Jumpypuppet's Spvp/Tpvp trap ranger guide:

Jumpypuppet's Spvp/Tpvp trap ranger guide:

in Ranger

Posted by: YA BOY THE KID.2743

YA BOY THE KID.2743

At friend’s suggestion incorporated the “spoiler” formatting feature

I noticed that when I was trying to put together a trapper build it was very difficult to sort through all of the results, whether on youtube or on the forums or elsewhere. Since I couldn’t find many solid guides I ended up receiving most of my advice via word of mouth.

So I set out to make a guide of my own. This will be a guide for an spvp/tpvp ranger with an emphasis on condition damage and point control through traps.

I’ll be covering skill choice, trait choice, rune choice, pet choice, weapon choice and strategy. I want to emphasize that what I’ll be showing you is my build, which has worked for me specifically. I will try to cover some variations that I’ve seen but for the most part what you will be reading are my personal skill and trait choices. Lastly this is a work in progress so I’ll likely be adding to it in the future. Let me know if there is something specific that you would like me to cover. Thanks for reading.

First, the TL;DR:

TRAITS: 0/30/30/10/0.
SKILLS: spike trap, flame trap, healing spring. Third skill viper’s nest, signet of renewal, signet of the hunt or protect me!.
WEAPONS/SIGILS: Shortbow + Sword/Torch. Hydromancy + Energy/Smoldering
RUNES/AMULET: Undead set. Rabid amulet.
PETS: Wolf, Krytan Drakehound/Alpine Wolf

Turn off autoattack (to prevent sword rooting) and enable smart casting (for placing traps).

Let’s move on with the explanations:

TRAITS

I run 0/30/30/10/0.

•Why these trait lines?

SKIRMISHING:
Gives you a not-insignificant damage boost by way of increasing your precision and critical damage. However, the main reasons to spec fully into this line, and the reasons that basically every trap build incorporates skirmishing, are the major traits.[/spoiler]


Pet’s prowess (pets deal 30% more damage on critical hits). This is one of the ranger’s best overall dps boosters, no matter the spec, and is available with minimal investment into skirmishing.

Trapper’s Expertise: (Traps use ground targeting and are 50% larger). This skill, especially combined with trap potency, is an obvious choice. Ground targeting by itself is useful, and the increased size of the traps means that opponents are less likely to dodge roll over your traps, even unwittingly. It also allows you to deny entire areas (node entrances and exits, for instance).

Trap Potency: (Conditions caused by traps last twice as long and traps recharge 20% faster). This is the skill that makes the build and it’s pretty great for obvious reasons.


You’ll be getting swiftness and fury on weapon swap, and 10% increased damage while flanking. Fury is, of course, always nice. While the swiftness might not seem like much, I’ve found that swapping weapons at the right time, especially while chilled or crippled, can give you just enough speed to get away. And since I run condition damage with shortbow, I’m always flanking whenever possible.

WILDERNESS SURVIVAL:
Pumping WS directly improves two of the trap ranger’s most important stats: toughness and condition damage. That alone is enough to seriously invest in the trait line, but here, as in skirmishing, there are major traits which are almost indispensable.

(edited by YA BOY THE KID.2743)

Jumpypuppet's Spvp/Tpvp trap ranger guide:

in Ranger

Posted by: YA BOY THE KID.2743

YA BOY THE KID.2743


Vigorous renewal: (Gain vigor while using a heal skill). While this build has a lot of toughness, you’ll go down fast if you just take hits. One of the ranger’s biggest strengths is our evasiveness, and I would argue that the primary mechanism we use to stay alive is, regardless of build, evade. Vigor on heal allows you to dodge more, and as I’ll explain, dodging is good.

