Post by Varg on May 14, 2017 19:14:46 GMT -8
Hey all, this is my full trapper build focused on high DPS. I will fill in more about powers and rotation soon. As with all of my builds, don't be shy to get in touch in game, I'm ALWAYS happy to talk builds, stats, technique, or really any in game mechanics one-on-one.
RACE/STARTING ROLL:
Dex as high as possible, Wisdom is secondary. Race I chose was the half-orc which is primarily for 5% crit severity as well as +2 Dex and +2 Strength. Dragonborn would be another viable option, +2 to any stat, as well as 3% increase Power & Crit strike.
Strength - 15
Constitution - 10
Dexterity - 19
Intelligence - 10
Wisdom - 14
Charisma - 10
All points go to Dexterity and Wisdom while leveling.
FEATS:
Heroic Feats:
- Predatory Action 5/5 (Addtl 5% dmg for Dailies)
- Weapon Mastery 3/3 (increase crit chance by 3%)
- Toughness 1/3 (increases max hp by 3%)
- Agile Combatant 3/3 (After switching stances, you deal 3% more dmg for 5 secs)
- Endless Assault 3/3 (encounter powers deal 6% more dmg)
- Disciple of Dexterity 3/3 (increases the amount of bonus dmg dex gives you by 6%)
- Scoundrel Training 2/3 (At-Wills deal 6% more dmg to foes not targeting you)
Paragon Feats:
Trapper Path
- Fleet Stance 5/5 (when you switch stances you move 10% faster for 6 secs)
- Deft Strikes 5/5 (your ranged encounter powers cause your melee to deal 10% dmg, and vice versa)
- Forestbond 5/5 (when you apply Grasping Roots, reduce cooldowns by 5%)
- Ancient Roots 5/5 (Weak Grasping Root last 2.5 secs longer, Strong Grasping Roots last 5 secs longer)
- Swiftness of the Fox 5/5 (Ranged powers shorten cooldown on melee, melee shorten cooldown on ranged)
- Thorned Roots 5/5 (strong grasping roots hit harder, 450% weapon dmg as burst damage against cc immune targets)
- Serpents Bite 5/5 (aspect of the serpent give 5% more dmg per stack and 2.5% crit chance per stack)
- Biting Snares 1/1 (casting roots then switching stances procs Master Trapper, +20% AP and + 30% dmg for 10 seconds)
Combat Path
- Bloodletting 5/5 (+5% lifesteal chance while in melee stance)
POWERS:
I chose Stormwarden, although you could also make a case for Pathfinder. I prefer Stormwarden and don't see a big difference in DPS with either paragon.
Class Features:
- Aspect of the Pack (provides combat advantage to group, but real reason i use it is for artifact off hand feature. +2% damage for every ally within 15' up to 8%
- Aspect of the Serpent (using ranged attacks build up to 2 stacks which boost next melee attack and vice versa.)
Basically this means you will ideally use 4 ranged attacks, first 2 consume stacks you have, next 2 build them back up for melee rotation.
Then you use 4 melee attacks. Again first 2 will consume your stacks, next 2 will build them for ranged. So Try to use your ranged and meleee rotation in order from hardest hitting to lowest dmg.
- Seekers Vengeance (currently broken )
Gives +19% bonus dmg for any attack that hits an enemy from behind, my favorite class feature, but it has not been working since mod 10.
Arc claims to be looking into it, I will keep you posted immediately. Seeing as a HR will have no trouble hitting most enemies from behind with a good tank \ quick dodge, this class feature far outweighs Aspect of the pack IMO. Bigger personal dmg bonus, not reliant on allies being nearby, AND if you are behind the enemy, then someone else is probably in front of the enemy... Voila! Combat Advantage
At-Wills:
- Electric Shot/Clear the Ground (main at will)
- Split Shot/Split Strike (or whichever you prefer, I never use my second at-will)
Encounter Powers
- Cordon of Arrows / Plant Growth (X)
- Hindering Shot / Hindering Strike (Y)
- Constricting Arrow / Steel Breeze (B)
- Fox's Cunning / Foxes Shift (Great for added group survivability, terrible for DPS)
I would swap this in for Cordon / Plant Growth, makes your rotation quicker and helps you spam that free dodge to help keep you and the group alive.
