I've been toying around with a Hybrid build on the Preview server and have found some of the changes fun but I'm curious to know what others have found. Did you switch from pure Archery build (my current HR) to a hybrid? Did you pick the new Pathfinder path?
If you have a build that seems to be working well on the Preview server (mimic), please share. I'm hoping we all get a free respec token and I'd hate to waste it.
NOTE: I know that things may change between now and when IceWind is officially released.
I tried it out on preview today and I'll probably be switching, mostly for ambush/bear trap (ambush especially- cooldown is really low and has lots of applications in pvp- plus bear trap might be funny on a node with a rogue, putting out 3 of them).
EDIT: Apparently ambush can be seen by other players in PVP. So much for that...
Electric shot is still horrible even with the buff imo. So you're really only losing split the sky and stormstep action.
With the nerf to fox shift there's not as much reason to go combat imo so I'll probably go full on archery with the feat for increased healing for all the regen that's going to be available on the black ice sets (and possibly even use oak skin in pvp with the buff it got).
Not impressed with the new at-will. Split shot still seems to be the go-to at will.
All in all I'm looking forward to the change, mostly for ambush IF they fix it so you can't see it in PVP.
EDIT: Apparently ambush can be seen by other players in PVP. So much for that...
All in all I'm looking forward to the change, mostly for ambush IF they fix it so you can't see it in PVP.
This was pointed out during testing about halfway through and wasn't changed. Wouldn't hold my breath, but I'm with you on that one. Pretty much defeats the purpose if people see you in the tall grass. Still a pretty good damage bump.
I was playing around with Ambush + Hawk Shot + Fox with Hunter's Teamwork/Aimed Shot and Forest Ghost/Slasher's Mark on test and it seemed good for single target DPS/utility. Just not sure how useful it'll be anywhere other than PvP (if even then).
I was burning Hawk Eye into Aimed Shot and Ambush into Hawk Shot as I recall...I'd test off preview but I'm hoping a free respec will save me some AD. I also switched out Marauder's Escape with Fox's for a bit and it felt nice although it's usefulness is...debatable...even if it's fun.
Seemed handy to Marauder into Ambush into Hawk Shot (or Aimed Shot) as a quick deaggro + follow up hit.
Performance will vary. I wouldn't swear by any of this but it gets some big hits that need a lot more setup than some other full DPS classes. It was doing about 25-30k a crit with just a 25% Vorpal on an Archery spec with only about 12k GS. You can really tell a difference with the Sniper's Aim feat at max range. It's also kind of nice to play a DPS class that doesn't really have any stacks to manage.
Also, I should note the feat tree in the link is from Stormwarden as there isn't one for Pathfinder yet. The Nature Pathfinder Paragon is as follows:
"Nature - Speedy Slashing: AP Cost is reduced by 25%, and Pathfinder’s Action’s movement buff lasts 2.5 seconds longer."
This buff, Forest Ghosts buff, and Marauder's made for a stupid high mobility class with lots of deaggro. Don't know if anyone else will like it, but it's what I plan on using for a while. The better setup would probably include Prime Critical without the second tier Nature feat for a more pure DPS setup and you wouldn't really lose anything important. (This is especially true if you have Royal Guard 4/4, but both is probably overkill and frankly the set bonus is superior with this build as you're not making as many hits for Prime Critical to be of much advantage.) Also I felt Quarry was pretty useful as yet another alternative to Speedy Slashing as it's yet another 5% damage to those two big hits.
I'd call this build the two shot wonder, because pretty much all you do is Ambush+Hawk Shot / Hawk Eye+Aimed Shot while using your other encounters to keep your positioning in a good spot and constantly shedding aggro or tossing traps. The traps can be useful sometimes too, just because you can set them up before combat as a last row of defense. They're also easy to miss unless you're looking for them, and can foolishly consume your carefully planned Ambush or Hawk Eye proc's.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
I recently started playing NW last month and HR happened to be the first class I got to 60. I wasn't overly thrilled with the Storm Warden Path, and with the new Module comes a new Path..finder. XD
Anyway, I thought I would play Show-And-Tell and post my newly created PVP build, you could call it "Buff Harasser" if you needed a name for it. There are 3 main aspects to this build. Survivability (not only for yourself but for your entire team), Confusion, and High Mobility being the big one, though it does go hand in hand with Survivability. Now this build also requires Recovery gear so you reduce the CD's on all of your Encounters, which respectfully are all Rush/Dash/Charge/Leaps and of course buffs. These Powers allow for constant movement from 1 target to another (or away from them in general). They can be used as gap closers or escapes, and the more you move the less you're hit.
