Breaking The Meta: Trap Ranger

T

rap ranger is a variant on the standard condition ranger, except it uses traps over survival skills to apply area of effect (aoe) condition pressure. Your weapon skills give both offensive and defensive capabilities through condition application and evasions, while your pets can be used for more conditions or utility such as immobilization and fears.

Traits

Marksmanship: 2: III (Keen Edge)

Skirmishing: 6: II (Sharpened Edges), VIII (Trapper’s Expertise), XI (Trap Potency)

Wilderness Survival: 6: VI (Wilderness Knowledge), VII (Off Hand Training), XI (Emphatic Bond)

Nature Magic: 0

Beastmastery: 0

It’s possible to replace the 2 in marksmanship with 2 in nature magic instead, for more defensive traits. If you do choose this option, take the trait Natures Protection (VI).

Equipment

Weapons: One weapon in your build should be a short bow, as it gives a lot of condition application, as well as some disable and evasion, however your other weapon set can be a combination of sword, axe, torch and dagger, each with their own strengths, and it’s mainly down to personal preference.

  • Axe: Strong condition pressure as well as easy might application, however it lacks the evasion and leap finisher you can get from a sword.
  • Sword: Gives two sources of evasion as well as a leap finisher to be used with fire fields, however it’s condition application is harder to land on an enemy.
  • Torch: This gives two sources of easy burning application, as well as a fire field which can be paired with the leap finisher of a sword; however it doesn’t give the evasion of a dagger.
  • Dagger: Gives incredibly easy application of both poison and bleeds, as well as evasion which can be used when immobilized.

The best combinations for the second weapon set are either sword/torch or axe/dagger.

Weapon Sigils:

  • Sigil of Geomancy: This sigil should be on both your weapon sets to apply maximum condition output.
  • Sigil of Energy: This sigil can be applied to either of your weapon sets to allow for maximum evasion potential.
  • Sigil of Doom: This rune can be added to either weapon sets. At least one of your weapon sets will more than likely have a source of poison, however it can also be useful to use a sigil for extra poison output.

These are clearly not the only possible runes you can use, but these are the strongest when used in tandem with each other.

 Runes: There are several runes that can work with this build, and it often comes down to personal preference.

  • Rune of the Undead: This rune gives a lot of condition damage and toughness, which leads to a massive increase in both offensive and defensive capability. It has synergy with the rabid amulet, as it increases condition damage proportionally to toughness.
  • Rune of Balthazar/Krait: These runes have bonuses based on specific conditions, burning and poison respectively. Balthazar is advisable when using a torch and krait is best when using a dagger. The rune of the krait also has great synergy with “entangle” as it applies even more conditions on use.
  • Rune of the Scavenger: This rune gives great synergy with the carrion trinket, as it gives condition damage in relation to vitality. It also gives extra survivability through the life steal.

Amulet: There are two possible amulets you can use with this build, both technically give the same condition damage, although they give survivability in different ways, and can give different amounts of condition damage in combination with different runes:

  • Rabid: The rabid amulet gives survivability through toughness, as well as strong synergy with the rabid rune, if you do choose to run with that rune.
  • Carrion: The carrion amulet gives survivability with vitality, as well as strong synergy with the runes of the scavenger.

Heals, Utilities and Elites

  • Healing spring: Healing spring is a strong heal, which is applied over an aoe only slightly larger than your traps, which is the area you want to keep a fight contained to. On top of this it is your only source of strong condition cleanse, and a water field allowing for more aoe heals.
  • Vipers Nest: A trap that applies poison in an aoe, especially effective if placed on enemies in the down state to slow down any resurrection attempts.
  • Flame Trap: A trap which applies a strong source of burn damage, as well as creating a fire field which can be used by a ranger for a fire aura or more burning.
  • Spike Trap: This trap both cripples and bleeds, the cripple allowing and easier target to weapon skills or more traps.
  • Entangle: This ultimate has incredibly high damage through bleeding stacks, but also keeps a target immobilized for easy condition application. With wilderness knowledge entangle only has a 48 second cooldown making the skill even more essential for this build.

Having two traps is nigh on essential for this build, however there are two skills you could replace one trap for, down to personal preference.

  • Lightning Reflexes: This skill gives a much needed stun break as well as an extra source of evasion.
  • Signet of Renewal: Gives the build more another source of condition cleanse as well as a useful source of stun break.

Pets

There are several pets that can work effectively with this build:

  • Wolf: Gives the build fear application (which can also be used while down), which gives more disable and easier trap hits, as well as having a high power stat.
  • Hawk: Gives a source of bleed on a short cooldown, but is incredibly quick to die.
  • Lynx: Gives a stronger source of bleed than a hawk, but on a much longer cooldown.
  • Krytan Drakehound: As well as having a high power stat, the drakehound has an immobilize which gives easy trap and condition application.
  • Jungle Spider: Gives another source of poison which can help slow healing and reviving.

How to play and key skills

A trap ranger has high mobility, through the use of the sword 2 skill, as well as short cooldowns on the key skills, the traps. It also has strong survivability and 1v1 potential. These qualities make the build effective at both roaming and point defending, however it is most effective at the latter, as it can make quick rotations to fights at mid.

  • Sword 2: Your sword 2 skill is a two part skill called “hornet sting” and “monarch’s leap”, and gives a lot of utility to a trap ranger. By using a “turn about face” key binding, or simply by turning the camera around you can gain large ground quickly by using “hornet sting” backwards, and then turning again to use “monarchs leap forwards”, increasing your mobility. “Monarchs Leap” can also be used as a leap with “bonfire” or “flame trap” for a fire aura for extra burn application.
  • Free Stomps: You can secure a stomp on a warrior or engineer by blocking their projectile with your pet.
  • Down State: If you take a wolf as your pet, it’s F2 skill, “Terrifying Howl” can be used while in the down state, and can stop a stomp if there’s a chance you can get revived.

 

 

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