Post by pacolives on Mar 3, 2017 9:23:49 GMT -8
Herro! As promised i bring to you a pretty decent HR build if i do say so myself. Im not the end all expert on Hunter Rangers by any stretch of the imagination, but i see a lot of HRs in our guild that could use a tap in the right direction. Hopefully some of you give this a shot and like it
This build brings a much different play style for those of you that have been Trapper. I had been Trapper myself since Mod 5 and my first attempt at Combat saw me fall flat on my face. I hated it because i tried to play it like a Trapper. After watching a few vids and getting a better idea of how to play a combat build i gave it another shot. It brings more dps than my Trapper build as well as much much more surviveability. Please keep in mind that rotation is super important. Pay close attention to the rotation section. Ill add vids to demonstrate exactly how to pull more dps out of this build. Lets get into it.
Race/Starting Roll:
Your main stats for a Hunter Ranger are Dexterity for Deflect/Damage Bonus/AoE Damage Resist and Wisdom for Critical Chance/Control Bonus/Control Resist. Choose a race with extra Dex and Wis. Ideally that is Dragonborn. Another decent choice is Wood Elf. I made this toon back in mod 5 with little knowledge of building a HR and went with Drow which has worked out ok.
EDIT: I just race-rerolled Evie to Half-Orc. This is an end-game move. Half-Orc gives an extra 5% Crit Severity and extra run speed when entering combat. I chose Half-Orc because i have a very high crit chance with my gear and rings. My starting roll with Half-Orc looked like this:
Starting - Final (with Campfire bonus and Dex belt legendary)
STR 14 - 17
CON 10 - 13
DEX 18 - 30
INT 10 - 13
WIS 16 - 24
CHA 10 - 13
My starting roll with Drow looked like this with all stat points going towards Dex and Wis while leveling:
STR 13
CON 10
DEX 19
INT 11
WIS 15
CHA 11
It would have been better to get Wis slightly higher even if that means sacrificing a little Dex. Wis is critical chance which is extremely important to this build.
Feats:
Heroic Feats:
-Predatory Action 1/5 (Your Daily powers deal 1% additional damage. only needed to move along the tree)
-Weapon Mstery 3/3 (Increases your crit chance by 3%)
-Toughness 3/3 (Increases you max hp by 9%)
-Agile Combatant 3/3 (after switching stances, deal 3% more damage for 5s)
-Endless Assault 2/3 (Your encounter powers deal 4% more damage)
-Lucky Skirmisher 3/3 (increases your deflection chance by 3%)
-Scoundrel Training 2/3 (your at-will powers deal 4% more damage to enemies not targeting you)
-Disciple of Dexterity 3/3 (Increase the amount of bonus damage dexterity gives you by 6%)
Paragon Feats: (Stormwarden)
Combat Path
-Serpent Weave 5/5 (shifting lowers melee cooldowns by .5s)
-Warden's Courage 5/5 (increase the damage bonus and reduce the damage resistance penalty of Throw Caution by 5%)
-Skirmisher's Gambit 5/5 (your crit chance is reduced by 10% but your crit severity is increased by 50%)(this is the equivalent of a perfect vorpals crit severity)
-Lucky Blades 5/5 (critically striking or deflecting an attack grants you Lucky Blades for 6s, which increasses your ap generation by 10% and encounter power damage by 15%)
-Piercing Blade 5/5 (melee attacks deal an additional 50% damage as piercing damage. Piercing damage is physical damage that cannot be resisted or deflected)
-Wilds Medicine 5/5 (Deflecting attacks cause the hr to be healed for 5% of their hp over 15s. this effect can stack up to 10 times. you can ohly gain one stack every second)
-Scything Blades 5/5 (melee attacks deal 5% more damage, and an additional 5% more damage for each foe within 25 feet)
Battle Crazed 5/5 Melee attacks grant 3% more deflect chance and melee damage. This effect stacks up to 5 times and lasts 6 s)
-Blade Hurricane 1/1 (Using a melee encounter power grants Flurry for 2 seconds. Flurry causes your melee at-will attacks to strike two additional times for 165% damage each time)(this is why paying close attention to rotation is so important to this build)
This build brings a much different play style for those of you that have been Trapper. I had been Trapper myself since Mod 5 and my first attempt at Combat saw me fall flat on my face. I hated it because i tried to play it like a Trapper. After watching a few vids and getting a better idea of how to play a combat build i gave it another shot. It brings more dps than my Trapper build as well as much much more surviveability. Please keep in mind that rotation is super important. Pay close attention to the rotation section. Ill add vids to demonstrate exactly how to pull more dps out of this build. Lets get into it.
