This should happen. Buff basic CR duration but implement ICD, right now in a duel between two HRs wins the one that applies CR first and then the second one is doomed. If you think Concussive Strikes were overpowered, try Crushing Roots.
Don't tell me about CR duration being low, the dazes are so frequent that they interrupt literally every ability you try to use. I hate the fact that I'm forced to use it because every other HR does it.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
This should happen. Buff basic CR duration but implement ICD, right now in a duel between two HRs wins the one that applies CR first and then the second one is doomed. If you think Concussive Strikes were overpowered, try Crushing Roots.
Don't tell me about CR duration being low, the dazes are so frequent that they interrupt literally every ability you try to use. I hate the fact that I'm forced to use it because every other HR does it.
Right now hr is the squishiest class with probably the lowest damage between the striker classes.
The feat can be countered easily by a gwf, a cw will melt you in 1 sec after a repel or a gf can just 2 shots you after shielding your ccs
This is the viable mod 6 build and its already far from being optimal or competitive enough.
Tldr No
HR roots must have an ICD end of discussion i wont listen to an garbage excuse like bring GWF to counter it rofl.
HR is able to 100-0 any other class w,o CC break due to this
also the Daze on rooots seems to ignore CC immunity and constantly cancel skills of a class with CC immunity.
can you be more scpecific? because I tested it with GWF, GF and TR and there was no problem with immunity against HR crushing roots... I have to test it with pala yet... so if that is the problem than it is a pala immunity bug and not crushing root going trough cc immunity
also... it is nice how some people say that is OP against anything that doesn't have CC break/immunity... but wait.. 4 classes out of 8 in this game have a CC break/immunity skill O_o so it is OP against half of the classes and get killed by the other half... no even better because the HR itself is subject to the hr root+daze... this mean that out of 8 classes 4 have counter to his CC combo... 1 is the class itself that in a mirror match is based on who hit faster/use fox shift better... and only 3 class get beaten hard by it... one of those 3 is actualy beten hard by every other class as well... (sorry SW... I've got nothing against you ^^') so HR trapper is a counter to 2 class (CW and DC) and is countered by 4 class (GWF, GF, OP, TR)
mmm sound pretty balanced.. no wait sound like HR is not really that great ^^'
Basically, +1. Any Trapper HR can literally "kill to death" any other class which was, again, the main problem CW-class had back on mod4's release.
Lets not go there mkay gross overstatements like this leads to nowhere.
Nm what you say about Hr every single class but Sw can be nerfed if you pick one annoying thing about them.
Of all things in this game right now you make a thread about one of the least played class about something that is the only valid thing left for that class.
Do you have any idea how much Hr been nerfed how many buggs this class suffers from(from some that actually are benificial but no where near to compensate) why do you think so few plays Hr.
Dc emp astral + bts dotts makes this laughable not to mention Trs ccs no visibility on hit Cws survivability+ cc + passive damage, gfs death cc chain etc etc etc.
You go balance that and we talk, but you touch daze now be dam sure you have an alternative compensation for Hrs for trust me there isent much going on for this class atm(try one you will find out just how far behind this class has fallen).
try one you will find out just how far behind this class has fallen
Clueless people are clueless. I wrote dozens of posts about HR state, even posted a screenshot with paingiver chart, but it's ok that you can't even look my post history.
For the HR damage being low, it's only because thorned roots aren't affected by arp, once they are, roots will deal over 13k damage with each tick.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
I think Crushing Roots skill is fine but the daze on roots enabling to perma-daze someone in a 1v1 situation is a bit too much. All of the classes have similar abilities though either by cc-to-death or stuns/1-2shot or whatever...
If daze is being revamped or removed, better touch some of the other classes skills aswell.
EDIT: Uhh.. I was thinking crushing roots was another skill while making this post. I still make sense somehow. haha
Crussing root already been nerf to the ground before mod 6 launch.. permaroot and permadaze only can be perform in PVE..
in PVP if you use burning set it's hardly can notice the daze..
with 40% control resist from tenacity strong grasping root just become 0.6s or 0.3s if deflected weak grasping root 0.3/0.15s not mention 15% control resist on valindra set and 200% control resist on tranq battle elven and control resist stat from artifact you can have, if you being permadaze on PVP that mean you are toon is suck and need to wear PVP equip on PVP fight
HR damage thorn root not affect by arp it's like cut 30% of HR damage.. now HR is the worst damage dealer as striker, HR damage is much depend on arp from equip stat and STR effect and now with 80% arp resist on tenacity burning set it's undirect nerf to HR and you say HR is OP? really? come on
the real issue right now in mod 6 is CW and OP
1 - Not sure what do you mean here, but, if my assumption is right, then, i must say that you are totally wrong: What should be removed is the FACT that a class (ANY CLASS, from GWF to HR, so, i do not exclude any class here) should not "dissable" any other char and let it a chance
to COUNTER ATTACK. Perma prone was a problem. Perma freeze was a problem. Perma rooting IS a problem too.