I do feel like I should start with explaining Aimed Shot since it definitely looks a little out of place in this build. Aimed Shot has a couple purposes as a useful Slot 2. It does do quite a bit of damage although yes, it's very easily interrupted by virtually anything but if you're standing on a cliff or in the background buffing while you take chunks out of enemy players, it works wonderfully. It's also great as an attention grabber to pull some focus onto you (trust me, you start taking out 10%- 70% of someone's HP in one shot, they're going to focus you and that's exactly what you want. I've also been hearing that many people do not like Slasher's Mark, but it's pretty key for the mobility of this build, as well as the "Mark" because if you slap a less-than-squishy enemy player with it, it will allow for your entire team to dodge or block more often because they're regenerating their Stamina / Guard Meter. Not only that but it has a huge distance, enemy about to get away from you? Think again. Now Forest Ghost is an obvious "Oh ****" button for many people but in this build, while it still has the obvious use for that circumstance, it's very well used for changing locations mid-combat to confuse the enemy, or buy yourself enough time to get an Aimed Shot off under stealth, and the Run Speed increase is nothing to scoff at. As far as the Class Features go, this build isn't meant for heavy damage so Aspect of the Lone Wolf is amazingly OP if you're on your own and run into one or two people, if for whatever reason you can't kill them, the Damage Mitigation will buy you enough time to find more of your team, and if you're in a group fight, unless you're dealing with 5 Melee Players, you still get at least 5% Mitigation up to an astounding 25% if you happen to 1v1 another Ranged Class. Aspect of the Pack is something that you could change out for something more fitting to your own play-style, but I find the Combat Advantage is top notch in group fights. Lastly the Encounter Powers, Marauder's Escape/Rush is a Ranger standard, and one of the most important powers across most builds. Then you have Boar's Hide/Charge which not only gives you some mobility, but a single target knockdown, and on the flip side 10 stacks of 2% Damage Mitigation for a total of 20% to the entire team (with the Paragon Feat) and that adds onto the Class Feature, Aspect of the Lone Wolf for a potential total of 45% Damage Mitigation. Then there is Fox's Cunning/Shift, giving your entire team the ability to completely dodge the next attack they would suffer within 6 seconds, and you also get a nifty little multi-target dash (that looks more like a simplified and shorter version of a TR's Bloodbath) making your opponent(s) lose track of you as you steal their run speed and snare them (with the new patch Forest Ghost's run speed increase will not stack with any other movement increase buff, so I do not recommend using them together).
At-Wills:
Rapid Shot / Aimed Shot
Dailies:
Forest Ghost / Slasher's Mark
Class Features:
Aspect of the Lone Wolf / Aspect of the Pack
Encounter Powers:
Marauder's Escape/Rush
Boar Hide/Charge
Fox's Cunning/Shift
Heroic Feats:
Weapon Mastery 3/3 - +3% Crit
Toughness 3/3 - +9% Max HP
Agile Combatant 3/3 - +3% Damage for 5 seconds after switching stances (which you do A LOT of with this build).
Swift Footwork 5/5 - +10% Stamina Regen (Since you're going to be moving around a lot and all).
Lucky Skirmisher 3/3 - +3% Deflection
Disciple of Dexterity 3/3 - +6% Bonus Damage from Dexterity
Nature Feats:
Nature's Blessing 5/5 - +20% Healing towards you.
Slasher's Speed 5/5 - -25% Action Point Cost
Thickness of the Stag 5/5 - Stag Heart now as +10% Damage Reduction
Endurance of the Boar 5/5 - Increases the 2% Damage Mitigation stack limit from 5 to 10
Blessing of the Oak 5/5 - +5 second duration on Oak Skin
Master of Nature 1/1 - Hawk Eye, Boar Hide, Stag Heart, and Oak Skin now have 100% effectiveness on allies.
Archery Feats:
Black Arrow 5/5 - +10% Crit Severity
Now because I use my HR for PvE as well, this has turned him into a support class with moderate DPS as a secondary role, which is why I have Blessing of the Oak, and Black Arrow.
All in all, this build is basically a Group Oriented, High Mobility, Skirmish Harasser with Buffs, and secondary DPS. You're distracting, fast, annoying, and do enough damage for people to focus you only for them to realize, you're probably not going to die by their hand alone and now most of their team is dead because they were too busy trying to kill you instead of going after the hard hitters.
I haven't had a lot of time to extensively play this build yet as it's launch day, but the few PvP matches I entered, I had little deaths, moderate scores, and a handful of kills. I did also notice that team fights were a lot smoother with better results and less casualties.
