Hunter Ranger Guide – Made by Elven Archer

by Elven Archer on July 20, 2018
Hunter Ranger
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Hunter Ranger Guide – Made by Elven Archer

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Hello and welcome, This is a complete guide on how you can improve your knowledge about your HR. This guide has been a long work in progress update after update and starting out as just a build guide and now working towards a complete HR guide.

Here you will find all the questions you need about your HR and more, any questions not answered pop them down in the comments and I will be quick to answer and insert it into the guide.

The tabs have been set out for ease of access to the topic you require helping you find the information you are after without going through the hassle of scrolling through pages of info.

Enjoy the read!

NOTE: Some of the tabs are not complete but stay tuned as they will be well worth the read once complete.

Race

There are a few viable races for an HR. I chose the Wood Elf for the 1% Crit Chance and an increase to DEX and WIS for higher damage and a higher Crit chance.

Wood Elf– DEX and WIS

  • Elven Accuracy: Increases your chance to Critically Strike by 1%.

Drow – DEX and WIS/CHA

  • Darkfire: You have 5% chance when attacking a foe to apply Darkfire for 4 seconds, reducing its Defense by 10%.

It’s a very viable choice, I went for Wood Elf for the Crit and looks.

Dragonborn – DEX and WIS/CHA

  • Dragonborn Fury: Your Power and Critical Strike are increased by 3%.

Sounds great on paper but it’s costly.

Metallic Ancestry Dragonborn – DEX and WIS/CHA

  • Metallic Ancestry: You receive 3% more healing from all spells and abilities. Your Hit Points are increased by 3%.
  • Dragonborn Fury: Your Power and Critical Strike are increased by 3%
Why MADB?

MADB adds additional HP, but why is HP a good thing? If you are grouped up with a Paladin most likely the Paladin will have the passive Aura of Courage. What’s Aura of Courage you ask? Aura of courage deals an additional hit when you attack based on 0.9% of your max HP, well that doesnt sound like a lot does it? Aura of Courage can be affected by buffs and debuffs meaning it can go from hitting for 2k to well over 200k each time you hit. See the combat tracker below for its effectiveness, as you can see Aura of Courage is 18% of the total damage dealt so more HP means more damage.

ACT courtesy of Meer on PC.

Stat Rolls

When starting out I would advise rolling into Wisdom for the extra crit chance

Each 10 levels you will be able to increase these stats, and for max damage you want to increase DEX and CHA each time. You won’t have 34 DEX when you first reach level 70 but I will explain why later on.

Why CHA? CHA adds combat advantage damage which overall towards end game will be better for added damage than rolling into WIS.  If you are close to BIS (best in slot) this is one of the things you should consider, also using a race reroll to maximise the amount of DEX and CHA for the most amount of damage.

Note: Race and stat roll doesn’t change with loadouts, but for any Hunter Ranger these will be what you want anyway.

 

If you are close to BIS (best in slot) this is one of the things you should consider, also using a race reroll to maximise the amount of DEX and CHA for the most amount of damage.

I use the same boons on each loadout just to make my life easier when balancing stats. Some things might be slightly different but its nothing to make a note of.

I will explain the ones that might not be obvious, but you want to focus on Arm Pen (60% RI or 85% for Chult) > Crit > Power > Lifesteal > HP > Defense/Deflect > Regen

CA > AP > AOE Resist > CC Resist > Incoming Healing > Stamina Gain > CC Bonus

Once you have 1200 CA and 85% Arm Pen you won’t need them in your boons.

Sharandar

400 Power

400 Crit Gain

AP 3% faster

20k Damage when striking a foe (I use the healing boons for the added survivability but if you don’t need the heals then chose the damage boon)

135 Power when killing a foe. Stacks 30 times. Lasts 45 seconds


Dread Ring

250 Crit & Movement

400 LS

3% Deflect [I have way too much Arm Pen, I don’t need more]

20k HP over time, 4000 Defense when effect ends [This is a great boon as the 4000 defense is a lot better than Shadowtouch’s second effect]

Deal damage gain stack of “Madness”, at 50 stacks gain 4000 Power, LS and Regen for 10 seconds (Works really well for a Trapper due to the DOT’s we have gaining this buff is really easy.)


Icewind Dale

400 CA

400 Incoming Healing

2% Crit Sev

2000 Power based on how much Stamina you are missing

Chance when healed to gain up to 3000 damage bonus on next attack [with LS this proc a lot and the rest of the boons are not very good anyway]


Underdark

400 Power, 1600 HP

400 Crit, 1600 HP

CA increased by 10%

Control effects will not have a 5% shorter duration when applied to you. [I’ve reached a point where I don’t need as much stamina regen as I used to]

10% damage against demons


Tyranny of Dragons

400 Power

400 Crit

400 Defense [I have more than enough arm pen, but if you still haven’t reach 60% res ignored then keep this]

400 LS

5% Crit Sev [Still got 2 points to get, 1 will go in here and the other in LS]


Maze engine

5% LS Sev

400 CA

Stamina Regens 10% faster in Combat

When striking a foe, chance to gain 2000 Crit


Elemental Evil

300 Power & 2000 HP

4% LS Sev & 2000 HP

400 Crit 2000 HP


Storm Kings Thunder

Gain 2% Life steal sev and 1000 HP

400 Stamina Regen and 2% everfrost res

chance when taking dmg to gain up to 2000 dmg on next attack (does pretty much nothing but it’s better than recovery)

3200 HP and 2% everfrost res

When striking a foe gain a stack, at 10 stacks next attack releases a burst of 10k/12k/14k dmg to targets close by (dmg over time effect won’t trigger this)


The Cloaked Ascendancy

The boons in this Campaign are well.. Not very good.

When you kill an enemy you have a chance to emit an Aura of Despair that stuns up to 5 enemies within 25 feet for 4 seconds (when it procs it might save your life.)

2% Crit Sev and 1000 Max HP

500 Lifesteal and 2000 Max HP

When you land a Critical strike your stamina regenerates 10% faster for 10 seconds (Can help out when solo)


Jungles of Chult

These boons are strange ones, stacking too much into one is less effective than using multiple different boons.

You gain 500/750/1000 Power and 800/1200/1600 Maximum Hit Points – 2/3

You gain 500/750/1000 Defence and 800/1200/1600 Maximum Hit Points – 1/3

Chance on hit to gain a stack of Soul Syphon. On killing a creature, you release all stack of Soul Syphon in a burst at all nearby enemies. Each enemy receives 2000 damage per second lasting 1 second per stack of Soul Syphon. You restore 1% of your max health for every stack released.


Stronghold

Ideally you want to have the 8000 Power and the 32000 Hit Points, but not every guild will have those. Until you do, any of the boons will help in some way. Each boon gives 500 Item Level when maxed out so having boons is an easy way to increase Item level.

Each boon will be situational, if you lack in armour penetration heavily you will want to use the armour penetration boon, if you are running with a paladin using aura of courage you will want the HP boon as aura of courage is based off of each players own HP not the paladin like the tooltip says. If you are running content that requires a little more healing due to the amount of small damage you are taking then use the lifesteal boon to keep your HP at 100%

 

Currently I have the [Chultan Tiger] as my summoned companion for its bonus and being as it will be in close to all the buffs, any power share buffs will affect its power and give me more power via the bondings. As a DPS you want to use Bonding Runestones as they will provide more stats than an augment. If you use the Fire Archon as your summoned companion then you will need to get a Talisman.

Your stat focus on your companion should be Arm Pen and Crit as they will give you the biggest boost and it makes it easier to reach those caps.

The rest of my companions I’m still working on, Currently I Have:

[Air Archon] – Increases your damage against targets not at full health by +5%. Each additional active Archon increases this bonus by .5%

[Earth Archon] –  Increase your damage against targets by +6% when you are at full health. Each additional active Archon increases this bonus by .5%

[Siege Master] – Deal +4% Increased Damage. This effect is increased to +8% damage while on the Stronghold map. (Raw dmg with no down time just what we need.)

[Fire Archon] – Increase your damage against targets with less than 50% Hit Points by +7.0%.  Each additional active Archon increases this bonus by .5%

When you can afford you will want to get all your Companions to Legendary due to mod 12 giving you more stats for each legendary companion up to 31% of summoned companions stats for having all 5 Legendary

Mounts

Insignia Bonuses

Doing some testing, I have found that these are the best bonuses for me, Protector’s Camaraderie will provide you with extra Power and Defense. They are quite self-explanatory and should help you towards end game.

The insignias themselves you want whatever you are missing stats wise, need crit? get skill, need arm pen? get aggression, need neither? then go for dominance for added power.

If you no longer need a huge amount of RP, swap Wanderer’s Fortune for Combatant’s Maneuver for the extra combat advantage damage, ensure that you are using Disruptive shot to proc the bonus.

Combat Power

Currently I have Tenser’s Transformation for my combat power due to it being the only one I have, I would try to go for the Trex Combat Power due to how effective it is in a group. Mod 14 you will want the Bat Swarm as it is a flat damage buff and a debuff at the same time.

Equip power

The equip power I have is 4k Recovery. Ideally you want a 4k Power mount such as the Arcane Whirlwind or Black Ice Warhorse. Since you are aiming for 100% Crit Chance already there is no need to go for a 4k Crit mount as you will most likely reach Crit cap before you get a Legendary Mount. If you lack heavily in recovery like I do then keeping the 4k Recovery isn’t a bad thing.

 

Most stats in Neverwinter do not have Diminishing Returns (DR), meaning there is technically no “cap” and you should simply try to stack as much of a useful stat as you can, while meeting the caps on other useful stats. Secondary stats such as Combat Advantage, AP Gain (not as part of Recovery), Control Resist, AoE Resist, Stamina Gain, Companion Influence, Incoming Healing Bonus and Control Bonus all have slight DR after 1000-1200 points, so there is no need to go over this amount.

For every point in a stat, you gain a certain percentage. Most main stats are 400:1, meaning that for every 400 points you have of that stat, you gain 1%. These stats include Power, Crit (soft cap at 100%), Defense, Deflect Chance, Regeneration, Life Steal and Movement. For Recovery, every 400 points you have will get you 1% AP Gain and 2% faster reload speed of your Encounter Powers. Although these do not technically have DR, you should just mainly focus on whatever stat is most beneficial to your class/spec. Recharge speed has a smaller ratio of 200:1; for every 200 points you get 1%. Armor Penetration is the only stat that has a 100:1 stat to percentage ratio as well as a cap at 85% (8500) even though you technically will not get DR until over 10K; no monsters will need over 85% as of Mod 13b.