Race/Starting Roll:
Your main stats for a Hunter Ranger are Dexterity for Deflect/Damage Bonus/AoE Damage Resist and Wisdom for Critical Chance/Control Bonus/Control Resist. Choose a race with extra Dex and Wis. Ideally that is Dragonborn. Another decent choice is Wood Elf. I made this toon back in mod 5 with little knowledge of building a HR and went with Drow which has worked out ok.
EDIT: I just race-rerolled Evie to Half-Orc. This is an end-game move. Half-Orc gives an extra 5% Crit Severity and extra run speed when entering combat. I chose Half-Orc because i have a very high crit chance with my gear and rings. My starting roll with Half-Orc looked like this:
Starting - Final (with Campfire bonus and Dex belt legendary)
STR 14 - 17
CON 10 - 13
DEX 18 - 30
INT 10 - 13
WIS 16 - 24
CHA 10 - 13
My starting roll with Drow looked like this with all stat points going towards Dex and Wis while leveling:
STR 13
CON 10
DEX 19
INT 11
WIS 15
CHA 11
It would have been better to get Wis slightly higher even if that means sacrificing a little Dex. Wis is critical chance which is extremely important to this build.
Feats:
Heroic Feats:
-Predatory Action 1/5 (Your Daily powers deal 1% additional damage. only needed to move along the tree)
-Weapon Mstery 3/3 (Increases your crit chance by 3%)
-Toughness 3/3 (Increases you max hp by 9%)
-Agile Combatant 3/3 (after switching stances, deal 3% more damage for 5s)
-Endless Assault 2/3 (Your encounter powers deal 4% more damage)
-Lucky Skirmisher 3/3 (increases your deflection chance by 3%)
-Scoundrel Training 2/3 (your at-will powers deal 4% more damage to enemies not targeting you)
-Disciple of Dexterity 3/3 (Increase the amount of bonus damage dexterity gives you by 6%)
Paragon Feats: (Stormwarden)
Combat Path
-Serpent Weave 5/5 (shifting lowers melee cooldowns by .5s)
-Warden's Courage 5/5 (increase the damage bonus and reduce the damage resistance penalty of Throw Caution by 5%)
-Skirmisher's Gambit 5/5 (your crit chance is reduced by 10% but your crit severity is increased by 50%)(this is the equivalent of a perfect vorpals crit severity)
-Lucky Blades 5/5 (critically striking or deflecting an attack grants you Lucky Blades for 6s, which increasses your ap generation by 10% and encounter power damage by 15%)
-Piercing Blade 5/5 (melee attacks deal an additional 50% damage as piercing damage. Piercing damage is physical damage that cannot be resisted or deflected)
-Wilds Medicine 5/5 (Deflecting attacks cause the hr to be healed for 5% of their hp over 15s. this effect can stack up to 10 times. you can ohly gain one stack every second)
-Scything Blades 5/5 (melee attacks deal 5% more damage, and an additional 5% more damage for each foe within 25 feet)
Battle Crazed 5/5 Melee attacks grant 3% more deflect chance and melee damage. This effect stacks up to 5 times and lasts 6 s)
-Blade Hurricane 1/1 (Using a melee encounter power grants Flurry for 2 seconds. Flurry causes your melee at-will attacks to strike two additional times for 165% damage each time)(this is why paying close attention to rotation is so important to this build)