Didn't notice you asked about HR. I'm using a HR only as alt but can share what i'm experimenting with.
I went trapper (intrigued by the path, plus it's said to be the most effective in module 6).
Didn't take the CD reduction feats. Took both thorned roots and the aspect of the serpent feat. 2 feats in combat (didn't take skirmisher's gambit since being non-bis my crit chance would get too low).
I do this (or at least, try):
marauder rush-->strong melee roots--->apply careful attack--->plant rowth for damage and short root--->hindering shot-->cordon-->hindering shot-->cordon
using cordon in melee range i can shoot it very fast and hindering shot prevents the enemy (usually) from moving away.
First wave of strong roots and plant growth (melee version of cordon) locks the enemy in place and builds up serpent stacks, plus gives me time (usually) to apply careful attack, or i can go forest ghost, apply careful attack then rush in.
Then marauder escape, dodge and forest ghost till CDs are over and i can repeat the rotation.
Or you can go for full stunlock build with costricting arrow in place of cordon, but dealing less damage.
Must execute the rotation quite fast and obviously the downside is that if the enemy dodges your CC, you're in trouble.
Marauder rush-escape still too useful for mobility to do not slot imho. You can also keep the same rotation replacing it with costricting harrow but then you will have low mobility.
So far i'm trying this rotation. My HR uses bronzewood and barkshield both normal enchants, cause i built it to have specific visuals (neverember hood, burning armor transmuted into T1 PvE armor, black ice neck artifact everything dyed with brown-green-yellow themed colors, bow transmuted in earth bow, will transmute blades into volcanic scimitars), but even so the little son of a b*tch is **** fun to play and effective enough. Enjoying it.
Comments
Didn't notice you asked about HR. I'm using a HR only as alt but can share what i'm experimenting with.
I went trapper (intrigued by the path, plus it's said to be the most effective in module 6).
Didn't take the CD reduction feats. Took both thorned roots and the aspect of the serpent feat. 2 feats in combat (didn't take skirmisher's gambit since being non-bis my crit chance would get too low).
I do this (or at least, try):
marauder rush-->strong melee roots--->apply careful attack--->plant rowth for damage and short root--->hindering shot-->cordon-->hindering shot-->cordon
using cordon in melee range i can shoot it very fast and hindering shot prevents the enemy (usually) from moving away.
First wave of strong roots and plant growth (melee version of cordon) locks the enemy in place and builds up serpent stacks, plus gives me time (usually) to apply careful attack, or i can go forest ghost, apply careful attack then rush in.
Then marauder escape, dodge and forest ghost till CDs are over and i can repeat the rotation.
Or you can go for full stunlock build with costricting arrow in place of cordon, but dealing less damage.
Must execute the rotation quite fast and obviously the downside is that if the enemy dodges your CC, you're in trouble.
Marauder rush-escape still too useful for mobility to do not slot imho. You can also keep the same rotation replacing it with costricting harrow but then you will have low mobility.
So far i'm trying this rotation. My HR uses bronzewood and barkshield both normal enchants, cause i built it to have specific visuals (neverember hood, burning armor transmuted into T1 PvE armor, black ice neck artifact everything dyed with brown-green-yellow themed colors, bow transmuted in earth bow, will transmute blades into volcanic scimitars), but even so the little son of a b*tch is **** fun to play and effective enough. Enjoying it.
Mod 12.5 PvP Power/Crit/Arp Optimization
Youtube channel (PvE/PvP)