Touch Ranger Armor Question

cutaholeinabox

Pre-Searing Cadet

Join Date: Feb 2007

Okay, for my touch ranger I've got druids armor with a rune of superior expertise and a rune of major vigor (superior's too expensive for me). I was wondering what rune(s) should I put on the remaining armor pieces? Also, am I correct to say that each armor piece can only have 1 rune?

I'm level 13 atm, char made in prophecies (I have all 3 chapters), got the skills I want except for OOB, can't capture it for a while...

Nkah Sennyt

Nkah Sennyt

Awaken from hiatus.

Join Date: Apr 2006

Riding the spiral.

No Fun Allowed [Vdya]

Yes, one rune per piece of armor. Since touch rangers are very energy-reliant, I would suggest at least one rune of attunement. Also, your Expertise rune should be on your headpiece, not on a piece of your body armor.

samcobra

samcobra

Krytan Explorer

Join Date: Jan 2006

USA

Mo/Me

um... lemme get this straight first... you are making a pve ranger solely to be a touch ranger?

Once I ignore the rediculousness of the above statement....

...
...
.....
.....

Yes, you should be running 16 expertise and 12 blood on a touch ranger. However, touch rangers are susceptible to the normal snares, etc of any melee-range profession, just not the blind, anti-melee hexes. So, what you want is
1) a weapon set for 36/36 recharge of blood magic spells, so that you get your OoB faster
2) you want a hunter's mask of superior expertise
3) you already have druids armor, which is fine.
4) you want to have a vigor rune and a rune of restoration
5) you want to fill in the remaining slots with either vitaes or attunement runes, depending on how you feel your heath/energy flow is going.
6) after you're done spending all that money to prepare your pve touch ranger, you should do one of two things:
a) realize that you are an idiot for doing such a thing and delete your character and/or uninstall the game
b) take off all the armor and weapon sets you made, get new armor/weapon sets and play a real ranger build.



Kekekeke

cutaholeinabox

Pre-Searing Cadet

Join Date: Feb 2007

Quote:
Originally Posted by Nkah Sennyt
Yes, one rune per piece of armor. Since touch rangers are very energy-reliant, I would suggest at least one rune of attunement. Also, your Expertise rune should be on your headpiece, not on a piece of your body armor. Yeah, I've got the expertise rune on my headpiece.

Mr_Cynical

Lion's Arch Merchant

Join Date: Aug 2006

Scotland

Region of Chosen Kings [R.O.C.K]

E/Mo

Quote:
Originally Posted by samcobra
6) after you're done spending all that money to prepare your pve touch ranger, you should do one of two things:
a) realize that you are an idiot for doing such a thing and delete your character and/or uninstall the game
b) take off all the armor and weapon sets you made, get new armor/weapon sets and play a real ranger build. Apart from the unnecessary hostility of your reply, why is Touching not a 'real' ranger build? It takes advantage of two of the Ranger's most stand-out features: Expertise and better armour than casters.

I play Touchers a lot, I also play degen, interrupter, barrager, beast master, and most other types of Ranger build. Might I suggest that you only think Toucher is not a 'real ranger build' because you are one of the people who whines about it in PvP because they forgot to bring an antispam skill?

Amy Awien

Amy Awien

Forge Runner

Join Date: Jul 2006

R/

Quote:
Originally Posted by Nkah Sennyt
Also, your Expertise rune should be on your headpiece, not on a piece of your body armor. This is not correct, you don't need the expertise rune on your headpiece, it's just as effective on any other piece of armor. You do need a hunters mask and a rune of superior expertise to reach attibute level 16.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by samcobra
1) a weapon set for 36/36 recharge of blood magic spells, so that you get your OoB faster
And the necessity of a 36% chance of casting OoB in 1/8s is? Ideal set up imo is (obviously both req blood max):
Wand: 20% Half skill recharge of blood magic. +7 energy below 50% health (think its 7).
Focus: 20% Half skill recharge of blood magic. Blood Magic +1 (20%).

A spare set of +30energy/-2 energy regen wand/foci is useful, but only ever if your going to win before you drain yourself completely or your stuffed.

