I'm playing PVE Stormwarden Archer HR (high crits, high power, high life steal) and before Mod 6 I have been done pretty well (while my def is under 2000, thanks to my life steal I seldom died as long as I can continuously deal damage). My current stats and abilities are:
Stats (without Ioun Stone): Power: 7393; Crits: 3548; ArmorPene:2568; Def 1919; deflect 583; Reg: 912; Life steal: 1306; HP: 22062
At wills: Rapid Shot + Split Shot
Encounters: RoA + Thorn Ward + Fox's Shift
Daily: Disruptive Shot + Forest Ghost
Gear: Royal Guard Set
Weapon: Golden Dragon's Tooth
I was really looking forward to Mod 6 as Cordon of Arrows might make casting RoA much easier, but the first thing I realized after Mod6 was there is that ... I died :cool:. It's now almost impossible for me to stay alive when mobs in the new area focused on me (which earlier only happened in dungeons when I our tanker neglected his job
).
So the question I have is: does Mod6 really killed this HR build and play style? How should I respec my HR? (I'm not possible to play combat or stay in melee due to my motion sickness). Someone suggested that we have to get rid of the old gear set and get mod 6's gears with high HP. Do I only get them in the new lvl 70 dungeons?
Thank you very much!
Comments
as for archery... exping with it is just a suicide... sorry but this is reality of this new mod... with al your burst damage you will struggle to get down a single mob before the pack reach you...(unless you aim for a minion... than maybe you can do it but will still be hit by the rest of the pack)... life steal is a lottery... it can refull you when you really need it... or it may proc out of your first hit when you'r still full health... it still have it's uses in dungeons but for leveing it really is not a stat you can make use of...
you either find a way to hold all the mob in position for a good 20 sec or you find a way to massivly reduce you damage intake... and since archery big hit are quite slow using dodge as a combat or a trapper do is not an option... also you lack strong CC as an archer... and that make it so that once the enemy get close enough you'r dead meat... and this without taking into consideration charging mobs or ranged ones...
all in all... Archery is a post level 70 build... (and still one that I would not suggest... but this is my personal opinion...) combat can do away with his deflect and more efficent life steal... but it still can end up dead in the blink of an eye... trapper on the other side with his short cd can make the most use out of fox cunning/shift that are granted autododge and with the new class feature turning roots into daze makes you a REAL controller... coupling those 2 you can get end up fighting an enemy that is either incapable of acting or got his hit dodged... you still need to drink plenty of hp potion (that are like a drop in the ocean with their 10k hp healing against 10k+ damage per hit...) but at least you should be able to survive most fight...
about your motion sickness... well an "action based" mmo is probably not the best hobby you should have selected ^^' but if you really like the game try turning off camera shake and use the "/setdefaultfov ##" where ## is a number between 50 and 100... value above 80 will have the side effect of distorting the image quite a lot... but if you go up to 60 or 65 it should still be not enough to actualy give you disconfort and having a larger view whould aleviate the motion sickness effect (like when you focus on a far away place to lessen car sickness)
hope this help ^^
Use a tanking companion.
Concenrate your fire to eliminate high hitting mobs first. Prey and hawkeye are good tools here.
Escape manuevers: forest ghost, marauder escape and rush, dogdes - use them to get away from mobs. Fox cunning will save you from attacks you cant actively dodge. Diisrupting shot from mobs who can stun/root/prone you. Keep distance, kite and dodge away untill you kill everything.
High hp also helps, and a lot of potions.
I've checked the blue gears I can get from the auction house, it seems they are quite cheap at the moment, maybe I'll try equipping them and see how it goes.
Which stats do you think are important for stormwarden trapper HR? Could you recommend me a good guide for trapper HR build?
And many thanks for the hint regarding the motion sickness!! I've just tried the command (it should be /gfxsetdefaultfov) and I think I'm happy with the value at 65 (the camera move very fast with 100, which made me sick as I always need a big part of the screen to stay still and concentrate on that in order not to be dizzy). Hehe, and you are right, "action based" mmo is not the best for me, but I really like to play NW as many of my friends play NW (they also play other games like skyrim or WoW but I can not play them as the sickness is even worse than in NW)
I've leveled from 60 to 63 while questing with a GF. While he helped keeping me alive in most cases, I felt a bit useless in compare to pre-mod 6 : there I was the one who dealed most damage and he took most of the mobs' damage, but now he can deal quite decent damage and I have to reduce my damage output in order to keep my threat in control...
Anyway, I used a respec I had sitting around from Xmas to lower all my powers to R3 until I'm sure that they're fixed at R4. I changed my 4th DR and Sharandar boons to healing (although we all know the 4th boons practically never proc), took Endless Consumption, 5% life steal in melee from the combat tree (not much use to archery builds, obviously), and one of each increased life steal, control and incoming healing boons from the dragons tree. The difference is pretty enormous - I went from constantly having to drink potions to overflowing my belt's stack of 100 very quickly. With lone wolf and crushing roots slotted, I soloed Biggrin without drinking a single healing potion. The increased lifesteal constantly saves my butt even though my base chance in archery stance is still under 10%. Of course, it still makes little difference in epic dungeons, which are broken until further notice. I think if I were to change to archery - which I played from mod 2 until late in mod 4 - I'd use longstrider's/fox/cordon with lone wolf/serpent as passives. Fox will help you get through the mobs when they close in, Plant Growth will keep the melee ones from hitting you. Unfortunately, one of the dumber things about mod 6 is that the roots in Plant Growth are neither strong nor weak, so Crushing Roots wouldn't help you there. I think archery builds have to get used to playing in close with mobs like trappers, though - since the only really worthwhile companions are augments.
But really, trapper is the only truly survivable build at the moment and since the devs don't seem to pay any attention to HR it's likely to remain so.
I should add that 2 of my artifacts provide life steal - the sigil of the hunter and eye of Lathander (which I was lucky enough to FINALLY get today after doing the DR daily for about 9 months) - and my sigil of the devoted and eye both provide an incoming healing bonus.