So every one hits lv70 and discover that HR cant do daily quests every time get kicked from Epic dungeons bad damage in pvp cant kill 1 mob takes ages to kill 1 monster getting 1 shot kill well iam with 2.6k Ilvl cant even do 1 daily quest in sharandar or WOD or Dead ring and always get kicked by bad DPS .. any one found any solution for those problems? share ur build every thing u get to fix this problem
In my opinion, currently, the only tree that is viable for soloing is Trapper since you can keep mobs under your cc almost constantly.
Combat's key feat for survivability, wild medicine, is bugged as it does not scale with your total hp so that it is a bit screwed up. It is still manageable if you have a lot of life steal.
Archery is the worst tree for soloing as in it offers only a bit mobility with the new feat, but no survivability, no cc, and lackluster damage.
Overall, HR is in very bad spot right now that is why you do not see many HRs around.
In my opinion, currently, the only tree that is viable for soloing is Trapper since you can keep mobs under your cc almost constantly.
Combat's key feat for survivability, wild medicine, is bugged as it does not scale with your total hp so that it is a bit screwed up. It is still manageable if you have a lot of life steal.
Archery is the worst tree for soloing as in it offers only a bit mobility with the new feat, but no survivability, no cc, and lackluster damage.
Overall, HR is in very bad spot right now that is why you do not see many HRs around.
as u said not to many hr around any more ... so that mean this CLASS is the worst class to play on !
Hr is an exceptional class. It is just a difficult class to play well. Handled correctly it can control, it can DPS, it can even protect. It is a swiss army ranger. Play to the strenghts. You really have to tailor you build to the encounters. In the lands of 1 shot 1 kill Fox can save parties. The DC/ Pali cannot heal you when you are dead. And on dying (which happens a lot nowadays) use Ghost and go rez someone when they get killed then Fox so they can survive till healed. Trappers at least can drop a lot of CC all of a sudden. Even other trees if you hold and drop 3 cordons it will slow most spawns to a stop. Gushing is still good without the bug but it takes situational awarenes. Drop it right as the GWF goes unstoppable or the TR flurries and it does great single target. All together I still get PG, usually second, but never less than third. You just have to be very fast and very versatile. Granted 90% of the player base wants an easy predictable composition. Build your friends list with competant people. And have fun. Best class in the game.
Not sure what this lackluster damage business is about with archers. My damage is top notch. I'm not going to post the actual numbers, but my sustained dps and AoE damage is muy bueno. That's what stormwarden archers are for: wholesale slaughter of controlled or stationary targets. If someone's tanking or controlling on a team, I can vaporize mobs and even mod 6 lair bosses in short order. The problem is, if no one is tanking or controlling (like when I'm solo, which I am frequently. ), I get vaporized in fractions of seconds. Heh. Getting hit is just about instantly fatal. It's like I'm playing Bushido Blade and everyone else is playing Mike Tyson's Punch Out.
All the advice is to go trapper, but honestly I'm fairly addicted to all that damage. I'm not convinced trapper's going to do that for me.
I run a hunter ranger as my main class in neverwinter. I agree its a difficult class to play. I ended up re-specing at around level 40, when some people say HR classes have the most trouble. I spent a **** load of diamonds to redo my feats and powers, but now that I'm nearing level 60 I find myself wondering if I need to re-spec AGAIN. I decided to go with Storm Warden as my paragon, but I'm not too sure if that works well with the trapper tree, which is what I decided to go with because I like having control over mobs in dungeons. I have insane DPS AoE with my character, as well as decent enough surviveability with a cleric and some minor recovery via oak shield.
In PvP matches I could wreak havoc on other teams when I was at slightly lower levels, but now it seems that my character is so squishy that I die in an instant when faced against any player with any form of DPS ability. Especially rogues. I want to stick with a hybrid build for my character, because I enjoy using blades. However, I'm starting to feel like trying to build my character into a hybrid DPS melee/archer is either impossible or unnecessarily difficult to play. I'm afraid that I might be forced into making my Hunter Ranger a strictly PvE-only character unless I can figure out how to make a build that dominates in PvE while still being useful in PvP or vise-versa.
