Jetta’s Trapper HR Build
Hello and welcome to my Trapper Hunter Ranger Guide for Neverwinter. I have been playing Neverwinter since PS4 release and my Hunter Ranger Jetta was my first character. I am a member of Apex Alliance rank 20 guild. https://apexguildneverwint.wixsite.com/apexguildnvw
I’ve made this guide as I’m getting many requests for my build and linking this guide is easier than talking multiple people through a build.
I’ve played Trapper most of my Neverwinter career, I recently tried a Combat build was was only doing about half the DPS I get out of my trapper so switched back.
Please note this is an end game build. Some of the gear choices I’ve made are to balance up my stats. I will try to note alternatives throughout to allow lower IL character to make use of the guide.
Race & Stats
Race is a personal choice and depends on how you want to play the game. For some people aesthetics are just as important to them as stats and may influence their choice. My opinions below are stat based only (I have omitted Metallic Dragonborn as I don’t have access to that race):
IMO this is the best choice, +2 to any two stats (DEX and WIS) as well as Power and Critical Chance being 3% higher than that of other races makes Dragonborn a strong choice. The 5% more healing from all spells and abilities is pretty nice too. This is the choice I went with. Only down sides to Dragonborn is you need to buy the pack to have access and they are butt ugly.
Another strong choice, this was my choice before I bought the Dragonborn pack and race re-rolled to Dragonborn. +2 Dexterity and either +2 Wisdom or Charisma (you will want to choose Wisdom for HR). The Darkfire ability reduces a target’s defence by 10%. The trance ability to recover at camp fires twice as quickly is nice while levelling at low levels but is pretty useless at end game.
Wood Elf also allows you the +2 Dexterity and +2 Wisdom option, gives you 1% higher critical chance and 10% slow resistance.
Dexterity is your main Stat as a Hunter Ranger followed by Wisdom. When rolling you want to get 20 on your dexterity and your wisdom as high as possible to go with it. For Dragonborn starting stats should be 20 Dexterity and 15 Wisdom.
Dexterity increases Deflection Chance, Damage Bonus and AoE Damage resist.Wisdom increases Critical Chance Control Bonus and Control Resist. When levelling you want to put all bonus stat points in Dexterity and Wisdom.
Paragon path for Trapper should be Pathfinder. With the Pathfinder paragon you get the Hunter’s Teamwork/Careful Attack Power which is huge chunk of damage. I will go over this more in the Powers and Rotation section.
Predatory Action 5/5 –Daily Powers deal 1/2/3/4/5% additional damage. We are a DPS so more damage is always good and our AP bar fills up quickly.
Weapon Mastery 3/3 – Increase Critical Chance by 1/2/3%. As a Trapper you want 100% critical chance this helps towards that.
Toughness 3/3 – Increases you maximum Hit Points by 3/6/9%. When running with a paladin Aura of Courage increases your damage based on the number of HP you have.
Swift Footwork 0/5 – There are better options and if you really need stamina gain then there are other ways to obtain it.
Battlewise 0/3 – The way the combat system works in Neverwinter, if you have a good tank then threat will not be an issue. If you have a bad tank then this won’t help you.
Agile Combatant 3/3 – After Switching Stance, deal 1/2/3% more damage for 5 seconds. As a trapper you are constantly switching stances.
Endless Assault 3/3 – Your encounter powers deal 2/4/6% more damage. Trapper’s main attacks are encounter powers making this a no brainer.
Nature’s Enhancement 0/5 – While a HR can utilise Deflect as a defensive stat there are better feat options to take than this and in end game defensive stats tend to aim toward HP to buff Aura of Courage.
Lucky Skirmisher 0/3 – Same reasoning as Nature’s Enhancement above.
Scoundrel Training 0/3 – Trapper mostly use Encounter powers rather than at wills. If for some reason you have chosen Human as a race then you could put your 3 bonus feats in this to buff Careful Attack.
Disciple of Dexterity 3/3 – Increase the amount of bonus damage Dexterity gives you by 2/4/6%. Dexterity is our main stat and we should have a lot of it increasing the damage bonus it gives us is a must.
Extra Action 0/5 – AP gain gets capped easily and we have no problem keeping our AP bar full. No need to waste feat points on this.
