I play every day with another person. Normally we do all content with his healer and my hunter and then with my control wizard and his guardian. The hunter and healer have finished all the new content (Downed Shores, etc.) with no problems and now are working on getting the new armour pieces available in Sharandar and Dread Ring. As my hunter and his guardian want the armour from Dread Ring, they are now teaming up while the healer and control wizard are doing Sharandar together. We are having no problems in Sharandar with the new combination BUT my hunter is taking tons of damage in Dread Ring. Her item level is 1912 which is higher than required for even Tiamat. All of her 5 companions are level 40. And my artifacts and weapons are well advanced. When I am with the healer I always "play" the tank with my hunter and have never had a problem. But, in the Dread Ring with the guardian who is taking all the aggro, I am getting annihilated even before I get off one of my arrows and am standing a goodly distance away from the mobs. My friend agrees with me that there is something not right and the amount of damage is way over the top. Anyone else experiencing this with their hunter in Dread Ring?
I play every day with another person. Normally we do all content with his healer and my hunter and then with my control wizard and his guardian. The hunter and healer have finished all the new content (Downed Shores, etc.) with no problems and now are working on getting the new armour pieces available in Sharandar and Dread Ring. As my hunter and his guardian want the armour from Dread Ring, they are now teaming up while the healer and control wizard are doing Sharandar together. We are having no problems in Sharandar with the new combination BUT my hunter is taking tons of damage in Dread Ring. Her item level is 1912 which is higher than required for even Tiamat. All of her 5 companions are level 40. And my artifacts and weapons are well advanced. When I am with the healer I always "play" the tank with my hunter and have never had a problem. But, in the Dread Ring with the guardian who is taking all the aggro, I am getting annihilated even before I get off one of my arrows and am standing a goodly distance away from the mobs. My friend agrees with me that there is something not right and the amount of damage is way over the top. Anyone else experiencing this with their hunter in Dread Ring?
the only way to play a ranger in mod 6 is trapper with crushing roots.
you really have no choice
the only way to play a ranger in mod 6 is trapper with crushing roots.
you really have no choice
Bullsh*t. Playing an archer is hard. That's all. A lot of people don't like "hard". I like to think what they enjoy is "limp".
You can still do a ton of damage, but your survivability is really low. Investing in deflect makes a difference. Right now I'm using a Perfect Barkshield with the greater Seldarine set. That combo keeps me upright in all of the sharandar and dread ring content. Icewind Dale is REALLY dicey still, but I'm working on it. Don't let anyone lie to you about the damage. Even though IWD is a bumpy ride, I'm getting "Great Success" in almost every encounter. Same is true for Draconic Heralds in the Well of Dragons. Some people don't understand the value of sustained AoE dps over burst damage. Yes, my individual numbers are maybe lower by a bit, but they blot out the whole damned screen when I get rolling. Other classes will also either accidentally or deliberately knock enemies out of your circles (don't think I don't notice, CW's.) to outscore you in HE's, skirmishes, and dungeons. It's a fact of life, and we can't do much about it, but we get to walk around knowing they had to play dirty to do it, so hold your head high.
Bottom line: Don't let anyone bully you out of a play style you love. Chances are they're just parroting what some misguided guild leader or forum crybaby has said without having any real knowledge on the subject.
the only way to play a ranger in mod 6 is trapper with crushing roots.
you really have no choice
But, again, I had no problem doing Drowned Shores and the other 3 areas which are also part of Mod 6. Granted they are not level 70 areas but then I was not level 70 when I started them either plus I played the tank role, as I mentioned, while there. So, perhaps it is the revamped level 70 areas (Sharandar, Dread Ring, etc.) which are posing the problem. I guess I will test my hunter in Sharandar is see what happens. However, my control wizard is playing a tank role there right now as she is teamed with the healer and is having no real problems. And, her item level, equipment, etc. are a lot lower than my hunter.
this doesnt change the fact that the OP feels out of confort with its build even with a 2k item level.
my solution would probably improve its gameplay a lot while offering major control to its party.
we are all free to play how we want but saying that a trapper hr doesnt feel the natural way to play a hr since 2 mods is kind of a lie.