If anyone has any suggestions for a better build I could use, they would be much appreciated! Thanks in advance.
so any one could share his tree which path is better for PVE-PVP both anything just lets us know iam right now in pathfinder-trapper HR i can damage like 20k crit and less sometimes higher sometimes lows depend on the mob so any one found a good build for pve and pvp or pve or pvp any of those ... Share!..
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feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
edited May 2015
This is what I'm using. On boons I have generally selected crit over power and life steal over regen. All my defense encahtns are r9 and r8 radiants (r8 darks on my stone - I plan on stacking a lot more lifesteal after refining my PF to R12), offensive enchants are r9 and r9 radiants with some r8 azures. I'll get more azures in the offense slots after I refine my plaguefire to r12. I've taken 1 of each control, crit severity and life steal boon from the dragons boon tree.
For encounters I use hinder/fox/constrict in either pve or pvp, switching to longstrider's shot/cordon of arrows/rain of arrows against stationary bosses or those without adds (sometimes longstrider's/fox/rain against bosses when you need to dodge, such as Lostmauth). I don't have much trouble soloing the Dread Ring, Icewind and Sharandar lairs and can with difficulty solo the Well of Dragons lairs (Magical Shelter is the easiest, the other two I usually get killed once or twice in the process). For passives I use aspect of the serpent/Crushing Roots in pve and (when I remember to change) pathfinder's action/crushing roots in pvp. Against heralds, aspect of the serpent/seeker's vengeance.
Adding to what many others have said in this forum, almost all HR encounter powers and at-wills need about a 200% buff right now to keep the class competitive. My 3.1k HR takes much longer to clear solo content than my 2.5k TR. We're back in the mod 3 situation where other classes do all the damage and we're often not welcome in dungeon parties. If I hadn't put so much time, effort and AD into this character I'd probably have abandoned it by now, since the devs have obviously decided that HR and SW will have to wait another mod or two to be useful again.
So you went pathfinder build? I've heard that the pathfinder paragon tree isnt as useful when going solo as the storm warden tree, but the pathfinder tree is better when playing competitively because it has a lot of options to give team support. Is pathfinder better?
Also, what would your build look like in X-Box mode? Is there any differences in the abilities? I need to know because I play neverwinter on the X-box one.
So you went pathfinder build? I've heard that the pathfinder paragon tree isnt as useful when going solo as the storm warden tree, but the pathfinder tree is better when playing competitively because it has a lot of options to give team support. Is pathfinder better?
Also, what would your build look like in X-Box mode? Is there any differences in the abilities? I need to know because I play neverwinter on the X-box one.
Actually, since the most useful class features for HR currently are Aspect of lone wolf and Crushing root and either of them is paragon path unique class feature, it does not matter much whether you choose Pathfinder or Stormwarden.
Pathfinder might be better than Stormwarden in PvP thank to the Teamwork/Careful attack at-will (fire and forget power).
Stormwarden offers more AoE options, but when soloing, you really do not want to pick up too many mobs. Thus, it might be better if you have a team to share aggro.
Stormwarden offers more AoE options, but when soloing, you really do not want to pick up too many mobs. Thus, it might be better if you have a team to share aggro.
well, when you're soling, if you shoot one guy in a mob, they all come running. It's not like you can just pick one troll runt out of a group of troll runts and fight that guy. I'd rather be able to take down the whole mob quickly then try to one-at-a-time it while they're chasing me around.
In my opinion, currently, the only tree that is viable for soloing is Trapper since you can keep mobs under your cc almost constantly.
Combat's key feat for survivability, wild medicine, is bugged as it does not scale with your total hp so that it is a bit screwed up. It is still manageable if you have a lot of life steal.
Archery is the worst tree for soloing as in it offers only a bit mobility with the new feat, but no survivability, no cc, and lackluster damage.
Overall, HR is in very bad spot right now that is why you do not see many HRs around.
