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Possible pvp build for module 6

shinnakumashinnakuma Member Posts: 10 Arc User
edited April 2015 in The Wilds
I was wondering what some of you think about the new powers and changes being done to the hunter ranger, what do you think will be the best build for pvp in module 6. Weapon enchant...armor enchant?
Post edited by shinnakuma on

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  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited March 2015
    shinnakuma wrote: »
    I was wondering what some of you think about the new powers and changes being done to the hunter ranger, what do you think will be the best build for pvp in module 6. Weapon enchant...armor enchant?

    i still think trapper will dominate though archery will be good. its too early to decide on a weapon enchantment quite yet, armor enchant most likely soulforged as usual.
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited March 2015
    You can feat the extra 50% crit severity from melee path and rest full archer with vorpal+high lifesteal.
    With archer feats for + crits and 30+in wisdom you still will have very high crit chanse and to say the least extremely high damage potential with crits...

    Now that daze and wm is nerfed to oblivion archer high damage potential is more interesting together with that all get very high hp base in module 6 due to gear.

    Am still trying out stuff in preview and roots does make a differance in trapper build but I would not be supriced to see some archers with very very high burst damage sneaking around.....
  • kaedennnkaedennn Member, NW M9 Playtest Posts: 361 Arc User
    edited March 2015
    ....nvm .....
  • stah01stah01 Member Posts: 540 Arc User
    edited March 2015
    HR PvP in mod 6 is gonna be all about Archery. Start your builds now!
    GShBCGl.jpg
  • kangkeokkangkeok Member Posts: 1,123 Arc User
    edited March 2015
    I still hope all 3 path archery, combat and trapper will be equally good in mod 6 like TR in mod 5. Always fun to see variety in the game.
  • mrsax93mrsax93 Member Posts: 32
    edited March 2015
    i hope in a nerf of TR because now i too strong ...
  • thedemienthedemien Member Posts: 830 Arc User
    edited March 2015
    combat may be valuable still. Due to +50% crit sev.
    maybe with archer feet for +5% crit. But the question is about WM. If it stays as it is now - eg broken - then combat is useless.

    at my options are plain trapper or some hybrid of trapper with combat.

    On side note - control is gonna be very valuable in pve and still in pvp. HR still has no CC breakers and even proper immunity frame on dodge. So you will have to either
    - not get in CC
    - or be able to survive it someway.
    - or CC first.

    Stats
    tenancy now gives Arm pen resistance. Not sure how it works but +100 Arm pen(1%) still sounds better then investing in STR(1%). Wis on other side gives + 1% cc resist and +1% crit (400 points).

    con is pretty useless now too. So race re-roll for you all tough guys to get good base values.

    so back to Arm pen - pve wise you need to aim to have 40-60% from all sources.
    so if I do my math right with 15 str on lvl 70 you will need ~ 5.5k Arm Pen. Even more in pvp with new tenancy arm pen ignore to cut throw all those armored guys. Or use enchantments.

    Such as terror or PF. Again may change.

    Right now i can not even tell how much arm pen you can get from pvp gear since new gear is black on gatewaytest or shows same values. like 568 for all set. vs 551 on old profound set.

    Regen is pretty useless for char now. and can be neglected in favor of 7th tiamat boon = taking 10% incoming healing instead of 1% crit severity.
    Any way no more in battle passive heal from it. Instead you should try not to get hit or have more "reliable way of healing". If you can call random LS that way. But it works alright with all dot enchantments.

    as conclusion - Id focus on building high crit HR with focus on Wis and Dex to stay out of CC and hight deflect to get out of damage
    With either high spike damage (with lightning/vorpal enchant maybe)
    or stable damage and controller.
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited March 2015
    If you can survive deacent enough as archer it will together with 50%+ crit severity from melee blow any other combination out of the water when it comes to damage.
    As long as you have distance you will easy and I mean easy have over 40% crit most likey over 50% crit with in range stance.
    Now you then have the option to replace p.vorp with terror for root/debuff or plague for debuffs+dotts and still do the same damage as if you also had p.vorp.
    Now with a bit of hp directed build you should reach 110khp rather easy but you prolly need tons of life steal to pull it off.

    If you can get survivability to work as archer am pretty sure we will see quite a few archers running around in pvp.
  • kyobi16kyobi16 Member, NW M9 Playtest Posts: 68 Arc User
    edited March 2015
    first of all u gotta be stormwarden as u gonna be using archery next mod because u gonna need the encounter reduce from storm step
    u gonne use the melee feat for the extra 50% severity along with a rank 12 terror making u hit much harder then b4 and having almost trapper like control the feats i reccoment taking are:

    T1:Ghost walker stamina regen

    T2:brodhead arrows crit buff making the melee feat so good together with this

    T3:Longshot the damage with from this feat is great for pvp along with encounters its basicly an extra hit with critical strike and if u get lucky enough to get the lostmauth set thats 3 hits per critical hit!! thats amazing burst damage

    T4:i would go with unflinching aim for the extra dmage since a stormwarden gets storm step to reduce cooldown but! if ur a pathfinder then bottomless quiver gonna work out better along with cruel recovery giving extra survivability

    T5:stillness of the forst the most terrifying feat archers have great damage boost along with 25% critical chance.

    T6:predator obviously.

    and the melee feats

    T1: dosent really matter which one id go for sepeant weave

    T2:no matter what paragon u are take the paragon feat.

    T3:Skirmisher's Gambit for the damage boost

    now for rolls i would go max dex/wis and lowest CON possible.

    the rest is up to ur gameplay style just remember that longstriders shot is gonna be ur best friend
  • charmagmacharmagma Member Posts: 144 Arc User
    edited March 2015
    Full combat may be good again. No regen and no healing depression makes wilds medicine pretty attractive. Also, up to 20% life steal chance with five melee attacks looks nice again, too. Get a nice looking (haven't been able to use it yet) AoE root at 65 and that ranged trap that draws them in, should be able to keep kiting classes close.

