(P) Elementalist
(S) Ranger
Attributes:
(P) Energy Storage: 6 (+1 minor rune)
(P) Water Magic: 11 (+1 minor rune)
(S) Wilderness Survival: 12
Skills:
1. Ice Spikes (Elementalist/Water Magic/Hex) (15e/2/15) - Target and nearby foes are struck for 64 cold damage and are slowed for 5 seconds.
2. Maelstrom (Elementalist/Water Magic/Spell) (25e/4/30) - Create a maelstrom at target foe's location. For 10 seconds, foes in that area are struck for 21 cold damage each second. Maelstrom interrupts spell-casting when it hits. This spell causes exhaustion.
3. Shard Storm (Elementalist/Water Magic/Hex) (10e/1/10) - This projectile strikes for 50 damage and slows the target's movement for 5 seconds.
4. Water Trident (Elite) (Elementalist/Water Magic/Spell) (5e/1/3) - Send out a water trident at target foe. Water Trident strikes for 49 cold damage if it hits. If it hits a moving foe, that foe is knocked down. This is an elite skill.
5. Barbed Trap (Ranger/Wilderness Survival/Trap) (15e/2/20) - When Barbed Trap is triggered, all foes in the area take 56 piercing damage, become crippled, and begin bleeding for 21 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
6. Dust Trap (Ranger/Wilderness Survival/Trap) (25e/2/30) - When Dust Trap is triggered, all foes in the area are Blinded for 9 seconds and take 56 earth damage. While activating this skill you are easily interrupted. Dust Trap ends after 90 seconds.
7. Flame Trap (Ranger/Wilderness Survival/Trap) (10e/2/20) - When Flame Trap is triggered, for 3 seconds all foes in the area are struck for 27 fire damage and set on fire for 3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.
8. Dryder's Defenses (Ranger/Wilderness Survival/Stance) (5e/0/60) - For 10 seconds, you gain 75% chance to evade attacks and 55 armor against elemental damage.
This build is primarily for PvP and in that realm, best utilized in GvG. I would like to think of a viable trapper-type build for PvE, but it would probably require a lot of swapping from this one. Anyways, the idea is as follows. Traps would be placed at chokepoints on the map (as best as timing allows). Dryder's Defenses is used to avoid getting interrupted while laying traps if the enemy is already there/almost there. Then you'd want to run the hell away so as not to be killed as soon as Dryder's wears off

Trident is the skill I'm most concerned with. I'm tempted to go with glyph of lesser energy, but then I really have no quick spells and would just be running around firing my wand off too often. I've heard that Ice Spear really sucks, so I ditched that idea. I'm also not too sure about Flame Trap... anyone who has had experience with any of the traps, your suggestions would be much appreciated. This build is pretty much all theoretical since I haven't used this abilities. Advice from anyone is welcome
