ViM Trapper Build and Strategy for GvG

dorkelf

Active Member
I don’t want to post this to the builds section yet, because I've probably missed or miscalculated a few things. Hopefully you'll get the general idea though. Comments, criticisms and suggestions are greatly appreciated.

The Lineup:


Victory is Mine trappers (R/W) – ViM (elite), dust/flame/barbed traps, whirling defense, healing spring, res signet, spirit (nature’s renewal, frozen soil, quickening zephyr, energizing wind). Should carry +15 energy staff and wear +energy armor, sup rune of WS if possible and sup vigor, minor expertise. Max out WS, put 6 in Tactics, the rest in Beast Mastery.

2 ViM warriors – ViM (elite), sprint, condition-causing attacks depending on weapon (all attacks should cause conditions), distracting blow, defensive stance, res signet, endure pain. Max out Tactics, divide the rest between strength and weapon attribute.

1 Ritualist spirit spammer (Rt/W) - ViM (elite), Dissonance (Spirit whose attacks interrupt), Shadowsong (Spirit whose attacks cause Blindness), Displacement (Attack evasion for entire group), Shelter (Anti-spike, no more than 10% max health lost per attack), Wanderlust (Knocks down non-moving foes), Res, Sprint. Spirit bonus armor is recommended.

1 e-denial mesmer (M/W) – ViM, e-denial skills

The Strategy:

This group will rule at the flag stand. One of the warriors grabs the flag and everyone waits at the gate, ready to sprint directly to the flag stand at the start of the match. Stand is captured and trapped with dust, barbed and flame in that order. Ritualist casts Shadowsong first for quick easy condition spam (blindness), the next spirit depends on the opposing group:

Spike - Shelter
Opposing ViM - Dissonance
Opposing IWAY or Balanced – Displacement

All players except Warriors should be careful to stay within the range of the trappers’ healing springs as much as possible.

Good strategy for trappers is to spam traps 1 after another as long as possible, keeping Whirling Defense in reserve until hit with melee or an interrupt. ViM should be activated when energy runs out or while waiting for traps to recharge. Healing spring needs to be spammed constantly at all times.

Warriors and Mesmer will work as a sub-group. One of the Warriors is responsible for calling a target, and both Warriors along with the mesmer will concentrate attacks and spells on that target. In the case of two opposing monks, mesmer may decide to take one monk while the warriors take the other.

When on the verge of death, Warriors should hit Endure Pain and then sprint into healing spring range (which also can lead the enemy into our traps).

After we gain a morale boost at the flag stand, we should rush the opposing base with the thief and trap the Guild Lord. This is probably where the group will be most vulnerable, but with res signets and a morale boost we should make it there and stay alive long enough to kill the GL.

Advantages: Trapping is fun and coordination isn't overly complicated. Condition spam should be very easy with this group, leading to readily available and very effective ViM bonuses. Most opposing guilds will choose to fight us at the flag stand, and with minimal effort we should almost always beat them there. With a balance of spirits to ward off spike damage and knock down/interrupt foes, we will also have some resistance to builds commonly found in GvG.

Disadvantages: There is little healing outside of the healing spring and little damage outside of traps and spirits, meaning the group is vulnerable while on the run.
 
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well.. I love my ViM build on my main char, so I'm definetly up for trying this.
it's just too beautiful healing and getting energy from your enemie's conditions.
Shaedenfreuda, the german's call it.
Joy from the misery of others.
 
one2dredd said:
I Like it!

We've been doing HoH so much lately, maybe we could do GvG tonight and give this build a shot? I'd appreciate if you'd put it on the vote list. Pastori's new build in HoH would be cool too. Maybe we can do 1 tonight and the other Friday? If we're looking for easy, quick-to-learn and effective builds right now, I think those two would fit the bill nicely.

Paul
 
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MaidMirawyn said:
Well, didn't work so well for GvG, but showed promise for HoH. Fun, too!

Yea, in both GvG matches the opposing team got to the flagstand before we did and skirted around our traps to recapture the flagstand from us. I thought it would have been instant death for them to attempt the flagstand with all our traps there, but I was wrong. In the first match they also had two mesmers drawing off our conditions, and I don't think there was a single time I got a VIM bonus in that game. Leaving FS and QZ behind were big mistakes too, but we're learnin'.