Archery aint that bad in solo thanks to cordon..In party mode, its the most laid back class to play ( yes..its pretty boring ). All u need to do is wait for icy terrain from cw and drop cordon in it so mob stay in icy till they get freeze. Next RoA and follow up by longstrider for party dmg boost.
And yes HR in this mod is somewhat lack in dps compare to other dps like gwf and tr but in truth HR are more valuable than them due to longstrider. IMO HR has somewhat become a support dps in this mod more than a pure dps in the last mod. Personal dps doesnt mean anything..like tiamat, party dps is more important in dungeon run...so dun feel bad about not topping in DPS chart..it doesnt mean anything actually...longstrider is the greatest asset for HR..60% boost to party dmg is alot...not even a DC can compete that..
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feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
So you went pathfinder build? I've heard that the pathfinder paragon tree isnt as useful when going solo as the storm warden tree, but the pathfinder tree is better when playing competitively because it has a lot of options to give team support. Is pathfinder better?
Also, what would your build look like in X-Box mode? Is there any differences in the abilities? I need to know because I play neverwinter on the X-box one.
I played stormwarden/archery for as long as I could until it became painfully obvious that that build was completely outclassed by pathfinder/trapper. The _only_ advantages of Stormwarden are for dps done by combat builds (due to bladestorm + aspect of the serpent) and the fact that Split The Sky is the most effective encounter power in the game against Tiamat - but as noted above combat builds are now bugged into uselessness and Tiamat has become impossible since mod 6 ruined the game. Pathfinder offers careful attack, which is a hugely useful debuff, and pathfinder's action, which is the best tool for survivability in pvp (since aspect of the lone wolf is currently bugged, PA gives you a better deflect buff). Between their different dailies, Cold Steel Hurricane's utter uselessness (though it does do decent damage against dragons if cast from directly under them) has been a complaint of HRs since day 1. Slasher's Mark is useful in pvp for catching SWs, CWs and GWFs who are running away and as a utility against bosses since it restores the team's stamina/guard meters, but I rarely find myself using it anymore. HR dailies need a huge buff along with encounter powers.
As to your second question, how on Earth would I know what my build looks like on an Xbox if I'm playing on a PC?
Archery aint that bad in solo thanks to cordon..In party mode, its the most laid back class to play ( yes..its pretty boring ). All u need to do is wait for icy terrain from cw and drop cordon in it so mob stay in icy till they get freeze. Next RoA and follow up by longstrider for party dmg boost.
And yes HR in this mod is somewhat lack in dps compare to other dps like gwf and tr but in truth HR are more valuable than them due to longstrider. IMO HR has somewhat become a support dps in this mod more than a pure dps in the last mod. Personal dps doesnt mean anything..like tiamat, party dps is more important in dungeon run...so dun feel bad about not topping in DPS chart..it doesnt mean anything actually...longstrider is the greatest asset for HR..60% boost to party dmg is alot...not even a DC can compete that..
is 15% damage boost and 60% movement speed for like 3 seconds.
hr has nothing to offer right now.
just 0.5/1 sec dazes vs controllable enemies.
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feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
Archery aint that bad in solo thanks to cordon..In party mode, its the most laid back class to play ( yes..its pretty boring ). All u need to do is wait for icy terrain from cw and drop cordon in it so mob stay in icy till they get freeze. Next RoA and follow up by longstrider for party dmg boost.
And yes HR in this mod is somewhat lack in dps compare to other dps like gwf and tr but in truth HR are more valuable than them due to longstrider. IMO HR has somewhat become a support dps in this mod more than a pure dps in the last mod. Personal dps doesnt mean anything..like tiamat, party dps is more important in dungeon run...so dun feel bad about not topping in DPS chart..it doesnt mean anything actually...longstrider is the greatest asset for HR..60% boost to party dmg is alot...not even a DC can compete that..
I don't for one second accept that HRs should be a support class. The devs have already made it necessary to have both a DC and a tank to facilitate dungeon runs. Add a third support class and only two party members out of 5 are doing significant damage. In reality, no one, but no one, likes the current difficulty of epic dungeons and if this game is going to last the devs need to pull their heads out of the dark, smelly place where they've stuffed them and give us back a playable game where we don't always need healers. Since there aren't enough healers and tanks to go around and they've closed the exploits that used to make it possible to beat CC, very few people are even doing dungeon runs anymore and are grinding black ice to buff their gear instead.
