are in for a nice suprice nothing I tested comes close to this set up imho.
Only set up I see as competative is 3rd capstone in melee for 50% more crit severity then full archery with crit from t5 feat and transc feytouched weapon ench (option p.vorp) for a pure pve set up with GOOOOOOOD tanks(aggro with this and your dead).
Have fun hope it helped
Best
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
After playing from preveiw to live testing and testing and puff puff puff more testing this is the final result.
Skip fox no room for it any more you need max damage with max lifesteal and crit rest is second on third priority.
Encounters; Hindering-Constricting-Cordon
Class feats; Lone wolf-Crushing Roots
At will; hunters-rapid (pve hunters-splitt)
Dailys; Forest-Disruptive(pve Disruptive+Seismic)
Feats all Trapper but 5 in life steal from melee.
Aim for lifesteal from boons 800 and 3 % from dragon then 10% on incomming heals from dragon(dont have 3rd Tiamat drove me crazy).
In defence all dark in offence all azur max crit and life steal rest you have to get from arti+gear.
Lifesteal should not be under 7k and crit not below 30% as an absolut minimum for crit.
Armor ench bloodtheft(yes even after last patch) with negation as an option Weapon ench Transch Feytouch or P.vorpal.
Get control bonus as high as you can max dex+wis.
If you havent played with lifesteal 20+% you are in for a nice suprice nothing I tested comes close to this set up imho.
Only set up I see as competative is 3rd capstone in melee for 50% more crit severity then full archery with crit from t5 feat and transc feytouched weapon ench (option p.vorp) for a pure pve set up with GOOOOOOOD tanks(aggro with this and your dead).
Have fun hope it helped
Best
This is of course great if you pvp as a Trapper BUT there are some of us who still love Archer path and also play pve.
With regards to gear, the Assault set contains all ArP but the Raid set has almost no ArP on it. I will be going for the Assault set myself, no point in mixing sets. Currently I only have the T1 Assault set so I am sitting at about 43% Resistance Ignored. Looking to get it up to 60% for those higher tier bosses and mobs.
My loadout is Rain of Arrows, Cordon or Arrows and Thorn Ward, Rapid and Split, Seismic and Forest Ghost, Aspect of the Pack and Twin-Blade Storm (this one I switch out depending on situation). I am very happy with this set-up as a SW Archer. Now its about balancing the rest of the stats. I'm still using Radiants in offence and defence slots.
I have to look at my boons again. I respecced at lvl 70 and kept my boons mostly as they were in Mod 5. However, I think I'll choose all the healing boons again to increase my survivability. Still using Vorpal and Soulforge, not interested in refining a new shiny FotM enchant that will get nerfed in the near future.
I will be stacking some Regen after all, thinking about 2k might do it. Also heard that Lifesteal at 15% is a good place to be.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Fox is still a must to hit trs.
I kinda want to skip when i can respec again forestbound for the weak roots on crit feat.
Then skip serpents bite too because i cant give up on aspect of the lone wolf and crushing roots seems to be must have.
At this point i still have 10 points to spend..i would probably take stamina on archery stance and 5 percent more crit as ranged.
Of course this if they fix thorned roots not applying armor pen and rank 4 lone wolf.
Otherwise i dont know..
I still have to wait tho..respec is broken
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vinceent1Member, NW M9 PlaytestPosts: 1,264Arc User
edited April 2015
i used fox, hindering and conscricting at arena and marauder, hindering and conscricting at GG in mod 5 stormwarden archery
now i seriously think about use both fox and marauder on both and seriously tested cordon in pvp
archery seems to be very weak now according to elemental campaign
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
archery seems to be very weak now according to elemental campaign
Indeed. But then Archer tree has been weak since we lost the ability to CC with old Constricting Shot. I have been running GG for the past week to get my hands on the Burning pvp set to stay alive for a few more seconds in T2s. It's a slog but still way more fun than 5v5 domination. I haven't seen any trolls or general ******bags in GG since the rework, no smack talk, just pain old pvp.
