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Thorned roots

aderonzaderonz Member, NW M9 Playtest Posts: 120 Arc User
edited November 2014 in The Wilds
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 ?
Post edited by aderonz on

Comments

  • lordfuzunlordfuzun Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 54
    edited November 2014
    aderonz wrote: »
    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 ?

    Right now only GentlemanCrush can confirm it. We can't until the changes reach the Preview server.
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited November 2014
    And I Wonder if it will go to 22 times with Master Trapper...
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • levdbronsteinlevdbronstein Member Posts: 67 Arc User
    edited November 2014
    aderonz wrote: »
    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 ?

    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
  • thedemienthedemien Member Posts: 830 Arc User
    edited November 2014
    aderonz wrote: »
    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 ?

    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.
  • aderonzaderonz Member, NW M9 Playtest Posts: 120 Arc User
    edited November 2014
    The thing is , right now on live server , it actualy applies 250% of damage to immuned target then applies the 250% remaining right after, i tested it many times, i tought it was WAI so i concluded it will remain like that with way more damage, but i agree that we can't until it hits preview or probably directly live server after couple days
  • levdbronsteinlevdbronstein Member Posts: 67 Arc User
    edited November 2014
    And I Wonder if it will go to 22 times with Master Trapper...

    I've tested it out: with Master Trapper you get an 11-second hold that inflicts 200% weapon damage/sec
  • query523query523 Member Posts: 1,515 Arc User
    edited November 2014
    I'm actually more excited about swiftness of the fox rework. 15% on encounter, 3 encounters, 45% reduction in timers?
  • ikapamkikapamk Member, Neverwinter Beta Users Posts: 294 Bounty Hunter
    edited November 2014
    Query, it works exactly like that - it's beautiful. 100% CD for me (even off of 2 encounters)
    Carpe Jugulum
    Sharra Del'Armgo - SW Trapper Hybrid HR
    Ogghra Bar'Ghuzumn - MI Scoundrel TR
    Vænna Thrymskjöldr - IV Protector GF
  • query523query523 Member Posts: 1,515 Arc User
    edited November 2014
    What I was hoping. Now I can go back to the rotation I was using when we had prime critical and concentrating. Maybe even ditch this lamRG that I had to go back to.
  • noetic2noetic2 Member Posts: 150 Arc User
    edited November 2014
    The damage boost is nice, but I don't think the changes are going to save the Trapper from extinction. The problem with the Trapper is not the damage it does. The problem with the Trapper is that it doesn't trap. A trade off of damage for control would be an interesting build. But everything seems immune...even after I pour everything I have into control. I don't think I've ever trapped anything in PVP. And it only works on runts in PVE. I'll probably continue with my current build for a few more weeks, but I anticipate switching to the archer tree.
  • query523query523 Member Posts: 1,515 Arc User
    edited November 2014
    Ignore control. Look at recovery/ damage boost from the new tree. What I see is 45% reduction in encounter timers, 45% boost to damage (given serpent) higher crit and some movement to put you in position to deploy both sets od encounters.
  • noetic2noetic2 Member Posts: 150 Arc User
    edited November 2014
    query523 wrote: »
    Ignore control. Look at recovery/ damage boost from the new tree. What I see is 45% reduction in encounter timers, 45% boost to damage (given serpent) higher crit and some movement to put you in position to deploy both sets od encounters.
    I'm sure this is good advice. But I still say that there's got to be a threshhold where a Trapper actually traps if your control is high enough. But I'm certainly not even close. Got the HAMSTER kicked out of me today in PVP, so, obviously the latest nerf isn't going to help. So thanks. It looks like you are right. Ignore control.
  • query523query523 Member Posts: 1,515 Arc User
    edited November 2014
    So I actually had the chance to do a re-spec and mess around with trapper today. Preposterous recovery. I was getting faster encounters than my old RG set could basically keep encounters all day long. Being able to gear for drit and taking broiadhead I was hitting 50% crit regularilly. Very consistant DPS. If you abuse serpent you fall a little short of Prey but can apply more evenly. Keeping up with the new dailies I've been messing around with a DL build. If I am up late enough I think I'll test out a BI PVP build. I actually think Trapper may have turned into what I wanted it to be. Not sure how to deal with a Mod that did not disappoint me.....
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited November 2014
    Mmmm... roots do work pretty well in SoT. I use Hindering, Fox and Constrcting and got many good comments about the advantage of roots
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • levdbronsteinlevdbronstein Member Posts: 67 Arc User
    edited November 2014
    The ancient thorned roots work really well since the rework, if I do say so myself (you're welcome for the suggestion, by the by). I use hindering, constricting and marauders as my default pve encounters. I can not only keep mobs more-or-less controlled as I move in and out of melee, but I can also heal any damage I do take and keep close to the top of the damage boards in dungeon runs thanks to the DoT of the master-trapper/thorned/ancient-root combo.
  • noetic2noetic2 Member Posts: 150 Arc User
    edited November 2014
    I rotate like mad through every form of thorn I can unload, and I do average damage, at best. Ran into a SW in PvP a few days ago that I couldn't scratch. We were going toe to toe for something like 5 minutes without either of us going down.

