Hunter Ranger PVE Trapper Build – Mod 11
Hello and welcome, This is an updated version of my Mod 10.5 Trapper build, not everything is maxed out but the things that are missing will be explained.
Since the release of Mod 10 a lot of people have been switching over to combat, I would like to say I have tried combat myself but I love Trapper so much, but from what I have seen and tested both paths are viable for top dps. This build is what I chose to use and why I chose to use it the way I do. As a Trapper HR you need to focus on High Crit and a lot of movement as you need to be able to move in and out of combat quickly to utilize both ranged and melee powers.
Race
There are a few viable races for a HR I chose the Wood Elf for the 1% Crit Chance and an increase to DEX and WIS for higher damage and a higher Crit chance.
Drow – DEX and WIS – Darkfire: [You have 5% chance when attacking a foe to apply Darkfire for 4 seconds, reducing its Defense by 10%]. (Seems good but doesn’t really help much, I prefer the extra Crit Chance.)
Dragonborn – +2 to DEX – Dragonborn Fury: [Your Power and Critical Strike are increased by 3%]. (Sounds great on paper but its costly, if you can afford it then Dragonborn is your best choice.)
Stat Rolls
You want to roll Your DEX and WIS as high as possible, I went for 20 on DEX and your next highest should be WIS for the increased Crit chance. Each 10 levels you will be able to increase these stats, and for max damage you want to increase DEX and WIS each time. You won’t have 31 DEX when you first reach level 70 but I will explain why later on.
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Paragon
There has always been a debate whether Stormwarden or Pathfinder is the better choice, before Mod 10 In would have said Stormwarden for the Blade Storm personal. But Mod 10 fixed the damage of Blade Storm and it is no longer affected by buffs, and with the changes to the Swiftness of the Fox feat I feel that going for Pathfinder is a better option for the At-Will Careful Attack/Hunters Teamwork as you will need to use At-Wills and Dailies to maintain a smooth rotation.
Feats
I will explain why I chose each feat and what feats could be chosen.
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Heroic
Predatory Action – 3/5 [As you are using 6 Encounter powers getting a daily is pretty fast so you will be firing off dailies quite often extra damage is an easy pick.]
Weapon Mastery – 3/3 [More Crit chance is always nice.]
Toughness – 3/3 [A HR can be squishy yes but doesn’t mean that you want it to be.]
Swift Footwork – 0/5 [You can put 5/5 into this instead of Predatory Action if you are a Stormwarden but as a Pathfinder we have a very unique daily to help us out with this.]
Battle Wise – 0/5 [As a DPS you will be generating threat by doing damage and with a good tank that can hold threat you will never need this.]
Agile Combatant – 3/3 [We are constantly switching stances, doing more damage for doing so is great.]
Endless Assault – 3/3 [We have 6 encounters to use, why wouldn’t you want more damage from them?]
Natures Enhancement – 0/3 [I don’t have enough deflect for it to make a difference.]
Lucky Skirmisher – 0/3 [Same as Natures Enhancement, the difference isn’t noticeable.]
Scoundrel Training – 2/3 [I took off 2 points from Predatory Action for the extra damage on Careful Attack, With the harder dungeons the more damage you can do on the bosses the better.]
Disciple of Dexterity – 3/3 [6% extra damage from DEX is no doubt an obvious choice.]
Extra Action – 0/3 [We gain enough AP as it is, we won’t need extra from here.]
Trapper
Fleet Stance – 5/5 [As I have said before movement is key.]
Readied Stance – 0/5 [We don’t need AP gain, with 6 encounters our daily comes pretty fast]
Deft Strikes – 5/5 [This is the first Feat that will enable you to deal high damage.]
Slasher’s Speed/Natures Fury – 0/5 [Pretty useless as you wont always have the daily equipped.]
Trappers Cunning – 5/5 [As you aim for 100% crit chance this will proc more and more increasing your damage even further.]
Forestbond – 5/5 [Using this will enable you to start cooling down your powers so they are ready to use when you switch stances.]
Ancient Roots – 5/5 [Having your roots last longer means you will be doing more damage.]