Perma rootding does not exist but in feeling, and rooted you can still use abilitys.
Now try to use anything during a gfs cc death chain or cw freeze ice cc chain or other stun chains.
2 - Yes, i do, i played it since mod 2, where grasp were bugged. Mod3's beast. BROKEN Piercing Blades + Wild medicines combatant HR back on mod 4 and, from mod5 onwards, Trapper / Rootter HR. This should tell you a thing or two about my knowledge about HR class (and yes, i went ALWAYS for FotM spects due, obvious, was the "easiest builds with biggest proffits at all". The only class i excluded from this "behaviour" is GWF)
All in all Hr had a hight during mod 4 (when i started to play my gwf again due to hr was no challange any more) but cant even compare to gwfs bleed-roar era or hole stupid mod 5 tr era and now mod 6 cw/dc era.
4 - And we agree. But, while we agree on that "a lot of stuff must be balanced", we disagree on "first, fix those things, then, come here and talk about fixing my stuff". ALL THAT **** (DC's Astral Shield + DoTs. TR "perma stealth" (fortunatelly for us, they fixed "Knife's Edge", at least, CW's Storm Spell + Eye of The Storm, etc.) MUST BE FIXED TOGETHER AND FOR ONCE!!!! Period. Not "fix first that class, then, come here and fix this one too".
While you in theory is right here we all know they wont touch devs love child Cws and as long as cw dc gf tr outperform hr in most aspects I see no reason to touch the class at all.
Arpen broken for us root partly broken wild med totally broken and nerfed to uselessness only 1 path even remotly playable we struggle and by we i say a few hardy stubborn who hasent already left the class for more easy mode cws trs or dcs.
Your idea of removing anything that locks down anybody in pvp I salute your idea of going after Hrs in this situation is more like shooting flyes with a canon there are bigger issues to adress for sure.....
1 - my GWF got rooted and dazed for 4 secs until i could use unstop... so, if i could not used it, probably, i could stay "rooted" (on this, sorry, i have written "kill to death" [XDDD] while i wanted to mean "root to dead") until i were killed. And this must be gone for sure. Also, and besides GWF's stun lock, all those mechanics where "perma lockin" any other char without any chance of counter attacking, must be gone too for good.
2 - Im really reading this?? a class where, basically, could regen ALL damage it recived due LS + Piercing Blade + Flurry + High Deflection + Profound PvP set, melting all other classes, even tanks, due Piercing Blade doing damage PRE mitigated, dealing more damage than the original hit. That class was FAR WORSE that mod 2 GWF's "Deep Gash" build.
LOL , that's all i can say , you are mixing everything .
2 - Im really reading this?? a class where, basically, could regen ALL damage it recived due LS + Piercing Blade + Flurry + High Deflection + Profound PvP set, melting all other classes, even tanks, due Piercing Blade doing damage PRE mitigated, dealing more damage than the original hit. That class was FAR WORSE that mod 2 GWF's "Deep Gash" build.
Yep your reading it right :-).
I played both gwf 23+k gs and Hr 23k gs in module 5 with comparable gear in earlier modules(+Gf since beta).
Now the differance between Hrs hight and Gwfs hight was that Hr was better 1-1 but Gwfs was far better 1-several.
Roar+bleed+Ibs+takedown/frontline + temp hp/unstop was a extremely devastating combo abused with 2 Gwf running together ccing tearing down anything their its path.
Hr was more like Trs holding nodes annoying the living HAMSTER out of everybody while Tr mod 5 had even better survivability better ccs then Gwfs and more killing power then both Hr and Gwf put together.
Gwfs was overall more powerful due to cc/anti cc mechanics + being able to kill more efficient.
When i played Gwf i dominated more and had a greater impact on matches then with my Hr.
