Lucipurr’s Hybrid Trapper HR DPS build for PvE [Mod13]
My Gamertag is Nicolelg, I am the guild leader of Affinity, and I have played a Hunter Ranger named Lucipurr in Neverwinter since Mod 4. This build has been a project of mine for the last couple of years, and after browsing some of the builds others have used I figured putting this out there will help at least someone figure out their character a little better. While there will be disagreements over what is the absolute ‘best’ to use, this build will allow you to pull your own weight through dungeons and even sitting at the top of the leaderboard once you get your gear figured out. The one task I hope to achieve from posting this build is to better explain the hows and whys behind my decisions so that those out there trying to figure out their Hunters have at least a little information to help them better figure out what they need to adjust about their own setups.
The main purpose of my build is to maximize my damage in PvE content. I have ran as a Trapper since Mod 5, and only as recently as the Chult started using a Hybrid between combat and trapper. With the amount of damage you will be dealing and in quick, short bursts it is VERY likely that you may pull aggro of mobs, so getting accustomed to dodging/moving while using this build is an absolute must for survivability. Being set up to deal as much damage means in short that you will not be able to handle a ton of incoming damage. This play style is very fast and requires a ton of movement, so please understand that this may not be enjoyable to play for everyone. Those who can handle the pace of this build though will find the damage is extremely rewarding. This build relies HEAVILY on Encounter and Daily powers, constantly switching between your ranged and melee stances and always using one of these kinds of powers. At-Wills will still be used, however not nearly as often.
The Numbers, What Do They Mean?!
Right off the bat before we start diving into the build, there are some key features that I feel needs explanation as it is rarely mentioned on builds. When trying to build a DPS character that deals the greatest possible damage, you need to understand what exactly these stats are doing for your character. The stats that you put into your character such as Power and Critical strike will directly affect one of your stat characteristics such as Damage Dealt or Critical Chance.
When trying to deal damage, the most important characteristics that you need to focus on are Damage Dealt, Critical Chance, Critical Severity, and Defenses Ignored. Damage Dealt will come from Power, and is essentially the base amount of damage your character will deal[yellow numbers in combat]. Critical Chance will come from Critical Strike, and will affect how often your character will land a Critical hit [orange numbers in combat]. Critical Severity will come from feats, boons, or companions and will affect just how much more damage each critical hit [orange number in combat] will be compared to your base damage[yellow numbers in combat]. Defenses Ignored comes from Armor Penetration, and is essentially how much of the target’s shield you are able to cut through.
Damage Dealt: This stat is FINALLY displayed in the list due to mod 13, and is adjusted based on your Power. While your Damage Dealt is really important to increase your overall damage, this is just the amount of damage you deal prior to any critical hit multipliers taking effect. With just Damage Dealt and no critical severity or chance, you will be missing out on a good chunk of damage. This should only be your priority once you have your critical chance and severity in the ideal range. Please note that every 400 Power is roughly 1% Damage Dealt. Sitting outside of combat I will be around 145% Damage Dealt, however in combat (and with support characters helping) I can be sitting as high as 260-280%.
Critical Severity: Consider Critical Severity as a multiplier of your Damage Dealt. For example, if you have 50% Critical Severity, every critical hit will be 50% stronger than a non-critical hit. Critical Severity can go as high as 165% before you will notice diminishing returns, however please keep in mind enchantments such as Dread and Vorpal will not be included in the total you see in your stats list. So if you have an Unparalleled Dread enchantment that gives you an additional 80% Critical Severity on Encounter powers, that would mean you would need to have only 85% Critical Severity on your character to meet the cap before diminishing returns. Please keep in mind what enchantments you run will play a huge role here, however you will want to have at least 100% Critical Severity in total (including what enchantment you are running). This stat can be found from companions, feat points, boons, and weapon enchantments.
Critical Chance: Critical Chance is how often you will be landing that damage multiplier known as Critical Severity. This characteristic is pretty straight forward, because if you have 50% Critical chance that means you will land a Critical hit 50% of the time. You will want to aim for 100% Critical Chance without surpassing it, simply because it is impossible to land Critical hits more than
100% of the time, haha. If you are at 100% Critical Chance, that means while you are in combat you are landing that damage multiplier known as Critical Severity on every. single. hit. Constantly 3x+ your normal base damage. Lots-o-damage. Please note that every 400 Critical Strike is roughly 1% Critical Chance.