Paragon Feats – Trapper
Fleet Stance 5/5 – When you switch stance you move 2/4/6/8/10% faster for 6 seconds. As a HR you are squishy, getting out of those
red areas is the only thing that is going to stop you getting one shotted. This can help with that. In addition if you run Longstrider’s shot (see powers section) then this will help get to the required range.
Readied Stance 0/5 - AP gain gets capped easily and we have no problem keeping our AP bar full. No need to waste feat points on this.
Deft Strikes 5/5 – You are constantly switching stance, this allows your ranged attacks to buff your melee attacks and vice versa.
Slasher’s Speed 0/5 – I never use Slasher’s Mark Daily so no points in this.
Trapper’s Cunning 5/5 – With 100% critical strike this means every attack will have a chance to apply roots
Forestbound 5/5 – Works well with trapper’s cunning above. Helps with cooldowns of our encounter powers keeping a smooth rotation
Ancient Roots 5/5 – Longer roots means more damage.
Swiftness of the Fox 5/5 – This feat is essential in keeping a smooth rotation with no interruption.
Thorned Roots 5/5 – More damage for our roots
Serpent’s Bite 5/5 – This feat works in conjunction with our Aspect of The Serpent class feature and again is essential in our DPS
Biting Snares 1/1 – Our capstone ability. AP gain, damage increase an increased root durations.
Offensive – I always run with the Power Bonus offensive guild boon. However, at lower IL if you need the Armor Penetration Bonus boon to reach your Armor Pen cap then that’s a viable option but you will want to get Armor pen elsewhere as soon as you can and switch to Power bonus.
Defensive - I run with the Lifesteal Bonus but this is only because our guild built the explorers’ guild so I don’t have access to the Hit Points Bonus.
Utility – this is personal choice, I usually go for Mount Speed Bonus.
Mounts & Insignias
Legendary mounts are expensive and/or rare but I will mention them as I run with them, but also understand they are not available to everyone.
Tenser’s Floating Disc – This is BIS as a combat power for DPS, however it’s Equip power is less than ideal for a Trapper. It is at its most powerful when used in conjunction with a power mount below.
Black Ice Warhorse/Legendary Whirlwind – Both these mounts give 4k power and work well as a second legendary mount in conjunction with the Tenser’s Floating Disc above.
Legendary T-Rex – If you are only ever going to get a single legendary mount then this a great option. It’s combat power while not BIS for personal DPS is great for team DPS and 2k Power 2k Armor Pen is not too shabby either.
Magistrates Patience: Since we should have 100% critical chance this should constantly proc
Cavalry’s Warning: This is probably the best Insignia Bonus out there.
However it can only be activated if you have a legendary mount. If you have a legendary this should be the first Insignia Bonus you choose.
Shepherd’s Devotion: this is powerful in not only buffing your defensive stats but deeding into Assassin’s Covenant not just for you but for all the DPS in your party.
Assassin’s Covenant: Increased power is always good
Protector’s Camaraderie: As above
Other honorary mentions which can be used if you don’t have a legendary mount or a mount to get one of the above five are:
Wanderer’s Fortune: Handy for getting that refinement
Gladiator’s Guile: If you need more movement speed this can help.
These should be used to pad any missing stats you need. Once you are balanced you want to use power insignias (Dominence)
Equipment & Artifacts
Since the bonding change and the higher armor pen requirement introduced in MOD12B it has become more difficult to balance stats but what you want to aim for is:
· Armor pen to 60% (85% once you start Chult Areas)
· Critical Chance to 100%
· Lifesteal chance to approx. 20%
· Once these are met stack Power in any offence slots and HP in defence slots
Main Artifact: Wheel of Elements vs Soul Sight Crystal:- I personally still run the wheel of elements, that is because the semi static group I run
with is not a meta group, we do good T9G times 20-27 minutes usually but we are not 3 shotting Orcus etc. They both don’t buff our root damage so there is no advantage of one over another there,
assuming you get your fire from the wheel then its 30% damage bonus for 28 seconds on the Wheel vs 50% damage bonus for 10 seconds on the soul sight crystal, both with a one minute cooldown. If your
fight is lasting less than 20 seconds then the Soul Sight crystal is better burst damage but for longer fights the math works out better for the Wheel. Soul sight crystal does have the added
advantage of ease of use over the wheel as well. Wheel gives 4k HP which will help buff Aura of courage while Soul Sight Crystal has less ideal stats. Choice is up to you.
