Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
I hate making these threads because there’s always someone that will criticize every aspect of the build just because they can. However, I want to share it with the community because of how overwhelmingly well it has worked for me. If you would like a build that has heavy damage, is great against thieves and has 1.1k regeneration per-second, this is your build.
Important notes
Cave Spider F2 is very useful. With this build, you do not inflict vulnerability or weakness so these two conditions will come from your spider.
Use your heal when you reach about 80% of your health, it will restore large chunks and by the time you need to use it again it should be off cooldown. I may be mistaken, but “Nature’s Bounty” seems to effect the duration of the regeneration applied by the runes. The reason for using Dwayna runes is to enhance the healing given by Troll Unguent by adding regeneration on top of it.
Stacks and food buffs are very necessary for this build. The major flaw with it is that without stacks your conditions will do significantly less damage, so it is important to try to gain them before getting in to fights. Without food you will have 0% condition duration, so if you would instead like to spec 2 in to Marksmanship you can do so.
A low HP pool means that you can’t get greedy. You have a fair bit of toughness and very high regen, but you’re not invincible. So remember to dodge accordingly and avoid being stunned since your only way to counter that is via a passive trait or activating Rampage As One.
Don’t camp one weapon set. When I’m in a fight, I will often swap between my weapons almost immediately after they’re off cooldown. This allows for maximum condition application and very high poison uptime, which is important against anyone who uses a lot of regen (Eles, healing sig Warriors, etc).
And lastly, this build is also surprisingly awesome in ZvZ’s. If you’re not trying to frontline and know how to dodge, you have lots of regeneration to endure the damages and lots of AOE’s for tags. With axe #1 and throwing traps all over the place, you should get plenty of bags, I know I do!
Disclaimer
I understand that this build is not for everyone. If you think there are ways to improve it please do so, but to be honest I would prefer it if you kept criticisms to yourself only because I have had very little problems with this build ankitten ot looking for improvements.
You don’t need a sigil of corruption on both sets of terrestrial weapons. You can swap weapons on land and keep your stacks. It’s just swapping between water and land which will destroy your stacks (which you covered.)
I’ll just give my personal thoughts about your build:
- You don’t need Viper’s Nest, you have SB #2 and Spiders poison, so is pretty much near perma poison. I’d swap it for Frost Trap, this will allow you to kite even better and zone out some thiefs along with other traps.
- You don’t have a mobility weapon, i’d swap your axe for sword since your SB is more than enough to apply bleed.
- And you have perma weakness on your Axe #3.
If u ever want to change ur build and try something deferent but still every interesting to play with , try this build:
Dire weapon’s + set and apotechary accesory +back , instead of Sharpened Edges use Primal Reflexes for more evade’s.Shared Anguish have to long cd , so instead of that use Vigorous Reneval , also for more evade’s.A/T switch with S/D , for more mobility and survability.10 point’s in Marksmanship because of Keen Edge + 10% condi duration.For sigil’s : S/D Geomancy and Hydromancy , SB Geomancy and Agony , for Rune’s :Undead or Traveler depend’s on how much money u have.I also wouldnt use 3 trap’s , i would change Viper’s Nest with Signet of the Wild.
Btw ur build is good , but this build will give u something that ur build doesnt have , better survability and u will be able to do 1vs2 1vs3 1vsX when u know how to play with it.
If u ever want to change ur build and try something deferent but still every interesting to play with , try this build:
Dire weapon’s + set and apotechary accesory +back , instead of Sharpened Edges use Primal Reflexes for more evade’s.Shared Anguish have to long cd , so instead of that use Vigorous Reneval , also for more evade’s.A/T switch with S/D , for more mobility and survability.10 point’s in Marksmanship because of Keen Edge + 10% condi duration.For sigil’s : S/D Geomancy and Hydromancy , SB Geomancy and Agony , for Rune’s :Undead or Traveler depend’s on how much money u have.I also wouldnt use 3 trap’s , i would change Viper’s Nest with Signet of the Wild.
Btw ur build is good , but this build will give u something that ur build doesnt have , better survability and u will be able to do 1vs2 1vs3 1vsX when u know how to play with it.
I personally don’t like shortbow for WvW, because enemy will be always facing me and i won’t be able to make him bleed with SB #1.
I don’t think is worth take Apothecary gear for signet of wild only.
I’ve always found traps and regen difficult to blend, though that doesn’t mean it can’t work. I like your build mostly, and I very much agree with your choice to maintain precision in the build. It’s very tempting to drop it when you’re trying to cram another stat (Healing Power) in.
Anyway… This is my contribution to the idea:
By taking HS we gain very high regen up-time, even without Dwayna Runes. I prefer this because it frees up the Runes for things like Travelers or, given the coming changes to Entangle I put Lyssa in there. The combination on HS and the Lyssa Runes also largely solves the longstanding problem Trapper builds have with conditions, as we will have a nice burst cleanse every 48s with Entangle and more constant cleansing with HS (for both us and the pet, which is nice when using EB).
I’ve also swapped to the S/D setup over A/T. Personally, I much prefer this because Flame Trap has such a low CD that the torch often feels wasted to me, and the survivability S/D affords you is considerable. Other benifits include a leap finisher for HS, as well as enough Poison application to no longer need Viper’s Nest (for 1v1s at least), which leads me nicely into dropping Vipers Nest for a stunbreaker.
Overall, I feel the setup is much more balanced, and although it does lose some of the DPS that the Axe2 gives, I think it’s a minor lose when looking at the defensive gains^^
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