Hey all, we have made a couple of bug fixes to several things, and made some changes to improve Trapper gameplay slightly.
Hunter Ranger: Trapper: Thorned Roots: *REWORK* Now deals 40/80/120/160/200% of your weapon damage every second.
Hunter Ranger: Disruptive Shot: This power now correctly benefits from Control Strength.
Hunter Ranger: Pathfinder: Bear Trap: This power now correctly benefits from Control Strength
this is a huge boost to trapper's dps, now with ancient root you can deal practicaly 1400% of weappon damage against enemies over the 7 seconds duration but against immuned target i dont know if it kept its effect, any one can confirm it plz ?
Comments
Right now only GentlemanCrush can confirm it. We can't until the changes reach the Preview server.
Born of Black Wind: SW Level 80
In another thread one of the devs (or moderators can't remember) confirmed that the 250% immediate damage against CC immune targets would not change
Nobody know yet how it works. It may have duration extended, may not. It may have damage to contol immune targets may not. I had asked this before on feedback thread.
One way or another don't forget that this is just pve numbers. Duration of rooting is 1/2 on players without any control resist.
Edit : as noted above 250% to control resist target remains.
I've tested it out: with Master Trapper you get an 11-second hold that inflicts 200% weapon damage/sec
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
Born of Black Wind: SW Level 80
In scrimmages, I usually take the least, and deal the least damage. Was teamed with a similarly geared archer tree guy during a scrimmage and he did 1/3 more damage. Mostly, now, I forget about bosses, and target the the weak and dying.
I play Trapper because I imagine it is the most challenging class to play well, but my long term plan is to switch to Pathfinder and specialize in archery.
Trappers can deal good DPS but IMHO is more a DPS/support tree. Archer is pure DPS in PVE so I'm ok with archer pulling out more damage, especially on single targets as that's all it can do (by the way I moved from Archer to Trapper with mod5 so I know the archer pretty well).
DPS is not everything. Slotting Constrictive and Hindering and focusing on rooting dangerous mobs (Black Dragonclaws, White Dragonwings before they start spinning) can make running Sot/LoL (normal and epic) easier for the party.
On bosses I think that Pathfinder works better for Trapper (I use Rain, Constrictive and Fox right now): Careful Attack + Glyphs boosts your damage quite a lot, and the insane AP gain will let you spam Slasher's Mark, so you'll not only give a ton of extra free dodges to the party via Fox, but you'll let everybody dodge/sprint/guard much better.
On mixed group of CC-immune big mobs and non-CC immune ones, I use a mixed strategy: open with roots, go CA+Rain on a big mob, spam Disruptive, rinse and repeat as much as I can (Malabog is a good place to test this routine).
I slot Aspect of the Pack for extra support and damage (slowly working on my Combat Advantage bonuses)
Born of Black Wind: SW Level 80
Archer may be better in dps, espesially in dungeons with lot of mobs t2-cn etc, but I rearly play that now. Or I go with my CW. But Archer has dps only, when he don't get the aggro - if he does, you have to run around mobs, dodging, trying to survive. With Trapper you can handle the aggro easily.
/10 char
I have to diagree with that, get good damage reduction and ls and u can facetank packs of mobs easily, just shift for the interrupts and big slow burst hits... no need to run around. I actually prefer to have agro so i can keep mobs where i want (under roa and tw), when a sw or cw takes agro its actually a dps loss as they tend to make em run around alot (well except if they are under constant cc which is golden),
I tried trapper in preview and was clearing the hes fatser with my archer build, lots of fun though, but i stayed acrher.