Anyway you look at it, I particularly love this set up and it works well for me. If you try it out let me know how it goes, or if you have any suggestions or feedback about my build please don't hesitate to let me know. I'm still new to this game
Comments
I tried it out on preview today and I'll probably be switching, mostly for ambush/bear trap (ambush especially- cooldown is really low and has lots of applications in pvp- plus bear trap might be funny on a node with a rogue, putting out 3 of them).
EDIT: Apparently ambush can be seen by other players in PVP. So much for that...
Electric shot is still horrible even with the buff imo. So you're really only losing split the sky and stormstep action.
With the nerf to fox shift there's not as much reason to go combat imo so I'll probably go full on archery with the feat for increased healing for all the regen that's going to be available on the black ice sets (and possibly even use oak skin in pvp with the buff it got).
Not impressed with the new at-will. Split shot still seems to be the go-to at will.
All in all I'm looking forward to the change, mostly for ambush IF they fix it so you can't see it in PVP.
This was pointed out during testing about halfway through and wasn't changed. Wouldn't hold my breath, but I'm with you on that one. Pretty much defeats the purpose if people see you in the tall grass. Still a pretty good damage bump.
I was playing around with Ambush + Hawk Shot + Fox with Hunter's Teamwork/Aimed Shot and Forest Ghost/Slasher's Mark on test and it seemed good for single target DPS/utility. Just not sure how useful it'll be anywhere other than PvP (if even then).
I was burning Hawk Eye into Aimed Shot and Ambush into Hawk Shot as I recall...I'd test off preview but I'm hoping a free respec will save me some AD. I also switched out Marauder's Escape with Fox's for a bit and it felt nice although it's usefulness is...debatable...even if it's fun.
Seemed handy to Marauder into Ambush into Hawk Shot (or Aimed Shot) as a quick deaggro + follow up hit.
Performance will vary. I wouldn't swear by any of this but it gets some big hits that need a lot more setup than some other full DPS classes. It was doing about 25-30k a crit with just a 25% Vorpal on an Archery spec with only about 12k GS. You can really tell a difference with the Sniper's Aim feat at max range. It's also kind of nice to play a DPS class that doesn't really have any stacks to manage.
This is the feat setup I was using:
http://nwcalc.com/hr?b=cn4:2hwcg:5m9s,13n3i0i:bu551:60000:b0u00&h=0&p=swd
Also, I should note the feat tree in the link is from Stormwarden as there isn't one for Pathfinder yet. The Nature Pathfinder Paragon is as follows:
"Nature - Speedy Slashing: AP Cost is reduced by 25%, and Pathfinder’s Action’s movement buff lasts 2.5 seconds longer."
This buff, Forest Ghosts buff, and Marauder's made for a stupid high mobility class with lots of deaggro. Don't know if anyone else will like it, but it's what I plan on using for a while. The better setup would probably include Prime Critical without the second tier Nature feat for a more pure DPS setup and you wouldn't really lose anything important. (This is especially true if you have Royal Guard 4/4, but both is probably overkill and frankly the set bonus is superior with this build as you're not making as many hits for Prime Critical to be of much advantage.) Also I felt Quarry was pretty useful as yet another alternative to Speedy Slashing as it's yet another 5% damage to those two big hits.
I'd call this build the two shot wonder, because pretty much all you do is Ambush+Hawk Shot / Hawk Eye+Aimed Shot while using your other encounters to keep your positioning in a good spot and constantly shedding aggro or tossing traps. The traps can be useful sometimes too, just because you can set them up before combat as a last row of defense. They're also easy to miss unless you're looking for them, and can foolishly consume your carefully planned Ambush or Hawk Eye proc's.
Anyway, I thought I would play Show-And-Tell and post my newly created PVP build, you could call it "Buff Harasser" if you needed a name for it. There are 3 main aspects to this build. Survivability (not only for yourself but for your entire team), Confusion, and High Mobility being the big one, though it does go hand in hand with Survivability. Now this build also requires Recovery gear so you reduce the CD's on all of your Encounters, which respectfully are all Rush/Dash/Charge/Leaps and of course buffs. These Powers allow for constant movement from 1 target to another (or away from them in general). They can be used as gap closers or escapes, and the more you move the less you're hit.
