Q:
Which build is considered 'better'?
I’d say use whichever works best for you but try replacing shortbow with sword/torch. The burn uptime will last throughout an entire fight with offhand training and you will gain a lot of survivability through the evades, and the leaps through your water field.
LGN
the best build is the one you can play.
Currently @ some T1 server in EU
So trapper it is! Any basic trapper tips someone could give me?
So trapper it is! Any basic trapper tips someone could give me?
I haven’t played trapper in a long while. I tried it for a few matches two weeks ago or so, but didn’t really like it… Though saying that, I’ve not really felt like playing condi on ranger in general for a while now. :P
Anyways, here’s my two cents:
Trapper is great at condi spiking, but has to give up at least two utility slots in return, meaning you have fewer defensive cooldowns compared to other builds, like Condi Survival. The heavy investment into Skirmishing for the sake of your traps also reflects that. You want to keep the focus off yourself as much as possible, because of that. You’ll likely do good in team fights on the nodes, as the traps can force people off or suffer massive damage. That’s probably going to be one of your main tasks: just apply constant pressure onto the point with your traps and Torch #5. If you rotate smartly, you can keep the point covered in a fire field for a good time. It’s probably still not going to touch Warrior’s LB firefield, but it’ll still work good enough. With the upcoming buff to the torch, it might increase effectiveness a bit, depending wether or not off-hand training will still increase the radius after the base recieves its buff.
The traps can be used well defensively if you’re being pressured by melee, but it’s a bit trickier with ranged opponents, since the throwing speed of the traps is rather sluggish.
If you’re assaulting a side node 1v1, a tactic I’ve seen work well against a defender is hit and run. Go in, spike, and get out if they’re not quite dead yet. Kite them a bit with shortbow, if possible, then go in again for another spike. Of course, this depends on what sort of class is defending the node. If your spike pressure was big enough to force them off the points, allowing you to decap, that would be even better, but don’t stay on point to fight 1vs1. You want to keep up that hit and run tactic, so if they come back, ease off the node again and prepare for another strike.