With arm pen you will want more roughly 9-10k as it’s not a direct 100:1 as you get higher up.

In summary:

Stats with DR at 1000-1200

  • Combat Advantage
  • AP Gain
  • Control Resist
  • AoE Resist
  • Stamina Gain
  • Companion Influence
  • Incoming Healing Bonus
  • Control Bonus

Stats with 400:1 stat to percentage ratio

  • Power
  • Crit (Hard cap at 100%)
  • Defense
  • Deflect Chance
  • Regeneration
  • Life Steal
  • Movement
  • Recovery (400 points = 1% AP gain and 2% faster recharge speed of Encounter Powers)

Stats with 200:1 ratio

  • Recharge Speed

Stats with 100:1 ratio

  • Armor Penetration (cap at 60%/85% with slight DR at 10K+)

This tab includes my top 10 picks for companions for the Hunter Ranger (not including ones for specific role i.e. Wild Hunt Rider for trapper)

1: Chultan Tiger – Active Bonus: On start of combat; your Run Speed and Damage are increased by 5% for 25 seconds.

Active bonus: Increases the drop of Omuan Treasures and Lost Idols in Chult by 10%.

2: Air Archon – Active Bonus: Increases your damage against targets not at full health by +2.0/3.0/5.0%. Each additional active Archon increases this bonus by .5%

3. Razorwood (in Mod 14) – Active Bonus: 25% Combat Advantage, +2.5% Critical Severity. This companion can be slightly misleading, the +25% combat advantage means combat advantage damage which means its adding a lot of damage no matter your stats, even at 200% combined combat advantage damage and crit sev the razorwood still provides over 9% damage, if it wasn’t for the need to crit and have combat advantage this companion would be at the top.

 

4: Siege Master – Active Bonus: Deal +3/4% increased damage. This effect is increased to +7/8% damage while on Stronghold map.

5: Earth Archon – Active Bonus: Increases your damage against targets by +3/4/6% when you are at full health. Each additional active Archon increases this by .5%

6. Alpha Compy – Deal +3% Increased damage.
This effect is increased to +5% damage while in all of Chult.

7: Erinyes of Belial – Active Bonus: +5/10% Critical Severity.

8: Tamed Velociraptor – Active Bonus: You are Part of the Pack. You and any allies that are Part of the Pack are granted +1% Damage. This effect may stack up to 5 times.

9:Fire Archon – Active Bonus: Increases your damage against targets with less than 50% Hit Points by +4/5/7%

10: Shred companion
Con Artist – Active Bonuses: +25/100/190/300 Critical Strike

Sellsword – Active Bonuses: +25/100/190/300 Power

Note: Rebel Mercenary would be here also but it has the same gear as the sell sword but apparently doesn’t proc Protectors camaraderie. Until I test it, you can miss it out.

These companions are not used for their active bonus but for their powers Wicked Strike and Consumed by Battle (Has to be summoned)
Consumed by Battle: The final strike of Wicked Strike now shreds 10% of the target’s defenses.
Wicked Strike: Deals damage to many foes standing in the way of this attack.
Needs to be maxed out at blue to be useful

Budget comps

1: Repentant Dragon Cultist – Active Bonus: +2/3/4% Damage (additional 1% against dragons) against targets at greater than 50%.

2: Lightfoot Thief – Active Bonus: On Critical Hit, foes nearby target will bleed for 3/5x Level based damage every 2 seconds for 10 seconds.
 

This companion isn’t a top tier companion but, its fairly cheap on the Auction House due to its high drop chance compared to other companions. It will help boosts IL and can be used as a bonding proccer and has a semi decent Active Bonus.
This companion can be swapped out for any other companion for IL purposes if you need the extra IL to get into dungeons and what not.

3: Young Yeti – Active Bonus: On Damage Taken: 10% chance, for you or your companion, to become blood thirsty, increasing damage dealt by 5/7/10%. (Has a Cooldown of 60 seconds)

 

Grasping roots are some of the strongest parts of the Hunter Ranger, Mainly for the Trapper path as with 5 points into ancient roots it makes our strong grasping roots last 7 seconds and weak grasping roots last 3.5 seconds. Just because they are so powerful does not mean they don’t have their flaws.

Grasping roots and thorned roots do not receive benefits from some things, as our roots do not actually root the target they are not being controlled. This means any control bonus or root damage will not affect them such as 2 companions which are popular to unknowing Trapper, the Skyblade Kobald and the Paranoid delusion.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Another buff roots don’t benefit from is the Orcus Set, hence the reason you see me not using it.

This is the section we want to pay attention to, as you can see the tooltip states that you will deal up to 20% additional damage based upon the difference in hit point percentage between the player and the target. This does not work with our roots making the set a bad choice as a lot of damage comes from our roots.

This video explains how the set works really well. Thanks Sume 🙂

These are all of the powers and feats that can apply either weak grasping roots or strong grasping roots, bearing in mind that with the Thorned Roots feat all strong grasping roots that are applied get upgraded to Thorned Roots.

   

 

I will start off by saying I wont be talking about every piece of gear as that would be a waste of my time and the time of anyone who reads this, I will mention mod 13 gear that you should try and obtain.

You will want to start off by unlocking OMU and its respective hunt tiers or have a friend that can craft the lures for you, but it might be best to do them yourself as you might need a lot.

Fured Kiuno of the Bear

The first piece and easiest to obtain is the Fured Kiuno of the Bear. This chest piece is BIS for both Combat and Trapper, and Archery if you use melee powers. Obtained from the Polaris Hunt and is very easy to get.

Jawrippers Gloves

The Jawrippers Gloves are BIS for Trappers due to Trapper being encounter heavy, NOTE: Does not affect Root damage.

Obtained from the Tyrant Hunt, one of the last pieces you will obtain.

Fearbringers

The Fearbringers are probably looked over due to its stats but for a combat HR having an extra 3% dmg on encounters and At-Wills is more than enough to be able to rebalance any stats.

Obtained from the Rasalas Hunt.

Boots of the Willed

Ahhh the Boots of the Willed, in constant debate to being BIS for Combat if you tend to do a lot of dodging/shifting then grab these. I would not recommend these for trapper as the added at-will damage will not benefit you enough to utilise them.

Obtained from Tyrant Hunt

Enduring Boots

The other set of boots from Mod 13, this one doesn’t require hunts but it’s not going to be the easiest piece of gear to obtain. The Enduring boots are going to be a good choice until you can get the Boots of the willed or if you rather not dodge and get that 3% damage buff.

Obtained from Makos in OMU.

Trapper doesn’t need much of an introduction. It was the most powerful path to play for the majority of the game’s lifespan. Consisting of the rapid use of all 6 encounters utilising the roots and each encounter to provide a fluid and fast rotation putting out mass DoT’s and huge AOE and single target damage. This is by far my favourite to play.

Paragon

There has always been a debate whether Stormwarden or Pathfinder is the better choice. Before Mod 10 In would have said Stormwarden for the Blade Storm personal. But Mod 10 fixed the damage of Blade Storm and it is no longer affected by buffs, and with the changes to the Swiftness of the Fox feat I feel that going for Pathfinder is a better option for the At-Will Careful Attack/Hunters Teamwork as you will need to use At-Wills and Dailies to maintain a smooth rotation.

Feats

I will explain why I chose each feat and what feats could be chosen.

Heroic Feats

Predatory Action – 3/5 [As you are using 6 Encounter powers getting a daily is pretty fast so you will be firing off dailies quite often. Extra damage is an easy pick.]

Weapon Mastery – 3/3 [More Crit chance is always nice.]

Toughness – 3/3 [An HR can be squishy yes but doesn’t mean that you want it to be.]

Swift Footwork – 0/5 [This feat isn’t worth having over any of the other feats.]

Battle Wise – 0/5 [As a DPS you will be generating threat by doing damage and with a good tank that can hold threat you will never need this.]

Agile Combatant – 3/3 [We are constantly switching stances, so doing more damage is great.]

Endless Assault – 3/3 [We have 6 encounters to use, why wouldn’t you want more damage from them?]

Natures Enhancement – 0/3 [I don’t have enough deflect for it to make a difference.]

Lucky Skirmisher – 0/3 [Same as Nature’s Enhancement, the difference isn’t noticeable.]

Scoundrel Training – 2/3 [I took off 2 points from Predatory Action for the extra damage on Careful Attack, With the harder dungeons the more damage you can do on the bosses the better. If you are Stormwarden you won’t need this. 5/5 in Predatory Action is highly recommended.]

Disciple of Dexterity – 3/3 [6% extra damage from DEX is no doubt an obvious choice.]

Extra Action – 0/3 [We gain enough AP as it is, we won’t need extra from here.]

Trapper Feats

Fleet Stance – 5/5 [As I have said before movement is key.]

Readied Stance – 0/5 [We don’t need AP gain, with 6 encounters our daily comes pretty fast]

Deft Strikes – 5/5 [This is the first Feat that will enable you to deal high damage.]

Slasher’s Speed/Nature’s Fury – 0/5 [Pretty useless as you wont always have the daily equipped.]

Trappers Cunning – 5/5 [As you aim for 100% crit chance this will proc more and more increasing your damage even further.]

Forestbond – 5/5 [Using this will enable you to start cooling down your powers so they are ready to use when you switch stances.]

Ancient Roots – 5/5 [Having your roots last longer means you will be doing more damage.]

Swiftness of the Fox – 5/5 [The bread and butter of a Trapper, most of the time you can use 3 encounters, switch stance and use 3 encounters, switch stance and the first round of encounters will be ready to use again, but if you have a power that takes longer to cool down you will either need to fire an appropriate At-Will or daily at the end or start of your encounters.] (e.g. When using Plant Growth after I have used all 3 of my ranged encounters if I have my daily up I will use it, if not I will fire 1 or 2 At-Wills to ensure that all my melee encounters are ready.)

Thorned Roots – 5/5 [Stronger Roots dealing more damage is great.]

Serpents Bite – 5/5 [As you will always have Aspect of the Serpent active, having this feat will increase your damage and Crit chance.]