Other Active Artifacts: There are many choices here, Artifacts are a good source for your Armor pen and critical chance as at higher levels most give 1k to two main
stats then a third minor buff. Choose Artifacts that make boost the stats you need but pay attention to that third stat too. My setup is as follows:
Thayan Book of the Dead: 1000 Critical Strike 1000 Armor Penetration 600 Action Point Gain
Sigil of the Controller: 1000 Power 1000 Critical Strike 600 Control Resist
Lostmauth’s Horn of Blasting: 1000 Power 1000 Armor Penetration 600 Control bonus
Total stats from Artifacts: 4000 HP, 3000 Power, 2000 critical Strike, 2000 Armor Penetration, 600 Action point Gain, 600 Stamina gain, 600 Control resist and 600 Control Bonus.
I run with the Masterwork II set: BrightSilver Longbow and Titansteel Tabars these can be expensive to buy but are currently BIS (arguably so for solo see relic below, without question as soon as one other person in your party also runs them) so other options in order of DPS capability:
Relic Set: - Trailblazer’s Longbow and Trailblazer’s Axes
Technically on paper if you are solo these perform 0.66% better than the Mastercraft weapons but that is assuming you always get Overcharge Offence and never accidently hit Overcharge defence instead and always remember to reapply Overcharge as soon as it’s up. These are a pain to restore and require multiple MSVA runs to get the components to rank them up.
River District Set: - Aboleth Longbow and Aboleth Axes
These are easier to obtain than the Mastercraft or relic sets and while not quite as good are a go to for many players who cannot afford the AD or the Time to get masterwork or relic.
Chult Set:- Teak Akqaws and Wootz Kilij
These are very cheap to obtain. They were added as an equalizer to allow a cheap endgame weapon set to be available for alts or new players. They are a good stop gap option to use while working on one of the three sets above. Some people erroneously think they are on par with the above sets since the damage numbers on the weapon are the same. Don’t be fooled by this, the set bonus is what makes the big difference
on these sets.
Head: Rex Corona
Body: Primal Raid kafe – I recently changed to this from Rex Amilicum both are similar depending on what stats you need
Hands: Primal Raid Gwanitis
Feet: Primal Assault Chamas
If you don’t have access to Primal gear yet other options are:
For head: Jarl’s Gaze (from MSVA), Guise of the Wolf clan (From mysterious Merchant with guild marks), Manticore Raid Hood, Pioneer raid tarak, Company Assault hood
For Body, hands and feet: Manticore set, Pioneer set or Company Assault set
Neck: Company Duellist Cloak
Waist: Greater Twined Rope of Dexterity
This neck and waist combo gives you +6 dexterity and +2 Wisdom on top of its Power, critical chance and Armor penetration stats. This results in a better damage increase than
any set bonus can give you. Do not be tempted by the Orcus set, it’s good for other DPS classes but garbage for a Trapper HR as it doesn’t proc with our roots.
Rings: Ring of Undead Slayer +5, Greater Ostorian ring of Hellig
My greater Hellig is not ideal, I would prefer a Greater Dod or a Dinosaur Slayer +5 but RNG has not been kind to me. They are both double offensive rings. Other notable choices are:
Ostorian Ring of Dod/Greater Ostorian ring of Dod
Ring of brutality +4/+5
Ring of the Dinosaur Slayer +4/+5
Ring of the Hunter +4/+5
Ring of Rising Power +4/+5
Shirt: Shirt of the Chultan Merchant
Pants: Pants of the Chultan Merchant
Without a doubt best in slot for a Trapper Hunter Ranger is a Dread Enchantment. There is no getting around it. Yes it is expensive as the
only place to get it is the Auction House or hope for a drop from an old lockbox the Firemane lockbox but it is a must have for trapper.
I run with the Barkshield enchantment and love it, it has saved me from one shots on many an occasion and can give that extra little time for Lifesteal to kick in. Other options are:
Soulforged Enchantment – handy for that extra life
Don’t be tempted by Negation or Thunderhead, they both require you to be getting hit to be affective and we are squishy, if we are getting hit then we are dead.
As I stated above priority is getting Armor Penetration to 60/85% and critical chance to 100% you will find your enchantments will change as you rank them up. I started with
Azures for critical chance, Darks for Armor penetration but as I got better gear and ranked up artifacts and enchantments then I started to swap for Brutal enchantments.