Swiftness of the Fox – 5/5 [The bread and butter of a Trapper, most of the time you can use 3 encounters switch stance use 3 encounters switch stance and they will be ready to use again, but if you have a power that takes longer to cool down you will either need to fire an appropriate At-Will or daily at the end or start of your encounters.] (e.g. When using Plant Growth after I have used all 3 of my ranged encounters if I have my daily up I will use it, if not I will fire 1 or 2 At-Wills to ensure that all my melee encounters are ready.)
Thorned Roots – 5/5 [Stronger Roots dealing more damage is great.]
Serpents Bite – 5/5 [As you will always have Aspect of the Serpent active, having this feat will increase your damage and Crit chance.]
Biting Snares – 1/1 [Topping off the feats for extra damage and extra AP]
Powers
As you are leveing put your points into all the powers you could end up using, once reaching 70 your first 4th point will go into Aspect of the Serpent, then it all depends on your preference Careful Attack would be a good second choice then your main 3 encounters (Constricting Arrow, Fox’s Cunning, Cordon of Arrows) then it will depend on what you feel you need most.
This is the order you want to get your powers to 4
Aspect of the Serpent
Careful Attack
Cordon of Arrows
Constricting Arrow
Hindering Shot/Fox’s Cunning
Longstrider Shot
Aspect of the Lone Wolf
Forest Ghost/Seismic Shot
Binding Arrow
Note: DO NOT get Aspect of the Pack to 4 if you want to use it for the Off-Hand power as it doesn’t work when it has 4 points in. The rest of the powers max when you have the points, you don’t really need to worry about a lot of them as you wont use them.
Solo:
At-Wills – Hunter’s Teamwork, Rapid Shot
Encounters – Constricting Arrow, Fox’s Cunning/Hindering Shot, Cordon of Arrows
Dailys – Forest Ghost, Seismic Shot
Personal – Aspect of the Serpent, Aspect of the Pack/Aspect of the Lone Wolf
(Having a companion out will give you nearly 100% up time on Combat Advantage while using AOTP, but eventually the damage increase wont matter much as enemies will die so quickly)
(Once you have the speed to move in an out of combat quickly AOTF will enable your ranged abilities to deal more damage and when you apply grasping roots at range its a fixed DOT so once applied it will continue to deal the same amount of damage at any distance until it expires)
Trash mobs:
At-Wills – Hunter’s Teamwork, Rapid Shot
Encounters – Constricting Arrow,Fox’s Cunning/Longstrider’s Shot/Hindering Shot, Cordon of Arrows
Dailys – Forest Ghost, Disruptive Shot
Personal – Aspect of the Serpent, Aspect of the Pack/Aspect of the Falcon
(If you have someone in your group that can apply combat advantage then use AOTF)
Bosses:
At-Wills – Hunter’s Teamwork, Rapid Shot
Encounters – Constricting Arrow, Fox’s Cunning/Longstrider’s Shot/Hindering Shot, Cordon of Arrows
Dailys – Slasher’s Mark/Distruptive Shot, Forest Ghost
Personal – Aspect of the Serpent, Aspect of the Pack
(If you have the movement speed use Longstrider’s Shot)
You will have to figure out what rotation to use depending on your group composition, if you have a good tank then you can use Hindering shot, if your group is having a hard time staying alive then you can use Fox’s Cunning, if you are the lowest DPS but you have sufficient movement speed to get in and out of range then you can use longstrider to help speed things up a bit. Use slashers mark on bosses if you are running with a Guardian Fighter and they don’t have the stamina regen to keep up their shield.
Boons
I will explain the ones that might not be obvious, but you want to focus on Crit > Power > Arm Pen > Lifesteal > HP > Defense/Deflect > Regen
CA > AP > AOE Resist > CC Resist > Incoming Healing > Stamina Gain > CC Bonus
Once you have 1200 CA and 60% Arm Pen you wont need them in your boons.