Biting Snares – 1/1 [Topping off the feats for extra damage and extra AP]

Powers

As you are leveling, put your points into all the powers you could end up using, once reaching 70 your first 4th point will go into Aspect of the Serpent, then it all depends on your preference. Careful Attack would be a good second choice then your main 3 encounters (Constricting Arrow, Fox’s Cunning, Cordon of Arrows) then it will depend on what you feel you need most.

These are the power you want to get to 4 first.

Aspect of the Serpent

Careful Attack

Cordon of Arrows

Constricting Arrow

Hindering Shot

Longstrider’s Shot

Aspect of the pack

Forest Ghost/Seismic Shot

Disruptive shot

Solo:

At-Wills – Hunter’s Teamwork, Rapid Shot

Encounters – Constricting Arrow, Fox’s Cunning/Hindering Shot, Cordon of Arrows

Dailys – Forest Ghost, Seismic Shot

Personal – Aspect of the Serpent, Aspect of the Pack/Aspect of the Lone Wolf

(Having a companion out will give you nearly 100% up time on Combat Advantage while using AOTP)

Trash:

At-Wills – Hunter’s Teamwork, Rapid Shot

Encounters – Constricting Arrow, Hindering Shot, Cordon of Arrows

Daily’s – Forest Ghost, Disruptive Shot

Personal – Aspect of the Serpent, Aspect of the Pack

Bosses:

At-Wills – Hunter’s Teamwork, Rapid Shot

Encounters – Constricting Arrow, Longstrider’s Shot/Hindering Shot, Cordon of Arrows

Daily’s – Slasher’s Mark/Seismic Shot, Forest Ghost/Distruptive Shot

Personal – Aspect of the Serpent, Aspect of the Pack

(If you have the movement speed use Longstrider’s Shot) You will have to figure out what rotation to use depending on your group composition. If you have a good tank then you can use Hindering shot, if your group is having a hard time staying alive then you can use Fox’s Cunning. Use Slasher’s Mark on bosses if you are running with a Guardian Fighter and they don’t have the stamina regen to keep up their shield.

Every few rotations in a boss fight you want to apply Careful Attack to keep the damage rolling. When entering combat you want to hit the biggest target with Constricting arrow as it will apply the strongest root, if you are using longstrider’s, then lead with that as it will provide you with a damage buff and movement buff. After every range rotation you want to use an At-Will/Daily or both to ensure that Plant Growth is cooled down When starting your melee rotation, start with Plant Growth as it will gain the biggest benefit from Aspect of the Serpent. Keep moving as you will die very quickly at lower IL, The rotations I use are below:

Hindering Shot/Strike Rotation:

This is the main DPS rotation I run with at the moment. It keeps Thorned roots and Strong Grasping roots up to maintain high damage. Use this for high DPS if you have a good group.

Rotation is as follows: Constricting arrow > hindering shot > cordon of arrows > hunters teamwork (atwill) [Switch Stance] > Plant Growth > Steel Breeze > hindering strike > (if boss apply careful attack) [Switch Stance] > Constricting arrow > hindering shot > cordon of arrows > hunters teamwork (atwill) > Any Daily > [Switch Stance] > Plant Growth > Steel Breeze > hindering strike…. repeat

Key note, while using this rotation the longer the fight the more you will have to pay attention to your ranged cooldowns, if you know they are not going to be ready use forest ghost (daily) before using all of your melee encounter that way when you switch to ranged and use constricting arrow you can switch back and melee will be up (you may need to fire a few rapid shots while in ranged to be sure).

Longstrider’s Shot Rotation:

I use this rotation in big groups such as Demo/EDemo/SVA/MSVA/Tiamat, as there are a lot of players to gain the buff. It’s more effective to use than being a selfish DPS. I will also use this if there is another DPS significantly better than me as they will be doing more damage so this will help speed things up.

Rotation is as follows: Constricting arrow > Longstrider’s Shot > Run towards Target > [Switch Stance] > Plant Growth > Gushing Wound > (if boss apply careful attack) > Move out and Steel Breeze at the same time >  [Switch Stance] >Longstrider’s Shot > Run towards Target > [Switch Stance] > Plant Growth > Gushing Wound > Move out and Steel Breeze at the same time…. repeat

Key note: if you want to maximize damage with Thorned Roots use Longstrider’s Shot before Constricting Arrow like in the video.

Fox’s Cunning/Shift:

I rarely ever use this rotation anymore. I mainly use this if I am running with a low-level tank and DC to give the group better survivability. I will also use this rotation if I feel like trying to solo a dungeon to give me a free dodge.

Rotation is as follows: Constricting arrow > Fox’s Cunning > Cordon of arrows > hunters teamwork (atwill) [Switch Stance] > Plant Growth > Steel Breeze > Fox Shift > (if boss apply careful attack) [Switch Stance] > Constricting arrow > Fox’s Cunning > Cordon of arrows > hunters teamwork (atwill) > Any Daily >[Switch Stance] > Plant Growth > Steel Breeze > Fox Shift…. repeat

Archery Style Rotation:

This rotation is no longer needed as you can easily just have an archery Loadout but it’s still fun to use at times keeping almost 100% uptime on Longstrider’s.

*coming soon*

Combat is the melee fighting style of the Hunter Ranger, using its close up attacks to deal out flurries of damage to either a large group of mobs or taking off large chunks of a boss’s HP. This path was hardly used up until the big change in Module 10 and now slowly becoming the highest DPS path for the HR.

I will start off with a little bit about my experience with combat, firstly I was a little skeptical when building my combat loadout as I didn’t want to waste any AD building something I wouldn’t like and regret it down the line. I can say this was quickly shut down as soon as I got a vorpal, combat surprised me when it comes to how efficiently it kills anything including bosses.

I run 2 different specs for combat as opposed to the one I run with trapper. With combat you need to use 2 specs if you want to be as effective as possible. The first spec is my Stormwarden Trash destroyer, with this I can kills trash super quick due to its high burst damage capabilities. Stormwarden Combat is by far a lot better at killing trash than Trapper is due to the insane high burst damage, which is the key to speed runs.

StormWarden – Trash Mobs

As you notice the heroic feats are no different from my PF Trapper feats, and you will see why.

Heroic Feats

Predatory Action – 3/5 [Due to using a Fey this feat is a lot better on combat than it is on trapper, although you will notice that you won’t use as many dailies but they will hit harder]

Weapon Mastery – 3/3 [More Crit chance is always nice.]

Toughness – 3/3 [More HP = More damage if you are with a Pally.]

Swift Footwork – 0/5 [This feat isn’t worth having over any of the other feats.]

Battle Wise – 0/5 [As a DPS you will be generating threat by doing damage and with a good tank that can hold threat you will never need this.]

Agile Combatant – 3/3 [Easily missed as people assume to stay in melee stance, the feat is so easy to maintain is free damage just double tap your stance switch and there you go more damage.]

Endless Assault – 3/3 [Even though the main source of Comba’ts damage is At-Will based doesn’t mean the encounters still don’t pack a punch]

Natures Enhancement – 0/3 [I don’t have enough deflect for it to make a difference.]

Lucky Skirmisher – 0/3 [Deflect is so easy to come by so there is no point wasting feats for it.]

Scoundrel Training – 2/3 [More At-Will damage? Combat says yes please, easy pick.]

Disciple of Dexterity – 3/3 [6% extra damage from DEX is no doubt an obvious choice.]

Extra Action – 0/3 [We gain enough AP as it is, so we won’t need extra from here.]

Combat Feats

Blood Letting –  5/5 [More Lifesteal means that, while using such high burst damage, for any damage inflicted you are healed straight back up]

Serpent Weave – 0/5 [The .5 Seconds isn’t worth going for as you can get that just from being with a Palladin or DC]

Fluid Hunter – 5/5 [Having this makes the loss of Crit from Skirmishers Gambit easier to make up, plus more deflect means more tanky]

Warden’s Courage – 5/5 [When using Throw Caution you want to take as little damage as possible and do as much damage as possible, since it’s meant for trash this is the perfect feat]

Skirmisher’s Gambit – 5/5 [Can’t go wrong with more damage, the added crit sev makes up for the loss of 10% crit chance.]

Lucky Blades – 5/5 [More damage from encounters means more sustained damage for those high HP trash mobs]

Piercing Blades – 5/5 [This doesn’t make your attacks have arm pen attached to them, it’s separate hit but scales with buffs so can hit pretty hard]

Wilds Medicine – 0/5 [Not worth using in PVE due to how potent lifesteal is with healing]

Scything Blades – 5/5 [More damage is more damage]

Battle Crazed – 5/5 [Even more damage and is super easy to keep at max stacks]

Blade Hurricane – 1/1 [The bread and butter of combat, if utilised correct this feat is insanely powerful and where the burst damage from Combat comes from]

Powers

The main factor in running combat is keeping flurry active as much as possible, you can do this just by utilising your powers correctly.

Trash

Encounters: Thorn Ward/ Thorn Strike, Split the Sky/ Throw Caution, Cordon of Arrows/Plant Growth

Passives: Aspect of the Pack, Blade Storm

Dailies: Forest Ghost, Seismic Shot

At-Wills: Split Strike, Clear the Ground

During your rotation you will want to switch stances every 5 seconds to keep Agile combatant active, this isn’t a problem for trapper as you are always switching stances, but on combat you tend to feel like you should stay in melee stance the whole time… DON’T. Before you use an encounter, switch stances twice. If you have time to use Split the Sky before the combat starts, do so as this will give you more damage and also will proc lifesteal.

This is a very basic video of my rotation, more advanced rotation in text below video:

For bosses and trash your rotation will vary as trash dies a lot faster and thus you don’t need to fire off as many things as it just takes longer. Some situations will differ such as the hill climb on FBI or maybe running through trash mobs in MSPC, either way as you play your character more you will begin to understand and evaluate different situations allowing you to modify your rotation as needed. I will list a boss rotation and a very basic trash rotation.

Boss: start off by hitting your target with aimed strike, this will build up stacks of battle crazed, fire off split the sky, use forest ghost and begin to move back. Activate your Soulsight crystal and proceed to fire off Longstrider shot, then as you move towards the target fire Disruptive shot to proc combatants and your offensive action ring. Hit the target with gushing wound followed by 2 split strikes, Stance Dance then hit the target with throw caution followed by 2 more split strikes, SD then if you can fire another Disruptive shot followed by a Plant Growth and 2 more split strikes, repeat as needed.

