(edited by Splynter.1078)
Thoughts on my Trapper Roaming Build?
I use a trapper build with 100% bleed duration, full rabid gear, dire weapons and 0/30/30/10. I think this pretty much applies to your build too.
Pros:
*Good control
*Survivability comes from sword and weakness
*Allows for a high skill level
*Can be used for flanking zergs (small scale max 20 p zerg) thanks to spike’s immobilise
*Good catcher (thiefs, mesmers)
*Good zerg escaper (Sword 2, Dagger 4
Cons:
*Blindness is a killer
*Condition/CC engineers are annoying
The high skill level comes from which order you apply conditions.
Usually starting with burning then chill will cover quite a bit, but sharpened edges can mess it up sometimes which can make bleeds the first condition to be cleansed, but then fire will deal most damage.
There are some nice tricks for this build.
It is possible to start with flame trap and then spike trap if it hits, which will immobilise your enemy and flame trap pulses more burning on him.
Dogs…. oh boy. You can start with either cripple (dagger) or chill (and weakness from winter’s bite), sen your dog onto the enemy. The dog knocks your enemy down, you can throw a flame trap (while pressing F2), then a spike trap, dog will fear or immob or both (depending on which two you have) and you can splitblade their face for huge bleed damage!
Entangle is nice when fighting with buddies against 3-5 people. Make your enemies gather close to eachother then use entangle to trap them. Some will break free, but there is a big chance that they will get caught in the nearby vine.
Now other stuff….
Currently I have Sigil of Battle on both sets but I only ever change to sword/dagger if I’m fleeing or need to buy some time for a skill (and those situations are rare and 3 stacks of might is nothing) so I am considering changing to something else.
Your two sigils, the Earth and Blood, share and internal cooldown of 2 seconds but that will be fixed after next patch I believe.
The stats you chose is imo a little messed up. I always value Toughness over vitality if I have EB because Toughness makes every point of health worth more (not for conditions) and I have no idea how condition damage and power goes together in this build.
The trait sharpened edges is pretty much a waste here because of the very low chance to apply bleeding.
The damage spike and splitblade is a bit less then what I have but the actual damage dealt depends on how smart you play with order and how the enemy cleanses.
Healing Spring is a no go because this kind of builds require a lot of moving around.
*Running in circles around an immobilised enemy
*Rolling though warriors/guardians so they use their skills on nothing
*Avoiding necro circles
*Etc
Fighting against necros is fun because (depending on the necro) you can just run into everything they put on the ground (except fear that is) while throwing traps and doing everything you can to overload them with conditions. Just remember to swap to sword when they death shroud because I noticed it’s a waste of a skill to “kill” them in DS.
Engineers are annoying because they have a lot of control skills but are very predictable. They will most likely start with stun/daze/immobilise and then apply confusion and other annoying things. There seems to be an awful lot of engineers running with tormenting…
Mesmers play like engineers. They are going to do something big if they go stealth.
Thief require prediction to be beaten.
Please note that this is opinion and not hard fact… Anyway, that’s all I could write now. Thanks for reading!
Good luck with the new gear!