Sharandar
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400 Power
400 Crit
Gain AP 3% faster
20k Damage when striking a foe
135 Power when killing a foe. Stacks 30 times. Lasts 45 seconds
Dread Ring
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250 Crit & Movement
400 LS
3% Deflect [I have way too much Arm Pen, I don’t need more]
20k HP over time, 4000 Defense when effect ends [I’m still working on survivability, I’m keeping this till I no longer require the healing from it]
Deal damage gain stack of “Madness”, at 50 stacks gain 4000 Power, LS and Regen for 10 seconds (Works really well for a Trapper due to the DOT’s we have gaining this buff is really easy.)
Icewind Dale
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400 CA
400 Incoming Healing
2% Crit Sev
2000 Power based on how much Stamina you are missing
Chance when healed to gain up to 3000 damage bonus on next attack [with LS this proc alot and the rest of the boons are not very good anyway]
Underdark
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400 Power, 1600 HP
400 Crit, 1600 HP
CA increased by 10%
Control effects will not have a 5% shorter duration when applied to you. [I’ve reached a point where I don’t need as much stamina regen as I used to]
10% damage against demons
Tyranny of Dragons
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400 Power
400 Crit
400 Defense [I have more than enough arm pen, but if you still havn’t reach 60% res ignored then keep this]
400 LS
5% Crit Sev [Still got 2 points to get, 1 will go in here and the other in LS]
Maze engine
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5% LS Sev
400 CA
Stamina Regens 10% faster in Combat
When striking a foe, chance to gain 2000 Crit
Elemental Evil
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300 Power & 2000 HP
4% LS Sev & 2000 HP
400 Crit 2000 HP
Storm Kings Thunder
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Gain 2% Life steal sev and 1000 HP
400 Stamina Regen and 2% everfrost res
chance when taking dmg to gain up to 2000 dmg on next attack (does pretty much nothing but its better than recovery)
3200 HP and 2% everfrost res.
when striking a foe gain a stack, at 10 stacks next attack releases a burst of 10k/12k/14k dmg to targets close (dmg over time effect wont trigger this)
The Cloaked Ascendancy
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The boons in this Campaign are well.. Not very good.
When you kil an enemy you have a chance to emit an Aura of Despair that stuns up to 5 enemies within 25 feet for 4 seconds (when it procs it might save your life.
2% Crit Sev and 1000 Max HP
500 Lifesteal and 2000 Max HP
When you land a Critical strike your stamina regenerates 10% faster for 10 seconds (Can help out when solo)
Stronghold
Ideally you want to have the 8000 Power and the 8000 LS or 8000 Defence, but not every guild will have those. Until you do any of the boons will help in some way.
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Gear
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Weapon Enchantment: Dread Enchantment (Higher Crit severity for Encounters only, we mainly only use encounters so this is perfect.)
Armor Enchantment: Soulforged Enchantment (We cant really make use of the very popular Negation Enchantment due to dying so quickly, so when we do drop being able to come back and keep doing damage is great.)
Offensive: Brutals/Azures (I run all Brutals currently, you can run all brutals or all azures until you hit the 100% Crit chance, then you can switch azures out and mess around with your enchantments until you have 100% Crit and as much Power as possible
Defensive: Dark Enchantments (Running with all Darks you will have enough lifesteal so that when you are hit due to the amount of DOT’s we have you will be back up to full health in no time)
Utility: Dragon’s Hoard/Dark Enchantment (With 1 Greater Dragon’s Hoard Enchantment and Wanderers fortune this should provide you with enough RP to get your Artifact Gear up. The rest of the slots should be Dark Enchantments to provide you with enough movement.)
Artifacts:
As I don’t use a set for a set bonus I can be very picky when it comes to choosing my artifacts.
Wheel of Elements – 1000 Power, 4000 HP, 600 Stamina Gain [This is not a must have straight away but for personal DPS its the best one to go for.]
Lantern of Revelation – 1000 Crit, 1000 Armor pen, 600 Combat Advantage [Useful to use when in the dungeons with more than 5 players or for stronghold dragons]
Sigil of the Controller – 1000 Crit, 10000 Power, 600 Control Resist [A must have, it’s got Power and Crit]
Lostmauth’s Horn of Blasting – 1000 Power, 1000 Armor Pen, 600 Control bonus [If you are using the Lostmauth set then this is a must, I am currently deciding on what I want to replace this with.]