Defenses Ignored: Defenses Ignored(Which was originally Resistance Ignored) is how much of your target’s shield your damage will be able to penetrate through. Typical enemies and bosses in the game will have in the range of 40-60% Defense, however the new Chult area has a couple of enemies and bosses that can have up to 85% Defense. Now, do not panic about that. The majority of the time that you will be facing enemies that have that 85% Defense, you will be paired with clerics or other support classes that actually lower the target’s Defense down to the normal range of 40-60%. For this reason, I suggest that you put a minimum of 60% Defenses Ignored and only a maximum of 70% on your character. Some will argue that you need more for the Chult enemies, but you really do not because it is highly unlikely you will ever be facing a boss with 85% Defense without a support character helping. I recommend the maximum of 70% so you will have an easier time with souls at the end-fight in Tomb of Nine Gods without needing to rely on a debuff from a Cleric/Support character, however keep in mind during content that is lower than Chult you will have essentially 10% wasted stats. The recommendation for 70% Defenses Ignored is only for characters that are ready for that end-game content. Thankfully Hunters gain Defenses Ignored quite quickly, so these are relatively easy numbers to hit. If you have more Defenses Ignored than the target has Defense, that extra amount of stats are essentially wasted as it will have no affect on your damage towards the target. Keep in mind though that if you have LESS Defenses Ignored than the target has Defense, you will actually be dealing only a percentage of your actual damage because the target will be resisting a portion of your damage.
Now that we have gone through all of that information, it is important to focus on getting your Defenses Ignored to 60% FIRST as this will make sure that you are hitting all of your possible damage. Following Defenses Ignored, you will want to focus on your Critical Chance and Critical Severity, simply because these are your damage multipliers. Once you are in the range of hitting 100% Critical hits, then you will want to focus your attention on your Damage Dealt[Power] to increase your initial damage. I hope that makes sense, and if something is murky in there please feel free to reach out and ask!
If you are still with me, lets dive into the specifics of my build!
**Wood Elf – Crit Chance is 1% higher, 10% resistance to effects that slow movement, +2 DEX/+2 WIS
*Dragonborn – 5% more healing from all spells and abilities, Power and Crit Chance 3% higher, +2 to any two stats
Halfling – Deflection chance 3% higher, increased resistance to control effects by 10%, +2 DEX/+2 CON
I suggest the Wood Elf race. While the Dragonborn race is nice, it is a rather expensive race with little customization and a lot of the headgear does not fit it. That being said, I chose to create a Halfling for the appearance purpose of it and the 10% resistance to control effects, however from my experience in the game race has a very minimal change on the effectiveness of a character as long as your attribute roll is decent for your class.
Ideal Attribute Roll & Why
All attributes are different for each class, however most DPS characters will want to focus on the attributes that effect their Damage Dealt and Critical Chance.
As a Hunter, the main two attributes that will be the most important to you are Dexterity and Wisdom. Dexterity directly affects your character’s Damage Dealt, whereas your Wisdom affects your Critical Chance. Keep in mind the main focus of this build is the highest possible damage in a PvE setting.
When rolling your starting roll, you will want to focus on the highest possible roll of Dexterity[Damage Dealt] with a decently high roll of Wisdom[Critical Chance]. Being that I chose to be a Halfling, this was the best starting roll I could obtain:
When leveling, you will want to put your extra attribute points into Dexterity and Wisdom.
After gear and these points, this is what my attributes look like:
→ Pathfinder: The reason for me choosing Pathfinder over Stormwarden is for an at-will named Careful Attack. This is a power I will describe later on, however it will allow you to deal more damage towards bosses/any target that is marked. Because of this, choosing Pathfinder will make you more of a single-target damage dealer, where Stormwarden has a power named Electric Shot that is AoE.
Predatory Action 5/5: Your daily powers deal 5% more damage. Daily powers deal a large amount of damage, and this will help boost the amount of damage those deal.
Weapon Mastery 3/3: Increases your Critical Chance by 3%. As explained in the numbers section, Critical Chance is huge to damage output.
Battlewise 1/3: you create 2% less threat. You will create a lot of aggro simply for dealing a lot of damage quickly. This is a very small crutch towards fixing that problem, but it does make a difference.
Agile Combatant 3/3: After switching stances, deal 3% more damage for 5 seconds. This build will have you constantly switching stances, meaning this is a near constant 3% gain in damage.
Endless Assault 3/3: Your encounter powers deal 6% more damage. Encounter powers are the core of this build, this is important.
Disciple of Dexterity 3/3: Increase the amount of bonus damage Dexterity gives you by 6%. More Damage Dealt, simple.
Extra Action 2/3: Increasing your Action Point gain by 4%. The faster you gain Action points, the faster you can use your Daily powers.
