Ambush Trapper 2.0 Scout Build (Warhammer: Chaosbane)

Ambush Trapper 2.0

Ideally for Chaos 8 & no higher than Chaos 9 recommended! This build is a revisit of my take on the Eternity Set + using Ambush to gain +% physical dmg based on our Counter-Attack damage. It’s a mid/close range centric setup that includes a lot of stacking of cooldown reduction to allow frequent use of one of the cooldown based skills & god skill. The 3+1 traps (Hungry Roots, Living Roots, Barbed Brambles) get boosted by the Symbiosis Bow & the Ambush Specialist Heroic passive skill. We use the 3 trap skills + a trap that gets dropped on the ground at the start of a dodge roll (granted by Ambush Specialist Heroic). We also stack Counter-Attack Damage from gear rolls (but not from blessings) to get extra +% physical damage via Ambush. Included are trinkets for DPS, cooldown reduction, healing and energy generation. The build is NOT as META as other builds nor is Elessa as META hero as some of the others so you won’t see OP dmg or OP survivability, in fact this is a pretty weak set on the 2nd weakest hero (Witch Hunter being a weaker hero than her after December’s patch).

Build Video footage:

The gear I recommend using is:

  •  The Eternity set (Eternity Protectress) that gives us trap damage increase
  • one of the following Daggers:
    • Tireless Guardians – gives a +200% damage buff for a short time when we touch/walk past/dodge trough the spirit (the floating wisp thingy)
    • Dashing Daggers – gives two permanent rotating daggers around us which deal physical dmg (or another of your choice)
  • a Symbiosis Bow that boosts our trap dmg
  • Amber Talisman (procs CDR & energy gain)
  • Ring of the Spirits helps with energy regen and Healing procs (or other Ring of your choice with good rolls)
  • Untamed Ring for dmg + cooldown decrease (or other of your choice with good rolls)

The recommended stats to look for in each item are:

For the Helmet:

  • Cooldown Reduction (highest priority)
  • HP (high priority)
  • Counter-Attack Damage (high priority)
  • Armor (is always there)
  • Cost Reduction (mid)
  • Health regen (mid)
  • Resistance to DoT (mid)

For the Chest & Leg Armor:

  • HP (highest priority)
  • Counter-Attack Damage (high priority)
  • Armor (is always there)
  • Cost Reduction (mid)
  • Health regen (mid)
  • Resistance to DoT (mid)

For the Boots:

  • HP (highest priority)
  • Armor (is always there)
  • Movement Speed (high/mid priority)
  • Cost Reduction (mid)
  • Health regen (mid)
  • Resistance to DoT (mid)

For the Gloves:

  • Damage (highest priority)
  • HP (high priority)
  • Counter-Attack Damage (high priority)
  • Health Drain (high/mid)
  • Crit DMG (high/mid priority)
  • Armor (is always there)
  • Damage over Time(mid priority)
  • Cost Reduction (low priority)
  • Health regen (low)
  • Resistance to DoT (low)

For the Dagger:

  • Crit Chance (highest priority)
  • Cooldown Reduction (highest priority)
  • Damage (high priority)
  • Cooldown Reduction (highest priority)
  • HP (high priority)
  • Health Drain (high/mid)
  • Counter-Attack Damage (high priority)
  • Crit DMG (high/mid)
  • Armor Piercing (high/mid priority)

For the Bow:

  • Damage (highest priority)
  • Cooldown Reduction (highest priority)
  • HP (high priority)
  • Crit DMG (high)
  • Health Drain (high/mid)
  • Counter-Attack Damage (high priority)
  • Armor Piercing (high/mid priority)

For the Amulet & Rings:

  • Crit Chance (highest priority)
  • Cooldown Reduction (highest priority)
  • Damage (high  priority)
  • HP (high)
  • Counter-Attack Damage (high priority)
  • Armor Piercing (mid)
  • Crit DMG (mid)
  • Health Drain (mid)
  • Armor (only rolls on amulets- mid/high priority)

The Skills and Passives I recommend are:

  • Any basic skill Basic (choose 1 of the 3, I used Crippling Blade)
  • Spinning Blades Superior – this one can be changed for any other skill as a “filler” slot. I recommend using a cooldown skill to make keeping the DCR (Duelist’s Chain Reaction) stacks up easier
  • Hungry Roots Mastered (an okay trap skill with a cooldown that we can use for DPS + DCR stacks building )
  • Living Roots Mastered (an okay energy cost trap as an additional DPS)
  • Barbed Brambles Mastered (a very solid DPS source that now also counts as a trap – it does not do much DMG right away but if you stack a bunch of those under a boss’s feet it will add up over time)
  • Winds of Isha Superior (decent extra DPS + spawns some more traps occasionally)
  • Ambush Mastered (+x% physical dmg based on your Counter-Attack damage, without blessing your gear for Counter-Attack you’ll get between 25% and 35% extra phys. dmg here. It’s better to bless for flat DMG so just rely on gear affixes for C-ATK)
  • Follow Tracks Basic (+ 20% dmg for 3 seconds after you move)
  • Ambush Specialist Heroic (Traps do +50% more dmg + also leaves a Trap behind when you dodge roll in the place the dodge roll started – this trap is the one with the most dmg out off all others you can use)
  • Tactical Retreat (Tactical Roll [the dodge roll archetype skill] grants a +30% movement speed and 10% damage reduction buff for 4 seconds after you use it)
  • Duelist’s Chain Reaction (up to 400% crit  dmg which is 4 stacks of 100%)
  • Hero of the Desert (a bit of everything) [if you don’t own the Tomb Kings DLC swap it for other]

Legendary Ranks:

Legendary Ranks used in the Video

For the Legendary Ranks – My preferred choice to spend points into first will be
Legendary Reinforcement for DMG + DMG reduction buff on us.
Then I’d invest into
Legendary Endurance for DMG reduction buff on us.
Next, I’d go for
Legendary Crushing if doing harder stuff and I need the survivability
Or go for
Legendary Punishment for more DMG.
Try to get 30% – 35% chance and MAX power in all of those eventually.
After that some
Legendary Rage for extra DPS is nice.

The God Skill Trees setup has one version that can be a bit flexible:

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