Alternatives:
Symbol of Water – 1000 Crit, 1000 Deflect, 600 Stamina Gain [I will pick either this or the Sigil of the Trickster to replace my Lostmauths horn]
Sigil of the Trickster – 1000 Crit, 1000 Deflect, 600 Combat Advantage
Heart of the Blue Dragon – 1000 Crit, 1000 Recovery, 600 Combat Advantage
Tactician’s Banner – 1000 Crit, 1000 Movement, 600 AP Gain
Thayan Book of the Dead – 1000 Crit, 1000 Armor Pen, 600 AP Gain [Only really useful if you are heavily lacking in Armor Pen]
Weapons
Main Hand – Trailblazer’s Longbow
Melee – Trailblazer’s Axes
(Best weapon set for any DPS class at the moment in Mod 10.5)
Alternatives until you acquire the Trailblazer’s Set
Main Hand – Longbow of Elemental Fire Or Twisted Toxo Or Aboleth Longbow
Melee – Elemental Fire Axes Or Twisted Xiphoi Or Aboleth Axes
I would recommend going for the Aboleth weapon set until you can get your relic weapons as they have the same stats just the bonus is slightly weaker.
Main Armor
For your main armour pieces you want to maximize as much Crit as you can till you reach 100% Crit.
Currently I am using:
Dragonflight Raid Hood – 10,554 HP, 626 Power, 939 Crit, 508 Defense
Dragoflight Assault Coat – 21,109 HP, 9 AC, 1406 Power, 973 Armor Pen, 761 Defense
Elven Assault Bracers – 9520 HP, 851 Crit, 567 Armor pen, 482 Defense
Dragonflight Raid Gaiters – 10,554 HP, 626 Power, 939 Crit, 508 Defense
Gemmed Exquisite Elemental Shirt & Pants – 190 Power, 190 Crit, 190 Armor pen, 112 Defense
For end game you want to aim for all Vivified Trailblazers Raid Gear for the Power/Crit Combo, this will mean you will have to get most of your arm pen from Artifacts or Companion.
Rings
Ideally you want 2 +5 Legendary Rings, I’m Currently running with a +4 Ring of Brutality and a +4 Ring of Rising Power. I am aiming for a +5 Ring of Rising Power and a +5 Ring of Sudden Precision or a +5 Ring of Brutality if I can reach 100% Crit without it. Until you get these or Rings similar, the Elemental Alliance Assault rings will do.
Neck and Belt
Neck: Lostmauth’s Hord Necklace or any with equivalent stats
Alternatives: Baphomet’s Infernal Talisman – Use this if your armor pen is at 60% for the extra deflect.
Belt: Greater Twined Rope of Dexterity
Note: Orcus set would be BiS if it wasn’t for the fact the it doesnt proc from thorned roots and as this is one of our main sources of damage the extra Dex from the Greater Twined Rope of Dexterity
Armor reinforcement kits
For your gear you will want to have the Crit kits to help you get to the 100% cap, once you reach 100% you can swap these out for Power.
For your other gear, the kits depend on what you want more, Stamina Regen or AP gain
Companions
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Currently I have the Air Archon as my summoned companion for its bonus and being as it will be in close to all the buffs any power share buffs will affect its power and give me more power via the bondings, as a DPS you want to use Bonding Runestones as they will provide more stats than an augments. If you use the Fire Archon as your summoned companion then you will need to get a Talisman, I am currently using what I can on my Archon, the Bold Necklace of the Companion +4 provides me with the Armour Pen that I need allowing me to be able to swap out my Lantern for something else . The rings I am using for now are the Ostrorian ring of Dod and the ostorian ring of Hellig until I can get my hands on Greater Dods (Drops from FBI or Master Svardbog)
Please note: I will be swapping out my Air archon as summoned when I get good gear for a Sellsword companion and I will be getting rid of the Fire Archon as active.
To reach 100% Crit you will want to put all your offense slots to Azure Enchantments, and your Defense should be Dark Enchantments for that extra Lifesteal or Azures for more Defence.