But more to the point, if a CW can both do the most control and the most damage in a party - and they usually do - there is no reason at all that HRs shouldn't also be able to do both damage and control without having to slot one particular encounter power that has no synergy with the trapper build.
I don't for one second accept that HRs should be a support class. The devs have already made it necessary to have both a DC and a tank to facilitate dungeon runs. Add a third support class and only two party members out of 5 are doing significant damage. In reality, no one, but no one, likes the current difficulty of epic dungeons and if this game is going to last the devs need to pull their heads out of the dark, smelly place where they've stuffed them and give us back a playable game where we don't always need healers. Since there aren't enough healers and tanks to go around and they've closed the exploits that used to make it possible to beat CC, very few people are even doing dungeon runs anymore and are grinding black ice to buff their gear instead.
But more to the point, if a CW can both do the most control and the most damage in a party - and they usually do - there is no reason at all that HRs shouldn't also be able to do both damage and control without having to slot one particular encounter power that has no synergy with the trapper build.
dun get me wrong, HR is not a support class but what i mean is they are semi support dps class in this mod..they give good hp buff, free dodge and party dmg boost..maybe some may deny the usefulness of our support buff but i can feel the difference..i remember my party got wipe several time at elol 1st boss due to the party doesnt have a tank..i forgo my dps and switch to fox/comanding/longstrider and we made it with heal from our DC..not a very good support as our design is not meant for full support but it does makes a different..
My guess with the dungeon in mod 6 is that the dev want to make party composition important..unlike previous mod where full party of dps is able to stomp down every dungeon which render tanks and healer useless..i think i read somewhere in developer blog that they wanna make every class equally important in dungeon..
yea and i agree that CW give out a good dmg while maintaining their control but they are design specially to control mob..HR shouldnt surpass that..thats why HR is only able to root mob movement but not froze them in place..as for CW dmg output, i would agree with u totaly..i actualy agree that CC abilities shouldnt come with high dps..pure dps should alwaz have more dps than control abilities
That's.....1/2 of it. For a trapper that 3 seconds is something like a 70% uptime. Gushing is no longer bugged but in fights where there are few mobs or one really big mob your party's attacks stacking with the bleed does substantial damage. Try timing it off with a TR or GWF going critical on something then parse the damage. It is no longer broken but it is not weak either. For fights like eLoL or the last bit of Kessel it might be BiS.
well,i hope they fix HR! and make it better in DPS if you guys watched YOUTUBE about mod6 test in HR class u will find that HR weapons are huge more DAMAGE .. like the main hand weapon is not 1,2k-1,5k damage something like that is like 2.1k-2.6k damage in TEST mod6 ... so i hope they buff hr
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sweetbreadsMember, NW M9 PlaytestPosts: 21Arc User
edited May 2015
HR trapper needs serious fixing more than it needs buffing. Fix roots for stuns and control and you watch parties crawling over each other to get HR's. I had a good look at Archery post Mod 6 and they gave it some very lame buffs which do nothing of any significance. I don't have much trouble keeping up with 95% of GWF's , CW's and TR DPS. Its really all about spec'ing correctly and going all in. HR's as we all know are very squishy so crits, recovery, control and keeping the damage going. These all give you a better chance of surviving but the main thing is to stay with the party. I see too many HR's trying to be a big bad DPS monster, run in, attack and die.
Most classes are support for GWF's and TANKS and that's the way it should be. Mod 6 has made this even more so and once people start to realise this the better chance they have of being successful.