Serpent Weave 5/5: shifting lowers melee cooldowns by .5 seconds. You will be shifting/changing stances frequently, so this will help with any cooldown issue you may come across.
Fluid Hunter 5/5: While in melee stance, increases your Deflect chance and Critical Chance by 2.5%. Higher Critical Chance and higher Deflect chance when you are up close on an enemy, likely to be hit.
Lucky Blades 5/5: critically striking or deflecting an attack grants you lucky blades for 6 seconds, which increases Action Point generation by 10% and your Encounter power damage by 15%. The majority of our damage will come from Encounter powers, the extra 15% damage is a huge bonus. Keep in mind with 100% Critical Chance that mean this feature will be active 100% of the time you are in combat[there is no cooldown or delay between this feature triggering]
Fleet Stance 5/5: When you switch stances you move for 10% faster for 6 seconds. This can help you move away from attacks and stay alive.
Deft Strikes 5/5: Your melee encounter powers cause your next Ranged encounter power to deal 10% more damage. Your Ranged encounter powers cause your next Melee encounter power to deal 10% more damage. Again, we are constantly switching stances, so you will constantly be applying this bonus.
Forestbond 5/5: When you apply Grasping Roots you reduce the cooldown of all of your currently recharging powers by 5%. Lowered cooldowns means you will be able to use the powers quicker.
Swiftness of the Fox 5/5: Your Melee encounter powers shorten the cooldown of your Ranged encounter powers by 15%. Your Ranged encounter powers shorten the cooldown of your Melee encounter powers by 15%. Lowered cooldowns means you will be able to use the powers quicker.
Thorned Roots 5/5: Your Strong Grasping Roots are upgraded to Thorned Roots. Thorned Roots deal 450% of your weapon damage every second. 250% of your weapon damage is dealt immediately to control immune target.
Biting Snares 1/1: When you apply Grasping Roots or Thorned Roots you gain “Biting Snares”. Biting Snares causes your next stance shift to grant you Master Trapper which generates 20% of your AP, increases your damage by 30%, and increases your control duration by 60% for 10 seconds. This effect can only be triggered once every 10 seconds. LOTS of damage.
→ Split Shot: shoot a spray of arrows at your enemies, dealing more damage the longer you focus. This is good for clearing very weak mobs or drawing aggro.
→ Hunter’s Teamwork/Careful Attack: In melee, you study your target and find gaps in their defense to your allies. Enemies studied in this way are damaged by this power when they are hurt. In Ranged, you essentially put a tiny care-package on the enemy so that when they die, your team members get a small bonus of health.
→ Aspect of the Serpent: Add a stacking buff on every power use which increases your damage. If the stacks are added from Ranged stance, they will affect your melee attacks and vise versa. Each buffed attack reduces the stacks by 1 and both types cannot affect you at the same time.
→ Aspect of the Pack[4/4]: If you are within 1-‘ radius of an ally, you and your ally gain Combat Advantage.These means your allies and you will have constant combat advantage, which is the same as having a constant extra damage multiplier. Also keep in mind that on my artifact weapon offhand I have the Aspect of the Pack class feature, which increases damage by 2% for every ally within 15’, up to 8%. THAT is an 8% DAMAGE BONUS. Please note that this power in combination with the offhand bonus has been finally fixed so you can spec a full 4 points into it.
→ Hindering Shot/Hindering Strike: fire two arrows into your enemy’s shins, applying weak grasping roots. this power has three charges. In melee, you slash your enemies ankles, apply strong grasping roots. This is very viable and fast against mobs of 3 or fewer enemies.
→ Cordon of Arrows/Plant Growth: Designate a target location. if a hostile creature steps within 15′ of it, it becomes entangle, takes damage, and is pulled to the center of the trap. In melee, this power causes plants to grow wildly around your foe, rooting all targets for 20 seconds. The ranged version of this power is VERY SLOW, but the melee version of the power is very viable against mobs of more than 3 enemies because it does not have a maximum number of enemies it can reach.
→ Constricting Arrow/Steel Breeze: Fire an arrow at your opponent, causing strong grasping roots to constrict around them and all foes near them. In melee, you spin and slash your blades, damaging all enemies around you.
*Fox’s Cunning: You and one nearby enemy dodge the next incoming attack. In melee, dash to nearby targets, reducing their run speed while increasing your own. This power I will switch in place of Cordon of Arrows if the team or I am struggling to stay alive, allowing myself and a team member to dodge one hit every couple of seconds.