Even the new archery feats do not work with the common archery encounters.... longshot does not proc on cordon and rain of arrow and its not affected by any debuff or damage bonus just to make an example.
there is another feat that increase your damage if you are far from the enemy and hence your party too....for me thats a death sentence.
i dont know...archery and combat for me are just underperforming...trapper is too but at least make things much smoother
But, again, I had no problem doing Drowned Shores and the other 3 areas which are also part of Mod 6. Granted they are not level 70 areas but then I was not level 70 when I started them either plus I played the tank role, as I mentioned, while there. So, perhaps it is the revamped level 70 areas (Sharandar, Dread Ring, etc.) which are posing the problem. I guess I will test my hunter in Sharandar is see what happens. However, my control wizard is playing a tank role there right now as she is teamed with the healer and is having no real problems. And, her item level, equipment, etc. are a lot lower than my hunter.
leveling from 60-70 makes you weaker... your stats stay the same but the actual % is getting lower and lower.
meanwhile the enemy 70+ is much stronger and able to deal 70% of your hp in a single blow
Sounds to me like the common factor in the success of either of your toons is having the healer present. You say your HR and his healer run fine together and your CW with his healer run fine together. The weak link may be his Guardian. What powers does he slot during your Dread Ring runs? He should be the tank during that, not you. What paragon path did he choose? What feat tree did he choose? These can make a big difference.
It normally crits about 12k per tick for me. in zergs today it was getting buffed up to like 20k. That wasn't my doing. There were buffs-a-poppin'.
Also have you considered a threat reducing companion like the Owl? I have an epic war dog that gives me something lame like 9% reduced threat, in addition to the battlewise feat, and it does alright. An owl gives something crazy like 25 or 29% reduced threat. It won't matter if you're not close to your party then. Nothing will even glance your way so long as you let the tank draw aggro first.
Sounds to me like the common factor in the success of either of your toons is having the healer present. You say your HR and his healer run fine together and your CW with his healer run fine together. The weak link may be his Guardian. What powers does he slot during your Dread Ring runs? He should be the tank during that, not you. What paragon path did he choose? What feat tree did he choose? These can make a big difference.
Having the healer with me might make the difference only if he was healing me all the time to keep me up which is not the case with either my hunter or my control wizard. As to his guardian, he is a very good player and knows how to set up a character. He is taking all the aggro in the Dread Ring as he is meant to do. But, even through the mobs stay on him, I am still taking unbelievable damage. Not ALL of the mobs there do AOE so I should have some respite from their attacks. I will try the hunter in Sarandar with the guardian to see what happens. But my lessor equipped, etc. Control Wizard is not having problems there.
It normally crits about 12k per tick for me. in zergs today it was getting buffed up to like 20k. That wasn't my doing. There were buffs-a-poppin'.
Also have you considered a threat reducing companion like the Owl? I have a legendary war dog that gives me something lame like 9% reduced threat, in addition to the battlewise feat, and it does alright. An owl gives something crazy like 25 or 29% reduced threat. It won't matter if you're not close to your party then. Nothing will even glance your way so long as you let the tank draw aggro first.
well you're taking aggro from somewhere. Is your guardian friend using things like enhanced mark and enforced threat? If you're doing all the dps, the enemies are going to come for you unless he's working hard to pull aggro off of you. Also, using Knight's Valor would be a big help.
If you're taking constant damage, have a lvl 40 owl, and you're not just standing in red splat zones, your GF friend is most definitely not handling the aggro.
Also, the Owl comment was actually in response to rayrdan's comment saying when he's away from his party it's a death sentence, but it does apply to you too, since you're somehow stealing aggro off the tank.
I appreciate all of the responses to my post. I will test the guardian/hunter combo today in Sharandar and see if the same problem occurs. I will add to this post after I have done that.
The Thayan Servitors won't necessarily attack the guardian off the bat. For some reason they always like to first go after whatever has the least aggro, such as always trying to kill your companion off with their first attack. Their damage with their thrown knives is also insanely high. I'm beginning to wonder if they have a really high armorpen and/or had their damage changed to piercing (which ignores defense).
Further, now that our regen, life steal, and movement rate have been eviscerated, we archer HR's basically don't have any defenses. Fox's Cunning is a joke: it only lets you avoid one attack, not all attacks for a certain time period. With multiple ranged attacks coming your way it's useless.
This is a *big* reason why I'm angry and, to be honest, disgusted with mod 6: so many changes were made to strong-arm people into inviting paladins into groups at great cost to our ability to do *solo* content.
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My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Oh he's archer. Not worth the headache of playing ad the game now stands. Yes you can do it, but you can also hit yourself in the head with a hammer. The latter would be less painful in my opinion.
