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Elven Archers 12b Hunter Ranger Guide

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Hello and welcome, This is a complete guide on how you can improve you knowledge about your HR, this guide has been a long work in progress update after update and starting out as just a build guide and now working towards a complete HR guide. The build will remain intact but sections will be added to the build making it more of a class guide.

The main portion of the guide will be my build which is condensed into less tabs making more room for the rest of the guide, here you will find all the questions you need about your HR. Anything you don't find can be added in so other people with the same questions can be sent to this guide where they can read up on what they seek and anything else they might find.

Due to these new additions my build portion of the guide will be updated less, I will update with any major changes that occur like with bonding changes or when the company duellist cloak was introduced, any simple changes like updated armour changes going from relic to primal etc, things that are obvious but will be noted on in the guide itself.

The tabs have been set out for ease of access to the topic you require making you find the information you are after without going through the hassle of scrolling through pages of info.

Enjoy the read!

NOTE: Some of the New tabs are not complete, I am currently trying to get through chult to update the guide to 12/12b so you will notice that the guide is still 11b other than the few additions, just wanted to give a preview of whats to come.

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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 34 DEX when you first reach level 70 but I will explain why later on.

Note: Race and stat roll doesnt change with loadouts, but for any Hunter Ranger these will be what you want anyway.

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.

Heroic Feats

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 [This feat isnt worth having over any of the other feats.]

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, if you are Stormwarden you wont need this 5/5 in Predatory Action is highly recommended.]

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 Feats

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 leveling 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

Daily's - 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)

Trash mobs:

At-Wills - Hunter's Teamwork, Rapid Shot

Encounters - Constricting Arrow,Fox's Cunning/Hindering Shot, Cordon of Arrows

Daily's - Forest Ghost, Disruptive Shot

Personal - Aspect of the Serpent, Aspect of the Pack

Bosses:

At-Wills - Hunter's Teamwork, Rapid Shot

Encounters - Constricting Arrow, Fox's Cunning/Longstrider's Shot/Hindering Shot, Cordon of Arrows

Daily's - Slasher's Mark/Seismic Shot, Forest Ghost/Distruptive Shot

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.

I will explain the ones that might not be obvious, but you want to focus on Arm Pen (60% RI) >Crit > Power >  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

400 Power

400 Crit Gain

AP 3% faster

20k Damage when striking a foe (I use the healing boons for the added survivabilty but if you don't need the heals then chose the damage boon)

135 Power when killing a foe. Stacks 30 times. Lasts 45 seconds


Dread Ring

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 [This is a great boons as the 4000 defense is alot better than Shadowtouch's second effect]

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

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

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

400 Power

400 Crit

400 Defense [I have more than enough arm pen, but if you still haven'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

5% LS Sev

400 CA

Stamina Regens 10% faster in Combat

When striking a foe, chance to gain 2000 Crit


Elemental Evil

300 Power & 2000 HP

4% LS Sev & 2000 HP

400 Crit 2000 HP


Storm Kings Thunder

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

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 Defence, but not every guild will have those. Until you do any of the boons will help in some way. Each boon gives 500 Item Level when maxed out so having boons is an easy way to increase Item level.

Each boon will be situational, if you lack in armour penetration heavily you will want to use the armour penetration boon, if you are running with a paladin using aura of courage you will want the HP boon as aura of courage is based off of each players own HP not the paladin like the tooltip says. If you are running content that requires a little more healing due to the amount of small damage you are taking then use the lifesteal boon to keep your HP at 100%

 

Gear

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 on my self and all azures on my companion 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.)

Note: If you still need RP only run with 1 Dark enchantment in Utility and then 1 Dragon Hoard 1 Fey Blessing and 1 Quartermasters, make sure save all RP and bags till the appropriate events, only open quartermasters bags on double enchants and runes and make sure you have 11% chance when doing so to get the most rank 6/7 enchants.

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, 1000 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 [I swapped this out for the Symbol of Water to reduce my arm pen and increase my crit]

Alternatives: Symbol of Water - 1000 Crit, 1000 Deflect, 600 Stamina Gain

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 -  Aboleth Longbow

Melee - 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 hand Equip power: Hunter's Teamwork/Careful Attack - This will add more dmg on top of the extra dmg you get from having careful attack on a target, and it helps out in boss burning.

