Lucipurr’s Hybrid Trapper HR [DPS] build for PvE – Updated until Mod16 [Retyping]
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 6, 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.
Critical Chance – This affects how often your character will land a “critical” hit, or damage that is significantly higher than your normal/base damage. You will want to aim to have 100% Critical Chance in combat because that will indicate that you will be landing Critical hits 100% of the time. While you can have more than 100% Critical Chance on your character, it is impossible to land a critical hit more than 100% of the time so anything higher than 100% will be wasted/doing nothing for you. Critical Chance is gained through Critical Strike as well as boons/companions/etc. Roughly 400 Critical Strike equals 1% Critical Chance
Critical Severity – This stat affects how much more severe your critical hits are than your normal/base damage. for example, if you have 10% Critical Severity, your Critical hits will be 10% stronger than your normal/base damage. While there is no hard “cap” or limit to how high this stat can go, there is some significant diminishing returns around 165%. Keep in mind that when looking at your character stats it will **NOT** include any critical severity from a weapon enchantment such as a Dread or Vorpal enchantment. Critical Severity can be gained through companions, boons, feats, and weapon enchantments.
Defenses Ignored – When in combat with an enemy, it is important to know that the enemy [even NPCs] will have some resistance to incoming damage. If you do not have enough Defenses Ignored to cut through their resistance, only a percentage of your damage will actually be able to hit your enemy. Most content while leveling up through Castle Never will only have enemies/bosses with 60% Damage Resistance, meaning you onlyu need 60% Defenes Ignored to be able to cut through their defense and land 100% of your possible damage. When facing harder content such as the Cradle of the Death God and Castle Ravenloft you will be going against bosses that will require you to have 100% Defenses Ignored. Defenses Ignored is gained through Armor Penetration, Boons, and feats. Roughly 400 Armor Penetration equals 4% Defenses Ignored.
Damage Dealt – This stat indicates your base/normal damage before any multipliers are added. This can be manipulated through Power, buffs from teammates, companions, boons, feats, insignia bonuses on companions, etc. 400 Power equals roughly 1% Damage Dealt. While it is an important stat to focus on, please keep in mind that the higher this stat gets the less of a return you will see. With all the buff characters you may end up running endgame content with, you will see that once you are buffed past 250% adding an additional 1-5% on top of that will make very minimal of a difference.
Combat Advantage Damage – This stat is very important for all DPS classes, however for a Trapper this is one of the most important stats to focus on. Combat Advantage Damage works a lot like Critical Severity in multiplying your base damage higher whenever your character is in a situation where we have Combat Advantage over our target. Being that this build focuses on a Power called Aspect of the Pack which puts you and any allies within a 10′ radius of us in Combat Advantage. That means whenever we are near our group we will constantly have Combat Advantage Damage added on top of our normal damage. The actual stat Combat Advantage Bonus can be added to your character through artifacts/boons/etc, however will have significant diminishing returns past ~2500. The best way to add Combat Advantage Damage to your character is through companions, boons, and feats that offer a percentage gain and not just the Combat Advantage Bonus stat gain.
*Recharge Speed – Not as important as the previous mentioned stats, Recharge Speed is one of those things that most players will not invest in until they are nearly endgame/done with most of the content in the game. This stat reduces the amount of time you need to wait between using powers. Even though this build recharges powers pretty quickly, adding to this stat will help make the transition between powers absolutely smooth with no delay, even if you happen to miss a buff from a team member. Recharge Speed is primarily gained through Recovery, which is roughly 2% Recharge Speed increase per 400 recovery.
*Hit Points – Another stat not really focused on until endgame is Hit Points. Sounds weird for a Trapper, right? When running harder content and being paired with Paladins, you will want to consider adding more Hit Points to your character than Defense/Lifesteal. Paladins can run a Personal power called Aura of Courage which will make “allies within 30′ of [them] deal 1% of your Maximum Hit Points as bonus Radiant damage”. This power has been misinterpreted multiple times over as most assume it will increase based off of the paladin’s Maximum Hit Points, however after some testing we found it actually scales based off of the allies’ Hit Points and *NOT* the paladins. I suggest adding Hit Points to your character where ever possible without decreasing any of the previous mentioned stats.
