Elven Archers Mod 11.5 Trapper HR

by Elven Archer on August 11, 2017
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Elven Archers Mod 11.5 Trapper HR

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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.



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.


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.


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]


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.


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


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.


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]


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)


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%



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.


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]


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.


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


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


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.



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*

*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

Leave a reply
  • Lunaria
    December 7, 2016 at 10:37 pm

    Way to go ea! So gonna use this! Its Luna

  • David Toth
    December 12, 2016 at 7:01 pm

    i use a similar build except i use all the archons and an owl bear cub as my companions

  • Sunshine on Xbox
    December 14, 2016 at 7:53 pm

    Nice build, thanks for posting. I think the lostmauth horn is power and armor pen, not power and crit

  • December 15, 2016 at 7:39 pm

    How well can you level into this? Just started and looking at builds.

  • fail_
    December 24, 2016 at 12:45 am

    build is working very nice so thank you for that. but what fashion gear are you using?

  • CasualVillain
    December 28, 2016 at 12:24 am

    love the build man, but what’s your opinion on a Crit sev build with skirmishers gambit? Do you think it would do more or less dmg overall? I’ve tried both and can’t tell for the life of me. When i go Crit sev I have 67% Crit chance and 220% Crit sev and with my r12 bonding my Crit still jumps up to over a little 100% but I can’t tell if I do more or less

    January 10, 2017 at 2:08 am

    Hi bro, i’ll try this build but.. im “new” with NW.. i was asking myselft, where i can find those Umbral Bracers?? Thx, have a good day!

  • Cypres
    January 14, 2017 at 2:08 am

    When you say 100% crit, do you mean Crit Chance or Crit Severity?

  • Nick
    January 15, 2017 at 8:17 pm

    Is this still your current build?

  • Lauren
    February 5, 2017 at 12:48 am

    Very helpful. I’m still learning and leveling. Would you be able to modify your Power section to indicate how many points your slotting into each?

  • xfail_
    February 10, 2017 at 3:57 pm

    hey, i have a question about the artifacts, is the sigil of the greatweapon a viable option for the lostmauths horn?

  • Cole
    March 8, 2017 at 1:04 am

    hey lol your in my alliance i’m from supernatural and i’m looking forward to using this build.

  • CasualVillain
    March 15, 2017 at 9:17 pm

    I’m currently using the codon,constructing, hindering rotation. Would using LOng strider instead of hindering get me more overall dps? I read somewhere that using longstrider decreases your dps think it might of been in t.suwante video

    • March 15, 2017 at 11:10 pm

      I would strongly advise against using 2 powers that have charges on them as they can’t be used for a faster rotation, about Longstrider, it really depends on how effective you are at using the class. I have switched from using Fox cunning to Longstrider. whilst soloing dailies I kill things much quicker and in group play my dmg does drop slightly due to bad rotations but if used correctly you can not only increase your own dps but your team mates so adds just melt same with bosses.

      • Jojo
        March 30, 2017 at 1:03 pm

        it might look like you’re loosing dps with longstrider in the paingiver chart, but only because your teammates deal more damage because of your buff. your actual dps stays about the same with LS and you’ll be valuable for the whole team performance and appreciated by every good player.

        • April 1, 2017 at 2:05 pm

          I still top DPS the majority of the time due to having gushing wound proc of everyone else and being able to do more dmg with PG. But yes I use LS for team performance rather than personal DPS, If I can help everyone kill things faster then I will.

  • DXB HR
    March 31, 2017 at 4:37 pm

    its nice to see people making builds to help the community , but i hope they prioritize more important things than others. as a character you would benefit more by upgrading your bondings to 12 and atleast have a summoned at epic if not legendary. the fact you restored your relic weapons means you have the ad or the resources which you could have sold to make ad, either way so many improvements can be made overall than the benefit you gain by simply having the relics at this point.