→ **Long Strider’s Shot/Gushing Wound: You launch an arrow at your target, if you are more than 30′ away from the target all allies gain a damage bonus. This power is GREAT in big group events (more than 5 players) or situations where you are not the highest DPS in the group and want to buff your team. Due to needing to retreat from the fight to be able to apply the bonus I do not recommend it if you are the primary DPS in a dungeon run, however that damage bonus can be a huge melt for big teams or heavy hitters. If you are using this power, substitute it for Hindering Shot so you still are able to deal a good amount of damage with Constricting Arrow/Steel Breeze and Plant Growth. From my understanding this power does not stack with other HR’s using it, so only one HR per event group should run it. I could be wrong about it not stacking, but I have yet to witness an effect from multiple HR’s running it.
→Seismic Shot: Fire a concussive blast into the ground, causing a shock wave that pulls enemies in and damages them. This is a huge amount of damage, however uses all of your Action Points.
→ Forest Ghost: Slip into the forest where your remain unseen for a short duration and cause damage to enemies near you. This will help you lose aggro, and only uses half of your Action Points.
The order that you will be using these powers will depend on the mob you are fighting and the team you are running with, so having experience with how each individual power works will help you decide what power you need and when. The basic approach that I have to most fights though will start with putting Careful Attack[Melee At-will] on the biggest enemy in the room[or the enemy everyone is attacking], allowing you and team members to deal additional damage to this enemy. Once a target is marked with Careful Attack, I will use Constricting Arrow[Ranged Encounter] and Hindering Shot[Ranger Encounter] as I move towards the enemies, switching to Melee Stance and using Plant Growth[Melee Encounter], Steel Breeze[Melee Encounter], and Hindering Strike[Melee Encounter]. Before switching back to Ranged Stance, use one of your At-Will powers to make sure that there are no cooldowns on your Ranged Encounters. Once Back in Ranged Stance, use Cordon of Arrows, Constricting Arrow, and Hindering Shot. Use another At-will before switching to Melee and repeat the same rotation you did before. Rinse and Repeat. Once your Action Points are above 50%, use Forest Ghost to deal damage to enemies near you. While Forest Ghost is on cooldown, use Seismic Shot. By incorporating Forest Ghost into your rotation, you will maximize the amount of damage you obtain from your encounter powers compared to using only Seismic Shot. In longer fights, make sure that you reapply Careful Attack every couple of Stance changes.
While looking through my boon choices, please keep in mind my character is built to be purely offensive to maximize my damage. Any chance that I could pick offensive stats over defensive stats, I did.
Utility: Mount Speed [I recommend the Experience Bonus boon though if you still need Power points]
*These are pretty straight forward, however depend on your guild.
Dark Fey Hunter: You gain 400 Power
Fey Precision: You gain 400 Critical Strike
Elven Haste: You now gain Action Points 3% faster
Elven Ferocity: When striking a foe you have a chance to deal up to 20000 Arcane damage. (60s Internal Cooldown)
Elvish Fury: When you kill a foe you gain 135 Power for 45 seconds. This buff stacks up to 30 times. [An additional 4,050 Power at full stacks]
*All pretty straight forward, choosing anything to increase damage over survivability
Reliquary Keeper’s Strength: You gain 250 Critical Strike and 250 Movement
Evoker’s Thirst: You gain 400 Life Steal
Forbidden Piercing: You gain 3% Defenses Ignored
Shadowtouch: When dealing damage you have a chance to deal 20000 Necrotic damage over a few (4) seconds. After this effect ends the target receives 25% less healing from spells for 10 seconds. (80s Internal Cooldown) (This ability has ~1% chance to proc on any attack, and can proc on any tick of a damage over time effect)
Rampaging Madness: When you deal damage you gain a stack of “Madness”. When you reach 50 stacks of “Madness” you gain 4000 Power, 4000 Life Steal, and 4000 Regeneration. 10 seconds after gaining this bonus your stacks are reset. You may only gain one stack of “Madness” per second. (The 10 second rule only applies once damage is dealt after reaching 50 stacks…also, stacks will last for 60 seconds when not dealing damage)
Encroaching Tactics: You gain 400 Combat Advantage Bonus
Appreciation of Warmth: You gain 400 Incoming Healing Bonus [The reason I did not pick the Stamina gain here is because I picked a couple boons that depend on me missing Stamina. If I regained my Stamina quicker, those bonuses would be shorter