I played stormwarden/archery for as long as I could until it became painfully obvious that that build was completely outclassed by pathfinder/trapper. The _only_ advantages of Stormwarden are for dps done by combat builds (due to bladestorm + aspect of the serpent) and the fact that Split The Sky is the most effective encounter power in the game against Tiamat - but as noted above combat builds are now bugged into uselessness and Tiamat has become impossible since mod 6 ruined the game. Pathfinder offers careful attack, which is a hugely useful debuff, and pathfinder's action, which is the best tool for survivability in pvp (since aspect of the lone wolf is currently bugged, PA gives you a better deflect buff). Between their different dailies, Cold Steel Hurricane's utter uselessness (though it does do decent damage against dragons if cast from directly under them) has been a complaint of HRs since day 1. Slasher's Mark is useful in pvp for catching SWs, CWs and GWFs who are running away and as a utility against bosses since it restores the team's stamina/guard meters, but I rarely find myself using it anymore. HR dailies need a huge buff along with encounter powers.
As to your second question, how on Earth would I know what my build looks like on an Xbox if I'm playing on a PC?
The link you shared showed all of the feats/powers etc for the PC version, but it also had the option to see builds for X Box one. So I assumed you might be able to offer some insight into usable builds for the X box, but seems I was mistaken. Sorry about that.
Actually, since the most useful class features for HR currently are Aspect of lone wolf and Crushing root and either of them is paragon path unique class feature, it does not matter much whether you choose Pathfinder or Stormwarden.
Pathfinder might be better than Stormwarden in PvP thank to the Teamwork/Careful attack at-will (fire and forget power).
Stormwarden offers more AoE options, but when soloing, you really do not want to pick up too many mobs. Thus, it might be better if you have a team to share aggro.
Actually, I was with a team of mine when we were running a dungeon together, and I kept picking up the mobs left and right. I was aggro-ing more than our tank. lol It was a weak dungeon, but for some reason I kept getting killed because of all the mobs I had sticking to me. In a more powerful dungeon I would never do that, because I would die instantly. I usually use forest meditation to heal off any damage I take, in addition to oak skin, which doesnt heal as much health as I would like unfortunately.
My friend is also an archer, and he has great stats. He also runs the combat tree, and relies heavily on his blades for combat. He stacked life steal on his character as well, and with oak skin he can easily outlast me in dungeons. I recently used a race reroll token, and I plan on making my character similar to his but I still want to stick to the trapper tree, unless I can somehow make use of some of the feats in the combat tree for better healing/surviveability. I also intend to stick with the trapper tree because I've found it to be very effective in PVP matches. Its also useful in dungeons to an extent, but I find that sometimes the enemies just dont stay rooted long enough or my abilities take too long to cast, and the moment I am cornered while switching stances I'm done for. I was considerg going archer to fix this problem, but I dont assume its any better for them, either. With absolutely NO WAY to deal with mobs up close, I feel like I would be in an even worse situation. IDK though, a lot of archers would disagree, and I havent played the archer tree personally, so I wouldnt really know.
The link you shared showed all of the feats/powers etc for the PC version, but it also had the option to see builds for X Box one. So I assumed you might be able to offer some insight into usable builds for the X box, but seems I was mistaken. Sorry about that.
Actually, I was with a team of mine when we were running a dungeon together, and I kept picking up the mobs left and right. I was aggro-ing more than our tank. lol It was a weak dungeon, but for some reason I kept getting killed because of all the mobs I had sticking to me. In a more powerful dungeon I would never do that, because I would die instantly. I usually use forest meditation to heal off any damage I take, in addition to oak skin, which doesnt heal as much health as I would like unfortunately.
My friend is also an archer, and he has great stats. He also runs the combat tree, and relies heavily on his blades for combat. He stacked life steal on his character as well, and with oak skin he can easily outlast me in dungeons. I recently used a race reroll token, and I plan on making my character similar to his but I still want to stick to the trapper tree, unless I can somehow make use of some of the feats in the combat tree for better healing/surviveability. I also intend to stick with the trapper tree because I've found it to be very effective in PVP matches. Its also useful in dungeons to an extent, but I find that sometimes the enemies just dont stay rooted long enough or my abilities take too long to cast, and the moment I am cornered while switching stances I'm done for. I was considerg going archer to fix this problem, but I dont assume its any better for them, either. With absolutely NO WAY to deal with mobs up close, I feel like I would be in an even worse situation. IDK though, a lot of archers would disagree, and I havent played the archer tree personally, so I wouldnt really know.
i dont suggest going archer too squishy. well idk ive seen it work in pve very well and do awesome. but everyone wants a trapper and now no one even wants that. but if you arent a trapper the slim chance you had to get in a dungeon is gone.ive heard the hybrid build works well esp with combat lifesteal its very hard to die.
