Originally Posted by
Tatharil
0. What is yellow line about?
Traitline description: Focuses on sustained damage, AoE, and CC, controling the flow of battle while providing buffs for allies to gain leverage on their opponents.
skills earned for choosing yellow line: Lingering Wound, Decoy and all traps can be used while moving and have no inductions.
-> Yellow lines role as it is described: CC, offensive debuffs, damage over time
1. How good does it fulfill this role?
CC: Trapper of Foes has many tools to slow and root foes, but it is the weakest form of CC and red has almost as much CC(Lowcut root, pinning shot). Ranged and casters are unaffected. Traps are clunky to use, too.
Distracting Shot our best CC skill was made worthless with HD trait trees. Duration too short, CD too long.
Offensive debuffs: Traps debuff strength is fine as it is, BUT applying those debuffs is clunky and unreliable. 20m range and ground targeted(if traited) and it is hard to control which opponent triggers a trap if there are several foes. Deadly decoy's taunt may cause trouble in groups. Armour Rend is okish, but 5 traitpoints is a little expensive. Piercing trap morale return is rather weak. Red got better debuffing ability than yellow now (build #3).
Damage over time: Yellow has a lot of damage over time effects, but most of them don't scale well. Barbed Arrow is fine. (...)
Red and blue have at least equally strong bleeds (HS and Exs)
2. What does it need to fulfill this role more effectively?
CC: Improve Disctracting Shot. Restore it to its preHD glory, when yellow hunter with capstone could permamezz 1 target.
Offensive debuffs: A more reliable way to apply debuffs, especially in groups.
Damage over time: Proper scaling of yellow line DoT.
3. Strong trait setbonuses, weak traits
Yellow has pretty good and strong trait setbonuses:
- instant traps while moving
- LW: instant bleedshot
- Deadly Decoy: Not the best but still quite useful, if it survives long enough to explode a good debuff and some breathing time gained via aoe stun.
- Triple Trap: great for controling greater groups.
- Master Trapper: The best trait setbonus. Great debuffs. (+ 15% incoming damage, + 10% incoming critical chance, morale return)
- Strong Intimidation: The weakest one(+ 5 sec fear duration, 5% fear resistance penetration). Bard's Arrow isn't our best CC-skill.
- Heightened Senses: A strong one. + 6 stealth detect, + 5% evade, - 5 sec trap CD after(partially) evading an attack
- Purge Poison: It's ok. Fellowship wide purge.
- Sturdy Traps: Another strong one. + 5 sec trap grace period, no focus loss on movement.
But most of the yellow traits are weak.
Explosive Arrow: Damage is weak. 1/3 of RoA with thrice the CD and it doesn't reset on crit. Explosive Powder trait useless.
Endurance Stance and trait useless: Endurance stance doesn't offer anything useful to yellow hunters(or any hunter traitline) at all and the Endurance trait doesn't offer anything useful. Strength provides a strong snare and some boost to bleeds, precision boosts focusgeneration.
Improved Distracting Shot: CD reduction to low, no increase in duration.
The One Trap: Like the other traps it's damage scales with level only and is very weak at higher levels. Doesn't offer anything else except a snare.
Rain of Thorns rank2-4: Rain of Thorns is primarily a CC-skill not a dps-skill. Increasing damage isn't useful.
Complex Mechanisms: Finesse makes this trait worthless.
Armour Rend: 5 trait points is kind of expensive.
Wounded Prey: Bonus damage is rather weak and costs all LW bleed stacks.
4. How could Trapper of Foes be improved to fulfill it's role better? (aka suggestions)
Skills:
Lingering Wound: proper scaling, fire/light oil and critical multiplyer legaciesshould work on this skill.
Traits:
Explosive Arrow, Explosive Powder: Add a stuneffect to Explosive Arrow - rank 1 : Explosive Arrow stuns for 1 sec. rank 2-4 increase duration to 1,75/2,5/3 sec. rank 5: Explosive Arrow applies Deadly Decoys incoming critical chance debuff if Master Trapper is unlocked.
Endurance: Endurance stance increases Hunter's damage over time by 10%, Endurance trait increases this bonus by +10% per rank. Or Endurance stance improves CC skills (reduce CD, increase duration... whatever) endurance trait improves QS heal, turns it into a small fellowship heal.
Improved Distracting Shot, Strong Intimidation: Strong Intimidation additionally removes DS induction and reduces DS CD by 90 sec. Improved DS: increases duration by 10sec/20sec. ( Why gated behind a trait and a traitline bonus and not a simple legacy? Red and blue shouldn't have access to a permamezzing DS.)
Rain of Thorns rank 2-4: Replace damage increase with CD reduction, increased targets or reduced chance to break on damage.
Complex Mechanisms: Increase trap debuff duration by 2 sec per rank.
Armour Rend: reduce required traitpoints for max debuff strength to 2.
The One Trap: Either add all known trapdebuffs to it or turn it into an AoE mezz like Bane Flare. If trap is triggered a blinding flash/explosion mezzes enemies around for 10 sec.
Wounded Prey: Instead of causing bonus damage add an incoming damage debuff, triple traps incoming damage debuff could be removed in return. For each LW tier removed incoming damage is increased by 3% -> 12% incoming damage after using Merciful shot on target with 4 LW tiers. (That way there could be a useful yellow raid setbonus: your Lingering Wound may now stack up to 5 times. -> + 3% additional incoming damage.)
Legacies:
Melee weapon
- Endurance dot damage (It could replace the pointless melee skill critical rating legacy): Each tier increases hunter damage over time effects by 2% (+ 0,4% per rank).
- Quickshot healing
- Piercing Trap morale return: increases Piercing Trap morale return by 10% (+ 0,5% per Rank)