Above 50% is very likely to backfire. If your taking damage then suddenly lose 5 energy because your dieing, your only gonna die faster.

As counters go. In PvE... it doesn't really matter unless you come across extremely high physical damage thats unblockable or can remove stances.

PvP - RA/TA/AB. Few and far between are any actual potent counters. Many people are too stupid to even try and avoid you even if they don't have a chance in hell of winning, the strength of this build imo. The most effective counter is massive degen, not a very common thing to find, The Necro version most probably involves stacking a few hexes then damage spells, you might be able to survive till he's ran out of energy... but i dunno. Mesmers are more likely to kill you. Last time i AB'd i ran a mantra of persistence hex pressure build. Came across a toucher in 2 battles (the same 1), the poor sod. Everytime i saw him... i'd just cast Crip Anguish (38s), Illusion of Pain (19s) and Accumulated Pain (deep wound) and walk off to let him die

Quote:
This is not correct, you don't need the expertise rune on your headpiece, it's just as effective on any other piece of armor. You do need a hunters mask and a rune of superior expertise to reach attibute level 16. He said 'should' not 'has to be'. It makes no difference to your stats... but makes changing between +4 attribute extremely long winded and costly.

Nkah Sennyt

Nkah Sennyt

Awaken from hiatus.

Join Date: Apr 2006

Riding the spiral.

No Fun Allowed [Vdya]

Quote:
Originally Posted by Evilsod
He said 'should' not 'has to be'. It makes no difference to your stats... but makes changing between +4 attribute extremely long winded and costly. I'm a she. And yes, should - mainly because it makes armor swapping easier [and far easier on the eyes].

around

around

Wilds Pathfinder

Join Date: May 2006

Aussie Trolling Crew - Diplomatic Embassy

I Have Three Pennies [Pnny] - forever in my heart <3

R/

Quote:
I play Touchers a lot, I also play degen, interrupter, barrager, beast master, and most other types of Ranger build. Might I suggest that you only think Toucher is not a 'real ranger build' because you are one of the people who whines about it in PvP because they forgot to bring an antispam skill? Funny guy. Have you ever read the touch ranger tavern thread on GWO? It's basically a huge long list of things that are wrong with touch rangers and then the OP just ignoring all opposing arguments. I'll sum it up for you why TRs are baed:

1) Fragile. Even getting one touch out of two disabled withh halve your DPS, and by extension your self healing.

2) No snare. Kiting limits your DPS so much its not funny.

3) Can't heal outside combat. Let's say you get water snared. What do you do now that everyone's running away from you and you can't keep up?

Try playing a real ranger PvP build like BA ranger instead, which can deal with all of the above points and brings in degen, direct damage and interrupts at the same time.

Program Ftw

Program Ftw

Lion's Arch Merchant

Join Date: Jul 2006

Carebear Club [wuv]

R/

I recentlyhad a go with a Touch Ranger recently, for fun, why not~


I was running +hp armour, +5e +30hp sword and +30hp shield.

I was using OoB as elite, and it's the same thing when running a normal Ranger, The max energy cap, doesnt matter, when you're in a match, your energy will be about 7-15~ish, You will only benefit the +e bonus at the start of a fight, for the first few 'touches', wheras the +hp armour will permanently benefit you.

Thanks,
Pr0gram~

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by spawnofebil
1) Fragile. Even getting one touch out of two disabled withh halve your DPS, and by extension your self healing.
Touch Rangers are FAR from fragile. Just because you can reel off a huge list of counters means jack shit. Most of those counters are barely ever seen. PvE, only Distracting Shot is likely to affect you, the rest hench/heros can deal with and your opponent isn't kiting anyway. In PvP, Distracting Shot can usually be stopped with your Dodge/Zojuns. I've played ALOT of AB and the amount of matches you find a snare in are much less than 1 in 10.

Quote:
2) No snare. Kiting limits your DPS so much its not funny. Having played as, with, against and watched Touch Rangers in AB, TA and RA... Most warriors are morons and WILL try and take you down and fail miserably. Most eles seem to think they can out damage you so stand there. Necromancers stand a chance with the right mix of degen/life steal and skill-usage penalties, but have no snares.