Sleet Skills: You gain 2% Crit Severity
Cool Resolve: You gain up to 2000 Power based on how much Stamina or Guard you are missing [With how much we dodge around, this actually will be a nice bonus in combat]
Winter’s Bounty: Chance to gain bonus 10% Action Points when killing a target [With how frequently we mow down small adds, this adds up to using your daily powers more frequently. A daily power hit is much more damage than the damage from the Avalanche boon]
Primordial Might: You gain 400 Power and 1600 Maximum Hit Points
Primordial Focus: You gain 400 Critical Strike and 1600 Maximum Hit Points
Drow Ambush Tactics: Combat Advantage damage bonus is increased by 10%
Dwarven Footing: Control Effects will now have a 5% shorter duration when applied to you
Abyssal Strikes: Gain +10% Damage versus Demons
*All pretty straight forward, choosing anything to increase damage over survivability
Tyranny of Dragons
Dragon’s Claws: Grants 400 Power
Dragon’s Gaze: Grants 400 Critical Strike
Draconic Armorbreaker: Grants 400 Armor Penetration
Dragon’s Blood: Grants 400 Regeneration
Dragon’s Thirst: Grants 3 increased Life Steal
Dragon’s Fury: Grants 6.5 increased Critical Severity
*All pretty straight forward, choosing anything to increase damage over survivability
Abyssal Siphoning: You gain 5% Life Steal Severity
Demonic Influence: You gain 400 Combat Advantage Bonus
Demonic Swiftness: You now gain action points 3% faster
Baleful Clutch: 10% Increased Control Strength
*All pretty straight forward, choosing anything to increase damage over survivability
Wave of Force: 300 Power and 2000 Maximum Hit Points
Heart of Stone: 4% Life Steal Severity Power and 2000 Maximum Hit Points
Searing Aggression: 400 Critical Strike and 2000 Maximum Hit Points
Wall of Wind: When taking damage you have a chance to heal up to 24000 Hit Points over a few seconds. After this effect ends, your Recovery is increased by 1000 for 10 seconds[While the Crit one is tempting, this Recovery boost means you suddenly gain a bunch of Action Points once this triggers. huge bonus!]
Storm king’s Thunder
Cold Hearted: You gain 2% Life Steal Severity and 1000 Maximum Hit Points
Survival Instincts: You gain 400 Incoming Healing Bonus and 2% Everfrost Damage Resistance [once again, just avoided the stamina gain due to the two boons that give stats based on the amount of stamina you are missing]
Chill Determination: You gain up to 2000 Recovery based on how much Stamina or Guard you are missing [Recovery directly affects our cooldown rates and our Action point gain]
Vengeful Heat: When you kill a foe you have a chance to deal up to 2000 Fire damage to all nearby enemies, you also gain 2% Everfrost Damage Resistance [This is a very small damage bonus, either this or the Hitpoints boon would be a valid choice. This build is purely offensively though which is why I chose it]
Chill of Winter: When striking a foe, you have chance to gain a stack of Icy Chill. At 10 Stacks, your next attack clears all stacks and releases a burst that deals up to 14000 damage to targets close to you. Damage Over Time effects will not trigger this ability
Aura of Hope: When you kill an enemy, you have a chance to emit an Aura of Hope that boost AP fain for all allies
Fiery Frenzy: You gain 2% Critical Severity and 1000 Hitpoints
Soothing Zephyr: You gain 500 Recovery and 2000 Maximum Hit Points [Recovery affects our cooldowns and Action Points, so I consider this a choice of offensive vs defensive when picking this boon over the lifesteal]
Aberrant Power: When damaged by a foe, chance to gain a stack of Aberrant Power. At 10 Stacks, taking damage will clear the stacks and deal up to 10000 damage to nearby targets. Aberrant creatures takes double damage [I am not a fan of any of the boons to choose from here, however with how frequently this is active it made the most sense to me]
Tyrant’s Terror: You gain 750 Power and 1200 Maximum Hit Points *Eventually will make this 3/3
Beast’s Burden: You gain 5% increased damage vs Dinosaurs and 800 Maximum Hit Points *Eventually will make this 3/3
Soul Syphon: Chance on hit to gain a stack of Soul Syphon. On killing a creature, you release all stacks of Soul Syphon in a burst at all nearby enemies. Each enemy receives 2000 damage per second lasting 1 second per stack. I notice this actually triggers a bunch, and is pretty cool to watch. I may end up making this 2/2 or picking up Lingering Curse for my last Chult boon.
Please keep in mind, this equipment is what I have found works for me. As long as you are able to maintain 100% Critical Chance, 100% Critical Severity, and 60% Defenses Ignored you will be fine! The Artifact Neck and Belt that I use I will highly recommend though as they are currently the highest amount of Dexterity we can obtain from artifact gear.