    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.
  • blazious11blazious11 Member, NW M9 Playtest Posts: 331 Arc User
    edited November 2014
    Trapper is very good imo, I like it better than the archer. In ELOL i'm near top damage, over some very good cw-s in my guild (they're good, really). My rotation is fox - consticting - Roa TAB - fox, constricting, rob. thorn Ward has high cd (20sec) So I use fox instead, this way i dont even use atwills. Fox is good for survive, and gap closer, so I dont have to run to targets for meele. (draconic gear with reds)
    My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
  • noetic2noetic2 Member Posts: 150 Arc User
    edited November 2014
    blazious11 wrote: »
    Trapper is very good imo, I like it better than the archer. In ELOL i'm near top damage, over some very good cw-s in my guild (they're good, really). My rotation is fox - consticting - Roa TAB - fox, constricting, rob. thorn Ward has high cd (20sec) So I use fox instead, this way i dont even use atwills. Fox is good for survive, and gap closer, so I dont have to run to targets for meele. (draconic gear with reds)
    I have the exact same rotation. I probably put in a little unnecessary defense for the added survivability in mele. Still, while Trapper is a FUN build, I do not see how it can equal archer in the damage it deals, unless you land all your encounters immediately on cool down. Haven't run the numbers, but I clean up on concentrated lower level mobs. I do little against large, immune, single targets.
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited November 2014
    noetic2 wrote: »
    I have the exact same rotation. I probably put in a little unnecessary defense for the added survivability in mele. Still, while Trapper is a FUN build, I do not see how it can equal archer in the damage it deals, unless you land all your encounters immediately on cool down. Haven't run the numbers, but I clean up on concentrated lower level mobs. I do little against large, immune, single targets.

    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)
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • blazious11blazious11 Member, NW M9 Playtest Posts: 331 Arc User
    edited November 2014
    Thanks, I wanted to try pathfinder anyway with the careful attack, because there's really nothing, that stormwarden gives me for trapper tree, I dont use any SW power.
    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.
    My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
  • query523query523 Member Posts: 1,515 Arc User
    edited November 2014
    My trapper is getting better DPS than my Mod4 Archery build. It does not quite get the ranged damage but it gets a lot more melle and with the rework gets ranged encounters out faster than Bottomles Quiver can. SOI end up with ranged that does slightly less damage but cycles 30% fater amnd all my melle does more damage and cycles 100% faster.
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited November 2014
    Double post

    /10 char
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited November 2014
    blazious11 wrote: »
    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.

    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),
    My trapper is getting better DPS than my Mod4 Archery build. It does not quite get the ranged damage but it gets a lot more melle and with the rework gets ranged encounters out faster than Bottomles Quiver can. SOI end up with ranged that does slightly less damage but cycles 30% fater amnd all my melle does more damage and cycles 100% faster.

    I tried trapper in preview and was clearing the hes fatser with my archer build, lots of fun though, but i stayed acrher.
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