Trash: SD then fire off longstrider followed by a quick disruptive shot, switch stance the activate Plantgrowth followed by 2 split strikes. SD then use Throw Caution followed by 2 more split strikes. SD then gushing wound the target with the most HP followed by 2 more split strikes. This rotation is very basic so you should only use it as a guide and build your rotation the way you like to play and adapt to the battle.

Pathfinder – Single Target

NOTE: Do not currently use this build as Careful attack is Broken.

Heroic Feats

Predatory Action – 3/5 [Due to using a Fey this feat is a lot better on combat than it is on trapper, although you will notice that you won t use as many dailies but they will hit harder]

Weapon Mastery – 3/3 [More Crit chance is always nice.]

Toughness – 3/3 [More HP = More damage if you are with a Pally.]

Swift Footwork – 0/5 [This feat isn’t worth having over any of the other feats.]

Battle Wise – 0/5 [As a DPS you will be generating threat by doing damage and with a good tank that can hold threat you will never need this.]

Agile Combatant – 3/3 [Easily missed as people assume to stay in melee stance, the feat is so easy to maintain is free damage just double tap your stance switch and there you go more damage.]

Endless Assault – 3/3 [Even though the main source of Combat’s damage is At-Will based doesn’t mean the encounters still don’t pack a punch]

Natures Enhancement – 0/3 [I don’t have enough deflect for it to make a difference.]

Lucky Skirmisher – 0/3 [Deflect is so easy to come by so there is no point wasting feats for it.]

Scoundrel Training – 2/3 [More At-Will damage? Combat says yes please, easy pick.]

Disciple of Dexterity – 3/3 [6% extra damage from DEX is no doubt an obvious choice.]

Extra Action – 0/3 [We gain enough AP as it is, we won’t need extra from here.]

Combat Feats

Blood Letting –  5/5 [More Lifesteal means that, while using such high burst damage, for any damage inflicted you are healed straight back up]

Serpent Weave – 0/5 [The .5 Seconds isn’t worth going for as you can get that just from being with a Paladin or DC]

Fluid Hunter – 5/5 [Having this makes the loss of Crit from Skirmishers Gambit easier to make up, plus more deflect means more tanky]

Advanced Stalking – 0/5 [We won’t be using Ambush or Bear Trap so this feat is useless]

Skirmisher’s Gambit – 5/5 [Can’t go wrong with more damage, the added crit sev makes up for the loss of 10% crit chance.]

Lucky Blades – 5/5 [More damage from encounters means more sustained damage for those high HP trash mobs]

Piercing Blades – 5/5 [This doesn’t make your attacks have arm pen attached to them, it’s separate hit but scales with buffs so can hit pretty hard]

Wilds Medicine – 0/5 [Not worth using in PVE due to how potent lifesteal is with healing]

Scything Blades – 5/5 [More damage is more damage]

Battle Crazed – 5/5 [Even more damage and is super easy to keep at max stacks]

Blade Hurricane – 1/1 [The bread and butter of combat, if utilised correctly this feat is insanely powerful and where the burst damage from Combat comes from]

Trapper Feats

Fleet Stance – 5/5 [This feat helps us get closer to the boss faster after using LSS, also any bosses that move around we can keep up as we need to be right at the feet to be able to do the dmg we need]

Powers

Encounters: Thorn Ward/ Thorn Strike, LongStrider’s Shot/Gushing Wound, Cordon of Arrows/Plant Growth

Passives: Aspect of the Pack, Seeker’s Vengeance/Aspect of the Pack (This will depend on the boss you are fighting, like the Dragon Turtle in FBI you can’t physically get behind him so doing extra damage with thorn ward is always nice)

Dailies: Forest Ghost, Seismic Shot

At-Wills: Split Strike, Careful Attack

Gear

Gear doesn’t change much from combat to trapper other than stacking more crit which I do by moving my Hellig off my companion and putting on my Beast Slayer +5. As a combat you will need to swap out the dread for something more useful such as vorpal or fey. I’ve calculated both to be similar damage based on my crit severity and combat advantage dmg, you can do the same or just pick which one you prefer.

The Main hand power I use Split Strike and my Off Hand I still use Aspect of the Pack

Combat is more recovery focused than trapper is, so crit recovery rings are ideal. Stat focus is still the same, arm pen and crit to their respective caps just make sure you grab some recovery on the side, I’m running with 8-9k and I get my powers back with reasonable speed. I would advise getting roughly this amount before stacking into power as it will help you keep flurry active as much as possible.

Mounts

My mounts dont change between Combat and Trapper, See mounts Section for more info.

One thing I do change is the equip power, due to being short on recovery I use +4k recovery for my equip power on combat to help cooldowns.

Introducing Yarrow’s Ridiculously Idiotic But Kind of Amazing Archery Build

Second Edition for Mod 14. Originally posted @ http://bit.ly/TyposAmazingArcheryBuild.

Author: Extraneous Typo (aka “Typo”) – HR Toon [email protected] Typo on Xbox

Get a Copy of Yarrow’s Archery-Combat Hybrid Build (PDF document via Google Drive)

My personal thanks to Elven Archer for his kindness in allowing me to host my Hybrid Archery build here within his guide. Readers with questions or feedback should reference “Hybrid Archer” in the comments section. Enjoy!

PVE Hunter Ranger-Close Range Archery-Combat Hybrid Build

The Dilemma

Archers do not really get a lot of respect. Sure archery has its fans, but other players, even many who play Combat or Trapper HRs, will frequently say that Archers are a problem because they shoot from a distance and miss out on party buffs. In fact, archers can be so far away that their companions may not even engage in the fight, which can mean bonding stones won’t proc. Even with an archer’s powerful ranged-based damage, that is just not enough to overcome these kinds of deficits.

My Perspective

I am Extraneous Typo (Xbox GT) and I have been playing a Hunter Ranger (named Yarrow) since 2015. I have played all paths for both paragons. My current top loadout for “serious business” is a Combat. But with the release of loadouts in 2017, I started playing around on the side with Archery and have become quite fond of this path. I do recognize there are some fundamental issues that can only be truly fixed by the developers, but I also believe there is a work-around solution to this archery problem.

The Solution

I think a good work-around is a hybrid archery-combat build, mostly as a secondary DPS and support role. In general, most of the feats will still be in the archery tree, including the capstone feat, but key is not selecting Stillness of the Forest and instead putting points into Skirmisher’s Gambit from the Combat tree, which will apply +50% Critical Severity to all attacks. The requirement to be at range is removed and you can now dish out heavy damage from anywhere.

But the differences go even further. You will now have to stack Crit and Recovery and I’m also advocating for an alternating rotation (kind of like a Trapper) of ranged and melee attacks, focusing mostly on encounters and dailies to leverage the scaling physical damage from the Longshot feat. At-wills still come into the picture, but more for adding stacks to your Rising Power feat and not as the main source of damage.

But by focusing on encounters and dailies, you are also buffing and debuffing your party. A very efficient dual-function use of powers! Everything is explained in the full build document.

Note: If you are perfectly happy as a pure archer, I’m certainly not telling anyone what to do here. But if you would like to become more viable for participating in end-game parties, then this hybrid build may be of interest to you.

Isn’t this just a Ridiculous Idea?

Well I’m not saying this build makes Archery better or the equal to Combat or Trapper, but I am hoping it can close the gap a little. Here are a few short video examples of me demonstrating this build, so that you can see the possibilities.

Solo Archer Beating Up a Band of Gorillas in Omu

Solo Archer Taking Down a T-Rex by Soshenstar River

Archer Blacking Out Four Stronghold Target Dummies at Once

 

Everyone is always asking, “What’s the best enchants to use?” Well, look no further as I’m going to break down each enchant for you so you can decide which enchantments are best suited for you are your build. There are only a few multi-stat enchants that will be useful, I will list them all and explain the ones worth using.

Let’s start off with all of the single stat enchants as these will be your main source of stats when you first start building your Hunter Ranger.

Azure Enchantment:

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Critical Strike

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Defense

This will be your main source of Crit when you first start off. You might even still use a few of them towards End Game just to keep yourself at the cap. As it is a single stat enchantment, it is not ideal to be min maxing with it as you will get more total stats from multi-stat enchants.

The defence is a good option if you lack the survivability for doing things such as dailies but for dungeons you will want to consider something else.

Dark Enchantment:

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Armour Penetration

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Life Steal

Dungeons require a set amount of armour penetration for you to be able to do the most amount of damage possible. When you lack the armour penetration from gear/companion/mounts using enchant to get to the well needed caps is always a very easy thing to do. Once you acquire sufficient armour pen from other sources you can move away from enchants.

As an HR you have many ways to keep yourself alive very easily, as a trapper you have the constant DoTs and combat you will have very fast burst damage, both of which are great at proccing lifesteal and keeping your HP up. I would suggest around 15% lifesteal to be able to keep yourself at full HP without having to be healed from other sources.

Radiant Enchantment:

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Power

+150/300/450/600/750/1000/1250/1500/1750/2000/2500/3000/3500/4000 Hit Points

While you level up power is going to be the easiest way to output damage so stack it a lot. Once you reach level 70 however you will want to swap any Radiants out for more useful stats such as arm pen and crit. What if you have hit those caps? Personally I wouldn’t use Radiants in offence slots because I know I can get more stats by using duel or triple stat enchants.

Using HP in defence slots is very situational as there is only one real use for it and that’s for added damage with Aura of Courage from the Oathbound Paladin, if you are regularly running with a Pally then HP is 100% the best defence stat but only if you always run with a pally.

Silvery Enchantment: 

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Recovery

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Deflection

Honestly there isn’t much to say about this one as it’s not that great, the recovery is nice for a combat but you need to prioritise crit over recovery to start with and when you do try stack recovery through enchantments its best to go for multi-stats.

If you PVP deflection is going to be something you want a lot of but in terms of PVE there isn’t really much use for it on a HR, it’s not going to help keep you alive.

Now for the double stat Enchants,

Brutal Enchantment:

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Power and Critical Strike

+90/180/270/360/450/600/750/900/1050/1200/1500/1800/2100/2400 Hit Points and +15/30/45/60/90/120/150/180/240/300/360/420/510/600 Defense

With power and crit being most wanted for DPS classes this enchant will be especially useful once you start to reach that crit cap as the added power will increase your damage output even more. I would recommend if you are going to use this enchantment to use it on your character offence slots first so you don’t have a too big of a decrease in crit chance.

For a defensive option it’s not the best option as there are other enchants with more HP and more overall usefulness, I would try to avoid using them as going full radiants will net in higher damage output and the defence will be less sought after towards endgame.