    • April 1, 2017 at 2:03 pm

      The reason I have my relic weapons and not max bonding’s is due to the fact that they were farm-able I wont spend Ad where I don’t need to and I wont waste RP where I don’t need to, I go off of a save everything basis, if It has a x2 event I don’t do it. I wait for x2 RP to refine anything, I could easily max my bonding’s right now if I wanted to, but then i’d be wasting RP and I still have a lot of enchants to upgrade so I save where I can.

      • DXB HR
        April 2, 2017 at 11:49 am

        you have all your boons except the last 2 upgrades of somi and tyranny which means youve been playing for sometime now. which means youve seen atleast three to four x2 rp events which ultimately means you had the chance to get bondings 12. anyways i am not no means trying to bash you or anything just simply stating that make it clear to people when making a guide that bondings are veryy verrrryyy and i repeat verrrrry important .

        • April 3, 2017 at 1:56 pm

          I was more focused on getting my artifacts maxed and it wasnt until mod 8 when I actually got my first bondings and shortly after I took a break for quite some time, hence why I stated that I took a break and my SKT boons where not complete until recently so I had missed out on alot of x2 RP events and the ones I managed to refine on I had very little RP to use.

  • straylight
    April 2, 2017 at 7:56 pm

    If ur worried about dps, drop ls for hindering on mobs. Otherwise not bad, get rid of the yeti tho, it’s broken and doesn’t work so your wasting a companion slot. Also hunt rider is bis for an active

    • April 3, 2017 at 1:53 pm

      Im not worried about dps and I know the Wild Hunt Rider is BiS but on xbox its 2 mill AD and i just dont have that sort of AD to spend, and using hindering is bad as you have 2 powers that have fixed cooldowns so I end up having to wait i’ve tried it out before and I prefer to use fox’s cunning or LS for the group benefits.

  • anonimo@bechamelchaparro.com
    April 4, 2017 at 4:59 pm

    u died a lot in that elol huh? xD

  • Brandon dahl
    April 18, 2017 at 10:03 pm

    Is there anything new with mod 11 that you are going to change

  • Vincenzino
    April 19, 2017 at 8:42 am

    one question: what about rapidly shifting and reshifting form before cordon of arrows to get the trap master feat?

    • April 21, 2017 at 3:00 pm

      Cordon doesn’t do that much damage, and as you will have Master Trapper up most of the time due to switching constantly you wont need to try trigger the feat it will happen automatically.

  • Poppin
    May 7, 2017 at 1:37 pm

    If I want strictly wanted to do dps (no team)buff what would be the best rotation then from start to finish. Thank you in advance. Also with new weapon enchants buffed up lightning vs dread?

    • May 9, 2017 at 5:44 pm

      New weapon buffs dread might still be better, I haven’t tested it as i’m too poor, but Ive had alot of people say that the lightning doesn’t proc from thorned roots so its not worth it. for dps, you want to use Constricting arrow, Hindering Shot and Cordon of arrows. you want to make sure you have melee stacks. Start with Plant Growth, then Steel Breeze, then Hindering Strike, ‘Switch Stance’, Hindering Shot, Cordon of Arrows, Constricting Arrow, Hunters Teamwork (At-Will), ‘Switch Stance’ Repeat. Use daily in ranged stance to help melee cooldowns as after a long fight Hindering Shot and Cordon of Arrows will be stuck on fixed cooldowns.

  • PewPewTrucker
    May 10, 2017 at 6:50 pm

    Dude. I’m really impressed with the build but even more so with your continually responding to every comment. That’s awesome. Your awesome. The build is awesome.

  • Skylence
    May 13, 2017 at 6:34 am

    Any updates on the build in Mod 11?