Dailies:
- Seismic Shot (Highest DPS, I don't use anything else)
- Whatever else you like, try 'em out, let me know what you prefer
Level 70 – 4 point leveling order recommendation: (Of course add points into whatever you feel is most important, but if you are stuck..)
- Aspect of the Serpent
- Cordon of Arrows / Plant Growth
- Hindering Shot / Hindering Strike
- Constricting Arrow / Steel Breeze
- Seeker's Vengeance*** (once it's working as intended again)
- after that it doesn’t matter.. whatever you want
GEAR and ENCHANTS: (crit and action point armor kits if you want but very end game, and costly in my opinion not needed)
Head – Dusk Raid Hood or Dragonflight Raid Hood
Armor – Dusk Assault Coat or Dragonflight Assault Coat
Arms – Elven Assault Bracers
Feet – Dusk Raid Gaiters or Dragonflight Raid Gaiters
Shirt – Gemmed Exquisite Elemental Shirt
Pants - Gemmed Exquisite Elemental Pants
Ring – Ring of Brutality
Ring – Ring of Rising Precision or Sudden Precision
*Neck – no recommendation until you get Lostmauth or Orcus Set
*Belt – Greater Twined Rope of Dexterity (+4dex) *until you get Belt of Puissance (+2str +2dex) or Demogorgon Girdle of Might (+2str +2con)
*Run either Lostmauth or Orcus Set (orcus is preferred but takes some time to achieve)
Artifacts:
- Wheel of Elements (active at mythic gain 30% dmg bonus for 28secs – grab your fire)
- Sigil of Controller
- Lantern of Revelation
- *Lostmauth Horn or Shard of Orcus
Enchants:
-This info is assuming you have between 55%-60% resistance ignored with companion's gift proc'd
-I would also like to point out that 25-30% lifesteal is more than you'll ever need, defence and deflect do nothing for my survivability it seems
- I do not run 100% crit chance! On any of my toons! You have boons, rings and all kinds of other stuff that can buff your crit higher than you realize in combat, 100% crit while hitting training dummies is a waste IMO. Anything between 75% - 85% is more than enough, you will rarely if ever see non crits. After 80% crit chance I suggest building up power as high as possible, there is no limit.
Armor Enhancement:
- Lesser Soulforged
Weapon Enhancement:
- Perfect Dread (wouldn't worry about Pure or Transcendant until everything else you have is maxed, doesn’t really help this build)
Offense:
- Azure (Crit) while Leveling, End Game: Brutals(Crit & Power)
Defense:
- Dark (Lifesteal)
Utility:
- Azure (XP while leveling), Dark (Movement) for end game
***I can't stress this enough, build your enchants on your companion first! Enchants on your Character have by far the least impact of any gear you own. With Rank 12's in every slot I do approx. 2% - 3% more damage than with no enchants at all. Happy to prove this, and have the math to back it up.