Martial mastery: (Sword, greatsword and spear skills recharge 20% faster). I went through an indecisive period regarding this trait slot but I think, given my weapon choices, the sword cooldown reduction is ultimately the best choice. There are two main reasons for this: First, that shorter CDs on sword 2 and 3 allow you to evade more often. Second, the shorter cooldown on 2 specifically grants you repeated access to a few pretty devastating combo fields: namely the burning field when leaping through a flame trap and the water field when leaping through a spring. I can usually leap through spring 2-3 times before it runs out, healing for around 1500 each time.

Empathetic Bond: (Pets periodically take conditions from you) OR Barkskin: (take 30% less damage when under 25% health.) This is your call. I tend to swap them out depending on the enemy team comp. Something to remember is that while we’ve got a healthy amount of toughness with this build, our HP pool is low and we have little access to condition removal apart from healing spring. That means that conditions will be especially effective against us. If you think you’re going to be up against a condition-heavy team, empathetic bond is worth the slot, even post-nerf.

However, if you’re not: barkskin is also a great skill. I also recommend using it if you’re just starting out with this build. These days I run EB more often than not, but in the beginning I felt very squishy and didn’t know why. (“I have so much toughness! How am I dying!”) When I tried Barkskin I felt a great deal more durable, and though I no longer use it as a training wheel, it’s still a great skill that I like to make use of when I’m not fighting condition-heavy teams.


The 3 minor traits in Wilderness Survival have incredible synergy with this build: protection on dodge roll, 50% increased endurance regen, and 5% greater damage when above 90% health.

Here’s why these traits are so great: I mentioned that most of our survivability comes from evading: the endurance regen enables you to dodge more. Meanwhile the protection will reward you for doing so (it also procs on sword/dagger evade). Finally, as your major strength is your ability to begin fights on your own terms (that is, with the enemy bleeding and burning before they get to you), you can make great use of the damage boost, because although small it allows you to frontload some of your damage.

NATURE MAGIC/BEASTMASTERY: Skirmishing and Wilderness survival are found in most, if not all, trapper builds. There is some deviation in terms of major trait choice and how many points to invest but those two lines are almost always included.

That leaves Nature Magic and Beastmastery. (I have heard of people putting points into Marksmanship for sharpening stone but since I haven’t tried it I won’t be covering that tree).

NATURE MAGIC: This is what I put my points into, mostly for the vitality, which helps make me feel less squishy, and for the regen at 75% HP. I take Nature’s Bounty (Regeneration you apply lasts 33% longer). While this build isn’t as regeneration-focused as a regen BM build, I still find the regen duration useful, especially combined with this tree’s first minor trait, Rejuvination (Gain regen when your health reaches 75%).

The only other trait I’d consider taking in this tree is Circle of Life (create a healing spring on death — technically upon getting downed). How useful it is will depend on how often you find yourself downed in teamfights. Since our only real defensive stat in this build is toughness, the vit --> power conversion trait doesn’t do much for us. Since I use wolves, the boon duration does nothing, and spirit health is lackluster considering that apart from the situational use of spirit of nature, spirits are largely not viable in tournament play.

(edited by YA BOY THE KID.2743)

Jumpypuppet's Spvp/Tpvp trap ranger guide:

in Ranger

Posted by: YA BOY THE KID.2743

YA BOY THE KID.2743

BEASTMASTERY: Your other option. While beastmastery doesn’t offer vit or regen, you will be burst healing for more per spring and regenerating for more per tick, albeit only slightly, if you invest in BM. Your pet will be hitting harder and tanking more, also, and if you’ve spent some time playing the ranger you probably realize what invaluable companions our pets are.

MAJOR TRAIT:
I think there are only two choices here: Speed Training (pets recharge their skills 10% faster) and Commanding Voice (Pet F2 skills recharge faster). One of the major things that your pets provide in a pvp environment is CC. If you’re using dogs, that usually means that you have a knockdown (all dogs) and a fear (wolf f2) on hand. Speed Training nets you more frequent (though uncontrollable) knockdowns, while Commanding Voice will let you get your fears, chills, immobilizes, etc off more often. I’d give the edge in this case to Commanding Voice since that fear, especially when downed, is often a lifesaver.