  • tiberius rex
    May 16, 2017 at 10:11 am

    I didn’t read thru all the responses so if this was already covered sorry.. but I don’t think you mentioned anything about the offhand and aspect of the pack. if you have more than three points in it the off hand bonus won’t work with it but the bonus is up to 8% extra damage depending on how many team mates are within 15 feet of you. it also makes it a much more important thing to slot than if it were JUST the ca

    • tiberius rex
      May 16, 2017 at 10:23 am

      oops please go ahead and dont approve my comment. I was wrong it was covered. mea culpa it’s late

      • May 16, 2017 at 1:35 pm

        I didnt think I had covered it, I was going to add it in but If you say I already have then ill have to read over my build to make sure I havnt put anything twice

    • May 16, 2017 at 1:33 pm

      I have only recently found out about this information, I will be adding it in during my next update. Thank you for the reminder though 🙂

  • Jader
    May 17, 2017 at 4:46 pm

    You Said you can stop his slam attack with archery, but this can be useful in others Bosses too?

    • July 3, 2017 at 2:12 pm

      you are best of sticking with the standard trapper rotation for all other bosses, even standard trapper can be good for turtle if your dps is strong and you have good buffs

  • May 23, 2017 at 9:46 am

    Just wanted to thank you for your awesome build! I’m using it on a low IL twink with only r8 bondings and 50%ish crit chance and my dps is still really good. Also it is soooo fun 🙂 really works for ungeared players, too.

    • May 29, 2017 at 8:10 am

      Is there any weapon enchantment that you recommend for low IL HRs? I tried my mains pure dread on my HR but it wasn’t that great since my alt is only on 56% crit. I’m doing quite fine with a r8 flame enchantment at the moment, or is there any other low budget option you would recommend?

      • May 29, 2017 at 12:11 pm

        56% crit is a good start, id say use a dread with more than 40% due to the amount of DoT’s we have

        • May 29, 2017 at 1:27 pm

          wow you respond quickly 😀 guess i’ll open some lions mane lockboxes then

          • May 30, 2017 at 12:05 am

            you dont need to, dread is not too expensive last I checked, I reply fast to keep people up to date with things, politeness waiting a week to reply to something that takes a few minutes. a lesser dread is 30k on AH on xbox cheap as chips 🙂

  • YIAY
    May 31, 2017 at 6:02 pm

    jacksfilms fan by any chance? Awesome comp name :p me me big boy!

  • Karma
    June 4, 2017 at 7:14 am

    Could you list the Rotations instead of showing videos? I’m quite dumb and cannot see the icons for the powers. I’m trying this build out and it’s working well, thanks so much!

  • Kat
    June 8, 2017 at 11:39 pm

    I see with bindings you get to about 20,000 crit. That isn’t 100% is it?

  • 295alucard
    June 22, 2017 at 8:25 pm

    Excellent post…! I just got level 70 and was looking for something like this to spend my retraining token xD thanks

  • Jordan
    June 23, 2017 at 12:32 am

    What order do you use your attack on hindershot

    • June 23, 2017 at 10:04 am

      currently working on an improved video, it might make some time due to work and being new to video editing. But 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). once you have the general rotation down using mostly encounters and only using at wills for cooldowns only then you will be hitting big in no time.

  • Vonpitt
    June 23, 2017 at 5:32 am

    Hi Elven Archer,

    Thanks so much for the effort, totally new to mmo at lv 67 atm and have a very similar build using this one atm 2016/06/23/mod-10-arsenals-pve-hr-100-crit-build/, yet I feel like I am not getting the most out of the HR. My concern is related to the feats, Will my current selection make a significant difference if you compare the 2 builds?(This is for mod 11.5 on ps4) . Your rotations make alot more sense as i totally agree with swiftness of the fox not doing too much at this point. You can drop me a mail if you have some free time on your hands. Would really appreciate the help from an Avid fellow hunter ranger.

    Have a superb day or evening

    • June 23, 2017 at 10:16 am

      if you are using pathfinder I would recommend my feats and powers over his, due to him not utilizing the extra dmg from scoundrel training and predatory action and focusing more on deflection and survivability, if you feel you are squishy using what I use, put on foxs cunning but make sure to apply careful attack on big enemies. the extra lifesteal he gains from combat is not needed and IMO kinda pointless as you dont stay in melee stance long enough. so I recommend getting as much lifesteal as you can without sacrificing vital stats, due to having so many DoT’s you will proc lifesteal more than you think. I can almost out heal everyone including buff debuff DC’s due to having enough lifesteal (and because I just jump into huge crowds of enemies and hoping they dont one shot me) I havnt looked too much into his build so I dont know what sort of playstyle he has, with loadouts though you could run both builds and see which you prefer.