But this is all history now and beside the point really.
Now we need to get rid of all cc that locks players down endlessly, implement some form of cc idc that prevent cc chains rather then focus on special power/abilitys with nerf this nerf that.
Hr is maby the least played class in pvp in a very bad spot in pve - absolutly the class with most buggs (the list is actually horrible long) and certainly not the either the most OP or the one with most broken stuff.
Now go check out a certains (in)famous Tr ratio in pvp think it was 1550-42 last i checked.
Fought him with bis cw we both died under 10 sec flat he never even took damage.......
Right now hr is the squishiest class with probably the lowest damage between the striker classes.
The feat can be countered easily by a gwf, a cw will melt you in 1 sec after a repel or a gf can just 2 shots you after shielding your ccs
This is the viable mod 6 build and its already far from being optimal or competitive enough.
Tldr No
Pretty much this.
HR is in such a bad state that it's pigeon-holed into the same build, feat path, encounter rotation, and class features. They're also pretty squishy, aside from the Deflect. The problem isn't Crushing Roots.
Just like the problem was never Concussive Strikes.
Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?
"Mixing" what? Can you explain yourself or is this just a complain about "DO NOT NERF MY BROKEN HR FEATS!!!!!!11111oneoneone" cry? If you mean that we mentioned "previous mod's HR feats", then, you should know the reason behind it.
yeah why mixing and bringing up pervious bugs ? even old devs don't exist , or is it just to make the class seems so broken ?
when someone read your text , he will probably think HR is using piercing damage+roots+dazes all in the same time .
You are talking about cc , so stay in CROWD CONTROL , other paths are already scre***
1 - my GWF got rooted and dazed for 4 secs until i could use unstop... so, if i could not used it, probably, i could stay "rooted" (on this, sorry, i have written "kill to death" [XDDD] while i wanted to mean "root to dead") until i were killed.
do you read yourself here ? that's what everyone i saw here do , you have a counter but you want to have an easy victory just by pressing some random button while yawning !!!!
-what happened after you used your unstopable ? i'll tell you => the HR died , so all this didn't help against the actual gwf but i didn't crie about it .
..............................
The "nerf" morality is so pathetic , and how devs in this game seem basing their decisions on this kind of posts is not going to make the balancing easy at all .
............................
Look at that title , "ICD on crushing roots" , who told you that this is the right way to change the situation ?
Complain about it and let devs do their job . period !
i hope the new team will know how to deal with this comunity !!!
HR have perma root+daze+6 encounters.....ohh wait 9 encounter with Swiftness of the Fox feat in trapper tree
and that 3 charge hindering shot? spam it with disruptive shot and HR does not need to worry coz fox cunning cunning/shift
and Marauder's rush/escape will provide back to back invulnerability. Ohh wait HR tab got no ICD so he can spam it hustle free.
Range class in this game have unreasonable advantage over melee class for having so many cc.... that will put another cc on top of it press tab use all 3 encounters and there you go spam the previous 3 again use a cheap encounter to daze and you dont have to worry coz you still have dodges and a long range escape encounter..... easy hustle free class just kill from a distance spam cc and annoy.
It's pretty ridiculous.... It's WORSE than Scoundrel's dazes from module 5. Because you could fight back against Scoundrels after a little while... but with these HR's. EACH root applies the daze.. and with Swiftness of the Fox, it basically feels like it's infinite.
Just met a HR that literally dazed me to death. I think I got off two encounters.. and that's it. But he dodges the two of them with Fox's cunning. He had more control than a CONTROL wizard, even if I slotted Orb of Imposition or Went Oppressor, he would have more control.... Because there's no 4 sec daze immunity, as opposed to freeze.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Ok lets hold the horses here for a while a cw complaining about not being able to fight back and a Gwf complaining about being cced for 4 sec UNTIL he can use a free card to get out of it.
Just met a HR that literally dazed me to death. I think I got off two encounters.. and that's it. But he dodges the two of them with Fox's cunning. He had more control than a CONTROL wizard, even if I slotted Orb of Imposition or Went Oppressor, he would have more control.... Because there's no 4 sec daze immunity, as opposed to freeze.
There is actually a 5 sec immunity from Oghma but getting cced and nuke to death from a Cw is far far far and far more common then getting dazed to death by a Hr.