I'm not saying we're not hurtin', but how was our movement gutted? We actually got a buff. regen and lifesteal were gutted for all classes, not just us (although the lifesteal nerf hits us pretty damned hard).
I play every day with another person. [...] As my hunter and his guardian want the armour from Dread Ring, they are now teaming up while the healer and control wizard are doing Sharandar together. We are having no problems in Sharandar with the new combination BUT my hunter is taking tons of damage in Dread Ring. [...] But, in the Dread Ring with the guardian who is taking all the aggro, I am getting annihilated even before I get off one of my arrows and am standing a goodly distance away from the mobs. My friend agrees with me that there is something not right and the amount of damage is way over the top. Anyone else experiencing this with their hunter in Dread Ring?
the only way to play a ranger in mod 6 is trapper with crushing roots.
you really have no choice
^^^^ this. Well, nearly.
It's my experience, too. I tried to keep to Archer out of nostalgia - played the toon since Mod 2, when the HR came out, and that had been the one and only path. And I did so with quite some stubborness.
After bashing my head hard against the squishyness wall in SpinRise Pt. 3 for a week I switched over to Trapper, and now it's not exactly a walk in the park, but still a lot of fun and I can at least solo lairs - and faster than with the Archer, even though I had to drop out all the ranged damage buffs. So in terms of DPS (solo) the Trapper wins, again. DR lairs soloing is a hell of work, but it at least works...
If you are regualrly running with a strong and competent party that already has enough CC, the Archer might have some advantages, but going for Trapper doesn't preclude you from using all the tried and tested ranged attacks. What you lose in damage you win in increase of active (non-evasive) combat time...
Bullsh*t. Playing an archer is hard. That's all. A lot of people don't like "hard". I like to think what they enjoy is "limp".
[...] Investing in deflect makes a difference.
This is the one piece of really useful advice. Why? All your Defense is eaten by away even by trahsmobs' weakest members' ArPen in IwD and onwards - and this is, unless they've changed the fundamental equations, a direct addition (Defender Damred - Attacker ResIgn = effective DamRed). In Dread ring, some wee percentage might be left over, but Defense DR still is mostly in vain - unless you exceed the 50% like the tanks do. IMHO with HR, don't spend any single point you can avoid on Def, go all for Deflect and/or - if you can get that above a 8% or better 10% chance - Lifesteal
Deflect works irrespective of attacker ArPen, so, statistically, 10% deflect chance are 5% DamRed...
Right now I'm using a Perfect Barkshield with the greater Seldarine set. That combo keeps me upright in all of the sharandar and dread ring content. Icewind Dale is REALLY dicey still, [...]
See above... ...and BTW Barkshield's shielding is a drop in the ocean. No reason not to use it if you have it, but I wouldn't fling out millions of AD for a PeBS...
Bottom line: Don't let anyone bully you out of a play style you love. Chances are they're just parroting what some misguided guild leader or forum crybaby has said without having any real knowledge on the subject.
...and how exactly does ad-hominem rudeness help strengthening your arguments?
From my experience here and on other games' forums, the poster's use of terms like "crybaby" increases the probability that they're also just not exactly the shining paragons of experience. Or, in a more pragmatic approach: I treat the recommendations from those thread contributions with great caution.
[...]
Also have you considered a threat reducing companion like the Owl? I have an epic war dog that gives me something lame like 9% reduced threat, in addition to the battlewise feat, and it does alright. An owl gives something crazy like 25 or 29% reduced threat. It won't matter if you're not close to your party then. Nothing will even glance your way so long as you let the tank draw aggro first.
Tip for the Owl: They attack fast and often - so they're really great as summoned pet when you give them Bonding runestones. Which makes them quasi moonlighting part-time augment pets. Throw in Loyal Defender pet only gear for your Owl to up it's aggro generation even more (and all those double enchantment slots...), and you might well profit. Works nicely for my DC, and the purchase of one for my HR is scheduled, too. And profit doubly, when the Bonding RSs proc...
BTW the aggro generation also works nicely on healer pets, just in case you regularly have one of those out. And mob AI has been overworked to aggro healers way more that had been the standard pre-Mod-6.
On the other hand I'd recommend that you pack enough AD for a feat respec on your HR (and better some excess...) and copy the char to the test server. Run a DR lair there - respec to Trapper - and run that lair again. Or some of the DR areas.