Off Hand Artifact Class Feature: Aspect of the Pack - this adds 8% more dmg when near your allies (companions included) alot more than any of the other class features.

Off Hand Artifact Stat Increase: Action Point Gain - since you should cap out on stamina regen and combat advantage really easy the only thing that is worth using is Action Point Gain, granted if you still need one of the others then use them but control resist, AoE resist, Companion Influence and Regen are all pretty much useless.

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:

Jarl's Gaze - 5,877 HP, 2149 Power, 829 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

Vivified Trailblazer's Raid Gaiters - 14,693 HP, 1290 Power, 860 Crit, 612 Defense, +8% Everfrost Damage Resistance

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. Although vivified gear is BiS for everfrost zones you don't need to aim for the set IF you can get your hands on the Manticore raid gear which comes from Masterwork Professions, you can either make the gear yourself (long process) or have someone make it for you (easier to do) or buy it straight from the Auction House.

Rings

Ideally you want 2 Legendary Rings, I'm Currently running with 2 Ostorian rings of Dod I am aiming for Greater Ostorian rings of Dod for the double offence, Until you get these or rings similar like the underdark power rings, the Elemental Alliance Assault rings will do.

Neck and Belt

Neck: Company Duelist Cloak - 2 DEX, 2 WIS, 846 Power, 530 Deflect and Lifesteal (6500 Guild marks at the gear vendor)

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 and the Company Duelists Cloak

While using the Dex belt and company duelist cloak you will gain a total of 6 Dex and 2 Wis, to reach 34 Dex you will need a starting Dex of 20, you gain 7 from leveling taking the total to 27, add on the 6 from gear takes it to 33 and the last point is from having a campfire buff.

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

Stats

Standing stats

After Bondings Buff

My armour pen is too high, you want around 6k or 60% Resistance Ignored, once I have my relic gear it should drop. (With mod 12, you will want 80-85% in the new areas but until you get to there 60% is fine)

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 Greater 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 I'm still working on, Currently I Have:

[Wildhunt Rider] - On Encounter Use 3% chance to increase damage by 10% for 5 seconds. (procs alot due to spamming encounters)

[Earth Archon] -  Increase your damage against targets by +6% when you are at full health. Each additional active Archon increases this bonus by .5%

[Seige Master] - Deal +4% Increased Damage. This effect is increased to +8% 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%

[Young Yeti] - On Damage Taken: 10% chance, for you, or your companion, to become blood thirsty, increasing damage dealt by 7%. This Effect is now fixed but has a 60 second cool down, not worth using

When you can afford you will want to get all your Companions to Legendary due to mod 12 giving you more stats for each legendary companion up to 31% of summoned companions stats for having all 5 Legendary

Mounts

Insignia Bonuses

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.

If you can manage to get your hands on a legendary mount I would switch out Magistrate's Patience if you still need Refinement Points or Wanderer's Fortune if you don't for the insignia bonus Cavalry's Warning and make sure you activate that mount power as often as you can.

Combat Power

Currently I dont have a combat power, but I will be getting the Tenser's Transformation due to how powerful it can be for a dps class.

Equip power

The equip power I have is 2k Power, Ideally you want a 4k Power mount such as the Arcane Whirlwind or Black Ice Warhorse. Since you are aiming for 100% Crit Chance already there is no need to go for a 4k Crit mount as you will most likely reach Crit cap before you get a Legendary Mount.

 

Rotation

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.

Rotation is as followed: Constricting arrow > hindering shot > cordon of arrows > hunters teamwork (atwill) [Switch Stance] > Plant Growth > Steel Breeze > hindering strike > (if boss apply careful attack) [Switch Stance] > Constricting arrow > hindering shot > cordon of arrows > hunters teamwork (atwill) > Any Daily >[Switch Stance] > Plant Growth > Steel Breeze > hindering strike…. repeat

key note, while using this rotation the longer the fight the more you will have to pay attention to your ranged cooldowns, if you know they are not going to be ready use forest ghost (daily) before using all of your melee encounter that way when you switch to ranged and use constricting arrow you can switch back and melee will be up (you may need to fire a few rapid shots while in ranged to be sure).

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.

