Need Help min/maxing stats for Trap Build
Too be honest it looks pretty solid as it is.
You may want to consider taking SoW or LR instead of Vipers Nest, since it doesnt add too much to your build and the extra regen or stunbreaker I’d think is more valuable, but thats up to you. EDIT: If you really do want a 3 trap build, Frost Trap > Vipers Nest.
Also, try Sigil of Tormenting on the GS, the reason being it doesnt (apparently) share an ICD with Sigil of Earth like Geomancy does. Just means tormenting should always trigger when you swap to it, not jsut sometimes.
The only other thing is I think you give up too much by not taking the condition duration food. I understand you wanted to get a bit more stats but.. I think the +40% duration is more important.
But generally it looks fine to me.
Gunnar’s Hold
(edited by Cufufalating.8479)
Too be honest it looks pretty solid as it is.
You may want to consider taking SoW or LR instead of Vipers Nest, since it doesnt add too much to your build and the extra regen or stunbreaker I’d think is more valuable, but thats up to you. EDIT: If you really do want a 3 trap build, Frost Trap > Vipers Nest.
Also, try Sigil of Tormenting on the GS, the reason being it doesnt (apparently) share an ICD with Sigil of Earth like Geomancy does. Just means tormenting should always trigger when you swap to it, not jsut sometimes.
The only other thing is I think you give up too much by not taking the condition duration food. I understand you wanted to get a bit more stats but.. I think the +40% duration is more important.
But generally it looks fine to me.
+1
Also, consider Signet of Renewal; another stun-breaker and condition removal. Entangle is great too.
Hey, thanks for the replys!
I was going to use vipers for the poison to cut down on the enemys heal capabilities, though I guess only really bad players would heal while poisoned and poison volley would do the same job.
Tormenting is a great suggestion, I’ll take that up, as well as the rare veggie pizza, my crit chance only drops 3% to 42% taking that over the truffle rissotto.
Is the gear allocation fine as it is? or could I be more efficient swapping the stat allocation on the pieces about?
What is this build for?
wvw general usage, mainly roaming
Well if this is the build that you WANT then might I suggest going with this? http://en.gw2skills.net/editor/?fMAQJAVRjAVB2VWyVo2BgVBBbPyUTMZPM0xHL4TF-jUCBYiBiqAg8AKHSQMTSZtupIas6ZKq6jY6YBWKAzEGB-w
If there is no talking you out of the +Healing then this is what I would recommend. Take note of the Utility skills. If you go too offensive, you’re going to leave yourself open when they’re all on Cooldown. You need to add some survivability to your kit to avoid being bursted down.
I dropped your Runes of the Traveler because we already have that 6/6 bonus built into our design, the Signet of the Hunt. You’ll use this for getting from point A to B or whatever your traveling needs are. I’d recommend switching this out for Signet of the Wild before a conflict if you can. That will add an additional 100 or so health per second stacked with the Mango Pies +85 Health per second.
Your pets are the Fern (Your Choice) and the Wolf (Or the Drakehound/Raven.) as the Wolf provides a powerful Fear, the Drakehounds provides Immobilize and the Raven Blinds.
Your Elite should be only between Entangle and Rampage as One, I prefer Rampage over Entangle because the Entangle can be dodged, the roots have between 3 and 4k health and will never get its full duration off. The 20 seconds of Stability, Fury and Swiftness of Rampage as One is too powerful.
I also recommend Troll Unguent because you need to be proactive as this build rather than reactive, but I do understand the need for Condition Removal so Healing Spring is good too.
I saw that you wanted the Greatsword in your build so I left it, I would like to point out that since its nerf it no longer provides 6 stacks of bleed on its Maul and now provides Vulnerability. If you strictly want to use it for its escape or gap closer, I guess that’s fine on its own.
I’ve narrowed your Rune choices down the Runes of Dwayna (Since you want to keep the healing) and Runes of the Undead, which will jump that build up an additional 200 Condition Damage and some Toughness.
The reason I moved the 10 points out of the Nature Magic tree is because Pets DO NOT benefit from YOUR Boon Duration. Instead, Keen Edge will allow you to keep your Bleeds up at almost no cost to you. I also switched a trait in your Wilderness Survival to Shared Anguish because you WILL be hit with CCs and this will save your Lightning Reflexes for when you really need it.
I think that’s it for the most part..
Great post, thanks, but I have a few questions:
Why only one trap? isnt 30 deep in skirmishing, and two major traits, just for one utility a bit excessive?
The build loses four sources of regen (Healing Spring(if you go with troll), swoop+HS, OHS, Rejuvination) but gains two from dwayna runes, one on a 30 sec cooldown, is this trade off worth it at all?
You imply I shouldn’t even have any heal power at all, in a full rabid 10/30/30/0/0 wheres the defence except toughness?
Comparing the two, using yours I gain power, vitality and heal power but lose condition damage, toughness, boon duration (for myself, I realise the pet doesnt share it) and crit chance, is keen edges worth the difference?
I would be very careful about dropping Flame Trap.. burning is the most damaging condition, and with the Flame Traps low CD it adds so much to your DPS, it really is a must have unless you’re taking a torch offhand (and since you’ve said you want GS+SB thats not an option).
In answer to your qustions about his build.. Dwayna Runes should give enough regen, especially if you went 10 into NM. Without that I am not sure if the runes are enough on their own.
Healing is an odd thing to take with traps, I’ve tried it myself a while ago and didnt really like it because it just felt like trying to get too many things into one build, so in that sense the normal thing to do is full rabid and drop the healing power, but I wouldnt let that disuade you from trying it.
Idk.. I like the setting you had before (with the changes I suggested :P) more than Chulla’s, but I guess its up to you.
I was going to use vipers for the poison to cut down on the enemys heal capabilities, though I guess only really bad players would heal while poisoned and poison volley would do the same job.
Is the gear allocation fine as it is? or could I be more efficient swapping the stat allocation on the pieces about?
Poison is important.. Usually rangers get near perma-poison from S/D so its not something I pay much attention to… I guess vipers nest would help since you have neither a sword nor dagger, but I would still not pick it over LR or SoW.
Gear allocation is fine. That kind of thing only really comes into effect when dealing when dealing with Critial Damage, because depending on the armour piece its given a different “value” compared to other stats.. but in builds which dont use crit damage (or celestial gear) it doesnt matter how/where you distibute the armour.
Gunnar’s Hold
(edited by Cufufalating.8479)