  • Vonpitt
    June 24, 2017 at 6:38 am

    Hi Elven Archer,

    is there anyway you can break down your 2 main rotations, I am battling in getting it all to connect. Tried to decipher it on the videos but to no avail.

  • June 25, 2017 at 8:15 pm

    using your build now since i started my hr in december and doing very good dmg. so i just want to say ‘Thank you’ for this build and guide. <3

  • Clarezvil
    June 28, 2017 at 2:43 pm

    Hi Elven Archer,
    I just reached lvl 70, what armor set should i get first?

    • June 28, 2017 at 10:24 pm

      use what ever gear you can get, work towards boons as they will benefit you in the long run. work on getting decent companions and work on getting bonding runestone upgraded. for weapon sets go for the aboleth weapons in river district and then work on trailblazers when you are geared enough

  • Clarezvil
    June 28, 2017 at 2:58 pm

    And wapon set 🙂

  • Rid Cully
    June 30, 2017 at 11:58 pm

    may i ask if the old 10.5 guide is still somewhere available.

  • Syrinxx
    July 2, 2017 at 12:28 am

    For sharandar boon #4 you have the healing one, but wrote to get the damage deal. Which one is better?

  • Fjoldnyr
    July 13, 2017 at 12:22 am

    What about companions like Blink Dog and Dancing Blade?

  • crdarwin88
    July 14, 2017 at 9:56 pm

    What’s your opinion on Crushing Roots? Isso feel like the daze is a life saver sometimes

  • Sceaduo
    July 19, 2017 at 8:08 am

    Awesome build! Thank you for your time. Do you have any thoughts on the mysterious merchant gear? Executioners black attire, guise of the wolf clan and fededef grieves in particular. I have the vivified already and run jarls gaze atm.

    • July 19, 2017 at 11:22 am

      with the merchant been bugged I have not been able to pick any of the gear up but I will comment on it when i do some tests, looks decent but 3 piece vivi for everfrost zones will be better

  • July 25, 2017 at 8:07 am

    I just want to say I really love this build been playing with hr more than a year now first but until I start using this build feel really satisfied

    • July 25, 2017 at 10:10 am

      thanks, if you need me to add anything extra to the build let me know and ill do it asap

      • July 26, 2017 at 5:14 am

        Great! Just wonder about artifact powers of your weapons, what do you think about owlbear cup companion? Is so sad don’t see this build before buy dancing blade 🙁

        • July 26, 2017 at 12:26 pm

          careful attack/hunterteamwork on main hand, and aspect of the pack and AP gain for off hand. owl bear is trash only hits on initial encounter use and as you will have too much crit its a waste.

  • anaconda
    July 25, 2017 at 9:22 pm

    hi, do you will update this build after latest patch now?

    • July 26, 2017 at 12:25 pm

      I play on xbox but when the new mod drops on xbox I will update

      • anaconda
        July 26, 2017 at 5:58 pm

        cant wait, btw can you offer something now for my gear till i get those in your build? (btw elven gone) or get all trailblazer gear for now?

        • July 30, 2017 at 12:37 am

          since the trailblazers is so eas to get in mod 12 you are probably best of just getting in and leaving it with no vonin blood in as it will still be better than most gear you can get, any of the dungeon specific gear that drops that give you stats you need will also be viable, the guild pve gear is better than elven aswell so thats an easy set of gear to pickup

  • August 8, 2017 at 2:44 pm

    Hello, thank you for this awesome guide, i was using lostmauth set and i switched to Greater Twined Rope of Dexterity and the Company Duelists Cloak but i don’t really see the difference what is the best between this 2 sets ?

