User:PortalCity/R/Me Archer Trapper

Modification to the typical trapper build to use Archer's Signet to enchance condition duration.

Attributes and Skills
[build prof=Ranger Expertise=12+3 Wilderness=12+3+1][Throw Dirt][Barbed Trap][Tripwire][Dust Trap][Hypochondria][Epidemic][Serpent's Quickness][Archer's Signet][/build] Optionals

Equipment

 * Weapon - Any bow.

Usage
Shrine Capping: Non-caster disabling:
 * Do not try to cap elementalist shrines as elemental spells bypass Blindness condition AND result in trap interruption! Works best vs Ranger and Warrior shrines.
 * Precast Serpent's Quickness followed by Archer's Signet.
 * Enter the center of the shrine and use Throw Dirt to inflict Blindness and potentially prevent the risk of interruption while setting traps. Note:  Use even for mesmer shrines as they will wand you and interrupt if not blinded.
 * Proceed by using Barbed Trap, Tripwire, and finally Dust Trap.
 * This will make capping the shrine easy for the team. If alone, you can repeat the cycle starting again with Throw Dirt to keep them blinded.
 * Leave Dust Trap on shrine to make capping difficult for opponents.
 * Precast Serpent's Quickness followed by Archer's Signet.
 * Use Throw Dirt for a solid 30 seconds of blindness.
 * If you're getting struck by a target which isn't blinded (ranger for instance) and your current target is a melee fighter, run to that target (bringing blinded target with you) and use Hypochondria.
 * If an unblinded target joins the fight to attack you, use Epidemic on blinded target to blind him.
 * Otherwise, immediately follow with Barbed Trap for two cover conditions with any luck should be cast without getting struck.
 * Use Dust Trap to reapply blindness to another target while Throw Dirt is recharging.

Counters
Caster interrupters Caster damage-dealers