    Trapper doesn't look that great anymore. Archery spec looks like a lot of damage but I can see some issues with it, mainly a ton of dps lost when an enemy is close to you and I expect at least 4 TRs still in every dom match.
  • drago780drago780 Member Posts: 2 Arc User
    edited March 2015
    charmagma wrote: »
    Full combat may be good again. No regen and no healing depression makes wilds medicine pretty attractive. Also, up to 20% life steal chance with five melee attacks looks nice again, too. Get a nice looking (haven't been able to use it yet) AoE root at 65 and that ranged trap that draws them in, should be able to keep kiting classes close.

    Trapper doesn't look that great anymore. Archery spec looks like a lot of damage but I can see some issues with it, mainly a ton of dps lost when an enemy is close to you and I expect at least 4 TRs still in every dom match.


    I disagree. Trapper will always be good..the fact that we have DoT effects with roots means that we will always have a place in PvE and PvP for that matter. I've though about going combat after mod 6 comes out but since they took out the Piercing damage feat there's no real point in going combat..there really isn't. THAT IS MY OPINION
  • charmagmacharmagma Member Posts: 144 Arc User
    edited March 2015
    drago780 wrote: »
    I disagree. Trapper will always be good..the fact that we have DoT effects with roots means that we will always have a place in PvE and PvP for that matter. I've though about going combat after mod 6 comes out but since they took out the Piercing damage feat there's no real point in going combat..there really isn't. THAT IS MY OPINION
    As of posting, the piercing feat is still there:
    image.jpg

    The reason I don't like trapper so much is both new encounters look good but neither applies roots that work with the trapper feats (at least it doesn't appear so). Cordon of arrows/plant growth looks especially good and longstrider's shot/gushing wound is a rare and valuable encounter that does damage in both stances instead of some crappy buff on one of them. Just my take, I haven't taken the time to level up to 65 on preview to try it all though.
  • shoon88shoon88 Member Posts: 0 Arc User
    edited March 2015
    When you guys say feat for the 50% crit severity in combat and rest archery i might sound like an idiot but i see no combat feats that give any % crit severity at all..........
  • charmagmacharmagma Member Posts: 144 Arc User
    edited March 2015
    shoon88 wrote: »
    When you guys say feat for the 50% crit severity in combat and rest archery i might sound like an idiot but i see no combat feats that give any % crit severity at all..........
    image.jpg
  • kangkeokkangkeok Member Posts: 1,123 Arc User
    edited March 2015
    charmagma wrote: »
    image.jpg

    so this feat works on both stance? or just melee? if both, that might be worth consider getting.
  • maven2sinmaven2sin Member Posts: 1 Arc User
    edited March 2015
    Because it does not state whether it is for melee or for ranged, this should apply to your overall critical chance and severity regardless of what stance you are in.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited March 2015
    stah01 wrote: »
    HR PvP in mod 6 is gonna be all about Archery. Start your builds now!

    God I hope so, pvp was a blast right before IWD came out and archer/combat hybrid was really viable.
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited March 2015
    You can feat the extra 50% crit severity from melee path and rest full archer with vorpal+high lifesteal.
    With archer feats for + crits and 30+in wisdom you still will have very high crit chanse and to say the least extremely high damage potential with crits...

    Now that daze and wm is nerfed to oblivion archer high damage potential is more interesting together with that all get very high hp base in module 6 due to gear.

    Am still trying out stuff in preview and roots does make a differance in trapper build but I would not be supriced to see some archers with very very high burst damage sneaking around.....

    Read the thread maby :-)
  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited March 2015
    looks like im gonna go to preview asap and try archery. maybe ill finally put trapper down for awhile. ill prob just make both archery and trapper. i have like 4 hrs
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited March 2015
    God I hope so, pvp was a blast right before IWD came out and archer/combat hybrid was really viable.

    Cordon of arrows/plant growth is a no brainer when it comes to Powers for archer/melee hybrid but the other 2 is not that obvious.
    I think you need either ambush or mara in one and my guess is that ambush will have better synergy's especially since you get a hefty bonus on next attack(ambush+cordon/plant growth when they come in melee range) + with forest it gives more survivability.

    The 3rd is most likely longstrider's shot/gushing wound but I can see several options.

    Now the trick to pull this off is lowering the reuse time on encounters and its here I think we will see the most variations in builds.
    Sacrificing anything in archery path for 30% lower cool-down will hurt a lot on overall damage, picky choice.

    Going storm and not pathfinder will hurt the daily AP gain a lot but then you can feat stormstep action but then again then you miss out on some other class feat mmmm.

    Then go Terror for root and debuff or vorpal for that heavy burst, at least it will be a lot of testing ....
  • eshkull#7182 eshkull Member Posts: 71 Arc User
    edited April 2015
    So, just for the sake of saying it, will Archery/Melee/trapper be good? Which one?
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited April 2015
    Ya this is killing me. I don't have the patience to watch other people trial and error something optimal so I am just going to use the respec to make a archer hybrid. This was an 18kgs toon in the day say it will have a good start. Worst case scenario, I have to buy another respec later on, if mod 6 proves its self.
  • piejalpiejal Member, NW M9 Playtest Posts: 403 Arc User
    edited April 2015
    ddasani1 wrote: »
    So, just for the sake of saying it, will Archery/Melee/trapper be good? Which one?

    Pure melee definetly no

    Pure range, hybrid range melee, pure trapper, hybrid trapper melee
    depend on your playstyle
    i personaly will try go hybrid trapper melee with focus on crit
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