Most classes are support for GWF's and TANKS and that's the way it should be. Mod 6 has made this even more so and once people start to realise this the better chance they have of being successful.
GF / HR synergy is actually really strong. Most people do not recognize this I just happen to play those 2 classes almost exclusively. If you wait for the GF to draw the mobs you can drop cordon on top of him. This control means the GF can side step and attack raising more aggro. By the time you switch to melle and go in the tank has the mobs (is likely in gaurd with his timers cycling building AP) and it is relatively safe to run your cycle, dodge out and go back to the beginning. The thing being that the GF cannot block while attacking / using encounters. So that sporadic control creates more opportunities to build more threat. Which keeps everything packed close for more AOEs.
good rotations i may get around to updateing for new skills
PF is good for single target PvP or boss fights lesuck solo
SW great for groups not so hot single target awesome solo and group
archer is group oriented you needs some one to protect you or get a good rotation for aoes solo vs groups
combat isnt as good as it was do to LS changes and wilds not working with gear HP
trapper is good control and good all around best CC in game
i JUST respeced PF trapper from SW trapper for T2s hindering fox and constricting-cordon/rain trash/boss i dont like cordon as the recharge seems slow compared to rain or constricting i seem to have to wait for a cycle or two for it to come back up
that and yes ghost is nice but slashers mark every 7 seconds is nicer
Comments
Combat's key feat for survivability, wild medicine, is bugged as it does not scale with your total hp so that it is a bit screwed up. It is still manageable if you have a lot of life steal.
Archery is the worst tree for soloing as in it offers only a bit mobility with the new feat, but no survivability, no cc, and lackluster damage.
Overall, HR is in very bad spot right now that is why you do not see many HRs around.
i hope they buff HR and do something for the MOD6
i agree completely. and everyone keeps saying we are op yet they wont play the class. obviously it is far from op.
All the advice is to go trapper, but honestly I'm fairly addicted to all that damage. I'm not convinced trapper's going to do that for me.
In PvP matches I could wreak havoc on other teams when I was at slightly lower levels, but now it seems that my character is so squishy that I die in an instant when faced against any player with any form of DPS ability. Especially rogues. I want to stick with a hybrid build for my character, because I enjoy using blades. However, I'm starting to feel like trying to build my character into a hybrid DPS melee/archer is either impossible or unnecessarily difficult to play. I'm afraid that I might be forced into making my Hunter Ranger a strictly PvE-only character unless I can figure out how to make a build that dominates in PvE while still being useful in PvP or vise-versa.
If anyone has any suggestions for a better build I could use, they would be much appreciated! Thanks in advance.
http://nwcalc.com/index.html#/hr?b=2rop:zbpst7:9f3d:9fyyi,13n3i0i:1000000:1000000:1uu5zzv&h=0&p=pfr
For encounters I use hinder/fox/constrict in either pve or pvp, switching to longstrider's shot/cordon of arrows/rain of arrows against stationary bosses or those without adds (sometimes longstrider's/fox/rain against bosses when you need to dodge, such as Lostmauth). I don't have much trouble soloing the Dread Ring, Icewind and Sharandar lairs and can with difficulty solo the Well of Dragons lairs (Magical Shelter is the easiest, the other two I usually get killed once or twice in the process). For passives I use aspect of the serpent/Crushing Roots in pve and (when I remember to change) pathfinder's action/crushing roots in pvp. Against heralds, aspect of the serpent/seeker's vengeance.