It takes 10 times longer for a Hr to kill a Cw then for a Cw to nuke down a cced Hr. A Cw complaining about ANY class atm is rather comical considering how OP a Cw is compared to Hrs these days. If your saying a Hr is comparable with a Cw in form of pvp usefullness I am lost in trying to find a way to answer you really but get a reality check and then come back.
I fought a Gwf today lost badly 3 times in a row checking loggs i died to 30k hits from takedown and 60!!! k hits from IBS him using lifedrinker and not even vorpal or faytouched. No legendary either but blue lostmouth and blue lvl 70 weapon/offhand.
Gwf is hitting like trucks and with lifedrinker 15% lifesteal they are certainly not in a bad spot in pvp.
One can argue that ANYTHING that can lock down a player is wrong but lets get this stright you remove daze from the Hrs as it is now you will put the final nail in the coffin for this class.
I am all for dodge on root idc on daze AS LONG AS IT IS DONE WITH THE CORRECTION OF ALL OTHER SIMULAR STUFF from all other classes.
Tbh with Cw extream burst, cc ability + survivability, Gfs cc death chain, Trs perma hide + high damage, Gwfs cc with HUGE damage + cc immunity, Dcs either redicules survivability/healing or cc stun chain+dott + emp astral and now also totally broken Pal aura of courage its hard to see that this thread about Hr daze has any value unless its goes under class balance for all.
Should daze have an idc -absolutely should root be dodgeble absolutely BUT should it happend before other changes are done to put idc on all ccs or fixing the broken stuff with Hrs first NOT A CHANSE.
Feel free to suggest nerfs to Hrs as long as you compensate it in other ways because frankly with all buggs drowning down this class its a dieing breed and maby the least played class in NW for a reason.......
It's pretty ridiculous.... It's WORSE than Scoundrel's dazes from module 5. Because you could fight back against Scoundrels after a little while... but with these HR's. EACH root applies the daze.. and with Swiftness of the Fox, it basically feels like it's infinite.
Just met a HR that literally dazed me to death. I think I got off two encounters.. and that's it. But he dodges the two of them with Fox's cunning. He had more control than a CONTROL wizard, even if I slotted Orb of Imposition or Went Oppressor, he would have more control.... Because there's no 4 sec daze immunity, as opposed to freeze.
Slot shield, and repel. Problem solved.
Fox's cunning only allows HR dodge power's damage not cc effect. A simple repel would send the poor HR across the map and mess up his/her rotation badly (their cds only reduced when they hit target(s)).
Start the fight with entangle, repel, stacking chill, if the HR tries to get back in range, icy ray, freeze him, drop Ice Knife = profit.
If HR is too close, oppressive force, repel, entangle, icy ray, ice knife = profit.
Remember HR has no cc breaker and Trappers rely on landing their all encounters to maximize their daze so keep yourself away from them as much as possible.
Comments
Try 1v1 with Deadshot's combatant.
The feat can be countered easily by a gwf, a cw will melt you in 1 sec after a repel or a gf can just 2 shots you after shielding your ccs
This is the viable mod 6 build and its already far from being optimal or competitive enough.
Tldr No
can you be more scpecific? because I tested it with GWF, GF and TR and there was no problem with immunity against HR crushing roots... I have to test it with pala yet... so if that is the problem than it is a pala immunity bug and not crushing root going trough cc immunity
also... it is nice how some people say that is OP against anything that doesn't have CC break/immunity... but wait.. 4 classes out of 8 in this game have a CC break/immunity skill O_o so it is OP against half of the classes and get killed by the other half... no even better because the HR itself is subject to the hr root+daze... this mean that out of 8 classes 4 have counter to his CC combo... 1 is the class itself that in a mirror match is based on who hit faster/use fox shift better... and only 3 class get beaten hard by it... one of those 3 is actualy beten hard by every other class as well... (sorry SW... I've got nothing against you ^^') so HR trapper is a counter to 2 class (CW and DC) and is countered by 4 class (GWF, GF, OP, TR)
mmm sound pretty balanced.. no wait sound like HR is not really that great ^^'
Lets not go there mkay gross overstatements like this leads to nowhere.
Nm what you say about Hr every single class but Sw can be nerfed if you pick one annoying thing about them.
Of all things in this game right now you make a thread about one of the least played class about something that is the only valid thing left for that class.