    • August 10, 2017 at 11:24 am

      the dex belt and cloak give a higher dmg increase when maxed out, unless you had both sets maxed when you did the switch you wont see much of a difference in dmg but with the extra dex you gain more deflect and aoe resist which makes you less squishy

  • Mike
    August 10, 2017 at 6:22 am

    Hey, I follow your guide and is very good, what you recomend to do more damage? I think are my companions because I only have the earth and wind archon. And the Siege Master you think is a must have?

    • August 10, 2017 at 11:22 am

      air archon and siege master are 100% a must, with archons being fixed in the next mod I would say having the earth archon is also a must aswell. that only leaves 2 slots left, some people would pick a crit sev comp and a shred comp but with shred comps not being as useful next mod due to them being part of the debuff cap I would say having a wild hunt rider and fire archon to be the best pick

  • Night0Devil
    August 12, 2017 at 7:53 pm

    Thank you so much for this build. I just respeced to it and man I’m so much stronger now. The trapper is super fun to run I have no idea why I chose the archer first. Live and learn I guess.

  • Champ
    August 13, 2017 at 1:15 am

    Why you don’t recomend orcus set? Some people said me it do more damage

    • August 22, 2017 at 9:58 am

      orcus set doesn’t work with thorned roots and as thorned roots is the main source of dmg for a trapper if you cant buff it whats the point, you will get more dmg out of the dex set

  • Xpdite
    August 13, 2017 at 7:26 pm

    As a neverwinter noob, it would be nice to see what powers you are using and how to progress through them from low level to 70+. I know you say just pick what you will use but I have no clue what I should be using 🙂

  • DreadHunter
    August 22, 2017 at 12:54 pm

    Hey Elven Archer,

    Rolling Ability Score for 20 DEX is really the best ?
    Whats your experience with damage right now at dungeons ?
    Do you beat most GWFs with that stats ?


    • August 23, 2017 at 4:37 pm

      I roll 20 dex for the added dmg, for dmg I am beating any player with the same IL or even 1k or 2k more than me. there are only a few GWFs that have come close to my dmg and even less that have beat me on the dmg board maybe 5 at most, but then again I havnt been against every GWF but as a HR you should beat pretty much everyone within reason that is. I will be speccing slightly different once I have my Crit chance capped and going for more combat advantage dmg with CHA over extra crit chance with WIS.

  • August 22, 2017 at 3:23 pm

    love the build unrelated how long did it take you to get your build published.

  • G Thuggin
    August 23, 2017 at 7:30 pm

    Thanks for the build, I just got back into NW, been gone since mod 5 so I’ve got a long way to go but I’m finding all this very helpful. I was wondering what you’re thoughts are on using the Masterwork II Weapon set. The Brightsilver bow and titansteel tabars? With this potentially stacking up to 10% incoming/outgoing damage buffs, seems better than the trailblazer set bonus. I suppose you could only ever count on 2% though since you can’t control what others use. But wouldn’t the defense overcharge prevent you from getting the offense overcharge sometimes when using trailblazers?

    • August 24, 2017 at 11:12 am

      Masterwork II weapons are good its just relying on the fact that you will need at least 2 others running them for them to be better than trailblazers which is why I don’t recommend spending millions on them when you could buy things that will help you out even more. plus due to the fact that I spent so much time grinding for the trailblazers unless I know I will be running with the same group then I will invest in MWII. if you have a group of friends then by all means get the MWII between you and youll be fine

  • August 27, 2017 at 10:28 pm

    I’m planning to follow this guide but I think i’ll go for the Lostmauth set. Good job!

  • Mike
    September 15, 2017 at 4:41 am

    Hey! I have air(legendary), earth, fire archons (epic) , siege master´(Blue) and wild hunter, i have equipment 3 for the wild hunter or the sellsword blue, and the dod epic rings for the archon, do you recomend me get off wild hunter for sellsword, and for my active i have the air archont, what you recomend me?