- Rex Corona[Power, Defense, and an Additional 100 power per every 5 seconds you are in combat, totaling up to be an additional 2,400 power if you are in combat for the entire length of this buff] If you cannot get this, I recommend Primal Raid Mekeleya
- Fured Kiuno of the Bear[Same stats as the Rex Amiculum I was previously running, however this piece of gear gives your melee powers and additional 3% more damage. It has been confirmed that this piece does work with Plant Growth, Hindering Strike, and Steel breeze.] If you are unable to get this item, I would recommend the Primal Raid Kafe.
- Jawripper’s Gloves [Crit, Power,encounter powers do 3% more damage] If you cannot get these, other pieces from Omu or Primal can work as a good alternative.
- Stronghold Weapon Set[Bronzewood Tlahuitolli/Obsidian Itztopilli] [2% outgoing damage is nice, especially stacked with players who also have the set. If you cannot get these, I HIGHLY recommend picking up the Primal weapon set]. the reason I personally chose to go with the Stronghold set over Primal was due to the consistent damage bonus for longer fights, my character is set up for fighting bosses.
*Mainhand Power: Increase damage done by Hunter’s Teamwork by 12%
*Offhand Power: Aspect of the Pack now also increases your Damage by 2% for each ally within 15′, up to 8%
*Offhand Stat Increase: Combat Advantage Bonus
- Enduring Boots [Power, Recovery, and an additional 3% damage bonus when your stamina is full]. The Primal Assault Chamas are a great alternative and offer bonus Action point gain.
- Company Duelist Cloak [+2 DEX/+2 WIS]
- Ring of the Gravestiker, +5 [When your health is greater than 85%, your power is increased by 1000] If you cannot get this item due to RNG, the Primal Assualt ring is a great alternative [Power increases by 1% for 10 seconds after killing an enemy]
- Ring of the Shadowstalker, +5 [Powers deal 2.5% more damage when you are 25′ or closer to your target]. If you cannot get this, I would recommend the Primal Restoration Ring [When you kill an enemy, your Power increases by 1% for 10 seconds]
- Twined Rope of Dexterity [+4 DEX]
- Upper Primal Paints [Daily powers do 3% more damage]. I would recommend the Lord Roy’s Shirt[Random stat increase at the start of combat, can be pretty decent] if you cannot get the Primal Paints
- Lower Primal Pants [Decent stats, gain 25 movement for each percent of health you are missing] or the Pants of the Chultan Merchant [Gain 15 life steal for each percent of health you are missing]. Both are great options
- Soul Sight Crystal – Primary [At mythic, this makes your target take 50% additional damage from your attacks for 10 seconds. VERY strong for single-target situations, and the Eye of the Giant can be rotated in when clearing mobs. I am currently working on getting mine to mythic before I make this my main artifact, however when I do I will replace my Sigil of the Controller with my Eye of the Giant]
- Lantern of Revelation [Crit, Armor Penetration, Combat Advantage Bonus]
- Eye of the Giant [Highest overall stats you can gain from a single artifact, when used in combat your power and damage resistance is increased along with your run speed depending on how many enemies are around you] [Currently using the Sigil of the Controller]
- Fragmented Key of Stars [Power, Crit, Armor Penetration]
- *Wheel of Elements – [Power, HP, Stamina Gain, has the /best/ damage bonus of any artifact power, however I am not a fan of the summon and then jump into it bit. If you use this, use it as your primary and get rid of the Lantern]
Offense Enchantments – Radiant [power] [Or Azure for Critical if you are still under the ideal Critical Chance line]
Defense Enchantments – Dark [Lifesteal][Or Azure for Defense if your guild does not offer a Defense Boon]
Weapon Enchantment – Unparalleled Dread [80% Critical Severity when using Encounter powers, plus a bunch of other fun things such as reducing your target’s Damage Resistance] or an Unparalleled Feytouched Enchantment. I prefer the Dread for solo content or less-experienced dungeon runs, however the Feytouched can be amazing with full buff teams.
Armor Enchantment – Unparalleled Negation [Most argue that the Barkshield is the best currently, however I am not a fan of the 1-hit and its gone aspect of that enchantment. Another good option is a Lesser Soulforge to consider, because this enchantment will save you from death]
Utility Enchantments – Dark [movement] If you are still working on refining your gear, I would HIGHLY suggest running something like Quartermasters or Dragon Hoard enchantments to find refinement
Combat Power: Tenser’s Transformation From the Tenser’s Floating Disk [for 12 seconds, you gain 10% Power and move 10% faster, and gain +2 Strength, Dexterity, Constitution, and Armor Class]
*If you are able to obtain a Legendary Mount, I would highly suggest the Tenser’s Floating Disk for this Combat Power even though it comes with +4,000 Recovery. This is hands down the most versatile and helpful Combat Power for a DPS character.