Do you have any idea how much Hr been nerfed how many buggs this class suffers from(from some that actually are benificial but no where near to compensate) why do you think so few plays Hr.
Dc emp astral + bts dotts makes this laughable not to mention Trs ccs no visibility on hit Cws survivability+ cc + passive damage, gfs death cc chain etc etc etc.
You go balance that and we talk, but you touch daze now be dam sure you have an alternative compensation for Hrs for trust me there isent much going on for this class atm(try one you will find out just how far behind this class has fallen).
Clueless people are clueless. I wrote dozens of posts about HR state, even posted a screenshot with paingiver chart, but it's ok that you can't even look my post history.
For the HR damage being low, it's only because thorned roots aren't affected by arp, once they are, roots will deal over 13k damage with each tick.
If daze is being revamped or removed, better touch some of the other classes skills aswell.
EDIT: Uhh.. I was thinking crushing roots was another skill while making this post. I still make sense somehow. haha
in PVP if you use burning set it's hardly can notice the daze..
with 40% control resist from tenacity strong grasping root just become 0.6s or 0.3s if deflected weak grasping root 0.3/0.15s not mention 15% control resist on valindra set and 200% control resist on tranq battle elven and control resist stat from artifact you can have, if you being permadaze on PVP that mean you are toon is suck and need to wear PVP equip on PVP fight
HR damage thorn root not affect by arp it's like cut 30% of HR damage.. now HR is the worst damage dealer as striker, HR damage is much depend on arp from equip stat and STR effect and now with 80% arp resist on tenacity burning set it's undirect nerf to HR and you say HR is OP? really? come on
the real issue right now in mod 6 is CW and OP
Perma rootding does not exist but in feeling, and rooted you can still use abilitys.
Now try to use anything during a gfs cc death chain or cw freeze ice cc chain or other stun chains.
All in all Hr had a hight during mod 4 (when i started to play my gwf again due to hr was no challange any more) but cant even compare to gwfs bleed-roar era or hole stupid mod 5 tr era and now mod 6 cw/dc era.
While you in theory is right here we all know they wont touch devs love child Cws and as long as cw dc gf tr outperform hr in most aspects I see no reason to touch the class at all.
Arpen broken for us root partly broken wild med totally broken and nerfed to uselessness only 1 path even remotly playable we struggle and by we i say a few hardy stubborn who hasent already left the class for more easy mode cws trs or dcs.
Your idea of removing anything that locks down anybody in pvp I salute your idea of going after Hrs in this situation is more like shooting flyes with a canon there are bigger issues to adress for sure.....
Sure thing lets take a good looong look at the Cws 66% ignore tenacity first mkay .
He has right..lets trade it for stormspell.
We have the lowest base damages and the most buggy powers it should be a good tradeoff
Mmmmmm............no. They last 3 seconds at best and deal no damage (bugged).
i spend 2 mins to kill a shield tab cw while he 2 shots me .
LOL , that's all i can say , you are mixing everything .
Yep your reading it right :-).
I played both gwf 23+k gs and Hr 23k gs in module 5 with comparable gear in earlier modules(+Gf since beta).
Now the differance between Hrs hight and Gwfs hight was that Hr was better 1-1 but Gwfs was far better 1-several.
Roar+bleed+Ibs+takedown/frontline + temp hp/unstop was a extremely devastating combo abused with 2 Gwf running together ccing tearing down anything their its path.
Hr was more like Trs holding nodes annoying the living HAMSTER out of everybody while Tr mod 5 had even better survivability better ccs then Gwfs and more killing power then both Hr and Gwf put together.
Gwfs was overall more powerful due to cc/anti cc mechanics + being able to kill more efficient.
When i played Gwf i dominated more and had a greater impact on matches then with my Hr.
But this is all history now and beside the point really.
Now we need to get rid of all cc that locks players down endlessly, implement some form of cc idc that prevent cc chains rather then focus on special power/abilitys with nerf this nerf that.
Hr is maby the least played class in pvp in a very bad spot in pve - absolutly the class with most buggs (the list is actually horrible long) and certainly not the either the most OP or the one with most broken stuff.
Now go check out a certains (in)famous Tr ratio in pvp think it was 1550-42 last i checked.
Fought him with bis cw we both died under 10 sec flat he never even took damage.......
Pretty much this.
HR is in such a bad state that it's pigeon-holed into the same build, feat path, encounter rotation, and class features. They're also pretty squishy, aside from the Deflect. The problem isn't Crushing Roots.
