Hammer Trap(first build)

Quad Duece

Pre-Searing Cadet

Join Date: Apr 2005

Please keep in mind I have not played in the GWE I'm just going by the Information I was able to gather from reading the forums. This is my first attempt at any build(so take it easy on me )

I guess my focus for this build is to be a real pain in the ass especially to the War/Monks using the knockdown combo to really destroy casters. From all the posts it seems there will be a bunch of them.


Skillbuilder v2.0 output

Primary Profession: Ranger
Secondary Profession: Warrior

[Items]
+3 to Expertise
+1 to Wilderness Survival

[Attributes]
Expertise: 9 + 3 (48)
Beast Mastery: 3 + 0 (6)
Wilderness Survival: 9 + 1 (48)
Hammer Mastery: 12 + 0 (97)

Total Points Used: 199

[Skills]
1) Tiger's Fury (0.000/5/10e): All your non-attack skills are disabled for 5 seconds. For 6 seconds, you attack 33% faster than normal.
2) "For Great Justice" (0.000/45/10e): For 15 seconds, your adrenal skills charge twice as fast.
3) Earth Shaker* (0.000/0/10a): All adjacent foes are knocked down.(50% failure chance with Hammer Mastery attribute of 4 or less).
4) Belly Smash (0.000/30/5e): If this attack strikes a foe who is on the ground, the resulting dust cloud will blind nearby foes for 9 seconds.
5) Barbed Trap (2.000/20/15e): When Barbed Trap is triggered, all foes in the area take 65 piercing damage, become crippled, and begin bleeding for 18 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
6) Flame Trap (2.000/20/10e): When Flame Trap is triggered, for 3 seconds all foes in the area are struck for 37 fire damage and set on fire for 3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.
7) Hammer Bash (0.000/0/6a): Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
8) Healing Spring (2.000/20/10e): For 10 seconds, all allies in the area are healed for 45 health every 2 seconds. While activating this skill, you are easily interrupted.


I listed my skills in the order I would like to start off the fight with. Head in to engage and pop Tiger's fury and "For Great Justice" to build fast rage for my earth shaker then Belly smash to blind. I'm thinking I should be able to get my barbed trap down and be setting down flame trap as knockdown wears off. My thinking with Belly smash is that I should still be able to get flame trap down since my enemies will have a 90% chance to miss inturupting me.

I have the hammer bash in there, too, for the times when i need a knockdown and don't have the 10 adrin to earth shake. From there i can belly smash again to lockdown a warrior pounding my monk/casters or try and keep a monk caster busy.

As far as Healing Spring goes, I don't know if it's worth it or i should sub something else in.

To me this looks pretty nice on paper, but I have not tested in a real time situation. Any help would be great. Whether it be slight changes or to point out that the build is unrealistic.

-QD

tektonik

Lion's Arch Merchant

Join Date: Apr 2005

Replace TF with frenzy IMO