Cruel Enchantment:

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Power and Recovery

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Defense and Deflection

As an overall enchantment this is a pretty poor choice when it comes to PVE as neither offence or defence will be truly beneficial, I’d skip this at all costs.

Ruthless Enchantment:

+125/150/200/260/330/420/500/600 Critical Strike and Recovery

+125/150/200/260/330/420/500/600 Defense and Life Steal

A nice new enchantment that got added recently, for offense it’s a good option for combat HRs who are just lacking that little bit of recovery. It’s not an end game enchant but since its new it is fairly cheap and easy to get a hold of and will help out with the need for recovery.

Defence wise this enchant will replace any darks you might have slotted but it’s not anything for end game so I’d recommend trying not to stack too many.

Savage Enchantment:

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Critical Strike and Armor Penetration

+90/180/270/360/450/600/750/900/1050/1200/1500/1800/2100/2400 Hit Points and +15/30/45/60/90/120/150/180/240/300/360/420/510/600 Life Steal

In my opinion an excellent enchantment for offence and defence if you lack a little bit of lifesteal, the crit and armp pen can help you reach your two most important caps which is great for slotting on your companion if you so need to.

In defence the HP and lifesteal combo will help keep you doing extra damage and keep your lifesteal up to a point where you don’t need outside healing.

Vicious Enchantment:

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Armor Penetration and Power

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Deflection and Life Steal

Not much to write here, pretty poor stats overall. Skip.

Wicked Enchantment:

+150/180/240/300/360/420/510/600 Armor Penetration and Recovery

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Deflection and Life Steal

Same with this one, really not worth using.

And now for the Triple Stat Enchants.

Black Ice Enchantment:

+75/105/140/175/215/275/350/425/500/600/700 Power, +38/63/70/88/108/138/175/212/250/300/350 Critical Strike, +38/63/70/88/108/138/175/212/250/300/350 Recovery

+75/105/140/175/215/275/350/425/500/600/700 Defense, +38/63/70/88/108/138/175/212/250/300/350 Deflection, +38/63/70/88/108/138/175/212/250/300/350 Life Steal

Offence slot wise, this is by far the best option for a Combat HR as all 3 stats are useful and it will provide the most overall useful stats of any enchantment.

Defence slot though, not worth it as it has no HP and it mainly for powershare classes for the addition of assassin’s covenant power.

Demonic Enchantment: 

+105/140/175/215/275/350/425/500/600/700 Armor Penetration, +63/70/88/108/138/175/212/250/300/350 Power, +63/70/88/108/138/175/212/250/300/350 Critical Strike

+525/700/875/1050/1225/1400/1750/2100/2450/2800 Maximum Hit Points, +63/70/88/108/138/175/212/250/300/350 Deflection, +63/70/88/108/138/175/212/250/300/350 Life Steal

If you lack a little in arm pen this enchantment can help you maintain your high power and crit while giving you that boost of arm pen you might need.

While this has higher HP than say a brutal or a savage I wouldn’t recommend using it, try stick to using Radiants as the HP boost is more than enough to warrant not having any other defensive stats since you’ll be able to gain both defence and deflect from shepherd’s devotion.

Draconic Enchantment:

+50/75/105/140/175/215/275/350/425/500/600/700 Armor Penetration, +25/38/63/70/88/108/138/175/212/250/300/350 Power, +25/38/63/70/88/108/138/175/212/250/300/350 Recovery

+315/420/525/700/875/1050/1225/1400/1750/2100/2450/2800 Maximum Hit Points, +25/38/63/70/88/108/138/175/212/250/300/350 Defense, +25/38/63/70/88/108/138/175/212/250/300/350 Life Steal

For offence stats this enchantment is pretty poor, for defence it can help you gain a boost of defence if you feel you need it. Other than that there isn’t much to talk about.

Gigantic Enchantment: 

+105/140/175/215/275/350/425/500/600/700 Critical Strike, +63/70/88/108/138/175/212/250/300/350 Recovery, +63/70/88/108/138/175/212/250/300/350 Armor Penetration

+263/350/438/525/613/700/875/1050/1225/1400 Maximum Hit Points, +63/70/88/108/138/175/212/250/300/350 Defense, +105/140/175/215/275/350/425/500/600/700 Deflection

Now this one is going to be used if you are lacking arm pen and crit as it is almost as good as a black ice but the stat distribution goes more heavily into crit.

I wouldn’t bother with this for a defense slot, using this over any other HP enchant is silly as it has the lowest HP count.

Ahh yes a big section going into detail about all of the powers… sort of? Yeah.. it might take a while to compile everything together but bit by bit I will go more and more into detail about each power and how they work.

Below you will find 2 tables consisting of each power and the target caps created by Sharpedge.

Melee:

Ranged:

 

 

Want to know what this build can do with practice?

This is a solo Shores of Tuern I did, it was a very tough fight and I had to switch up a lot of things. But in the end I pulled it off, granted with a lot of deaths but it was worth it.

I attempted a solo Lair of Lostmauth and it was a success, the only part I struggled with was the first boss over 50% HP. Once he was no longer on the drake, the drake didn’t hit as hard and as he moves slow I could just bounce around both of them and avoid his attacks.

Final Notes

One thing I can’t stress enough to people is how important Bonding Runestones are. They provide a huge stat increase and are the best thing you could invest in. Max out your Bonding Runestones as soon as possible.

Thank you for putting the time into looking at my guide. Had a lot of good feedback from my build so far, so feel free to post a comment about your experience using my build and if you find things that could be improved.

Thank you to everyone throughout the years of me playing Neverwinter, it has been a fun journey and I hope, even though I no longer play, that my build still gets recommended down the line as a place to read about my thoughts on the HR. Most of this wouldn’t have been possible without the support of everyone wanting me to keep the build up to date and to keep my opinion on things coming.

Special thanks the to the Members of the Hunter Ranger page on Facebook, great set of admins and members, another special thanks to Eric for allowing me to archive his build into a section on this build.

Change Log

All major updates to this guide will be posted here and small tweaks will be notes but won’t be explained unless they need to be.

  • {24/07/17} Added tabs to make the build cleaner and easier to navigate
  • {24/07/17} Updated mount section to include Mount Combat Power and Equip Power
  • {18/11/17} Added New Tabs and updated introduction
  • {20/01/18} Added Combat Build
  • {05/04/18} Updated any outstanding changes to match current build (might have missed something so please let me know}
  • {05/04/18} Added Stat distribution info into its respective section.
  • {21/07/18} Updated to mod 13
  • {21/07/18} Added Enchant breakdown
  • {21/07/18} Added Archery build
  • {21/07/18] Added % dmg equipment to all things gear tab.
  • {10/09/18} Added new Powers tab.

 

 

All about those powers tab

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  • Lunaria
    December 7, 2016 at 10:37 pm

    Way to go ea! So gonna use this! Its Luna

  • David Toth
    December 12, 2016 at 7:01 pm

    i use a similar build except i use all the archons and an owl bear cub as my companions

  • Sunshine on Xbox
    December 14, 2016 at 7:53 pm

    Nice build, thanks for posting. I think the lostmauth horn is power and armor pen, not power and crit

  • December 15, 2016 at 7:39 pm

    How well can you level into this? Just started and looking at builds.

  • fail_
    December 24, 2016 at 12:45 am

    build is working very nice so thank you for that. but what fashion gear are you using?

  • CasualVillain
    December 28, 2016 at 12:24 am

    love the build man, but what’s your opinion on a Crit sev build with skirmishers gambit? Do you think it would do more or less dmg overall? I’ve tried both and can’t tell for the life of me. When i go Crit sev I have 67% Crit chance and 220% Crit sev and with my r12 bonding my Crit still jumps up to over a little 100% but I can’t tell if I do more or less

  • DANIEL
    January 10, 2017 at 2:08 am

    Hi bro, i’ll try this build but.. im “new” with NW.. i was asking myselft, where i can find those Umbral Bracers?? Thx, have a good day!

  • Cypres
    January 14, 2017 at 2:08 am

    When you say 100% crit, do you mean Crit Chance or Crit Severity?

  • Nick
    January 15, 2017 at 8:17 pm

    Is this still your current build?

  • Lauren
    February 5, 2017 at 12:48 am

    Very helpful. I’m still learning and leveling. Would you be able to modify your Power section to indicate how many points your slotting into each?

  • xfail_
    February 10, 2017 at 3:57 pm

    hey, i have a question about the artifacts, is the sigil of the greatweapon a viable option for the lostmauths horn?

  • Cole
    March 8, 2017 at 1:04 am

    hey lol your in my alliance i’m from supernatural and i’m looking forward to using this build.

  • CasualVillain
    March 15, 2017 at 9:17 pm

    I’m currently using the codon,constructing, hindering rotation. Would using LOng strider instead of hindering get me more overall dps? I read somewhere that using longstrider decreases your dps think it might of been in t.suwante video

    • March 15, 2017 at 11:10 pm

      I would strongly advise against using 2 powers that have charges on them as they can’t be used for a faster rotation, about Longstrider, it really depends on how effective you are at using the class. I have switched from using Fox cunning to Longstrider. whilst soloing dailies I kill things much quicker and in group play my dmg does drop slightly due to bad rotations but if used correctly you can not only increase your own dps but your team mates so adds just melt same with bosses.

      • Jojo
        March 30, 2017 at 1:03 pm

        it might look like you’re loosing dps with longstrider in the paingiver chart, but only because your teammates deal more damage because of your buff. your actual dps stays about the same with LS and you’ll be valuable for the whole team performance and appreciated by every good player.

        • April 1, 2017 at 2:05 pm

          I still top DPS the majority of the time due to having gushing wound proc of everyone else and being able to do more dmg with PG. But yes I use LS for team performance rather than personal DPS, If I can help everyone kill things faster then I will.

  • DXB HR
    March 31, 2017 at 4:37 pm

    its nice to see people making builds to help the community , but i hope they prioritize more important things than others. as a character you would benefit more by upgrading your bondings to 12 and atleast have a summoned at epic if not legendary. the fact you restored your relic weapons means you have the ad or the resources which you could have sold to make ad, either way so many improvements can be made overall than the benefit you gain by simply having the relics at this point.