I'm running with Marauder's, CoA and Hindering with Rapid and Aimed, Disruptive and Forest Ghost, Aspect of the Pack and Crushing Roots, although I might switch the last one out as I didn't realise CoA doesn't affect Crushing Roots. Not built for pvp at all so I will struggle but I'm almost having as much fun as I did back in Mods 2 and 3 in pvp.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
i used fox, hindering and conscricting at arena and marauder, hindering and conscricting at GG in mod 5 stormwarden archery
now i seriously think about use both fox and marauder on both and seriously tested cordon in pvp
archery seems to be very weak now according to elemental campaign
Im using cordon in GG. seems to have its spot with constructive arrow as starter. With some practice you have root from constructive then cordon on top(up to 3 times). This is situation case. Works great on tanks, packs and other people that are slow.
I think this is only one load that gave me triple kill once on lvl 70 pvp.
Also cordon does not count as front attack and seems to go throw pal/gf shield.
Stopped GG and pvp now after i got burring set.
ADDED
Had fought one CW that had very high control resists - above does not work.
But then we can actually use Longstrider since it actually seems to amplify damage pretty good.
Also I found Longstrider works well on bosses.
2 other encounters are your choice but i often run for lostmouth
longstrider -> cordon ->gushing -> careful -> ... makes a good chunk of damage so far
Marnival: whats your rotation?, I ask cause I cant get your encounters to work any good.
I just specced from combat to trapper and are ofc a newb here still, but suddently I have trouble in Shandalar/Dread Ring again, which was quite duable as a combatter.
Also: really take all trapper feats?, some of them seems just bad, like serpents bite or natures fury, I dont use that aspect or the hurricane anyway. If your going for combats bloodletting, why not the fluid and maybe even the gambit aswell?
Well, this is the weekend for testing I guess, happy times folks
Marnival: whats your rotation?, I ask cause I cant get your encounters to work any good.
I just specced from combat to trapper and are ofc a newb here still, but suddently I have trouble in Shandalar/Dread Ring again, which was quite duable as a combatter.
Also: really take all trapper feats?, some of them seems just bad, like serpents bite or natures fury, I dont use that aspect or the hurricane anyway. If your going for combats bloodletting, why not the fluid and maybe even the gambit aswell?
Well, this is the weekend for testing I guess, happy times folks
Hi!
Well all trappers feat that is good+ 5% lifesteal from melee. Skip readied stance, slashers and serpent.
Normal rotation is drop cordon hindering activate capstone(switch melee and back)constrice - move in drop root-hindering-steel breeze( gives you stamina to dodge back out) cordon dodge back out rince and repeat.
In pvp dailys like when to use disrupitve and against who getting forest up to either be able to close gaps and get near or to espcape is more l2p issue.
Serpents feated is quite a bit of dps but imho we just dont have room for it any more lone and crushing is just to important.
Dunno Marnival.
Been testing it on so many redcaps now.
When it works the dmg output is great, np, but when 1-2 slips by I easily get in trouple.
I'm just so use to, maurauders for fast getting in and out, and maybe I underestimated wild medicine, cause I rarely got killed before, it just took a while to finish enemies.
Got over 30% in crit, but main problem is only 10% in LifeSteal, and thats with boons, and draconic enchantments in defence slots.
I have learned so far, that you trappers work hard for it though, alot of stance switches. I was envy at trappers before, compared to my combatter, now: not so much: seems to me, that trappers kill faster but also die more than a combatter.
Well all trappers feat that is good+ 5% lifesteal from melee. Skip readied stance, slashers and serpent.
Normal rotation is drop cordon hindering activate capstone(switch melee and back)constrice - move in drop root-hindering-steel breeze( gives you stamina to dodge back out) cordon dodge back out rince and repeat.
In pvp dailys like when to use disrupitve and against who getting forest up to either be able to close gaps and get near or to espcape is more l2p issue.