While I do miss my old end-to-end Split the Sky, the Trapper CC really helps survivability, too. Only fights that give you back that Archer feeling are those with CC immune opponents, like giants. And basically, all your Archery-honed evasive skills will be useful when you're a trapper, too, because it's still way removed from easy mode... :^D
...lastly, eventually respeccing back to Archer in the future costs the same somewhat affordable AD sum as any other respec before or after.
TL;DR: I personally have given up on Archer for the time being. Trapper is somewhat more survivable, so I'd recommend you test it on the Preview Server.
I'm not adding anything useful (as I am an HR novice for the most part), but it is refreshing to see these kinds of threads - where people offer advice and not just complain. Nice!
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
Alright I'm not going to try to sort through that and quote your responses to individual quotes, but I'll respond to them.
1. Okay so the whole Seldarine and barkshield is a drop in the ocean thing? Definitely true, but deflect doesn't stand on its own either. You have to take from everywhere. The PeBS I bought when everybody was junking them a few weeks ago, so it wasn't a matter of millions of AD when I bought it (I think it was like 800k). On its own, you're correct, not great. Combined with greater Seldarine and 40% deflect and I think like 11.8% lifesteal it takes the sting out of the first few hits I receive, and as I said, makes it so I can stay upright In Sharandar and the Dread Ring. I can solo the lairs with it. I don't die. Say what you will about the individual pieces, but they do add up.
2. I don't appreciate people telling me what class and build I have to play to be "viable", and my "arguments" don't need strengthening. I'm not suggesting anything that isn't already working for me, generally speaking, and if I do, I always mention that it's something I haven't tried. You can take that advice or leave it. I really don't care at all. Keeping that anti-archer dialogue going is the reason archers are getting kicked and thereby not advancing. There's a real problem with game play for archers that is directly related to people not knowing the subclass, and and as I previously stated, parroting the opinions of people who have not put in any real work to make a perceived under-performing subclass work. It's malicious and I tend to respond in kind. I'm a flawed person I guess, but I'm disinclined to put up with that kind of B.S.
I'd like to add: The fact that you need all kinds of high level enchants and artifact sets to play a certain subclass is worth investigating to me. If no one was trying, though, who'd be able to report what it actually takes to succeed and suggest changes? For us archers the gear requirements are absurd, and I know that because I run this build day in and day out.
I could re-roll as a trapper if I was more concerned with easy success than figuring things out on my own, but that, to me, would be way more of a defeat than face-planting in a lair.
Anyway, none of us HR's regardless of build have it easy. Best of luck to all.
I know exactly how you feel. I have every class built up to 1900+ IL, and my ranger dies so easily. For some reason, my DR is only in the single digits. So, I place the blame somewhere between low AC, lower defense on gear, oddly placed base stats, or screwy formulas.
It's still possible to do ok soloing, just need to use more defensive skills and max out crushing roots. Control immune enemies will still murder you.
PS: Warlock doesn't seem to be doing very well this mod either.
I'm not saying we're not hurtin', but how was our movement gutted? We actually got a buff. regen and lifesteal were gutted for all classes, not just us (although the lifesteal nerf hits us pretty damned hard).
I'm referring to the stat curve. Our movement rate is half of what it would be.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Having the healer with me might make the difference only if he was healing me all the time to keep me up which is not the case with either my hunter or my control wizard. As to his guardian, he is a very good player and knows how to set up a character. He is taking all the aggro in the Dread Ring as he is meant to do. But, even through the mobs stay on him, I am still taking unbelievable damage. Not ALL of the mobs there do AOE so I should have some respite from their attacks. I will try the hunter in Sarandar with the guardian to see what happens. But my lessor equipped, etc. Control Wizard is not having problems there.
If you're new to level 70 and don't have any mod 6 gear yet, one of your problems may be HP. My archer HR is pretty tanky anyway because I'm kind of reckless and also like to stay alive as much as I can. I got the mod 6 pvp gear for her after struggling a lot to live in mod 6. The difference in HP really helped a lot! For my SW I bought the blue set for sale in WoD. That bumped up her HP drastically too, and she can survive better now. The lack of life-steal affected both of my main toons, but certainly the SW to a devastating degree.
I appreciate all of the responses to my post. I will test the guardian/hunter combo today in Sharandar and see if the same problem occurs. I will add to this post after I have done that.