MINOR TRAIT: Zephyr’s speed (You and your pet gain 2 seconds of quickness when you swap pets). Quickness got a hard nerf, yes. The 2 seconds of it that this skill provides are not usually enough to finish whatever action you started (resurrecting, stomping, completing a long channel). But even post-nerf, it’s great, and having access to it every 20 seconds can make the difference in a clutch situation.


1. Flame Trap and 2. Spike Trap. These are your main damage dealing traps. They’re great for denying areas, setting up combo fields, kiting and holding points.

3. For my third utility I go with one of four skills:

- VIPER’S NEST: Poison is an invaluable debuff to apply to an enemy class heavily reliant on healing (elementalists and guardians come to mind). With my usual weapon set I have access to only two short-duration poison procs – sword 3 and shortbow 2 – which, if timed incorrectly, can mean that your enemy will have an opportunity to heal when it runs out. Additionally, since I frequently find myself using sword 3 for the evade more than I do for the poison proc, it’s not always up even when I do find a good window in which to apply poison. Viper’s nest solves both of these problems: it’s a second poison proc, which means that even if you whiff your sword 3 or use it to evade, you can still save your nest and, with proper timing, debuff your enemy’s heal. It also lasts for longer than sword 3, providing they are hit with each pulse, while simultaneously dealing respectable condition damage.

I take viper’s nest when I know I’m going to be guarding a point for most of the game, or when I’m going to be fighting healing-reliant classes. Having a third trap affords you that much more control over a point, that much more area denial, plus all of the advantages mentioned above that come with having more poison procs. The problem with nest is that by taking a third trap I know I’ll be sacrificing my mobility unless I take warhorn or signet of the wild – and I do not recommend swapping out spike or flame trap for any other skills. So if I’m guarding henge and immediately needed at keep, or guarding temple and gate gets zerged, it’s unlikely that I’ll make it in time.

SIGNET OF THE WILD: I take it when I know I won’t be guarding just one or two points. Choosing signet of the wild allows you to do what viper’s nest won’t: namely, roam effectively. Added movespeed helps you back-cap your opponent’s home point more often; make it into skirmishes more often; and recover more quickly after dying and respawning. It also has some use in that it gives your pet a much-needed boost in a game where pets are depressingly easy to kite. However, this signet has little use outside of its utility: the active is fairly weak (although you can preload it by casting it as the match begins) and it won’t help you in a 1v1.

(edited by YA BOY THE KID.2743)

Jumpypuppet's Spvp/Tpvp trap ranger guide:

in Ranger

Posted by: YA BOY THE KID.2743

YA BOY THE KID.2743


PROTECT ME: This skill is fantastic. Pets are beefier than you might give them credit for, even when untraited. Consequently, they can take some abuse. Protect me affords you 6 seconds of total damage mitigation. It’s best to use this before or during a big, predictable burst: for instance, warriors using hundred blades or thieves backstabbing out of stealth. In general, as a trapper, though you’re not as beefy as a bunker would be, if you’re able to outlast a burster’s burst and survive intact, you will likely win the fight. Protect Me is perfect for this. I take it when I know I’ll be up against classes that are heavily reliant on burst.

SIGNET OF RENEWAL: This is one of the few ranger signets with a decent active (pulls all nearby conditions to your pet). If you run renewal, empathetic bond and spring all at once you will laugh at conditions. Great skill to use vs. a condition-heavy team. Pairs extremely well with empathetic bond.

4. For my heal I take what is probably the most commonly-used ranger heal: healing spring. This is for two main reasons: first, the (admittedly sparse) condition removal that it provides, given that both rangers and high toughness, low HP builds are generally weak to conditions; and second, the water combo field it provides. My favorite is probably sword 2 through the spring: on the forward leap I heal for 1300-1500.

5. Your choice of ultimate comes down to personal preference, though I find that entangling roots works very well in combination with bonfire. Rooting someone (which applies a heavy bleed) and then using bonfire where they’re stuck will deal a lot of damage very quickly. Just be sure to use the roots after they’ve blown their escapes/stunbreaks or you’ll have wasted it.