I run with all radiants in my defensive slots to boost my HP and buff Aura of Courage, this is because my guild does not have the HP boon so I run Lifesteal from my guild defensive boon.
You need approx. 20% Lifesteal for survivability so darks in defensive slots can help with this if you can not get Lifesteal elsewhere.
BIS for summoned companion for DPS is one of the three defence shred companions, either Con Artist, Sellsword or Rebel Mercenary. I went with the Con Artist as it was the easiest to gear with three ring slots and with the high stats that Chult rings currently give I felt gave it the edge over Sellsword or rebel mercenary.
The Shred companions get the attack that makes them so good at blue so you need to level the companion to blue before using it.
BIS for a trapper hunter ranger active companions are:
Air Archon:- Increase damage against target not at full health by 5%
Earth Archon:- Increase you damage against targets by 6% while you are at full health. You will nearly always
be at full health (or dead) and in the rare occasions you are not at full health then Lifesteal fills you up quickly
Siegemaster:- 4% increased damage all the time. 8% on the stronghold map
Wild Hunt Rider:- On encounter use 5% chance to increase damage by 10% for 5 seconds. We are constantly using encounters and the speed of our attacks means the wild hunt rider is nearly constantly procced for us.
Companions to Avoid
The following companions look good on the surface but should be avoided:
Paranoid Delusion: strangely our roots don’t actually cause a rooted effect on a mob so this bonus from this companion never procs for us
Slyblade Kobold: As above, since our roots don’t actually root an opponent this companion is useless.
Fire Archon: this used to be a staple for dps and many still use it but it does nothing for the first half of a fight and with the speed the second half of fights go with DPS using Orcus Sets etc. results in a 80% down time for this companion.
Water Archon: This has to be one of the most useless companions ever. Only effective for the first hit and that is assuming you get the first hit.
Stalwart Lion: This companion is ok solo at lower IL but should never be used in a dungeon, also goes for any defender companion as summoned.
We are DPS. If you take a lion into a dungeon at best you will likely be asked to put it away at worst kicked for it.
Power & Rotation
Active Class Powers
Aspect of the Serpent: This is the bread and butter for a trapper and should never come off. Ranged attacks buff your melee attacks and vice versa
Aspect of the Pack: Gives permanent Combat Advantage to you and your allies. If you are running solo you can replace this with Aspect of the Lone Wolf or Crushing Roots
At Will Powers
Rapid Shot:- fast at will but hardly used, I just have this on L2
as something has to be there
Hunter’s Teamwork/Careful Attack:- Careful Attack gives a big increase to your damage. Many trappers I’ve talked to who felt their damage wasn’t up to par on analysis was usually omitting Careful attack from their rotation. Don’t miss it, it’s important.
Seismic Shot: I usually use this in my rotation as soon as my AP bar is full unless it’s a long fight then see forest Ghost below
Forest Ghost: On a long fight you may start seeing your encounter cooldowns not quite there, in those situations I fire of a Forest Ghost. This only uses half of the AP bar and helps with the cooldowns. The bar fills up quickly allowing us to then also use a Seismic Shot.
Hindering Shot/Hindering Strike: - For trash mobs I have this locked onto my square
Constricting Arrow/Steel Breeze: - locked onto my triangle
Cordon of Arrows/Plant Growth:- Locked onto Circle
Longstrider’s Shot/Gushing Wound: for Boss fights I replace Hindering Strike with this on my Square
Hindering Shot à R1 à R1 à Constricting Shot à Cordon of Arrows àR1à Plant Growth à Steel Breeze à Hindering Strikeà R1 à Hindering Shot àConstricting Arrow à Cordon of Arrows à R1 à Plant Growth à Steel Breeze à Hindering Strike repeat using Seismic shot whenever AP Available
Longstrider’s Shot à R1 à R1 à Constricting Shot à Cordon of Arrows àR1à Gushing WoundsàPlant Growth à Steel Breeze àCareful Attackà R1 à Longstrider’s Shot àConstricting Arrow à Cordon of Arrows àR1à Gushing WoundsàPlant Growth à Steel Breezeà Careful Attack repeat using Seismic shot whenever AP Available. If fight is going on for a long time throw in a Forest Ghost before a Seismic Shot to maintain cooldowns