Serpents feated is quite a bit of dps but imho we just dont have room for it any more lone and crushing is just to important.
this is exactly what i did.
still using fox tho and not cordon.
advice: forest ghost should not be your initial gap closer
Cordon sometime saves battle in GG. Especially when other team packs on point. 3 Cordons can pack them and wipe lowest.
Still using fox too.
You generally can trigger master trapper every 10 second by just having hindering or construction even only. I run in pve as basic - fox, cordon, constructive. Work well so far
For pve 5 man's use fox, hindering, and con. Have serpent and crushing on. Make sure you have the feats that take advantage of those powers. This will make you a almost as good as cw's in mod 4 were in cc. It will also allow you to kill mobs in shar, dread, and wod solo.
I'm pretty much using the same set-up as in Mod 5 but swapped out StS for CoA. Still playing CA build that Ximae posted in Mod 5. I just changed my boons back to defensive healing ones but haven't tested that yet but the extra heals should help some.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
0
feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
edited April 2015
I play a trapper since mod 5. I stuck with stormwarden/archery for as long as I could but it was painfully obvious that archers deal far less damage than trappers and the devs have no intention of bringing combat or archery up to par with trapper. I've pretty much abandoned Cordon of Arrows/Plant Growth since Hindering Strike is indispensable as a control power and using two encounters with charge limitations is asking to be left helpless after a a few seconds of combat.
I may still use Cordon in Gauntlgrym pvp, and I wish it were more useful, but since the devs made up some new kind of roots for Plant Growth that are neither strong nor weak grasping roots, it's only marginally useful for trappers. The giant 20' AoE in its description is, of course, a lie. In practice it's more like 5 feet.
Longstrider's Shot/Gushing Wound is useful against dragons and against bosses without many/any adds, but not otherwise. If the devs would stop trying to bring us back to the boring and painful mod 3 situation where only CWs and GWFs (and now TRs) do any any real damage, I would really like to play archery using Constrict, Cordon, Longstrider's, but for some reason the devs think that any class with CC abilities other than CW should be satisfied with doing mediocre damage. It is hard to say how mod 6 will really play out, of course, since CW and GWF damage is hugely magnified by the continuing perma-AP bug of DCs and our dailies are relatively puny.
So I'm back to the mod 5 rotation of hinder/fox/constrict in either pvp or pve. In pvp Forest Ghost is still essential for sneaking up on controllers and TRs, in pve Seismic Shot is still the best daily we've got against massed mobs and I usually change it out for Slasher's Mark against bosses. The other daily slot is, of course, Disruptive Shot. It hardly needs saying that at-will slots are rapid shot/hunter's teamwork. In pvp I usually use pathfinder's action/crushing roots, in pve solo aspect of the serpent/crushing roots or in groups aspect of the pack/crushing roots. I have to say though that I think Crushing Roots should just be built in to the class (AND ADDED TO PLANT GROWTH, WHICH SHOULD BE CLASSIFIED AS STRONG ROOTS FOR CRYING OUT LOUD) so we can slot both lone wolf and pathfinder's in pvp because one defensive class feature doesn't provide enough help - especially with the reduced effect of the the deflect stat.
The obvious change that should long ago have been made to the HR class to make all three feat trees worthwhile is this: allow us to choose our own tab slot abilities instead of sticking us with the designed ones. No one really likes Hindering Shot, for instance, and while Steel Breeze is useful in pve to maintain our dodging ability, in pvp it's basically a wasted slot that only serves to reduce a ranged cooldown. And archery and combat builds would benefit hugely (and necessarily) from being able to slot more than 3 of their preferred variety of encounter power. Until then, archery is basically path for either die-hards or inexperienced players, and combat for its die-hards in pvp (though I will test it out in pve on preview - gushing would with all the combat tree bonuses must be huge against bosses and elites).
It's hard to say how mod 6 will play out. They obviously need to walk back defense, deflect, regeneration and life steal if they hope to keep the player base around (and stay in business), and the new dev leader seems to have it together. However, they've got so much work to do with fixing the endless list of bugs that I doubt they'll get around to paying any attention to our class.