As stated yesterday I promised to do some testing and then continue this post. My hunter and my friend's guardian went to Sharandar together. I had no problems playing her in this region outside of the normal ones that a squishy hunter might encounter anywhere. So, it was then back to the Dread Ring for us (I want the new armour from here). However, this time we were armed with all the good knowledge we received from reading all the wonderful replies to my post. We especially paid attention to the Servitor mobs. When we did this region the first time around (or any region where there are Servitors) I had always considered them trash mobs and saved them to kill last or watched them get killed when I use my multi-arrows to cover the field. Yesterday I targeted them first and it certainly made a difference.
There was lots of other good advice that we took into consideration and will continue to incorporate to see if it makes things better. But, I also look forward to the time we can actually purchase the 120 rare gear in the Dread Ring as I realize this will make an incredible different.
Two interesting notes:
All of my characters can view the Dread Ring Store via the Campaign window EXCEPT my hunter. She only gets the window that one gets when talking to the Dwarf in the Dread Ring. That is the one that says "I must be going".
Viewing the Dread Ring store window shows you a problem. They have forgotten to put the "hood" in the store for purchase and instead have used 2 slots for the same "boots".
I solo DR with all my chars. HR is the most challenging. I play combat /trapper with crushing roots and PE. I used to play with disruptive and seismic shot, but I dropped the second one for forest ghost. It comes in handy, if RNG decided, that all the mobs have to crit and your LL does not bother to proc at all or it lags and suddenly you lost 2/3 of your HP.
With the short immunity frames and the chast times server lags hurt HR much more than some other classes I play.
Soulforged isn't going to keep you from eating dirt, unfortunately. You'll get killed, rezzed, and immediately killed again. I used soulforged back in mod 5, when we actually had other defenses, but now you're going to need something that will provide some sort of shield to keep you upright. I mentioned some things earlier in this thread that helped me, but it's an investment. Whatever you choose to do, going from 65-70 is going to suck on your archer, but once you do get to 70 and you can get better gear, the archer gets more and more playable. It's still mod 6 on hard mode, but it does get a little better.
Comments
PS: Tiamat requirement is one of the best joke ever, it should at least be 2 700
the only way to play a ranger in mod 6 is trapper with crushing roots.
you really have no choice
Bullsh*t. Playing an archer is hard. That's all. A lot of people don't like "hard". I like to think what they enjoy is "limp".
You can still do a ton of damage, but your survivability is really low. Investing in deflect makes a difference. Right now I'm using a Perfect Barkshield with the greater Seldarine set. That combo keeps me upright in all of the sharandar and dread ring content. Icewind Dale is REALLY dicey still, but I'm working on it. Don't let anyone lie to you about the damage. Even though IWD is a bumpy ride, I'm getting "Great Success" in almost every encounter. Same is true for Draconic Heralds in the Well of Dragons. Some people don't understand the value of sustained AoE dps over burst damage. Yes, my individual numbers are maybe lower by a bit, but they blot out the whole damned screen when I get rolling. Other classes will also either accidentally or deliberately knock enemies out of your circles (don't think I don't notice, CW's.) to outscore you in HE's, skirmishes, and dungeons. It's a fact of life, and we can't do much about it, but we get to walk around knowing they had to play dirty to do it, so hold your head high.
Bottom line: Don't let anyone bully you out of a play style you love. Chances are they're just parroting what some misguided guild leader or forum crybaby has said without having any real knowledge on the subject.
But, again, I had no problem doing Drowned Shores and the other 3 areas which are also part of Mod 6. Granted they are not level 70 areas but then I was not level 70 when I started them either plus I played the tank role, as I mentioned, while there. So, perhaps it is the revamped level 70 areas (Sharandar, Dread Ring, etc.) which are posing the problem. I guess I will test my hunter in Sharandar is see what happens. However, my control wizard is playing a tank role there right now as she is teamed with the healer and is having no real problems. And, her item level, equipment, etc. are a lot lower than my hunter.
my solution would probably improve its gameplay a lot while offering major control to its party.
we are all free to play how we want but saying that a trapper hr doesnt feel the natural way to play a hr since 2 mods is kind of a lie.