Equip Power: +4,000 Critical Strike from the Imperial Rage Drake
*For the way my build and gear is set up, Critical Strike is definitely needed here. You can also benefit from Power, however I would not recommend any stat beyond Power or Critical Strike.
Which insignia bonuses that you will need will depend on what type of equipment you are able to get. If you cannot get your hands on a legendary mount, I would recommend using Gladiator’s Guile for the extra movement speed or Wanderer’s Fortune if you are still working on refining your gear. Some players will recommend using multiple of the same type of bonuses, however please keep in mind for every stack of the same bonus you use you will get less per stack.
Armored Axe Beak: Protector’s Friendship: Whenever your summoned companion attacks, you gain 1% of your power and defense for 10 seconds. This effect can stack up to 4 times
Arkaiun Courser/Imperial Rage Drake: Protector’s Camaraderie: Whenever your Summoned Companion attacks, you gain 3.5% of your power and defense for 10 seconds. This effect can stack up to 4 times
Tenser’s Floating Disk: Assassin’s Covenant: You lose 10% of your Defense, Deflection, and Life Steal and gain the combination of lost stats as Power
Yeth Hound: Cavalry’s Warning: Whenever you activate a Mount Combat power, you gain an increase of 10% to your Power, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal
Companions play a huge role into the effectiveness of your character! At any given time[besides PvP arenas] you may have up to 5 Active Companions in your lineup, all of which you get the Active Bonus from! Once you start getting into the different types of Active Bonuses you can obtain from a companion, you will start to see why this is such a huge help for a character.
One key point to keep in mind with Active Bonuses is that you want to focus on Bonuses that mention percentages instead of the ones that give you a solid stat change. The reason for this is quite simple, If you have a companion that gives you 150 Power and a companion that gives you 100 Power, you will only have gained 150 Power because these values will not stack. When you have percentage bonuses they will stack. Also, keep in mind the earlier math that I mentioned of 400 Power being equal to 1% Damage Dealt. If you have a companion that is giving you even a 2% Damage Dealt, that is the equivalent of 800 Power, which is a lot more of a gain that most solid-stat bonuses will give you.
Of the 5 companions that you pick for their Active bonuses, you may only have one of them Summoned at a time. This Summoned companion is the only companion in which their abilities, enchantments, and equipment will have a role towards your character.
The most recommended enchantments, as you will see that even I use, are the Bonding Runestones. The reason for these runestones is that they give your companion power if they are placed in an Offensive enchantment slot and will give your character a percentage of the companion’s stats as long as the companion is attacking. Let me repeat that, Bonding Runestones will give your character a percentage of the stats you put on your summoned companion. This will make a HUGE difference when it comes to your stats because with where the game currently is at 3 Rank14 Bonding Runestones will give you 195% of any stats that are on your companion. Keep in mind, you will only get the stats from the companion that is summoned, and your companion must be attacking to trigger this bonus.
The different type of gear that a companion can be equipped with can range from rings and necklaces to sword knots and grimoires. Please keep in mind, all gear that you obtain in the game can be used as companion gear besides Artifacts. Because of this, companions with rings or other jewelry equipment slots will be the best choice to have summoned due to the availability of equipment for these slots.
The different types of companions all will play a different role towards the fight they are engaged in, however most of these companions will be beneficial for any team setup. A Striker companion, such as an Air Archon or Fire Archon, will rush into battle and stay constantly fighting for the duration of the fight trying to deal damage. A Controller companion will try to control, stun, or disable enemies that they become engaged with. A Leader companion will also rush into the fight, but they will have different abilities such as buffs/debuffs that can play a valuable role if used correctly. A Defender companion will usually taunt enemies and pull aggro in a fight, keeping the enemies off of you. There are also Augment companions, however these do not fight at all or engage enemies in combat. An Augment companion can still be valuable though because even though they cannot trigger bonding runestones because they do not attack, their specialty is that they give your character 100% of their stats. While this is less of a stat gain than the bonding runestones allow, this can beneficial if you cannot afford bonding runestones.
Chultan Tiger [Legendary] [Summoned]
→ On start of combat, your run speed and damage are increased by 5% for 5 seconds. Also increases the drop of Omuan Treasures and Lost idols in Chult by 10%.