Trying to solo w/ archery is tough. It helps to have a tank with you. Soloing: I see knot of baddies, hit fox, shoot cordon, longstrider, then a spray of split while they close, cordon right in front of me, then switch to melee for some hacking up close. Die, use injury kit by fire, then go back and do it again..
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Trying to solo w/ archery is tough. It helps to have a tank with you. Soloing: I see knot of baddies, hit fox, shoot cordon, longstrider, then a spray of split while they close, cordon right in front of me, then switch to melee for some hacking up close. Die, use injury kit by fire, then go back and do it again..
You're doing it wrong. As an archer, you should stay at melee range as little as possible. If mobs close on you - run. We have enough tools to do that (dodge, forest ghost, marauders). If you're out of escape options - buy some time (fox shift, plant growth, any CC ability you have). Never face mobs in melee unless they're almost dead.
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
edited April 2015
Also you should not be running with Longstrider for soloing. It's best used in group play and especially good for dungeon bosses. Try Rain or Arrows combined with Cordon, they work well together.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
0
sweetbreadsMember, NW M9 PlaytestPosts: 21Arc User
edited April 2015
The biggest problem with Trapper is ArPen on roots is bugged so it doesn't quite work as it should. It's still by far the most viable build for team and DPS. Lostmauth Set with a crit build is the way to go, using a P.Vorp (anything higher is currently bugged, I'm told). I have a friend who's a CW crit build and Lost set accounts for 25% of his damage according to his ACT.
Unless you have an OWL, I wouldn't go near Archer. Never ceased to amaze me how trash would completely ignore Tanks/GWF's and run straight for me. The further away you are from the pack, the less likely you are to survive because everyone else is looking forward at the mobs and not backwards at you.
My Heroics still need a little Tweaking, have 2 points in Scoundrel Training. This is pointless because my cooldowns are very good and I barely use at-wills. Fleet Stance and Nature's Fury are the 2 Paragons i don't have any points in, everything else is maxed. Encounters are Fox, Constricting and Cordon, I don't really have a set rotation because each team and situation requires a different approach. Longstriders/Gushing is a must on Single target and bosses. Actives are Crushing Roots a must for the stuns even thou they're a little unpredictable with the bugs and Serpent but AotP is just as good (especially with it active on your offhand). I spec'd into Stormwarden rather than PF purely based on my belief that Storm gives a better choice varied skills in certain situations.
Get those Vorps while they're cheap, once people realise Crit's the way to go, the price will rocket.
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
edited April 2015
What advice do my fellow HRs have for a Combat build? I have never specced into Crit previous Mods, just ArP to cap then Power, Deflect and Defence. Not sure which way to go Mod 6. Any thoughts?
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
What advice do my fellow HRs have for a Combat build? I have never specced into Crit previous Mods, just ArP to cap then Power, Deflect and Defence. Not sure which way to go Mod 6. Any thoughts?
I played 1-70 lvl as a combatter, but specced a week ago to trapper, so I have mod6 knowledge of both parths.
Clearly the trapper deal much more dmg, but its also much more demanding regarding picking the right rotations, switching back and forth between stances.
Tomorrow I think I specc back to combatter, that survive more, but well, takes a while to finish off a group of baddies. Its just more fun for me, specially using marauders getting in the face of enemies fast and back out if in trouble, a question of play style I guess.
Archers I know nothing about, not my coppa tea I guess...
EDIT: Whats others opinion on the Lostmauths set?, is it really that good?, I'm having trouble swapping out my awesome girdle of DEX, with the STR belt from the set...
I switched to a trapper build based on this thread (used the mod 6 respec which also fixed my issue with bugged point allocation, fyi) and I do seem to be much more survivable. I had to cut the testing short due to the extreme rubber banding I was experiencing last night, but it looks promising.
Comments
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
but 2 cents. Trapper is only path imho.
Arm Pen RO is going down after 4k. at 4.3k arm pen you will have only 40% from stat.