- I use a Rabid Amulet, mostly for the condi damage and toughness. If you haven’t noticed already these 2 stats are the core of my build and the toughness from the rabid amulet synergizes nicely with the bonus from a full set of undead runes. Another decent choice is the carrion amulet, since it’s the only other amulet with 798 condition damage. If you’re feeling vulnerable due to your low HP pool the vitality from the carrion amulet can help, although you lose out on some condition damage by way of the toughness to condi damage conversion.

- Full set of Undead runes. These alternately provide toughness and condition damage, with the full set bonus converting your toughness into condition damage. The stats are nice but the set bonus is, I think, what makes it.

- An alternative to undead runes that a fellow trapper (and admittedly better player) I team up with frequently swears by is 2 of each of the +condition duration runes. That is, IIRC: 2 of Lyssa, 2 of Afflicted, and 2 of Nightmare. I haven’t personally been able to roll with these runes because the severe loss of toughness, but if you feel confident enough to take the survivability hit the increased duration from these runes means that you will be dealing that much more damage in total for that much longer.


1. Shortbow: Many of you reading this probably already use the shortbow. It’s one of our most popular weapon choices, and for good reason. It has on-demand poison, which as I’ve explained is very useful and benefits from your condition damage. Unlike viper’s nest you can also use it on downed players to slow their res time. It has an interrupt and an evade — two of the best things you can ask from any weapon — as well as an autoattack that benefits from your main damage stat (condition). The cripple can slow runners and help your pathetically-easy-to-kite pet land some extra hits. All in all it syngergizes very well with the class and playstyle as a whole.

(edited by YA BOY THE KID.2743)

Jumpypuppet's Spvp/Tpvp trap ranger guide:

in Ranger

Posted by: YA BOY THE KID.2743

YA BOY THE KID.2743


2. Sword: I believe that, in the ranger’s current state, the sword is basically indispensable in spvp/tpvp. Not only does the autoattack chain, with its cripple, help you stick to someone like glue, but the evades on 2 and 3 mean that you can freely accomplish the exact opposite and get the hell out of a sticky situation. As I mentioned earlier, though you’ll have very high toughness with your runes, traits and gear, the real source of damage mitigation in this build comes from dodges and evades. The sword is worth taking for the evades alone.

3. Torch: I take the torch for one reason: damage. It does a TON of damage when used properly. Misplace your bonfire, however, or throw your torch at the wrong moment, and that damage will be wasted. It’s a relatively straightforward offhand with a few quirks; get them down and you’ll watch people melt.

4. Runners up: dagger offhand and axe mainhand, in that order. Dagger offhand gives you yet another source of poison and, more importantly, another evade. I use it occasionally but typically find myself missing the burn damage and combo fields from the torch.

Axe is a strange weapon. It’s ranged, but not as much as shortbow. It’s also got a slow autoattack, so its sustained single target DPS doesn’t match up to the shortbow, either. However, the axe bounces between targets, so in a small engagement you can deal damage to two or three people at once, unlike the sword or shortbow which are solely single target weapons. Axe 2 is a solid condition damage skill, while axe 3 gives you chill without having to use a chilling pet or frost trap.

I don’t use the greatsword. I think the evade on autoattack sounds great in theory, but underperforms in practice. I also think it’s better suited to a power build. Overall I think it still needs some buffing if it’s to perform on par with the sword.


You probably already use canines or have noticed that a good percentage of rangers in spvp/tpvp use them. The reason for this is that dogs are one of our most well-rounded pet species, especially without any sizable investment of points in beastmastery. They’re survivable, do decent damage, and provide excellent utility. The wolf’s F2 fear, for example, is one of the best pet F2s in the game. It can get someone off a point for long enough to decap it; it can prevent a stomp; it can prevent a rez; etc. The other big thing that dogs bring to the table are their knockbacks. It’s difficult to control exactly when they do the knockback (theoretically it should happen when the pet is activated, though this isn’t always the case) but it’s always helpful when it does happen.