    • April 1, 2017 at 2:03 pm

      The reason I have my relic weapons and not max bonding’s is due to the fact that they were farm-able I wont spend Ad where I don’t need to and I wont waste RP where I don’t need to, I go off of a save everything basis, if It has a x2 event I don’t do it. I wait for x2 RP to refine anything, I could easily max my bonding’s right now if I wanted to, but then i’d be wasting RP and I still have a lot of enchants to upgrade so I save where I can.

      • DXB HR
        April 2, 2017 at 11:49 am

        you have all your boons except the last 2 upgrades of somi and tyranny which means youve been playing for sometime now. which means youve seen atleast three to four x2 rp events which ultimately means you had the chance to get bondings 12. anyways i am not no means trying to bash you or anything just simply stating that make it clear to people when making a guide that bondings are veryy verrrryyy and i repeat verrrrry important .

        • April 3, 2017 at 1:56 pm

          I was more focused on getting my artifacts maxed and it wasnt until mod 8 when I actually got my first bondings and shortly after I took a break for quite some time, hence why I stated that I took a break and my SKT boons where not complete until recently so I had missed out on alot of x2 RP events and the ones I managed to refine on I had very little RP to use.

  • straylight
    April 2, 2017 at 7:56 pm

    If ur worried about dps, drop ls for hindering on mobs. Otherwise not bad, get rid of the yeti tho, it’s broken and doesn’t work so your wasting a companion slot. Also hunt rider is bis for an active

    • April 3, 2017 at 1:53 pm

      Im not worried about dps and I know the Wild Hunt Rider is BiS but on xbox its 2 mill AD and i just dont have that sort of AD to spend, and using hindering is bad as you have 2 powers that have fixed cooldowns so I end up having to wait i’ve tried it out before and I prefer to use fox’s cunning or LS for the group benefits.

  • April 4, 2017 at 4:59 pm

    u died a lot in that elol huh? xD

  • Brandon dahl
    April 18, 2017 at 10:03 pm

    Is there anything new with mod 11 that you are going to change

  • Vincenzino
    April 19, 2017 at 8:42 am

    one question: what about rapidly shifting and reshifting form before cordon of arrows to get the trap master feat?

    • April 21, 2017 at 3:00 pm

      Cordon doesn’t do that much damage, and as you will have Master Trapper up most of the time due to switching constantly you wont need to try trigger the feat it will happen automatically.

  • Poppin
    May 7, 2017 at 1:37 pm

    If I want strictly wanted to do dps (no team)buff what would be the best rotation then from start to finish. Thank you in advance. Also with new weapon enchants buffed up lightning vs dread?

    • May 9, 2017 at 5:44 pm

      New weapon buffs dread might still be better, I haven’t tested it as i’m too poor, but Ive had alot of people say that the lightning doesn’t proc from thorned roots so its not worth it. for dps, you want to use Constricting arrow, Hindering Shot and Cordon of arrows. you want to make sure you have melee stacks. Start with Plant Growth, then Steel Breeze, then Hindering Strike, ‘Switch Stance’, Hindering Shot, Cordon of Arrows, Constricting Arrow, Hunters Teamwork (At-Will), ‘Switch Stance’ Repeat. Use daily in ranged stance to help melee cooldowns as after a long fight Hindering Shot and Cordon of Arrows will be stuck on fixed cooldowns.

  • PewPewTrucker
    May 10, 2017 at 6:50 pm

    Dude. I’m really impressed with the build but even more so with your continually responding to every comment. That’s awesome. Your awesome. The build is awesome.

  • Skylence
    May 13, 2017 at 6:34 am

    Any updates on the build in Mod 11?

  • tiberius rex
    May 16, 2017 at 10:11 am

    I didn’t read thru all the responses so if this was already covered sorry.. but I don’t think you mentioned anything about the offhand and aspect of the pack. if you have more than three points in it the off hand bonus won’t work with it but the bonus is up to 8% extra damage depending on how many team mates are within 15 feet of you. it also makes it a much more important thing to slot than if it were JUST the ca

    • tiberius rex
      May 16, 2017 at 10:23 am

      oops please go ahead and dont approve my comment. I was wrong it was covered. mea culpa it’s late

      • May 16, 2017 at 1:35 pm

        I didnt think I had covered it, I was going to add it in but If you say I already have then ill have to read over my build to make sure I havnt put anything twice

    • May 16, 2017 at 1:33 pm

      I have only recently found out about this information, I will be adding it in during my next update. Thank you for the reminder though 🙂

  • Jader
    May 17, 2017 at 4:46 pm

    You Said you can stop his slam attack with archery, but this can be useful in others Bosses too?

    • July 3, 2017 at 2:12 pm

      you are best of sticking with the standard trapper rotation for all other bosses, even standard trapper can be good for turtle if your dps is strong and you have good buffs

  • May 23, 2017 at 9:46 am

    Just wanted to thank you for your awesome build! I’m using it on a low IL twink with only r8 bondings and 50%ish crit chance and my dps is still really good. Also it is soooo fun 🙂 really works for ungeared players, too.

    • May 29, 2017 at 8:10 am

      Is there any weapon enchantment that you recommend for low IL HRs? I tried my mains pure dread on my HR but it wasn’t that great since my alt is only on 56% crit. I’m doing quite fine with a r8 flame enchantment at the moment, or is there any other low budget option you would recommend?

      • May 29, 2017 at 12:11 pm

        56% crit is a good start, id say use a dread with more than 40% due to the amount of DoT’s we have

        • May 29, 2017 at 1:27 pm

          wow you respond quickly 😀 guess i’ll open some lions mane lockboxes then

          • May 30, 2017 at 12:05 am

            you dont need to, dread is not too expensive last I checked, I reply fast to keep people up to date with things, politeness waiting a week to reply to something that takes a few minutes. a lesser dread is 30k on AH on xbox cheap as chips 🙂

  • YIAY
    May 31, 2017 at 6:02 pm

    jacksfilms fan by any chance? Awesome comp name :p me me big boy!

  • Karma
    June 4, 2017 at 7:14 am

    Could you list the Rotations instead of showing videos? I’m quite dumb and cannot see the icons for the powers. I’m trying this build out and it’s working well, thanks so much!

  • Kat
    June 8, 2017 at 11:39 pm

    I see with bindings you get to about 20,000 crit. That isn’t 100% is it?

  • 295alucard
    June 22, 2017 at 8:25 pm

    Excellent post…! I just got level 70 and was looking for something like this to spend my retraining token xD thanks

  • Jordan
    June 23, 2017 at 12:32 am

    What order do you use your attack on hindershot

    • June 23, 2017 at 10:04 am

      currently working on an improved video, it might make some time due to work and being new to video editing. But rotation is as followed: Constricting arrow > hindering shot > cordon of arrows > hunters teamwork (atwill) [Switch Stance] > Plant Growth > Steel Breeze > hindering strike > (if boss apply careful attack) [Switch Stance] > Constricting arrow > hindering shot > cordon of arrows > hunters teamwork (atwill) > Any Daily >[Switch Stance] > Plant Growth > Steel Breeze > hindering strike…. repeat

      key note, while using this rotation the longer the fight the more you will have to pay attention to your ranged cooldowns, if you know they are not going to be ready use forest ghost (daily) before using all of your melee encounter that way when you switch to ranged and use constricting arrow you can switch back and melee will be up (you may need to fire a few rapid shots while in ranged to be sure). once you have the general rotation down using mostly encounters and only using at wills for cooldowns only then you will be hitting big in no time.

  • Vonpitt
    June 23, 2017 at 5:32 am

    Hi Elven Archer,

    Thanks so much for the effort, totally new to mmo at lv 67 atm and have a very similar build using this one atm 2016/06/23/mod-10-arsenals-pve-hr-100-crit-build/, yet I feel like I am not getting the most out of the HR. My concern is related to the feats, Will my current selection make a significant difference if you compare the 2 builds?(This is for mod 11.5 on ps4) . Your rotations make alot more sense as i totally agree with swiftness of the fox not doing too much at this point. You can drop me a mail if you have some free time on your hands. Would really appreciate the help from an Avid fellow hunter ranger.

    Have a superb day or evening

    • June 23, 2017 at 10:16 am

      if you are using pathfinder I would recommend my feats and powers over his, due to him not utilizing the extra dmg from scoundrel training and predatory action and focusing more on deflection and survivability, if you feel you are squishy using what I use, put on foxs cunning but make sure to apply careful attack on big enemies. the extra lifesteal he gains from combat is not needed and IMO kinda pointless as you dont stay in melee stance long enough. so I recommend getting as much lifesteal as you can without sacrificing vital stats, due to having so many DoT’s you will proc lifesteal more than you think. I can almost out heal everyone including buff debuff DC’s due to having enough lifesteal (and because I just jump into huge crowds of enemies and hoping they dont one shot me) I havnt looked too much into his build so I dont know what sort of playstyle he has, with loadouts though you could run both builds and see which you prefer.

  • Vonpitt
    June 24, 2017 at 6:38 am

    Hi Elven Archer,

    is there anyway you can break down your 2 main rotations, I am battling in getting it all to connect. Tried to decipher it on the videos but to no avail.

  • June 25, 2017 at 8:15 pm

    using your build now since i started my hr in december and doing very good dmg. so i just want to say ‘Thank you’ for this build and guide. <3

  • Clarezvil
    June 28, 2017 at 2:43 pm

    Hi Elven Archer,
    I just reached lvl 70, what armor set should i get first?

    • June 28, 2017 at 10:24 pm

      use what ever gear you can get, work towards boons as they will benefit you in the long run. work on getting decent companions and work on getting bonding runestone upgraded. for weapon sets go for the aboleth weapons in river district and then work on trailblazers when you are geared enough

  • Clarezvil
    June 28, 2017 at 2:58 pm

    And wapon set 🙂

  • Rid Cully
    June 30, 2017 at 11:58 pm

    may i ask if the old 10.5 guide is still somewhere available.

  • Syrinxx
    July 2, 2017 at 12:28 am

    For sharandar boon #4 you have the healing one, but wrote to get the damage deal. Which one is better?

  • Fjoldnyr
    July 13, 2017 at 12:22 am

    What about companions like Blink Dog and Dancing Blade?

  • crdarwin88
    July 14, 2017 at 9:56 pm

    What’s your opinion on Crushing Roots? Isso feel like the daze is a life saver sometimes

  • Sceaduo
    July 19, 2017 at 8:08 am

    Awesome build! Thank you for your time. Do you have any thoughts on the mysterious merchant gear? Executioners black attire, guise of the wolf clan and fededef grieves in particular. I have the vivified already and run jarls gaze atm.