Recovery is pretty useless. Don't stack unless it unless it is extra stat.
Crit is now very important. Especially until lostmauth set is nerfed.
Never really saw trapper cunning work btw. Crushing roots is good but will not save you if opponent is immune of has good control resist.
This leads to -> get more control resist for pvp. Max wisdom generally. Control strength is still bugged. as well as roots still have issues with dots. Thorn Ward seems to not use Arm Pen - kinda useless unless fixed.
Serpents bite is now out of field really. you most of time gonna have fox and crushing.
Nagation is best enchant atm.
Just for Trapper right? I have far too much Recovery invested on my Archer just to toss it to the side now. And it seems to be less affected by the new stat curves as the rest.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
After playing from preveiw to live testing and testing and puff puff puff more testing this is the final result.
Skip fox no room for it any more you need max damage with max lifesteal and crit rest is second on third priority.
Encounters; Hindering-Constricting-Cordon
Class feats; Lone wolf-Crushing Roots
At will; hunters-rapid (pve hunters-splitt)
Dailys; Forest-Disruptive(pve Disruptive+Seismic)
Feats all Trapper but 5 in life steal from melee.
Aim for lifesteal from boons 800 and 3 % from dragon then 10% on incomming heals from dragon(dont have 3rd Tiamat drove me crazy).
In defence all dark in offence all azur max crit and life steal rest you have to get from arti+gear.
Lifesteal should not be under 7k and crit not below 30% as an absolut minimum for crit.
Armor ench bloodtheft(yes even after last patch) with negation as an option Weapon ench Transch Feytouch or P.vorpal.
Get control bonus as high as you can max dex+wis.
If you havent played with lifesteal 20+% you are in for a nice suprice nothing I tested comes close to this set up imho.
Only set up I see as competative is 3rd capstone in melee for 50% more crit severity then full archery with crit from t5 feat and transc feytouched weapon ench (option p.vorp) for a pure pve set up with GOOOOOOOD tanks(aggro with this and your dead).
Have fun hope it helped
Best
This is of course great if you pvp as a Trapper BUT there are some of us who still love Archer path and also play pve.
With regards to gear, the Assault set contains all ArP but the Raid set has almost no ArP on it. I will be going for the Assault set myself, no point in mixing sets. Currently I only have the T1 Assault set so I am sitting at about 43% Resistance Ignored. Looking to get it up to 60% for those higher tier bosses and mobs.
My loadout is Rain of Arrows, Cordon or Arrows and Thorn Ward, Rapid and Split, Seismic and Forest Ghost, Aspect of the Pack and Twin-Blade Storm (this one I switch out depending on situation). I am very happy with this set-up as a SW Archer. Now its about balancing the rest of the stats. I'm still using Radiants in offence and defence slots.
I have to look at my boons again. I respecced at lvl 70 and kept my boons mostly as they were in Mod 5. However, I think I'll choose all the healing boons again to increase my survivability. Still using Vorpal and Soulforge, not interested in refining a new shiny FotM enchant that will get nerfed in the near future.
I will be stacking some Regen after all, thinking about 2k might do it. Also heard that Lifesteal at 15% is a good place to be.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
I kinda want to skip when i can respec again forestbound for the weak roots on crit feat.
Then skip serpents bite too because i cant give up on aspect of the lone wolf and crushing roots seems to be must have.
At this point i still have 10 points to spend..i would probably take stamina on archery stance and 5 percent more crit as ranged.
Of course this if they fix thorned roots not applying armor pen and rank 4 lone wolf.
Otherwise i dont know..
I still have to wait tho..respec is broken
now i seriously think about use both fox and marauder on both and seriously tested cordon in pvp
archery seems to be very weak now according to elemental campaign
Indeed. But then Archer tree has been weak since we lost the ability to CC with old Constricting Shot. I have been running GG for the past week to get my hands on the Burning pvp set to stay alive for a few more seconds in T2s. It's a slog but still way more fun than 5v5 domination. I haven't seen any trolls or general ******bags in GG since the rework, no smack talk, just pain old pvp.