- I Know, after reading that you may be thinking to yourself “why in the world would she choose THAT companion?!” Simply put, the bonuses are deeper than the active bonus. The reason for picking this companion as my summoned is that it is a Striker companion which will trigger my Bonding Runestones almost immediately, has 3 Offensive Enchantment slots, and has 2 Rings and a Necklace equipment slots. Besides the benefits of the gear, this companion also has a power that is called “Killer Instinct”. Killer Instinct causes the enemy it attacks to take 10% more damage from all sources. That means 10% more damage for you and your allies. And yes, this DOES STACK. So if you run with a team of 5 players all using Tigers, the enemies can be debuffed up to 50%. HUGE benefit for you and your team.
+ Bonding Runestone, Rank 13 
+ Bronzewood Raid Ring  + Azure Enchantments/Radiant Enchantments, Rank 13
+ Heroic Necklace of the Companion +3, working on farming IG for a better one but this does the job for now.
Fire Archon [Legendary]
→ Increases your damage against targets with less than 50% HP by 7%
Siege Master [Legendary]
→ Deal +4% increased damage [+8% on the stronghold map]
Air Archon [Legendary]
→ Increases damage against targets not at full health by 5%
→ Increases Combat Advantage Damage by 5%. Please remember that from running the Aspect of the Pack Personal our allies and ourselves are always in Combat Advantage, so running this companion is an extra 5% damage all the time.
Changes Made for Mod12B
With the recent update, I have changed around some of my gear to make up for the drop in total stats given to us by bonding stones. I noticed after the update I was a little low in Armor Penetration and Critical Strike, so I made the move to get the new Chultan Shirt/Pants and another Primal ring [the Primal Assault Ring]. They FINALLY fixed the issue with the Aspect of the Pack, so now I have a full 4 points specced into that skill. I have toyed with the Soul Sight Crystal artifact a bit and absolutely love it, I plan to use it as my primary artifact when I finally get it to mythic. I will still be keeping the Eye of the Giant for mob content, but the Soul Sight Crystal absolutely destroys on boss fights for my build. I was pleasantly surprised at the changes to refinement and was able to get my Bonding runestones up to Rank 13, however I do not currently think the cost of Rank 14s is worth the extra 15% companion stats [Eventually I will get them there, but it is not my priority at the moment]. I also have been looking into possibly using the Batiri Runt companion, however have not had the time or AD to really look into it. Before the mod I also adjusted my Insignia Bonuses and noticed a decent bump in my damage output, so I have included those changes in my build.
Overall, I was pleasantly surprised by this update and have enjoyed it, all the changes were no where near as drastic as everyone was making it out to be.
Changes Made for Mod13
So, the question I have actually been asked a lot recently since this mod dropped: Is a hybrid trapper really still worthy compared to a Combat build? Absolutely. I have had multiple players shocked that I am still running a Trapper build and don’t believe me when I say I am still running as a trapper, however you have to keep in mind the value of your character and how well you do in a dungeon/event with it depends on how you play it. The ONLY difference between the two builds comes down to playstyle, and honestly the one that you enjoy playing will always be the better choice. A trapper can keep up and surpass a Combat build, however please keep in mind if you are specced for Stormwarden you will do a lot more damage towards mobs compared to a Pathfinder, and if you are specced for Pathfinder you will do a lot more damage towards bosses compared to a Stormwarden.
Prior the mod drop I added a Staldorf companion to my lineup and found it really does work. I also changed around a couple boons and my feats slightly to drop some Critical Severity considering I was over the 165% mark. If you have been following my build for a while I recommend revisiting those sections of my build and looking into what I have changed around.
Now, into the content changes. With the recent mod drop they finally changed the wording on Resistance Ignored and made it into Defenses Ignored to attempt to make it easier to understand to newer players, and finally added Damage Dealt as an actual view-able stat in our offense stat list. With these changes I have gone in and adjusted my Numbers section of the build and also cleared up some of the information I had previously posted regarding Critical Severity. New gear has also been added, as well as a new companion that are very worth your while to look into if you have not already read my comments above about them. The Chultan Tiger, New Masterwork items, and new Hunt gear from Omu have all been great additions to DPS players in the game, and have helped bring us up to the level needed to make Tomb of Nine Gods and Cradle of the Death God slightly easier with less-than-perfect teams.
-11/29/2017: Updated what gear I am using
-12/17/2017 – Fixed the name of my weapon set, updated photos
-1/18/2018 – Updated to include the changes for Mod 12B
-5/13/2018 – Included recent changes to my build and covering some of the recent additions of the Omu update
-6/3/2018 – Finally updated some of my gear recommendations [Sorry for the outdated secondary options!]
If there is anything about this build you need help with and you are an Xbox player, feel free to reach out to me in the game!