I switch between Krytan Drakehound and the Alpine Wolf for my second pet — to be honest, I still haven’t decided which is better. While a hard CC like the drakehound’s immobilize might seem obviously better than a soft CC like the alpine’s chill, it’s important to take into account that chill lengthens enemy cooldowns in addition to slowing their movement. A good trick is to chill right after an opponent uses their heal, or right after an elementalist swaps out of water form. Which pet you use, like many other aspects of this build, will ultimately come down to your personal preference, though I do not recommend swapping the regular wolf out for anything else.

(edited by YA BOY THE KID.2743)

Jumpypuppet's Spvp/Tpvp trap ranger guide:

in Ranger

Posted by: YA BOY THE KID.2743

YA BOY THE KID.2743

HOW TO PLAY:

Ah, the important part. You’ve got all these skills, traits and weapons — but how do you use them?

You will most commonly be holding points. The first step is, perhaps unsurprisingly, trapping the area (this is a trap build, after all). Your first instinct will probably be to lay them directly on the point; this works, but isn’t always ideal for a few reasons. First of all, savvy opponents who see a ranger on a point will almost always dodge roll onto the point. If your traps are there, all on top of one another, that’s the entirety of your initial burst wasted. What is often better is to lay them slightly off point so to catch an approaching enemy off guard. In a lot of cases, if an opponent gets hit with 3 traps that they didn’t expect and see their HP start to rapidly decline, they will panic and either turn around or fight poorly.

Sometimes placing the traps off-point can backfire, such as near the temple on the Temple of the Silent Storm. If you put the traps on the staircase leading up to the temple and they jump down from the side entrance, you’ll have wasted your traps. For this reason at that node I usually just place them on the point. It will be up to you to take note of your opponents’ behaviors and place your traps accordingly.

Once you set up your traps, another good thing to do is set yourself up. Many points have a ledge, staircase or rock that is accessible in some way — for instance, the staircase at Mine, the balcony at Temple, the upper ledge at Henge, the ledges at Keep, the staircase/pipe at Mansion/Windmill, etc. A good strategy is to place your traps on or leading to the point itself, then post yourself up on one of these ledges. This is doubly effective if you can prevent the enemy from seeing you. I mentioned before that opponents will often panic if they run into a trap or traps that they didn’t expect; it messes with them twice as much if they run onto a seemingly empty point only to eat traps and a faceful of arrows from someone they didn’t see.

Like the off-point trap placing, however, this strategy can also backfire: for every second they are on the point and you’re not, they will be decapping your point. In close games you won’t want your point decapped even for a few seconds. For this reason I only recommend finding the high ground if you’re confident that you can A) dispatch your opponent quickly or B) Get them off the point for long enough that you can prevent them from decapping (usually via the wolf’s fear).

So, your traps are set, you’re set, and you see an enemy coming: what’s next? The first thing I do is sic my pet. The pet F1 range isn’t as perfect (I’d love to be able to sic my pet on the enemy base while capping quarry or waterfall, for instance) but it’s fairly solid. If you can tell that someone is headed for the point, send your pet out. With any luck, they will get in a few hits before the enemy reaches you. Remember, a huge part of what makes traps good is that you’re able to begin the fight on your terms. You have the potential to deal a huge amount of damage to an opponent before they can retaliate. So anything you can do to add to that initial damage will help, including sending your pet out when you see someone.

By the same token I like to engage with the shortbow: try to plink away while they’re making their way towards you, using 4 to cripple and 2 to do a little poison damage. With any luck they’ll hit all 3 of your traps and be bleeding, crippled, burning and poisoned by the time the fight actually starts. I continue shooting with the shortbow (always attempting to flank) until they’re actually in my face, at which point I use 3 to evade if it’s still up and switch weapons.