I'm running with Marauder's, CoA and Hindering with Rapid and Aimed, Disruptive and Forest Ghost, Aspect of the Pack and Crushing Roots, although I might switch the last one out as I didn't realise CoA doesn't affect Crushing Roots. Not built for pvp at all so I will struggle but I'm almost having as much fun as I did back in Mods 2 and 3 in pvp.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Im using cordon in GG. seems to have its spot with constructive arrow as starter. With some practice you have root from constructive then cordon on top(up to 3 times). This is situation case. Works great on tanks, packs and other people that are slow.
I think this is only one load that gave me triple kill once on lvl 70 pvp.
Also cordon does not count as front attack and seems to go throw pal/gf shield.
Stopped GG and pvp now after i got burring set.
ADDED
Had fought one CW that had very high control resists - above does not work.
But then we can actually use Longstrider since it actually seems to amplify damage pretty good.
Also I found Longstrider works well on bosses.
2 other encounters are your choice but i often run for lostmouth
longstrider -> cordon ->gushing -> careful -> ... makes a good chunk of damage so far
I just specced from combat to trapper and are ofc a newb here still, but suddently I have trouble in Shandalar/Dread Ring again, which was quite duable as a combatter.
Also: really take all trapper feats?, some of them seems just bad, like serpents bite or natures fury, I dont use that aspect or the hurricane anyway. If your going for combats bloodletting, why not the fluid and maybe even the gambit aswell?
Well, this is the weekend for testing I guess, happy times folks
Hi!
Well all trappers feat that is good+ 5% lifesteal from melee. Skip readied stance, slashers and serpent.
Normal rotation is drop cordon hindering activate capstone(switch melee and back)constrice - move in drop root-hindering-steel breeze( gives you stamina to dodge back out) cordon dodge back out rince and repeat.
In pvp dailys like when to use disrupitve and against who getting forest up to either be able to close gaps and get near or to espcape is more l2p issue.
Serpents feated is quite a bit of dps but imho we just dont have room for it any more lone and crushing is just to important.
Feel free to pm me ingame @marnival.
Best
Been testing it on so many redcaps now.
When it works the dmg output is great, np, but when 1-2 slips by I easily get in trouple.
I'm just so use to, maurauders for fast getting in and out, and maybe I underestimated wild medicine, cause I rarely got killed before, it just took a while to finish enemies.
Got over 30% in crit, but main problem is only 10% in LifeSteal, and thats with boons, and draconic enchantments in defence slots.
I have learned so far, that you trappers work hard for it though, alot of stance switches. I was envy at trappers before, compared to my combatter, now: not so much: seems to me, that trappers kill faster but also die more than a combatter.
still using fox tho and not cordon.
advice: forest ghost should not be your initial gap closer
Cordon sometime saves battle in GG. Especially when other team packs on point. 3 Cordons can pack them and wipe lowest.
Still using fox too.
You generally can trigger master trapper every 10 second by just having hindering or construction even only. I run in pve as basic - fox, cordon, constructive. Work well so far
I'm pretty much using the same set-up as in Mod 5 but swapped out StS for CoA. Still playing CA build that Ximae posted in Mod 5. I just changed my boons back to defensive healing ones but haven't tested that yet but the extra heals should help some.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
I may still use Cordon in Gauntlgrym pvp, and I wish it were more useful, but since the devs made up some new kind of roots for Plant Growth that are neither strong nor weak grasping roots, it's only marginally useful for trappers. The giant 20' AoE in its description is, of course, a lie. In practice it's more like 5 feet.
Longstrider's Shot/Gushing Wound is useful against dragons and against bosses without many/any adds, but not otherwise. If the devs would stop trying to bring us back to the boring and painful mod 3 situation where only CWs and GWFs (and now TRs) do any any real damage, I would really like to play archery using Constrict, Cordon, Longstrider's, but for some reason the devs think that any class with CC abilities other than CW should be satisfied with doing mediocre damage. It is hard to say how mod 6 will really play out, of course, since CW and GWF damage is hugely magnified by the continuing perma-AP bug of DCs and our dailies are relatively puny.