Adding to what many others have said in this forum, almost all HR encounter powers and at-wills need about a 200% buff right now to keep the class competitive. My 3.1k HR takes much longer to clear solo content than my 2.5k TR. We're back in the mod 3 situation where other classes do all the damage and we're often not welcome in dungeon parties. If I hadn't put so much time, effort and AD into this character I'd probably have abandoned it by now, since the devs have obviously decided that HR and SW will have to wait another mod or two to be useful again.
Also, what would your build look like in X-Box mode? Is there any differences in the abilities? I need to know because I play neverwinter on the X-box one.
Actually, since the most useful class features for HR currently are Aspect of lone wolf and Crushing root and either of them is paragon path unique class feature, it does not matter much whether you choose Pathfinder or Stormwarden.
Pathfinder might be better than Stormwarden in PvP thank to the Teamwork/Careful attack at-will (fire and forget power).
Stormwarden offers more AoE options, but when soloing, you really do not want to pick up too many mobs. Thus, it might be better if you have a team to share aggro.
well, when you're soling, if you shoot one guy in a mob, they all come running. It's not like you can just pick one troll runt out of a group of troll runts and fight that guy. I'd rather be able to take down the whole mob quickly then try to one-at-a-time it while they're chasing me around.
Archery aint that bad in solo thanks to cordon..In party mode, its the most laid back class to play ( yes..its pretty boring ). All u need to do is wait for icy terrain from cw and drop cordon in it so mob stay in icy till they get freeze. Next RoA and follow up by longstrider for party dmg boost.
And yes HR in this mod is somewhat lack in dps compare to other dps like gwf and tr but in truth HR are more valuable than them due to longstrider. IMO HR has somewhat become a support dps in this mod more than a pure dps in the last mod. Personal dps doesnt mean anything..like tiamat, party dps is more important in dungeon run...so dun feel bad about not topping in DPS chart..it doesnt mean anything actually...longstrider is the greatest asset for HR..60% boost to party dmg is alot...not even a DC can compete that..
I played stormwarden/archery for as long as I could until it became painfully obvious that that build was completely outclassed by pathfinder/trapper. The _only_ advantages of Stormwarden are for dps done by combat builds (due to bladestorm + aspect of the serpent) and the fact that Split The Sky is the most effective encounter power in the game against Tiamat - but as noted above combat builds are now bugged into uselessness and Tiamat has become impossible since mod 6 ruined the game. Pathfinder offers careful attack, which is a hugely useful debuff, and pathfinder's action, which is the best tool for survivability in pvp (since aspect of the lone wolf is currently bugged, PA gives you a better deflect buff). Between their different dailies, Cold Steel Hurricane's utter uselessness (though it does do decent damage against dragons if cast from directly under them) has been a complaint of HRs since day 1. Slasher's Mark is useful in pvp for catching SWs, CWs and GWFs who are running away and as a utility against bosses since it restores the team's stamina/guard meters, but I rarely find myself using it anymore. HR dailies need a huge buff along with encounter powers.
As to your second question, how on Earth would I know what my build looks like on an Xbox if I'm playing on a PC?
is 15% damage boost and 60% movement speed for like 3 seconds.
hr has nothing to offer right now.
just 0.5/1 sec dazes vs controllable enemies.
I don't for one second accept that HRs should be a support class. The devs have already made it necessary to have both a DC and a tank to facilitate dungeon runs. Add a third support class and only two party members out of 5 are doing significant damage. In reality, no one, but no one, likes the current difficulty of epic dungeons and if this game is going to last the devs need to pull their heads out of the dark, smelly place where they've stuffed them and give us back a playable game where we don't always need healers. Since there aren't enough healers and tanks to go around and they've closed the exploits that used to make it possible to beat CC, very few people are even doing dungeon runs anymore and are grinding black ice to buff their gear instead.
But more to the point, if a CW can both do the most control and the most damage in a party - and they usually do - there is no reason at all that HRs shouldn't also be able to do both damage and control without having to slot one particular encounter power that has no synergy with the trapper build.