    • September 15, 2017 at 3:08 pm

      Sell sword is good if you have the gear for it as it has the shred ability at blue, if its not blue dont use it. if you lose stats swapping to the sell sword dont switch or if you can make up the stats then that would validate a switch, but with mod 12 the shred companions are not as good as they were if you are in a high debuff group.

  • Brummeyer
    October 2, 2017 at 11:44 pm

    Hey what’s up EA?
    Anything you’ve changed for mod 12?

    • October 3, 2017 at 9:23 pm

      as of yet, no nothing has changed. other than the new gear and boons not much will change in mod 12. currently i have made 0 progress with mod 12 but once I do ill update asap.

  • Pjgg78
    October 11, 2017 at 1:42 pm

    Hi Elven Archer
    I know it’s not considered a recommended/optimal race for a HR, but if wanted to go with a human HR, only having 2 bonus points to spend in the stats roll, should i go for a 20 DEX 13 WIS roll or should i balance it a bit for say 19 DEX 14 WIS?
    The 3 extra heroic feat points i assume would be best invested in taking 5/5 Predatory Action and 3/3 Scoundrel Training?

    • October 12, 2017 at 2:37 pm

      Human can be good if done right, I would go for 20 dex no matter the race its 2% damage just by having it at 20 over 18 (you cant get 19) with the extra feat points you can go for more damage or if you feel like you might need it added defect for more tanky play if you are ever going to pvp or solo stuff.

  • Sav
    November 2, 2017 at 12:31 am

    Im using exactly what you are and i have followed your build from start to finish and im only getting 87% crit chance. I have the same companions same enchantments same gear and im not even close to 100% crit. Note im almost 15k IL as well. Sorry to say but the build isent working.

    • November 4, 2017 at 12:11 pm

      My build isnt something you should follow 100% its a guideline, change things to fit your stats, add more crit to your companion or more crit to yourself, if you were using the exact same setup as me you would have the exact same stats.

  • November 7, 2017 at 6:31 am

    Ooops so skyblade kobolt is useless on trapper build? Or I read it bad?

    • November 10, 2017 at 12:14 am

      read that correct, its useless in the way you would want to use it. if you did go with an alternate route you can go with crushing roots but then it only works on trash mobda and you lose dps by swapping out either atop or aots and since aots gives 17% damage per stack when feated (I think thats the number close to it) you wouldnt want to swap that and since aotp gives 8% damage at max with the off hand + permanent combat advantage uptime. swapping either out for a 5% increase only to lose dps its not a good idea.

  • Big daddy sauce
    November 13, 2017 at 11:02 pm

    Hey, can you explain why a lot of people run Pathfinder over storm warden? Stormwarden has the class feature Twin Blade storm which makes you do an extra 16% (at lvl 4) damage whenever you hit more than two enemies. I really need to know whether or not I should respect to pathfinder. Thanks in advanced for the reply.

    • November 14, 2017 at 4:01 pm

      the damage from careful attack outweighs that 16% only on two or more enemies. careful attack does an insane amount of damage which is what makes pathfinder better than stormwarden. Careful attack is the third highest damage dealer for a HR behind thorned roots and plantgrowth, it does more than 16% of the total damage and seeing as twin blade storm only does 16% on multiple targets pathfinder is the way to go.

  • Big daddy sauce
    November 15, 2017 at 10:39 pm

    One more question! What’s your opinion on putting 15 points into the combat tree for that slight increase in crit severity and that damage boost to encounters from landing criticals? Have you ever tried that before? If so, was there a huge difference on the cooldown timer?

    • November 16, 2017 at 1:36 am

      No huge difference on cooldowns, but It was noticeable. the downfall to running with that feat is having to drop 3 feats from trapper. all the trapper feats work too well together to remove. the crit sev feat isn’t alot of damage for the loss of 10% crit chance. I would highly advise against taking that root (see what I did there?, okay I’ll see my self out)

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