Quote:
3) Can't heal outside combat. Let's say you get water snared. What do you do now that everyone's running away from you and you can't keep up? Happens so rarely i don't even care. Chances are it was an organised team if it was AB as they had a water ele, so would've probably kited you anyway.

Quote:
I was using OoB as elite, and it's the same thing when running a normal Ranger, The max energy cap, doesnt matter, when you're in a match, your energy will be about 7-15~ish, You will only benefit the +e bonus at the start of a fight, for the first few 'touches', wheras the +hp armour will permanently benefit you. I beg to differ. The energy cap matters alot, you have a skill to give you energy back, if you use it properly you can keep yourself as close to the top as possible, getting that extra 1 or 2 casts off can save your life or end someone elses. Its all about the HSR on OoB imo, thats the thing that keeps you going.
As for higher health. It makes you sac more from OoB, it's not exactly a huge difference in the amount... but Touch Rangers have a lot of defence vs commonly fought enemies. Elementalists do half damage, Melee has to bypass your block and blind. Chances are if you're facing enough degen hexes to kill you with 455 health, you'll be facing enough to kill you with 550 health too.
The use of armour is similar to the + health. You can't really get all that much extra, and most of it is mitigated through your high ele AL and high block chance. If you must, i'd rather take a spare weapon set with lots of +AL mods than waste insignia slots.

Edit: Before anyone starts to say 'i ALWAYS take a snare or XXX skill with me to AB'. I don't care what YOU take to AB. How many other people do you see taking them?

cutaholeinabox

Pre-Searing Cadet

Join Date: Feb 2007

Quote:
Originally Posted by Evilsod
Touch Rangers are FAR from fragile. Just because you can reel off a huge list of counters means jack shit. Most of those counters are barely ever seen. PvE, only Distracting Shot is likely to affect you, the rest hench/heros can deal with and your opponent isn't kiting anyway. In PvP, Distracting Shot can usually be stopped with your Dodge/Zojuns. I've played ALOT of AB and the amount of matches you find a snare in are much less than 1 in 10.



Having played as, with, against and watched Touch Rangers in AB, TA and RA... Most warriors are morons and WILL try and take you down and fail miserably. Most eles seem to think they can out damage you so stand there. Necromancers stand a chance with the right mix of degen/life steal and skill-usage penalties, but have no snares.



Happens so rarely i don't even care. Chances are it was an organised team if it was AB as they had a water ele, so would've probably kited you anyway.



I beg to differ. The energy cap matters alot, you have a skill to give you energy back, if you use it properly you can keep yourself as close to the top as possible, getting that extra 1 or 2 casts off can save your life or end someone elses. Its all about the HSR on OoB imo, thats the thing that keeps you going.
As for higher health. It makes you sac more from OoB, it's not exactly a huge difference in the amount... but Touch Rangers have a lot of defence vs commonly fought enemies. Elementalists do half damage, Melee has to bypass your block and blind. Chances are if you're facing enough degen hexes to kill you with 455 health, you'll be facing enough to kill you with 550 health too.
The use of armour is similar to the + health. You can't really get all that much extra, and most of it is mitigated through your high ele AL and high block chance. If you must, i'd rather take a spare weapon set with lots of +AL mods than waste insignia slots.

Edit: Before anyone starts to say 'i ALWAYS take a snare or XXX skill with me to AB'. I don't care what YOU take to AB. How many other people do you see taking them? So I should put +energy runes on my druids armor over +health?

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by cutaholeinabox
So I should put +energy runes on my druids armor over +health? I would say so yeah. Although i've never really used Attunement or Vitae Runes on my PvE Ranger because it'd just be too much hastle making even more pieces of armour for em.

As far as my Touch Ranger farming went before Nightfall was released. Can't really think of how to phrase it.
If i ever died during a fight it was always due to the enemy just been way too strong, at which point even if i did have +health runes i would've only survived a little longer. It was *never* close enough whereby if i had those +health runes i would've killed the enemy before they killed me.