The rest of my companions im still working on, Currently I Have:
[Wildhunt Rider] – On Encounter Use 2% chance to increase damage by 10% for 5 seconds. (procs alot due to spamming encounters)
[Earth Archon] – Increase your damage against targets by +4% when you are at full health. Each additional active Archon increases this bonus by .5%
[Seige Master] – Deal +3% Increased Damage. This effect is increased to +7% damage while on the Stronghold map. (Raw dmg with no down time just what we need.)
[Fire Archon] -Increase your damage against targets with less than 50% Hit Points by +5.0%. . Each additional active Archon increases this bonus by .5%
Archon additional damage is broken, Don’t let that stop you using them though.
[Young Yeti] – On Damage Taken: 10% chance, for you, or your companion, to become blood thirsty, increasing damage dealt by 7%. This Effect is broken at the moment do not use the Yeti.
When you can afford you will want to get all your Companions to Epic and your summoned to Legendary
Standing stats
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After Bondings Buff
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Mounts
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Doing some testing, I have found that these are the best bonuses for me, Protector’s Camaraderie will provide you with extra Power and Defense. They are quite self explanatory and should help you towards end game.
The insignia’s themselves I haven’t focused on yet, but depending on what stats I need depends on the insignia’s, I will most likely be using Power or Crit.
Rotation & what to focus on.
With the Trailblazer’s set you want to start combat in ranged and fire off your ranged encounters before using your wheel and shifting into it to make sure you get the Overcharge Attack.
Every few rotations in a boss fight you want to apply Careful attack to keep the damage rolling, when entering combat you want to hit the biggest target with Constricting arrow as it will apply the strongest root, if you are using longstrider lead with that as it will provide you with a damage buff and movement buff. After every range rotation you want to use an At-Will/Daily or both to ensure that Plant Growth is cooled down, when starting your melee rotation start with Plant Growth as it will gain the biggest benefit from Aspect of the Serpent. Keep moving as you will die very quickly at lower IL The rotations I use are below:
Hindering Shot/Strike Rotation:
This is the main DPS rotation I run with at the moment, It keeps Thorned roots and Strong Grasping roots up to maintain high damage, use this for high DPS if you have a good group.
Longstrider Shot Rotation:
I use this rotation in big groups such as Demo/EDemo/SVA/MSVA/Tiamat, as there are a lot of players to gain the buff its more effective to use than being a selfish DPS, I will also use this if there is another DPS significantly better than me as they will be doing more damage than to help speed things up.
Fox’s Cunning/Shift:
I rarely ever use this rotation anymore, I mainly use this if I am running with a low level tank and DC to give the group better survivability , I will also use this rotation if I feel like trying to solo a dungeon to give me a free dodge.
Archery Style Rotation:
This rotation is used for one thing only.. Dragon Turtle. In Fang Breaker Island the second boss Dragon Turtle is one of the hardest bosses in the game if not done right. But, if I sit at range spamming Longstrider as much as I can, this will stop his slam attack which increases his damage and also gives the Melee DPS a nice almost constant up-time on the Longstrider buff. Not to bad.
Want to know what this build can do with practice? Well this is a 2 man ELOL with with of my guild mates tanking for me, I will say just because he can hold threat well doesn’t mean I wasn’t getting targeted, it was a tough fight but as we are both skilled players with our classes we managed to pull it off. I will be attempting to solo bosses but that will be when I can survive longer.
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This is a solo Shores of Tuern I did recently, it was a very tough fight and I had to switch up a lot of things. But in the end I pulled it off, granted with a lot of deaths but it was worth it.
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Just recently I attempted a solo Lair of Lostmauth and it was a success, the only part I struggled with was the first boss over 50% HP. Once he was no longer on the drake, the drake didn’t hit as hard ans as he moves slow I could just bounce around both of them and avoid his attacks.
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Final Notes
Thank you for putting the time into looking at my guide, if you notice anything wrong with the guide or things don’t sound right let me know and ill fix it asap. I just want to clarify I based my build off of the best HR I’ve ever seen Sume. link to his channel below, his videos helped me a lot and might even help you.
T.Suwantemee: https://www.youtube.com/channel/UCsKA8yap6wPGg-dboCG3Tmg