4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
So I made this build.
What this build excel is at killing enemies. It is definitely useful in the zerker meta. Plenty of people died to this while I played this. To test the effectiveness, place three traps on a each of the target golems(heavy, medium, light). Watch in awe at the power of the traps. Burn ticks for 1.5k per pulse, bleed ticks 1.1k per pulse, poison ticks 1.4k per pulse. Trap poison last 6.5 secs, Trap burn last 4 secs, trap bleed last 10 seconds. This is not including Entangle bleeds.
But, the trap isn’t the only beast of the build. Shortbow and Axe/Dagger has a short cooldown condi burst using Poison volley and Splitblade. With quick draw, splitblade and poison volley will be up even faster for more burst damage.
But this build is not without flaw though. Like all trap builds, AI are the bane of this build. A single AI will trigger your trap easily. Also, this build lacks survivability. It is very dependent on enemies going onto the defensive and then die really fast, you get only 2 extra evades with quick shot and dagger 4. It lacks mobility too.
I spared no slots for defense because, in my opinion, all the other trap builds have terrible survivability anyways. Shortbow and Dagger at least let me last two more dodges.
(edited by runeblade.7514)
Wow. Shortbow, i’m surprised.
Mainly for Poison Volley. Which does 3.1k damage every 9 seconds or 3 seconds with quick draw.
I actually run a similar build but it is for WvW. Skirmishing is the same. I took Empathic Bond in Wilderness and Instinctive Reaction in Nature Magic.
I run Rabid gear with trapper runes LB, Axe and Torch. Celestial ascended accessories. Sometimes I’ll run LB with SB but prefer LB for range. I’ll run flame, spike, and frost traps usually with entangle. However, lately I’ve been toying with Sun Spirit with some surprisingly good results.
Food is Garlic Kale and Master Tuning Crystals.
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