[Build] Druid Trapper

[Build] Druid Trapper

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Purpose: Strong 1v1 skirmisher/point holder that can pump out heals in group situations and use strong CC to condi spike with bonfire/traps.

http://gw2skills.net/editor/?vNAQJAsvCtrAXLEYEqec3gMgLgLPAA-TJhHwAPLDA4EAc4BAkZ/BA

Second weapon is staff.

Heal would be Glyph of Rejuvenation, second utility is Glyph of Equality, third utility would be Glyph of the Tides or Glyph of Alignment. Variant: Flame Trap swapped for Spike Trap or taken instead of Equality. Healing Spring over Rejuvenation.

Druid traits are:
Adept- Primal Echoes
Master-Verdant Etching
Grandmaster- Ancient Seeds

Playstyle: Use Primal Echoes to trap enemies in trap/bonfire burst. Tides may be used for rupting (heals, stomps) or pulling enemies into Bonfire/Flame Trap. Alignment can be used as a snare/damage mitigation or help condi clear. Equality may be used for rupt or group support. Quickdraw swap for Bonfire reduction or defensive purposes. Quickdraw swap on staff for escape with Ancestral Grace and or to lockdown with Vine Surge.

WS and glyph condi cleanse helps deal with condis. Regen and raw heals help sustain. SotP used when outnumbered or vs matchup where stab is needed. Celestial Avatar form when heals are needed or getting focused.

Local Charr Ruins Everything

[Build] Druid Trapper

in Ranger

Posted by: Ehecatl.9172

Ehecatl.9172

Ha! I was just thinking of a build like this. You fellows move fast with your theorycrafting.

I’d probably go with Flame and Spike trap together and Healing Spring to maximize traps. Then Glyph of Tides for the pull. With Healing Spring’s condi cleanse you wouldn’t need the cleanse from Verdant Etching, so I’d grab Natural Stride for constant, effortless perma swiftness and reduced movement impairing effects. That plus Ancestral Grace means you’ll be incredibly mobile with your trapper in case you need to rotate or return to point after a respawn.

[Build] Druid Trapper

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Ha! I was just thinking of a build like this. You fellows move fast with your theorycrafting.

I’d probably go with Flame and Spike trap together and Healing Spring to maximize traps. Then Glyph of Tides for the pull. With Healing Spring’s condi cleanse you wouldn’t need the cleanse from Verdant Etching, so I’d grab Natural Stride for constant, effortless perma swiftness and reduced movement impairing effects. That plus Ancestral Grace means you’ll be incredibly mobile with your trapper in case you need to rotate or return to point after a respawn.

Yes those would be the variants. HS is debatable, it is immobile but would probably be better for point holding. Rejuvenation is good bc it can be a strong group heal in Celestial Avatar on top of the condi cleanse. Furthermore, Verdant Etching gives the glyph cd and the extra healing as well. I’m leaning towards Spike Trap over Glyph of Equality as well. I’m waiting on the balance patch as well though to see what they decide to do to burning.

Local Charr Ruins Everything