    • July 19, 2017 at 11:22 am

      with the merchant been bugged I have not been able to pick any of the gear up but I will comment on it when i do some tests, looks decent but 3 piece vivi for everfrost zones will be better

  • July 25, 2017 at 8:07 am

    I just want to say I really love this build been playing with hr more than a year now first but until I start using this build feel really satisfied

    • July 25, 2017 at 10:10 am

      thanks, if you need me to add anything extra to the build let me know and ill do it asap

      • July 26, 2017 at 5:14 am

        Great! Just wonder about artifact powers of your weapons, what do you think about owlbear cup companion? Is so sad don’t see this build before buy dancing blade 🙁

        • July 26, 2017 at 12:26 pm

          careful attack/hunterteamwork on main hand, and aspect of the pack and AP gain for off hand. owl bear is trash only hits on initial encounter use and as you will have too much crit its a waste.

  • anaconda
    July 25, 2017 at 9:22 pm

    hi, do you will update this build after latest patch now?

    • July 26, 2017 at 12:25 pm

      I play on xbox but when the new mod drops on xbox I will update

      • anaconda
        July 26, 2017 at 5:58 pm

        cant wait, btw can you offer something now for my gear till i get those in your build? (btw elven gone) or get all trailblazer gear for now?

        • July 30, 2017 at 12:37 am

          since the trailblazers is so eas to get in mod 12 you are probably best of just getting in and leaving it with no vonin blood in as it will still be better than most gear you can get, any of the dungeon specific gear that drops that give you stats you need will also be viable, the guild pve gear is better than elven aswell so thats an easy set of gear to pickup

  • August 8, 2017 at 2:44 pm

    Hello, thank you for this awesome guide, i was using lostmauth set and i switched to Greater Twined Rope of Dexterity and the Company Duelists Cloak but i don’t really see the difference what is the best between this 2 sets ?

    • August 10, 2017 at 11:24 am

      the dex belt and cloak give a higher dmg increase when maxed out, unless you had both sets maxed when you did the switch you wont see much of a difference in dmg but with the extra dex you gain more deflect and aoe resist which makes you less squishy

  • Mike
    August 10, 2017 at 6:22 am

    Hey, I follow your guide and is very good, what you recomend to do more damage? I think are my companions because I only have the earth and wind archon. And the Siege Master you think is a must have?

    • August 10, 2017 at 11:22 am

      air archon and siege master are 100% a must, with archons being fixed in the next mod I would say having the earth archon is also a must aswell. that only leaves 2 slots left, some people would pick a crit sev comp and a shred comp but with shred comps not being as useful next mod due to them being part of the debuff cap I would say having a wild hunt rider and fire archon to be the best pick

  • Night0Devil
    August 12, 2017 at 7:53 pm

    Thank you so much for this build. I just respeced to it and man I’m so much stronger now. The trapper is super fun to run I have no idea why I chose the archer first. Live and learn I guess.

  • Champ
    August 13, 2017 at 1:15 am

    Why you don’t recomend orcus set? Some people said me it do more damage

    • August 22, 2017 at 9:58 am

      orcus set doesn’t work with thorned roots and as thorned roots is the main source of dmg for a trapper if you cant buff it whats the point, you will get more dmg out of the dex set

  • Xpdite
    August 13, 2017 at 7:26 pm

    As a neverwinter noob, it would be nice to see what powers you are using and how to progress through them from low level to 70+. I know you say just pick what you will use but I have no clue what I should be using 🙂

  • DreadHunter
    August 22, 2017 at 12:54 pm

    Hey Elven Archer,

    Rolling Ability Score for 20 DEX is really the best ?
    Whats your experience with damage right now at dungeons ?
    Do you beat most GWFs with that stats ?

    THANKS

    • August 23, 2017 at 4:37 pm

      I roll 20 dex for the added dmg, for dmg I am beating any player with the same IL or even 1k or 2k more than me. there are only a few GWFs that have come close to my dmg and even less that have beat me on the dmg board maybe 5 at most, but then again I havnt been against every GWF but as a HR you should beat pretty much everyone within reason that is. I will be speccing slightly different once I have my Crit chance capped and going for more combat advantage dmg with CHA over extra crit chance with WIS.

  • August 22, 2017 at 3:23 pm

    love the build unrelated how long did it take you to get your build published.

  • G Thuggin
    August 23, 2017 at 7:30 pm

    Thanks for the build, I just got back into NW, been gone since mod 5 so I’ve got a long way to go but I’m finding all this very helpful. I was wondering what you’re thoughts are on using the Masterwork II Weapon set. The Brightsilver bow and titansteel tabars? With this potentially stacking up to 10% incoming/outgoing damage buffs, seems better than the trailblazer set bonus. I suppose you could only ever count on 2% though since you can’t control what others use. But wouldn’t the defense overcharge prevent you from getting the offense overcharge sometimes when using trailblazers?

    • August 24, 2017 at 11:12 am

      Masterwork II weapons are good its just relying on the fact that you will need at least 2 others running them for them to be better than trailblazers which is why I don’t recommend spending millions on them when you could buy things that will help you out even more. plus due to the fact that I spent so much time grinding for the trailblazers unless I know I will be running with the same group then I will invest in MWII. if you have a group of friends then by all means get the MWII between you and youll be fine

  • August 27, 2017 at 10:28 pm

    I’m planning to follow this guide but I think i’ll go for the Lostmauth set. Good job!

  • Mike
    September 15, 2017 at 4:41 am

    Hey! I have air(legendary), earth, fire archons (epic) , siege master´(Blue) and wild hunter, i have equipment 3 for the wild hunter or the sellsword blue, and the dod epic rings for the archon, do you recomend me get off wild hunter for sellsword, and for my active i have the air archont, what you recomend me?

    • September 15, 2017 at 3:08 pm

      Sell sword is good if you have the gear for it as it has the shred ability at blue, if its not blue dont use it. if you lose stats swapping to the sell sword dont switch or if you can make up the stats then that would validate a switch, but with mod 12 the shred companions are not as good as they were if you are in a high debuff group.

  • Brummeyer
    October 2, 2017 at 11:44 pm

    Hey what’s up EA?
    Anything you’ve changed for mod 12?

    • October 3, 2017 at 9:23 pm

      as of yet, no nothing has changed. other than the new gear and boons not much will change in mod 12. currently i have made 0 progress with mod 12 but once I do ill update asap.

  • Pjgg78
    October 11, 2017 at 1:42 pm

    Hi Elven Archer
    I know it’s not considered a recommended/optimal race for a HR, but if wanted to go with a human HR, only having 2 bonus points to spend in the stats roll, should i go for a 20 DEX 13 WIS roll or should i balance it a bit for say 19 DEX 14 WIS?
    The 3 extra heroic feat points i assume would be best invested in taking 5/5 Predatory Action and 3/3 Scoundrel Training?

    • October 12, 2017 at 2:37 pm

      Human can be good if done right, I would go for 20 dex no matter the race its 2% damage just by having it at 20 over 18 (you cant get 19) with the extra feat points you can go for more damage or if you feel like you might need it added defect for more tanky play if you are ever going to pvp or solo stuff.

  • Sav
    November 2, 2017 at 12:31 am

    Im using exactly what you are and i have followed your build from start to finish and im only getting 87% crit chance. I have the same companions same enchantments same gear and im not even close to 100% crit. Note im almost 15k IL as well. Sorry to say but the build isent working.

    • November 4, 2017 at 12:11 pm

      My build isnt something you should follow 100% its a guideline, change things to fit your stats, add more crit to your companion or more crit to yourself, if you were using the exact same setup as me you would have the exact same stats.

  • November 7, 2017 at 6:31 am

    Ooops so skyblade kobolt is useless on trapper build? Or I read it bad?

    • November 10, 2017 at 12:14 am

      read that correct, its useless in the way you would want to use it. if you did go with an alternate route you can go with crushing roots but then it only works on trash mobda and you lose dps by swapping out either atop or aots and since aots gives 17% damage per stack when feated (I think thats the number close to it) you wouldnt want to swap that and since aotp gives 8% damage at max with the off hand + permanent combat advantage uptime. swapping either out for a 5% increase only to lose dps its not a good idea.

  • Big daddy sauce
    November 13, 2017 at 11:02 pm

    Hey, can you explain why a lot of people run Pathfinder over storm warden? Stormwarden has the class feature Twin Blade storm which makes you do an extra 16% (at lvl 4) damage whenever you hit more than two enemies. I really need to know whether or not I should respect to pathfinder. Thanks in advanced for the reply.

    • November 14, 2017 at 4:01 pm

      the damage from careful attack outweighs that 16% only on two or more enemies. careful attack does an insane amount of damage which is what makes pathfinder better than stormwarden. Careful attack is the third highest damage dealer for a HR behind thorned roots and plantgrowth, it does more than 16% of the total damage and seeing as twin blade storm only does 16% on multiple targets pathfinder is the way to go.

  • Big daddy sauce
    November 15, 2017 at 10:39 pm

    One more question! What’s your opinion on putting 15 points into the combat tree for that slight increase in crit severity and that damage boost to encounters from landing criticals? Have you ever tried that before? If so, was there a huge difference on the cooldown timer?

    • November 16, 2017 at 1:36 am

      No huge difference on cooldowns, but It was noticeable. the downfall to running with that feat is having to drop 3 feats from trapper. all the trapper feats work too well together to remove. the crit sev feat isn’t alot of damage for the loss of 10% crit chance. I would highly advise against taking that root (see what I did there?, okay I’ll see my self out)

  • philo777
    January 24, 2018 at 2:10 am

    what could i use for gauntlets and boots for a 10k IL HR

  • January 30, 2018 at 1:34 pm

    So Elven Archer, I have a parcer that I use and from what I see 31% is coming from Plant Growth, 29% from Thorned Roots. Does that sound about right from what you have seen?

  • January 30, 2018 at 10:59 pm

    Lostmauth’s Horn of Blasting**

  • February 7, 2018 at 10:54 am

    Looking at your combat section … not so sure I want to constantly switch between trash build and boss build, especially if you’re on a speed run. If you had to pick just one of the combat builds to run for all scenarios, which would you choose?