Rotation is as followed: Constricting arrow > Longstrider Shot > Run towards Target > [Switch Stance] > Plant Growth > Gushing Wound > (if boss apply careful attack) > Move out and Steel Breeze at the same time >  [Switch Stance] >Longstrider Shot > Run towards Target > [Switch Stance] > Plant Growth > Gushing Wound > Move out and Steel Breeze at the same time…. repeat

Key note: if you want to maximize damage with Thorned Roots use Longstrider Shot before Constricting Arrow like in the video.

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.

Rotation is as followed: Constricting arrow > Fox's Cunning > Cordon of arrows > hunters teamwork (atwill) [Switch Stance] > Plant Growth > Steel Breeze > Fox Shift > (if boss apply careful attack) [Switch Stance] > Constricting arrow > Fox's Cunning > Cordon of arrows > hunters teamwork (atwill) > Any Daily >[Switch Stance] > Plant Growth > Steel Breeze > Fox Shift…. repeat

Archery Style Rotation:

This rotation is no longer needed as you can easily just have an archery Loadout but its still fun to use at times keeping almost 100% upime on Longstrider's

*In Progress*

*In Progress*

This tab will include my top 10 picks for companions for the Hunter Ranger (not including ones for specific role ie Wild Hunt Rider for trapper)

1: Air Archon - Active Bonus: Increases your damage against targets not at full health by +2.0/3.0/5.0%. Each additional active Archon increases this bonus by .5%

2: Siege Master - Active Bonus: Deal +3/4% increased damage. This effect is increased to +7/8% damage while on Stronghold map.

3: Earth Archon - Active Bonus: Increases your damage against targets by +3/4/6% when you are at full health. Each additional active Archon increases this by .5%

4: Erinyes of Belial - Active Bonus: +5/10% Critical Severity.

5: Tamed Velociraptor -  Active Bonus: You are Part of the Pack.You and any allies that are Part of the Pack are granted +1% Damage. This effect may stack up to 5 times.

6:Fire Archon - Active Bonus: Increases your damage against targets with less than 50% Hit Points by +4/5/7%

7: Shred companion
Con Artist - Active Bonuses: +25/100/190/300 Critical Strike

Sellsword - Active Bonuses: +25/100/190/300 Power

These companions are not used for their active bonus but for their powers Wicked Strike and Consumed by Battle (Has to be summoned)
Consumed by Battle: The final strike of Wicked Strike now shreds 10% of the target's defenses.
Wicked Strike: Deals damage to many foes standing in the way of this attack.
Needs to be maxed out at blue to be useful

8: Young Yeti - Active Bonus: On Damage Taken: 10% chance, for you or your companion, to become blood thirsty, increasing damage dealt by 5/7/10%. (Has a Cooldown of 60 seconds)

9: Repentant Dragon Cultist - Active Bonus: +2/3/4% Damage (additional 1% against dragons) against targets at greater then 50%.

10: Lightfoot Thief - Active Bonus: On Critical Hit, Foes nearby target will bleed for 3/5x Level based damage every 2 seconds for 10 seconds.

This companion isn't a top tier companion but, its fairly cheap on the Auction House due to its high drop chance compared to other companions. It will help boosts IL and can be used as a bonding proccer and has a semi decent Active Bonus.
This companion can be swapped out for any other companion for IL purposes if you need the extra IL to get into dungeons and what not.

*More to come*

Grasping roots are some of the strongest parts of the Hunter Ranger, especially in the Trapper path as with 5 points into ancient roots it makes our strong grasping roots last 7 seconds and weak grasping roots last 3.5 seconds. Just because they are so powerful does note mean they don't have their flaws.

Grasping roots and thorned roots do not receive benefits from some things, as our roots do not actually root the target the are not being controlled, so any control bonus or root damage will not affect them such as 2 companions which are popular to unknowing Trapper the Skyblade Kobald and the Paranoid delusion.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Another buff roots don't benefit from is the Orcus Set, hence the reason you see me not using it.

This is the section we want to pay attention to, as you can see the tooltip states that you will deal upto 20% addition damage based upon the difference in hit point percentage between the player and the target. This does not work with our roots making the set a bad choice as alot of damage come from our roots.

This video explains how the set works really well. Thanks Sume 🙂

These are all of the powers and feats that can apply either weak grasping roots or strong grasping roots, baring in mind that with the Thorned Roots feat all strong grasping roots that are applied get upgraded to Thorned Roots.

