power trapper ranger
I’d Run Remorseless with Trapper runes for Contunious Vunrability stacks then that allows you to stack Vun against as many targets as you like without breaking combat.
since your Using Traps on a cycle , change frost for Fire (for some burn uptime and group fights to provide a quick field to blast or leap through followed up by Poison trap)
Trap>stealh>Barrage (cripple + Vunrability stacks)
round 2 Huntershot>trap>RF
Round 3 PBS>Auto>auto>Trap>barrage.
more Aoe Vunrability.
consider taking Spike or flame trap , instead of poison trap if you run S+D.
doing so increases your chances of doing damage , since you are planting traps that does lead to a LB dps down time more often and kinda makes Rtw less useful.
in this case LB would be a Secondary weapon and the main set just as you said ether GS or better S+D (i say for Evades since its still a Squishy build prone to Aoe’s)
apart from that these new Runes look so much fun (i wish the Recipe would drop for me)
I like it a LOT
Hey Messiah o/
I almost wonder why bother with the trap traits. I know the lose of the 20% CD reduction would be a pain, but if you dropped them you could go 6 into WS and get EB to help with your condition problem.
Something like this:
http://gw2skills.net/editor/?fNAQJATRjEqUva7KusQ1ag9gadAUAnd7h4G2BWXwFXdUF-TVCEABQcEA4e/BCuAAbpEkJlfG8AAYR9nO0FAwhAgUADsFA-w
You keep the same DPS this way, but trade some Health for Condition Damage.. but by switching to Flame Trap over Vipers you keep a really short CD trap so well as being able to make some fair use of the extra condition damage when fighting in melee range.
Also, strange food choice. I didn’t change it but it strikes me as odd.
Gunnar’s Hold
Traps are to weak without the traits imo. Especially to small aoe. (the grandmaster trait, is necessary imo) to make them viable.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
The point of this build is not to use the traps as damage though, it’s to use them primarily to stealth. That means the lost of the condition duration on them is pretty irrelivant, and the CD reduction is a shame but not that bad (consider that even with CD reductions that Mesmer and Thieves stealth utilities are all over 30s CD – longer than an untraited Frost Trap).
Losing the ability to throw them is a possible issue in regards to the Flame Trap, as it makes it unusable as an escape once in melee range, but as long as you manage your rotations well and use Hunter Shot / Frost trap when they are close and Flame trap when they are far then that should be no problem either, and making these change fixes the biggest weakness in the original version on it – condition removal.
Gunnar’s Hold
thanks guys for the tips
so far this build par with the shatter mesmer and the thief as i manage to take them without them being able to spot me so i always put them 5-10% hp with just 1 rotation
as cufu said i dont use my trps for dmg rather than to gain stealth and reposition myself on new location being able to burst again
the food is something i am playing to see if i can get more dmg 10% while moving but not a must as -40% condi duration
so far conditions build like p/d can take me down easily as they SR when they low and burst me again if i am not running away . but necro/engi will have hard time
i took out trapper expertise and change it to quick draw – this way if i am range the trap will be on my feet so give me time on stealth and i gain more skills use with LG
in group fight (so far tested it with pugs) its good build which make you the perfect sniper – shoot go stealth and shoot again from new location. i may not down players but they will go heal at the back while not contributing to the group
i hope i can make video of it