So I'm back to the mod 5 rotation of hinder/fox/constrict in either pvp or pve. In pvp Forest Ghost is still essential for sneaking up on controllers and TRs, in pve Seismic Shot is still the best daily we've got against massed mobs and I usually change it out for Slasher's Mark against bosses. The other daily slot is, of course, Disruptive Shot. It hardly needs saying that at-will slots are rapid shot/hunter's teamwork. In pvp I usually use pathfinder's action/crushing roots, in pve solo aspect of the serpent/crushing roots or in groups aspect of the pack/crushing roots. I have to say though that I think Crushing Roots should just be built in to the class (AND ADDED TO PLANT GROWTH, WHICH SHOULD BE CLASSIFIED AS STRONG ROOTS FOR CRYING OUT LOUD) so we can slot both lone wolf and pathfinder's in pvp because one defensive class feature doesn't provide enough help - especially with the reduced effect of the the deflect stat.
The obvious change that should long ago have been made to the HR class to make all three feat trees worthwhile is this: allow us to choose our own tab slot abilities instead of sticking us with the designed ones. No one really likes Hindering Shot, for instance, and while Steel Breeze is useful in pve to maintain our dodging ability, in pvp it's basically a wasted slot that only serves to reduce a ranged cooldown. And archery and combat builds would benefit hugely (and necessarily) from being able to slot more than 3 of their preferred variety of encounter power. Until then, archery is basically path for either die-hards or inexperienced players, and combat for its die-hards in pvp (though I will test it out in pve on preview - gushing would with all the combat tree bonuses must be huge against bosses and elites).
It's hard to say how mod 6 will play out. They obviously need to walk back defense, deflect, regeneration and life steal if they hope to keep the player base around (and stay in business), and the new dev leader seems to have it together. However, they've got so much work to do with fixing the endless list of bugs that I doubt they'll get around to paying any attention to our class.
NW-DM9Pj62ZK 'Bear with Me'
NW-DOPPZAYKQ 'Retirement Plans'
NW-DKJMLS8OQ 'Sleepy in Cea Tull'
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Unless you have an OWL, I wouldn't go near Archer. Never ceased to amaze me how trash would completely ignore Tanks/GWF's and run straight for me. The further away you are from the pack, the less likely you are to survive because everyone else is looking forward at the mobs and not backwards at you.
My Heroics still need a little Tweaking, have 2 points in Scoundrel Training. This is pointless because my cooldowns are very good and I barely use at-wills. Fleet Stance and Nature's Fury are the 2 Paragons i don't have any points in, everything else is maxed. Encounters are Fox, Constricting and Cordon, I don't really have a set rotation because each team and situation requires a different approach. Longstriders/Gushing is a must on Single target and bosses. Actives are Crushing Roots a must for the stuns even thou they're a little unpredictable with the bugs and Serpent but AotP is just as good (especially with it active on your offhand). I spec'd into Stormwarden rather than PF purely based on my belief that Storm gives a better choice varied skills in certain situations.
Get those Vorps while they're cheap, once people realise Crit's the way to go, the price will rocket.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
I played 1-70 lvl as a combatter, but specced a week ago to trapper, so I have mod6 knowledge of both parths.
Clearly the trapper deal much more dmg, but its also much more demanding regarding picking the right rotations, switching back and forth between stances.
Tomorrow I think I specc back to combatter, that survive more, but well, takes a while to finish off a group of baddies. Its just more fun for me, specially using marauders getting in the face of enemies fast and back out if in trouble, a question of play style I guess.
Archers I know nothing about, not my coppa tea I guess...
EDIT: Whats others opinion on the Lostmauths set?, is it really that good?, I'm having trouble swapping out my awesome girdle of DEX, with the STR belt from the set...
Thanks for the information.
Why hindering and not say binding arrow for extra strong roots?