I do agree that this build is salvageable for HoH, because we can be more defensive there. We might want to bring a bonding monk instead of a mes, but I still do like the ritualist and the two VIM warriors.
 
Yes a Bonder may work also if a bonder not available another ViM trapper is good. an SS Necro would not be bad Either Or a ViM Ranger with Interupts would be good.
 
Gotta find a way to get around the interrupts! In one battle, nearly HALF my traps were interrupted! Usually, it was Healing Spring...ouch!
 
Getting interupted will happen but it is very hard to interupt the whole team thus staying together is even more necessary!!
 
one2dredd said:
Getting interupted will happen but it is very hard to interupt the whole team thus staying together is even more necessary!!

Designating a trapper leader and encouraging the other trappers to double-click the leader's name at all times is probably not a bad way to get the trappers a little more tightly balled up. Spamming the healing springs and activating the evasion skill at just the right time to avoid interrupt is the key part of the trapper strategy. Last night I even experimented with bringing Dryder's Defense as a second evasion skill, and found it useful on more than one occasion. But like Dredd said, they can interrupt any of us individually but not all of us all the time.

Beyond those basics, we also are need to bring the traps where they'll do harm. We've got to get right in the middle of their group right away and then hit evasion followed by trap/healing spring spam. Then when they back up from us, we need to let our evasion and traps recharge and then blitz them again. With a more conservative approach, where we just sit there and try to spam traps, the enemy finds all sorts of ways to pick us off, interrupt us or set off our traps - and in the meantime, they have no conditions on them and we have no VIM bonus. If we're more agressive they are going to spend a lot of time blinded, crippled and on fire, making coordination/spiking/everything more challenging for them and providing a constant VIM bonus for us. That is really the only way I see VIM working well - if we want to be more conservative I think resolve trappers are probably a better way to go.
 
I have to agree. The battles we lost last night happened when we all grouped up and the other team sat around us, out of range of the traps, and picked us off. When we won, it was because we rushed them and they had no time to figure out what do.

It would help a little if we could get them to come down a path that makes them bunch up, but yeah...just need to be more aggressive with this build. Hit them before they realize what happened.
 
As I was making my elite skill list for the new site, I had the idea that having a Necro (maybe secondary) with Virulence (If target foe was already suffering from a condition, that foe suffers from disease, poison, and weakness for 3-15 seconds.) might not be a bad idea. Adding more conditions would not only make ViM better, but also kill enemies quicker.
 
MaidMirawyn said:
Gotta find a way to get around the interrupts! In one battle, nearly HALF my traps were interrupted! Usually, it was Healing Spring...ouch!

Isnt there a new ranger skill that makes traps harder to interupt?
 
Trapper's Focus makes traps not easily interruptable for 3-13 seconds (Depending on your Expertise).

But, it's an Elite, which would mean we couldn't bring ViM. And therefore would no longer be ViM Trappers. I'd say Mantra of Resolve, but you run into the same problem.
 
Trapper's Focus is a new elite, but that would mean not having ViM to heal and regain energy. Without ViM, we'd need healers. Mantra of Resolve works well for avoiding interrupt, but again, would remove the ability to use ViM.

There were 2 additional traps added with Factions. Viper's Nest and Snare. The nice thing about Viper's Nest is that it causes poison, another condition to trigger ViM. The down side is that it requires points in Beast Mastery. Snare is nice because it only requires 5 energy, the big down sides are that it causes no direct damage and causes a condition already triggered by Barbed and Spiked traps.
 
DZwart said:
Trapper's Focus is a new elite, but that would mean not having ViM to heal and regain energy. Without ViM, we'd need healers. Mantra of Resolve works well for avoiding interrupt, but again, would remove the ability to use ViM.

There were 2 additional traps added with Factions. Viper's Nest and Snare. The nice thing about Viper's Nest is that it causes poison, another condition to trigger ViM. The down side is that it requires points in Beast Mastery. Snare is nice because it only requires 5 energy, the big down sides are that it causes no direct damage and causes a condition already triggered by Barbed and Spiked traps.

If you're bringing QZ, you're already putting points into BM, so Viper's Nest is a logical choice to bring.
 
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