I do feel like I should start with explaining Aimed Shot since it definitely looks a little out of place in this build. Aimed Shot has a couple purposes as a useful Slot 2. It does do quite a bit of damage although yes, it's very easily interrupted by virtually anything but if you're standing on a cliff or in the background buffing while you take chunks out of enemy players, it works wonderfully. It's also great as an attention grabber to pull some focus onto you (trust me, you start taking out 10%- 70% of someone's HP in one shot, they're going to focus you and that's exactly what you want. I've also been hearing that many people do not like Slasher's Mark, but it's pretty key for the mobility of this build, as well as the "Mark" because if you slap a less-than-squishy enemy player with it, it will allow for your entire team to dodge or block more often because they're regenerating their Stamina / Guard Meter. Not only that but it has a huge distance, enemy about to get away from you? Think again. Now Forest Ghost is an obvious "Oh ****" button for many people but in this build, while it still has the obvious use for that circumstance, it's very well used for changing locations mid-combat to confuse the enemy, or buy yourself enough time to get an Aimed Shot off under stealth, and the Run Speed increase is nothing to scoff at. As far as the Class Features go, this build isn't meant for heavy damage so Aspect of the Lone Wolf is amazingly OP if you're on your own and run into one or two people, if for whatever reason you can't kill them, the Damage Mitigation will buy you enough time to find more of your team, and if you're in a group fight, unless you're dealing with 5 Melee Players, you still get at least 5% Mitigation up to an astounding 25% if you happen to 1v1 another Ranged Class. Aspect of the Pack is something that you could change out for something more fitting to your own play-style, but I find the Combat Advantage is top notch in group fights. Lastly the Encounter Powers, Marauder's Escape/Rush is a Ranger standard, and one of the most important powers across most builds. Then you have Boar's Hide/Charge which not only gives you some mobility, but a single target knockdown, and on the flip side 10 stacks of 2% Damage Mitigation for a total of 20% to the entire team (with the Paragon Feat) and that adds onto the Class Feature, Aspect of the Lone Wolf for a potential total of 45% Damage Mitigation. Then there is Fox's Cunning/Shift, giving your entire team the ability to completely dodge the next attack they would suffer within 6 seconds, and you also get a nifty little multi-target dash (that looks more like a simplified and shorter version of a TR's Bloodbath) making your opponent(s) lose track of you as you steal their run speed and snare them (with the new patch Forest Ghost's run speed increase will not stack with any other movement increase buff, so I do not recommend using them together).
At-Wills:
Rapid Shot / Aimed Shot
Dailies:
Forest Ghost / Slasher's Mark
Class Features:
Aspect of the Lone Wolf / Aspect of the Pack
Encounter Powers:
Marauder's Escape/Rush
Boar Hide/Charge
Fox's Cunning/Shift
Heroic Feats:
Weapon Mastery 3/3 - +3% Crit
Toughness 3/3 - +9% Max HP
Agile Combatant 3/3 - +3% Damage for 5 seconds after switching stances (which you do A LOT of with this build).
Swift Footwork 5/5 - +10% Stamina Regen (Since you're going to be moving around a lot and all).
Lucky Skirmisher 3/3 - +3% Deflection
Disciple of Dexterity 3/3 - +6% Bonus Damage from Dexterity
Nature Feats:
Nature's Blessing 5/5 - +20% Healing towards you.
Slasher's Speed 5/5 - -25% Action Point Cost
Thickness of the Stag 5/5 - Stag Heart now as +10% Damage Reduction
Endurance of the Boar 5/5 - Increases the 2% Damage Mitigation stack limit from 5 to 10
Blessing of the Oak 5/5 - +5 second duration on Oak Skin
Master of Nature 1/1 - Hawk Eye, Boar Hide, Stag Heart, and Oak Skin now have 100% effectiveness on allies.
Archery Feats:
Black Arrow 5/5 - +10% Crit Severity
Now because I use my HR for PvE as well, this has turned him into a support class with moderate DPS as a secondary role, which is why I have Blessing of the Oak, and Black Arrow.
All in all, this build is basically a Group Oriented, High Mobility, Skirmish Harasser with Buffs, and secondary DPS. You're distracting, fast, annoying, and do enough damage for people to focus you only for them to realize, you're probably not going to die by their hand alone and now most of their team is dead because they were too busy trying to kill you instead of going after the hard hitters.
I haven't had a lot of time to extensively play this build yet as it's launch day, but the few PvP matches I entered, I had little deaths, moderate scores, and a handful of kills. I did also notice that team fights were a lot smoother with better results and less casualties.
Anyway you look at it, I particularly love this set up and it works well for me. If you try it out let me know how it goes, or if you have any suggestions or feedback about my build please don't hesitate to let me know. I'm still new to this game