Pardon my mistake as my prey feat mess the calculation i observe..but anyhow..30% party dmg boost is still big and i considered it an asset for HR..
dun get me wrong, HR is not a support class but what i mean is they are semi support dps class in this mod..they give good hp buff, free dodge and party dmg boost..maybe some may deny the usefulness of our support buff but i can feel the difference..i remember my party got wipe several time at elol 1st boss due to the party doesnt have a tank..i forgo my dps and switch to fox/comanding/longstrider and we made it with heal from our DC..not a very good support as our design is not meant for full support but it does makes a different..
My guess with the dungeon in mod 6 is that the dev want to make party composition important..unlike previous mod where full party of dps is able to stomp down every dungeon which render tanks and healer useless..i think i read somewhere in developer blog that they wanna make every class equally important in dungeon..
yea and i agree that CW give out a good dmg while maintaining their control but they are design specially to control mob..HR shouldnt surpass that..thats why HR is only able to root mob movement but not froze them in place..as for CW dmg output, i would agree with u totaly..i actualy agree that CC abilities shouldnt come with high dps..pure dps should alwaz have more dps than control abilities
Most classes are support for GWF's and TANKS and that's the way it should be. Mod 6 has made this even more so and once people start to realise this the better chance they have of being successful.
The link you shared showed all of the feats/powers etc for the PC version, but it also had the option to see builds for X Box one. So I assumed you might be able to offer some insight into usable builds for the X box, but seems I was mistaken. Sorry about that.
Actually, I was with a team of mine when we were running a dungeon together, and I kept picking up the mobs left and right. I was aggro-ing more than our tank. lol It was a weak dungeon, but for some reason I kept getting killed because of all the mobs I had sticking to me. In a more powerful dungeon I would never do that, because I would die instantly. I usually use forest meditation to heal off any damage I take, in addition to oak skin, which doesnt heal as much health as I would like unfortunately.
My friend is also an archer, and he has great stats. He also runs the combat tree, and relies heavily on his blades for combat. He stacked life steal on his character as well, and with oak skin he can easily outlast me in dungeons. I recently used a race reroll token, and I plan on making my character similar to his but I still want to stick to the trapper tree, unless I can somehow make use of some of the feats in the combat tree for better healing/surviveability. I also intend to stick with the trapper tree because I've found it to be very effective in PVP matches. Its also useful in dungeons to an extent, but I find that sometimes the enemies just dont stay rooted long enough or my abilities take too long to cast, and the moment I am cornered while switching stances I'm done for. I was considerg going archer to fix this problem, but I dont assume its any better for them, either. With absolutely NO WAY to deal with mobs up close, I feel like I would be in an even worse situation. IDK though, a lot of archers would disagree, and I havent played the archer tree personally, so I wouldnt really know.
i dont suggest going archer too squishy. well idk ive seen it work in pve very well and do awesome. but everyone wants a trapper and now no one even wants that. but if you arent a trapper the slim chance you had to get in a dungeon is gone.ive heard the hybrid build works well esp with combat lifesteal its very hard to die.
GF / HR synergy is actually really strong. Most people do not recognize this I just happen to play those 2 classes almost exclusively. If you wait for the GF to draw the mobs you can drop cordon on top of him. This control means the GF can side step and attack raising more aggro. By the time you switch to melle and go in the tank has the mobs (is likely in gaurd with his timers cycling building AP) and it is relatively safe to run your cycle, dodge out and go back to the beginning. The thing being that the GF cannot block while attacking / using encounters. So that sporadic control creates more opportunities to build more threat. Which keeps everything packed close for more AOEs.
good rotations i may get around to updateing for new skills
PF is good for single target PvP or boss fights lesuck solo
SW great for groups not so hot single target awesome solo and group
archer is group oriented you needs some one to protect you or get a good rotation for aoes solo vs groups
combat isnt as good as it was do to LS changes and wilds not working with gear HP
trapper is good control and good all around best CC in game
i JUST respeced PF trapper from SW trapper for T2s hindering fox and constricting-cordon/rain trash/boss i dont like cordon as the recharge seems slow compared to rain or constricting i seem to have to wait for a cycle or two for it to come back up
that and yes ghost is nice but slashers mark every 7 seconds is nicer