COMPANION:
Fire Archon (7% more dmg against targets below 50% health) (Legendary)
(summoned) Gear: 2 rings, 1 Talisman – go for anything with Power & Crit and as many offence slots as possible (In other words put that +5 Dod on your comp before using one on yourself)
Air Archon (5% more dmg against targets not at full health) (Epic)
Earth Archon (6% more dmg while you are at full health) (Epic)
Erinyes of Belial (+10% crit severity) (Epic)
Siege Master (4% more dmg) (Epic)
MOUNT EQUIP POWER:
2K Power or 2K Crit (whatever you can get your hands on that gives one of those)
MOUNT INSIGNIA BONUSES: (Skill or Dominance Insignias – go with anything that gives you power or crit)
Assassin’s Covenant (lose 10% def, delfl, lifesteal, gain all that as power) (first priority)
Protector’s Camaraderie (when companion attacks you gain 3% of your power and defense for 10 secs, stacks 4 times) (ok, sometimes buggy)
Magistrate’s Patience (when you crit you DoT and heal allies) (meh)
Shepard’s Devotion (gives allies def, defl, and movement) (decent boost to group survivabilty, I took it off for LEG Mount bonus)
Wanderer’s Fortune or Whatever you like
BOONS:
Sharandar:
- Dark Fey Hunter (400 power)
- Fey Precision (400 crit)
- Elven Haste (3% AP gain)
- Elven Ferocity (when striking a foe chance to deal up to 20k arcane damage. if your build is still squishy and you are having trouble in dungeons choose elven tranquility)
- Elvish Fury (foe kill gain 135 power for 45 secs, stacks up to 30 times)
Dread Ring:
- Conjurer’s Gambit (250 crit 250 movement)
- Evoker’s Thirst (400 life steal)
- Forbidden Piercing (gain 3% resistance ignored)
- Shadowtouch (when dealing damage chance to deal up to 20k necrotic damage dot. again if you are squish you can go Enraged regrowth for a heal when taking damage instead)
- Rampaging madness (deal dmg gaining stack of “Madness” – when you reach 40 stack of madness you gain 4k power, 4k life steal, 4k regen, after 10 secs it resets to 0 – can only gain 1 stack per second)
Icewind Dale:
- Encroaching Tactics (400 combat advantage)
- Refreshing Chill (400 Stamina Gain)
- Sleet Skills (2% crit severity)
- Cool Resolve (gain up to 2k power based on missing stamina)
- Winter's Bounty (chance when killing a foe to gain 10% ap)
Underdark:
- Primordial Might (400 power and 1600 hp)
- Primordial Focus (400 crit and 1600 hp)
- Drow Ambush Tactics (combat advantage damage increased by 10%)
- Dwarven Stamina (regain stamina 5% faster)
- Abyssal Strikes (gain 10% damage vs demons)
Tyranny of Dragons:
- Dragon's Claws (400 power)
- Dragon's Gaze (400 crit)
- Draconic Armorbreaker (400 armor pen)
- Dragon's Greed (400 life steal)
- Dragon's Fury (5% increased crit severity)
- Dragon's Thirst (3% increased life steal)
Guild Stronghold
- Power
- Defense or lifesteal
- XP or Mount Speed
Maze Engine:
- Abyssal Siphoning (5% life steal severity)
- Demonic Influence (400 combat advantage)
- Demonic Swiftness (3% ap gain)
- Baphomet’s Might (striking a foe chance for 2k crit for 6 secs)
Elemental Evil:
- Wave of Force (300 power and 2k hp)
- Heart of Stone (4% life steal severity and 2k hp)
- Searing Aggression (400 crit and 2k hp)
- Gale of Retribution (when taking damage chance to heal up to 24k hp over a few seconds. after that effect your crit is increased by 1k for 10s)
Storm King Thunder:
- Cold Hearted (2% life steal severity and 1K hp)
- Hearty Constitution (400 stamina gain and 2% everfrost resist)
- Icy Wrath (chance when taking dmg to gain up to 2K bonus dmg on next attack)
- Vengeful Heat (upon foe kill, chance to deal 2K fire dmg to all nearby enemies, and 2% everfrost)
- Chill of Winter (when striking a foe chance for Icy Chill stack, 10 stacks burst 10k dmg to targets nearby)
The Cloaked Ascendancy:
- Aura of Despair (stun up to 5 foes within 25ft for 4 secs)
- Fiery Frenzy (1k hp, 2% crit severity)
- Fey Briars (2k hp, 500 lifesteal)
- no clue what I'll pick for fourth boon, none seem useful or relevant to my build... please share your opinion in the comments