Even the new archery feats do not work with the common archery encounters.... longshot does not proc on cordon and rain of arrow and its not affected by any debuff or damage bonus just to make an example.
there is another feat that increase your damage if you are far from the enemy and hence your party too....for me thats a death sentence.
i dont know...archery and combat for me are just underperforming...trapper is too but at least make things much smoother
meanwhile the enemy 70+ is much stronger and able to deal 70% of your hp in a single blow
It normally crits about 12k per tick for me. in zergs today it was getting buffed up to like 20k. That wasn't my doing. There were buffs-a-poppin'.
Also have you considered a threat reducing companion like the Owl? I have an epic war dog that gives me something lame like 9% reduced threat, in addition to the battlewise feat, and it does alright. An owl gives something crazy like 25 or 29% reduced threat. It won't matter if you're not close to your party then. Nothing will even glance your way so long as you let the tank draw aggro first.
Having the healer with me might make the difference only if he was healing me all the time to keep me up which is not the case with either my hunter or my control wizard. As to his guardian, he is a very good player and knows how to set up a character. He is taking all the aggro in the Dread Ring as he is meant to do. But, even through the mobs stay on him, I am still taking unbelievable damage. Not ALL of the mobs there do AOE so I should have some respite from their attacks. I will try the hunter in Sarandar with the guardian to see what happens. But my lessor equipped, etc. Control Wizard is not having problems there.
I have a level 40 owl.
Also, the Owl comment was actually in response to rayrdan's comment saying when he's away from his party it's a death sentence, but it does apply to you too, since you're somehow stealing aggro off the tank.
Further, now that our regen, life steal, and movement rate have been eviscerated, we archer HR's basically don't have any defenses. Fox's Cunning is a joke: it only lets you avoid one attack, not all attacks for a certain time period. With multiple ranged attacks coming your way it's useless.
This is a *big* reason why I'm angry and, to be honest, disgusted with mod 6: so many changes were made to strong-arm people into inviting paladins into groups at great cost to our ability to do *solo* content.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
^^^^ this. Well, nearly.
It's my experience, too. I tried to keep to Archer out of nostalgia - played the toon since Mod 2, when the HR came out, and that had been the one and only path. And I did so with quite some stubborness.
After bashing my head hard against the squishyness wall in SpinRise Pt. 3 for a week I switched over to Trapper, and now it's not exactly a walk in the park, but still a lot of fun and I can at least solo lairs - and faster than with the Archer, even though I had to drop out all the ranged damage buffs. So in terms of DPS (solo) the Trapper wins, again. DR lairs soloing is a hell of work, but it at least works...
If you are regualrly running with a strong and competent party that already has enough CC, the Archer might have some advantages, but going for Trapper doesn't preclude you from using all the tried and tested ranged attacks. What you lose in damage you win in increase of active (non-evasive) combat time...
This is the one piece of really useful advice. Why? All your Defense is eaten by away even by trahsmobs' weakest members' ArPen in IwD and onwards - and this is, unless they've changed the fundamental equations, a direct addition (Defender Damred - Attacker ResIgn = effective DamRed). In Dread ring, some wee percentage might be left over, but Defense DR still is mostly in vain - unless you exceed the 50% like the tanks do. IMHO with HR, don't spend any single point you can avoid on Def, go all for Deflect and/or - if you can get that above a 8% or better 10% chance - Lifesteal
Deflect works irrespective of attacker ArPen, so, statistically, 10% deflect chance are 5% DamRed...
See above... ...and BTW Barkshield's shielding is a drop in the ocean. No reason not to use it if you have it, but I wouldn't fling out millions of AD for a PeBS...
...and how exactly does ad-hominem rudeness help strengthening your arguments?
From my experience here and on other games' forums, the poster's use of terms like "crybaby" increases the probability that they're also just not exactly the shining paragons of experience. Or, in a more pragmatic approach: I treat the recommendations from those thread contributions with great caution.
...doh.
Tip for the Owl: They attack fast and often - so they're really great as summoned pet when you give them Bonding runestones. Which makes them quasi moonlighting part-time augment pets. Throw in Loyal Defender pet only gear for your Owl to up it's aggro generation even more (and all those double enchantment slots...), and you might well profit. Works nicely for my DC, and the purchase of one for my HR is scheduled, too. And profit doubly, when the Bonding RSs proc...
BTW the aggro generation also works nicely on healer pets, just in case you regularly have one of those out. And mob AI has been overworked to aggro healers way more that had been the standard pre-Mod-6.