Just like the problem was never Concussive Strikes.
Go Cryptic!
PS - I quit.
yeah why mixing and bringing up pervious bugs ? even old devs don't exist , or is it just to make the class seems so broken ?
when someone read your text , he will probably think HR is using piercing damage+roots+dazes all in the same time .
You are talking about cc , so stay in CROWD CONTROL , other paths are already scre***
..................................
do you read yourself here ? that's what everyone i saw here do , you have a counter but you want to have an easy victory just by pressing some random button while yawning !!!!
-what happened after you used your unstopable ? i'll tell you => the HR died , so all this didn't help against the actual gwf but i didn't crie about it .
..............................
The "nerf" morality is so pathetic , and how devs in this game seem basing their decisions on this kind of posts is not going to make the balancing easy at all .
............................
Look at that title , "ICD on crushing roots" , who told you that this is the right way to change the situation ?
Complain about it and let devs do their job . period !
i hope the new team will know how to deal with this comunity !!!
and that 3 charge hindering shot? spam it with disruptive shot and HR does not need to worry coz fox cunning cunning/shift
and Marauder's rush/escape will provide back to back invulnerability. Ohh wait HR tab got no ICD so he can spam it hustle free.
Range class in this game have unreasonable advantage over melee class for having so many cc.... that will put another cc on top of it press tab use all 3 encounters and there you go spam the previous 3 again use a cheap encounter to daze and you dont have to worry coz you still have dodges and a long range escape encounter..... easy hustle free class just kill from a distance spam cc and annoy.
Just met a HR that literally dazed me to death. I think I got off two encounters.. and that's it. But he dodges the two of them with Fox's cunning. He had more control than a CONTROL wizard, even if I slotted Orb of Imposition or Went Oppressor, he would have more control.... Because there's no 4 sec daze immunity, as opposed to freeze.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
There is actually a 5 sec immunity from Oghma but getting cced and nuke to death from a Cw is far far far and far more common then getting dazed to death by a Hr.
It takes 10 times longer for a Hr to kill a Cw then for a Cw to nuke down a cced Hr. A Cw complaining about ANY class atm is rather comical considering how OP a Cw is compared to Hrs these days. If your saying a Hr is comparable with a Cw in form of pvp usefullness I am lost in trying to find a way to answer you really but get a reality check and then come back.
I fought a Gwf today lost badly 3 times in a row checking loggs i died to 30k hits from takedown and 60!!! k hits from IBS him using lifedrinker and not even vorpal or faytouched. No legendary either but blue lostmouth and blue lvl 70 weapon/offhand.
Gwf is hitting like trucks and with lifedrinker 15% lifesteal they are certainly not in a bad spot in pvp.
One can argue that ANYTHING that can lock down a player is wrong but lets get this stright you remove daze from the Hrs as it is now you will put the final nail in the coffin for this class.
I am all for dodge on root idc on daze AS LONG AS IT IS DONE WITH THE CORRECTION OF ALL OTHER SIMULAR STUFF from all other classes.
Tbh with Cw extream burst, cc ability + survivability, Gfs cc death chain, Trs perma hide + high damage, Gwfs cc with HUGE damage + cc immunity, Dcs either redicules survivability/healing or cc stun chain+dott + emp astral and now also totally broken Pal aura of courage its hard to see that this thread about Hr daze has any value unless its goes under class balance for all.
Should daze have an idc -absolutely should root be dodgeble absolutely BUT should it happend before other changes are done to put idc on all ccs or fixing the broken stuff with Hrs first NOT A CHANSE.
Feel free to suggest nerfs to Hrs as long as you compensate it in other ways because frankly with all buggs drowning down this class its a dieing breed and maby the least played class in NW for a reason.......
Slot shield, and repel. Problem solved.
Fox's cunning only allows HR dodge power's damage not cc effect. A simple repel would send the poor HR across the map and mess up his/her rotation badly (their cds only reduced when they hit target(s)).
Start the fight with entangle, repel, stacking chill, if the HR tries to get back in range, icy ray, freeze him, drop Ice Knife = profit.
If HR is too close, oppressive force, repel, entangle, icy ray, ice knife = profit.
Remember HR has no cc breaker and Trappers rely on landing their all encounters to maximize their daze so keep yourself away from them as much as possible.