   

 

*Coming soon*

*Check back later for updates*

This section will be all about my PVE combat build, I use mostly the same stuff as my trapper loadout, that includes boons and gear. some things differ to maintain the needed stats but I will explain those later on.

I will start off with a little bit about my experience with combat, firstly I was a little sceptical when building my combat loadout as I didnt want to waste any AD building something I wouldn't like and regret it down the line. I can say this was quickly shut down as soon as I got a vorpal, combat surprised me when it comes to how efficiently it kills anything including bosses.

I run 2 different specs for combat as apposed to the one I run with trapper, with combat you need to use 2 specs if you want to be as effective as possible. The first spec is my Stormwarden Trash destroyer, with this I can kills trash super quick due to its high burst damage capabilities. Stormwarden Combat is by far a lot better at killing trash than Trapper is due to the insane high burst damage, which is the key to speed runs.

As you notice the heroic feats are no different from my PF TRapper feats, and you will see why.

Heroic Feats

Predatory Action - 3/5 [Due to using a vorpal this feat is alot better on combat than it is on trapper, although you will notice that you wont use as many dailies but they will hit harder]

Weapon Mastery - 3/3 [More Crit chance is always nice.]

Toughness - 3/3 [More HP = More damage if you are with a Pally.]

Swift Footwork - 0/5 [This feat isnt worth having over any of the other feats.]

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 [Easily missed as people assume to stay in melee stance, the feat is so easy to maintain is free damage just double tap your stance switch and there you go more damage.]

Endless Assault - 3/3 [Even though the main source of Combats damage is At-Will based doesn't mean the encounters still don't pack a punch]

Natures Enhancement - 0/3 [I don't have enough deflect for it to make a difference.]

Lucky Skirmisher - 0/3 [Deflect is so easy to come by so there is no point wasting feats for it.]

Scoundrel Training - 2/3 [More At-Will damage? Combat says yes please, easy pick.]

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.]

Combat Feats

Blood Letting -  5/5 [More Lifesteal means that while using such high burst damage any damage inflicted you are healed straight back up]

Serpent Weave - 0/5 [The .5 Seconds isnt worth going for as you can get that just from being with a Palladin or DC]

Fluid Hunter - 5/5 [Having this makes the loss of Crit from Skirmishers Gambit easier to make up, plus more deflect means more tanky]

Warden's Courage - 5/5 [When using Throw Caution you want to take as little damage as possible and do as much damage as possible, since its meant for trash this is the perfect feat]

Skirmisher's Gambit - 5/5 [For a Trapper Hybrid this feat sucks but for combat its worth using, cant go wrong with more damage]

Lucky Blades - 5/5 [More damage from encounters means more sustained damage for those high HP trash mobs]

Piercing Blades - 5/5 [This doesn't make your attacks have arm pen attached to them, its separate hit but scales with buffs so can hit pretty hard]

Wilds Medicine - 0/5 [Not worth using in PVE due to how potent lifesteal is with healing]

Scything Blades - 5/5 [More damage is more damage]

Battle Crazed - 5/5 [Even more damage and is super easy to keep at max stacks]

Blade Hurricane - 1/1 [The bread and butter of combat, if utilised correct this feat is insanely powerful and where the burst damage from Combat comes from]

*Check back later for updates*
Want to know what this build can do with practice?

This is a solo Shores of Tuern I did, 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.

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 and as he moves slow I could just bounce around both of them and avoid his attacks.

Final Notes

One thing I cant stress enough to people is how important Bonding Runestones are, they provide a huge stat increase and are the best thing you could invest in. max out your Bonding Runestones as soon as possible.

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. Had a lot of good feedback from my build, feel free to post a comment about your experience using my build and if you find things that could be improved.

 

Change Log

All major updates to this guide will be posted here and small tweaks will be notes but wont be explained unless they need to be.

  • {24/07/17} Added tabs to make the build cleaner and easier to navigate
  • {24/07/17} Updated mount section to include Mount Combat Power and Equip Power
  • {18/11/17} Added New Tabs and updated introduction

 

 

*Still to come*

All things gear tab

A new Tab for each loadout I use will be added once I have refined them all,they wont be in depth just an overview of what they include


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