    • February 7, 2018 at 12:15 pm

      in fbi and t9g pathfinder, anywhere else stormwarden

      • February 27, 2018 at 1:12 pm

        I’ve been running the Combat SW build – pretty nice damage. Still trying to decide if I want to purchase another loadout for Combat Pathfinder to help in end-game. At 14k IL, I’m still not where I need to be for T9G to be the primary dps. It’s not really clear what the differences are since they’re jammed together in one section. Any chance you could more clearly delineate the differences between the two? (i.e. differences in rotations, encounters, passives, etc. )

        • March 1, 2018 at 12:00 am

          moved some stuff around, let me know if that helps

          • March 2, 2018 at 10:21 pm

            Thanks for the update. Looks like I’m playing my SW exactly like you’re playing your Pathfinder as far as the encounters. I initially tried to use Split the Sky when I started this build, but it takes soooo long to cast. So, assuming we use the exact same encounters, what advantage does pathfinder have over SW?

          • March 3, 2018 at 12:05 am

            well you dont use split the sky for split the sky you see, you use it for the melee throw caution which provides a 20%? dmg buff which is why I have thr fesat to increase the buff over wild medicine. for pathfinder, the only advantage is careful attack which I only use on bosses as its a great single target dmg at will

  • DZ
    February 28, 2018 at 2:33 pm

    What happened to Eke’s Paladin build, did he leave NW?

  • ReaKiie
    March 8, 2018 at 12:27 pm

    With all the new updates/changes/gear, is trapper still a viable build for end game? or is combat hr stronger in both aoe/single target now?

    • March 10, 2018 at 1:01 am

      trapper is still viable you just have to know how to play the build right, that said certain situations you will want to run combat over trapper such as if you have to take the curse in t9g on orcus, you will need to run combat as the trapper roots dont work well with the orcus buff

  • Cloud
    March 13, 2018 at 2:41 am

    heyy idk which path to choose if im about to make a HR ,, whats better on Pve pathfinder or stormwarden coz i like to stick to one path alone coz shifting there shifting here again and again is kinda lame its just my opinion but i like both of ur builds but i really want to stick only to one path so if ur in my position which one from ur two builds would you choose? hope u reply soon

    • Cloud
      March 13, 2018 at 2:45 am

      im planning to make a HR and try it out tho

    • March 14, 2018 at 12:44 pm

      it really depends on what you want to do, if you want combat go stormwarden, if you want trapper go pathfinder

      • Cloud
        March 16, 2018 at 7:59 am

        ohh okay i think ill go combat type thanks for replyingman sure that helps

        • Cloud
          March 16, 2018 at 8:26 am

          wait i dont understand is stormwarded dps? or trapper pathfinder? coz i saw ur videos its all like trapper and one video of storm warden and your stormwarden video deals less dmg compared to your trapper path finder i think (the three vids on your rotaion tab )

          • March 16, 2018 at 12:45 pm

            the only sw vid I have is combat, and since alot of stuff doesnt show on the dummies you wont be able to tell which does more. that said, at end game im finding combat to be dealing the most damage

  • Nicolas Sigl
    March 14, 2018 at 7:07 pm

    Very nice build you posted there. I’ve been using it for a very long time now and really enjoyed it. It is the best HR build if seen so far. But recently I switched to Combat HR (I was also following your build), because I liked the play style more and seems like I deal a lot more damage since then. But I still have the Dex set from when I was using the Trapper build on legendary. That’s why I was wondering if it is better than the Orcus set even though our gasping roots are probably not the main source of the damage.

    So my question is: Would you recommend switching to the Orcus set for full Combat HR (mod 13) or do you think the damage of the roots is still high enough
    for the DEX set to be more effective.

    Thank you very much in advance!
    Have a nice day =)

    • March 15, 2018 at 12:02 pm

      if you are never going to go back to trapper then orcus set will be good for bosses on combat as trash mobs dont last long enough for orucs to be usable. personally, I prefer the flat damage bonus of the dex belt and neck over the orcus set

  • Ammissia
    March 18, 2018 at 6:10 pm

    Are you currently playing Combat of Trapper? I’m new to the game and still leveling, but it seems like I was doing more damage with Trapper compared to Combat (Despite my lack of gear) Then personally apart from the “each spec has its own pros and cons” which do you find to be the most entertaining to play?

    • March 19, 2018 at 7:32 pm

      lower down youll find trapper to do more damage as its less gear gated than combat is (needs better to gear to be good due to certain stats being needed) I prefer to play trapper as its more fun but due to how the game has been developed ive been forced to play combat to keep up

  • Fifilalachuchu
    April 4, 2018 at 3:37 pm

    Doing Random Dungeons I see a lot (almost 100% of the time) of HR using Stormwarden. But I don’t see many of them switching stances…Granted the mostly one-shot everything. xD What I want to know is if the Combat Stormwarden is the common build for that path.

    PS: Thanks for the guide, btw!

    • July 29, 2018 at 2:06 pm

      If you go stormwarden you are wither archery or combat and since combat is the better choice you will see it more often, for a trapper pathfinder will always come out on top.

  • Red
    May 5, 2018 at 10:32 am

    Hey Elven, I don’t know much about HRs coz I main a TR but I want to build one as my 2nd. I want a HR combat and was wondering if its worth taking some points from combat just to try and get the deft strike feat?

  • Dazee
    May 14, 2018 at 10:05 pm

    Hello Eleven, does the longshot feat in the archery paragon path apply to melee encounters or just ranged encounters? Trying to see if I can get that fifty percent piercing damage to my combat build say on gushing wounds.

    Thanks,

  • July 22, 2018 at 12:57 am

    My very sincerest thanks and appreciation to Elven Archer for all the testing and hard work you have put in over the years in making this guide what it is today. The Elven Archer guide is, in my opinion, the best Hunter Ranger guide available anywhere in Neverwinter. I am also quite honored to have my Archery Build housed within the new PVE Archery section of this latest version. The resulting work is an all-in-one guide spanning Combat, Trapper, and Archery and truly a must-read for both new and experienced HR players alike.

  • Lord Killington
    July 22, 2018 at 5:41 pm

    Cute little solo run there.
    3min 15sec ESOT here. Done it way under 7minutes on my HR wich i never play.
    Please try AGANE, GO AGANE.

  • Houndaer (Just Us League)
    July 22, 2018 at 7:02 pm

    Hey,

    Awesome build ! I do have a question though: Which head piece do you recommend and why ?

    Greets

    • July 25, 2018 at 1:00 pm

      A build can have the same feats doesn’t mean its copied, I had an archery build back in mod 6 with the exact same concept. Just because the build is similar doesn’t matter. It’s by a different creator and is better written than the one you linked, don’t try act like it was copied please.

  • July 24, 2018 at 3:41 am

    this build looks an awful lot like my build https://nw.mmominds.com/2018/05/06/hunter-ranger-archery-dps-buildpve/ almost exactly with a few things worded differently.

    • Bobby Trippe
      July 25, 2018 at 2:59 am

      KindredEagle, this archery build pre-dates yours. The build concept for it was first published on February 20, 2018 in The Neverwinter Hunter Ranger Group on Facebook and that post is still there.

    • July 25, 2018 at 1:01 pm

      You could say the same about every trapper build that came after my build, don’t see me going around acting like they copied me do you?

    • July 25, 2018 at 1:28 pm

      Are you still bothered about this? KindredEagle, I gave you a very kind response when you first brought this up in a comment on my post in the Arc Forum. Did you not read my response then? By you repeating these same concerns, despite being shown facts to the contrary, is now becoming troll-like. Do you really want to be troll? That seems like a very negative path to take. Just enjoy the game my HR brother. Besides, Billycraft pre-dates us both with his experimental build in 2015: https://nw.mmominds.com/2015/09/24/mod-6-hr-archerycombat-6-14-times-crit-dmg-feat-hypothesis/

  • Raving Ranger
    July 25, 2018 at 2:32 pm

    Excellent builds in this guide! OMG the archery one is sooooo funny…about busted my gut laughing reading that LOL! I’m new to HR and gonna start as trapper and switch to combat after level 70 thank you!!!!!!

  • August 21, 2018 at 2:44 pm

    Sheppards Devotions is the best I love it so much, marry me Elven! <3 <3

  • hgutwin
    August 23, 2018 at 10:02 pm

    Great build, been using it to level so far. My only question is what weapon and armor enchantments would you recommend using?

    • August 27, 2018 at 11:25 pm

      depends on what for, trapper id go with dread, combat any enchant you can get till you can get a trans fey, then armour enchant depends on where you are, starting a soulforged or a bark will do, then towards end game Id go for a negation

  • Timothy Andrews
    September 7, 2018 at 10:33 am

    Is this viable for mod 14? I’m coming back to the game and wanted to play HR. I used to main SW but they aren’t what they used to be lol

  • Timothy Andrews
    September 7, 2018 at 2:50 pm

    im looking at the PVECOMBAT section and you say that you have 2 specs for stormwarden but i only see 1, is the second section with pathfinder what you meant by that?

    • September 7, 2018 at 2:53 pm

      I have 2 specs for combat, one is sw one is pf, currently it is best to just use sw as careful attack on pf is broken and not worth using the entire path for combat

  • Craig
    September 13, 2018 at 6:28 pm

    Thank you for your time in helping us HR I salute you 🙂

  • September 14, 2018 at 2:07 am

    What artifacts do you use currently? im having issues looking too far ahead and predicting the stats ill need. would like to invest in the correct ones first time around. thanks!

  • September 14, 2018 at 2:42 am

    What artifacts do you use currently? I don’t want to invest in the wrong ones early on, but im also not too sure what ill be needing later on. id love to get some idea of what you run and if theres any other options out there. thanks for the great guide!

  • jecyn
    September 14, 2018 at 8:02 pm

    what artifacts do you use atm? im not too sure what ill need in the future and id like to invest in the right ones early on. thanks!

  • Aday
    September 14, 2018 at 10:36 pm

    No mention on this build, but aren’t Terrored grips a good alternative for HR especially trappers? thanks for sharing

  • September 15, 2018 at 4:22 pm

    What 4 artifacts do you currently run? just curious to know what im aiming for in the future

  • Lordy
    October 12, 2018 at 9:36 am

    Thanks for the awesome Guide dude! I’m really just starting out at the game with my first Campaigns at level 70 but since switching to the Talents, Feats and Rotations you suggest everything has suddenly become lot easier! Groups of enemies are suddenly melting before my hunter rather than each pack beating me down to low health before I take them out. It sure has saved me a lot of Potions!

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