On the other hand I'd recommend that you pack enough AD for a feat respec on your HR (and better some excess...) and copy the char to the test server. Run a DR lair there - respec to Trapper - and run that lair again. Or some of the DR areas.
While I do miss my old end-to-end Split the Sky, the Trapper CC really helps survivability, too. Only fights that give you back that Archer feeling are those with CC immune opponents, like giants. And basically, all your Archery-honed evasive skills will be useful when you're a trapper, too, because it's still way removed from easy mode... :^D
...lastly, eventually respeccing back to Archer in the future costs the same somewhat affordable AD sum as any other respec before or after.
TL;DR: I personally have given up on Archer for the time being. Trapper is somewhat more survivable, so I'd recommend you test it on the Preview Server.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
1. Okay so the whole Seldarine and barkshield is a drop in the ocean thing? Definitely true, but deflect doesn't stand on its own either. You have to take from everywhere. The PeBS I bought when everybody was junking them a few weeks ago, so it wasn't a matter of millions of AD when I bought it (I think it was like 800k). On its own, you're correct, not great. Combined with greater Seldarine and 40% deflect and I think like 11.8% lifesteal it takes the sting out of the first few hits I receive, and as I said, makes it so I can stay upright In Sharandar and the Dread Ring. I can solo the lairs with it. I don't die. Say what you will about the individual pieces, but they do add up.
2. I don't appreciate people telling me what class and build I have to play to be "viable", and my "arguments" don't need strengthening. I'm not suggesting anything that isn't already working for me, generally speaking, and if I do, I always mention that it's something I haven't tried. You can take that advice or leave it. I really don't care at all. Keeping that anti-archer dialogue going is the reason archers are getting kicked and thereby not advancing. There's a real problem with game play for archers that is directly related to people not knowing the subclass, and and as I previously stated, parroting the opinions of people who have not put in any real work to make a perceived under-performing subclass work. It's malicious and I tend to respond in kind. I'm a flawed person I guess, but I'm disinclined to put up with that kind of B.S.
I'd like to add: The fact that you need all kinds of high level enchants and artifact sets to play a certain subclass is worth investigating to me. If no one was trying, though, who'd be able to report what it actually takes to succeed and suggest changes? For us archers the gear requirements are absurd, and I know that because I run this build day in and day out.
I could re-roll as a trapper if I was more concerned with easy success than figuring things out on my own, but that, to me, would be way more of a defeat than face-planting in a lair.
Anyway, none of us HR's regardless of build have it easy. Best of luck to all.
It's still possible to do ok soloing, just need to use more defensive skills and max out crushing roots. Control immune enemies will still murder you.
PS: Warlock doesn't seem to be doing very well this mod either.
I'm referring to the stat curve. Our movement rate is half of what it would be.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
If you're new to level 70 and don't have any mod 6 gear yet, one of your problems may be HP. My archer HR is pretty tanky anyway because I'm kind of reckless and also like to stay alive as much as I can. I got the mod 6 pvp gear for her after struggling a lot to live in mod 6. The difference in HP really helped a lot! For my SW I bought the blue set for sale in WoD. That bumped up her HP drastically too, and she can survive better now. The lack of life-steal affected both of my main toons, but certainly the SW to a devastating degree.
As stated yesterday I promised to do some testing and then continue this post. My hunter and my friend's guardian went to Sharandar together. I had no problems playing her in this region outside of the normal ones that a squishy hunter might encounter anywhere. So, it was then back to the Dread Ring for us (I want the new armour from here). However, this time we were armed with all the good knowledge we received from reading all the wonderful replies to my post. We especially paid attention to the Servitor mobs. When we did this region the first time around (or any region where there are Servitors) I had always considered them trash mobs and saved them to kill last or watched them get killed when I use my multi-arrows to cover the field. Yesterday I targeted them first and it certainly made a difference.
There was lots of other good advice that we took into consideration and will continue to incorporate to see if it makes things better. But, I also look forward to the time we can actually purchase the 120 rare gear in the Dread Ring as I realize this will make an incredible different.
Two interesting notes:
All of my characters can view the Dread Ring Store via the Campaign window EXCEPT my hunter. She only gets the window that one gets when talking to the Dwarf in the Dread Ring. That is the one that says "I must be going".
Viewing the Dread Ring store window shows you a problem. They have forgotten to put the "hood" in the store for purchase and instead have used 2 slots for the same "boots".
With the short immunity frames and the chast times server lags hurt HR much more than some other classes I play.