(edited by YA BOY THE KID.2743)

Jumpypuppet's Spvp/Tpvp trap ranger guide:

in Ranger

Posted by: YA BOY THE KID.2743

YA BOY THE KID.2743

Once you have your sword out you want to walk a delicate line between dealing and avoiding damage. Your autoattack chain has a cripple; try to at least reapply it when it wears out so your pet has an easier time of getting hits in.

Whenever possible, use sword 2 to get a combo field buff. Leaping through a healing spring heals for about 1.3k; leaping through bonfire or an activated flame trap will grant fire armor. Several of your shortbow skills are also projectile finishers. The biggest thing, IMO, is to always leap back and forth through spring on cooldown. The combined 2-3k hp can save your life.

I RECOMMEND EVERYONE WATCHES THIS VIDEO, ESPECIALLY THOSE WHO DON’T LIKE THE SWORD BECAUSE OF THE AUTOATTACK CHAIN “ROOT” http://www.youtube.com/watch?v=ZbNuv4T8J1I IT EXPLAINS IN GREAT DETAIL HOW TO USE THE SWORD PROPERLY

You want to deal damage while you have the sword equipped, but you don’t want to always be in your opponent’s face with the autoattack, especially against melee, because then you will be taking more damage than you can deal. The way you continue to deal damage using a melee weapon is through a combination of traps, evades and attacks.

Conditions take time to do their work: set your traps, apply your burns/bleeds and kite for a bit, then get in their face and deal some damage while evading theirs. Wait for trap cooldowns, set them down and kite again. This fluidity comes with practice; don’t give up and you’ll soon find yourself winning more fights than losing.

A big part of playing a condition build is knowing when to apply your conditions. Try not to stack burn on top of burn, as burning only stacks duration. Try not to mindlessly use your traps on cooldown, as if you use them at an improper time they can be immediately cleansed. As a general rule try to space out your conditions so they have time to deal damage and so that you apply them after your opponent has blown their cleanse(s).

That’s it for now. If I get time I’ll add a video component to the guide but hopefully what I’ve written so far is helpful. My character name in-game is jumpypuppet if you have questions; you can also ask them here

Jumpypuppet's Spvp/Tpvp trap ranger guide:

in Ranger

Posted by: Sebrent.3625

Sebrent.3625

Looks solid. It’s a 5 point trait change from the already known and solid build of 0/30/30/5/5.

I like it and hope you have the best of luck with it. I’m sure I’ll switch to it from time to time myself (have before … I switch pets, gear, and specs all the time).

I like how you incorporated tips, etc. into it too. Well-done.

I appreciate how much time and effort you put into this, but, for it to be more effective, you may want to work on being more concise (my RL family/friends would be laughing their tails off right now seeing me type that).

For example, we don’t necessarily need to know that you went through a time of indecisiveness with a trait. Briefly describe why you chose it and the pros/cons of it versus alternatives you considered.

Christian. Husband. Father. Friend. Developer. Gamer.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.

Jumpypuppet's Spvp/Tpvp trap ranger guide:

in Ranger

Posted by: YA BOY THE KID.2743

YA BOY THE KID.2743

Looks solid. It’s a 5 point trait change from the already known and solid build of 0/30/30/5/5.

I like it and hope you have the best of luck with it. I’m sure I’ll switch to it from time to time myself (have before … I switch pets, gear, and specs all the time).

Thanks. You say “known and solid” [spec] but when I was trying to put a build together for myself I wasn’t able to find a known and solid spec. Now whether this was due to the inadequate forum search function, or a lack of googling ability on my part, I don’t know. But I was only able to find disparate mentions of this “trap build” without any reference to the build itself. So that’s basically what I’m trying to accomplish with this guide: a base reference to “the trap build” that people can build on as they see fit.

Jumpypuppet's Spvp/Tpvp trap ranger guide:

in Ranger

Posted by: jubskie.3152

jubskie.3152

Yay! A new guide! Adding to the compilation thread!

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