Moving forward with building your Trapper, you will want to focus on getting Defenses Ignored to 100% first and then focus on increasing your Critical Chance to 100%. How much Critical Severity you put on your Trapper will depend greatly on what weapon Enchantment you will be using, but typically you will want to have at least 85% Critical Severity. Once you Get these stats where you want them, you will want to focus on having at least 1,500 Combat Advantage Bonus and then start looking into increasing your Recharge Speed and Hit Points when possible, putting anything extra into Power/Damage Dealt.
**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 Charisma. Dexterity will increase your Damage Dealt, while Charisma will increase your Combat Advantage Bonus. Some players may opt to pick Wisdom instead of Charisma here, but being that Combat Advantage Bonus is a more difficult stat to increase than the Critical Change that Wisdom would give us, I opted to increase my Charisma.
After gear and these points, this is what my attributes look like:
→ StormWarden: Both Stormwarden and Pathfinder have their positives and negatives, and I honestly ran Pathfinder for a long time and just recently made the move to Stormwarden. The ONLY difference between Pathfinder and Stormwarden in this build is one at-will power that will be rarely used in combat. Stormwarden uses Electric Shot which is a fast triggering AoE attack, and Pathfinder uses Careful Attack which grants bonus damage towards any target you put your mark on. Whichever one you pick here really comes down to your personal playstyle, and if you are like me and like spamming powers you may find the Stormwarden at-will to be more enjoyable.
Predatory Action 3/5: Your daily powers deal 3% more damage. Daily powers are used quite frequently in this build, so increasing their damage is never a bad idea. Keep in mind the majority of your damage will be coming from Encounter powers so this is not too important to have.
Weapon Mastery 3/3: Increases your Critical Chance by 3%. As explained in the numbers section, Critical Chance is huge to damage output. This will make it slightly easier to get to 100% Critical Chance.
Toughness 3/3: Increases your maximum Hit Points by 9%. As explained in the numbers section, this will help give you more damage when you run dungeons with Paladins.
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 very important. This is a near constant 6% damage increase for Trappers.
Scoundrel Training 2/3: Your At-will powers deal 6% more damage to foes not targeting you. While this build is not at-will heavy, this can help when clearing trash mobs in a dungeon if using Electric Shot.
Disciple of Dexterity 3/3: Increase the amount of bonus damage Dexterity gives you by 6%. More Damage Dealt, simple.
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, and also can help you rush into fight faster.
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.
Trapper’s Cunning 5/5: Your Critical Strikes have a 25% chance to apply weak grasping roots. Weak Grasping Roots are a stun which can hold enemies/mobs to a location, which I have found to be a huge help. Initially I ignored this power however after a bunch of testing I found this to be useful in most content. If you choose to pick Forestbond here instead of Trapper’s Cunning, please keep in mind there are not that many powers that will actually trigger grasping roots.
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.
Serpent’s Bite 5/5: Your Aspect of the Serpent Class Feature now provides 5% more damage per stack. Additionally these stacks provide 2.5% Critical Chance per stack. Apest of the Serpent is a great personal power which adds a stacking buff per power use in combat. This feat which buffs our Aspect of the Serpent power even higher is a great addition to this build. Initially I was using Thorned Roots over this, however I have found after testing that the Serpent’s Bite actually does more for my overall damage than the Thorned Roots did.
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.
→ Electric Shot/Clear the Ground: In Ranged, you fire a storm-imbued arrow at your target, causing a deadly gust of damage in an area around them. In Melee, you slice your enemies in an area around you, dealing extra damage the closer they are. This is a great power and the main at-will that I use for clearing small enemies or for a filler between encounters.
→ 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. This 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.
→ Distruptive Shot: Quickly fire an arrow at your target’s head, dealing damage and interrupting their attack. This is one of the only controlling powers we have, and will activate an Insignia bonus called Combatant’s Maneuver. This power also only costs 25% of your action points and has a very short cooldown, meaning you can use it very frequently in combat.
→ 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 using 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 Disruptive Shot whenever possible. By incorporating Forest Ghost into your rotation, you will maximize the amount of damage you obtain from your encounter powers compared to using only Disruptive Shot. In fight with a lot of enemies, you can use Electric shot to add some AoE damage and trigger grasping roots while helping your cooldowns.
Tyranny of Dragons
Storm king’s Thunder
-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!]
-12/17/2018 – Included changes for Mod 14, finally.
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!