R/N touch Build
Manfred
Of course, the classic R/N touch build has to be included.
Using high expertise to offset the high cost of necromancer touch *skills* (not spells, thus affeted by expertise) this build is one of my favorites to run for a variety of purposes in pvp and pve, from flag runner to secondary tank. Most purposes can be achieved with a few modifications.
12 Blood Magic
11+4 Expertise
6+1 Wilderness Survival
Touch of Agony(blood)
Vampiric Touch(blood)
Plague Touch(unlinked)
Throw Dirt(expertise)
Offering Of Blood[e](blood)
Dodge(expertise)
And here we get into foggy areas. Cureently we have a sustainable, high dps, nearly condition proof touch range havoc-wreaker. But there are secondary purposes that can be served by these alst 2 slots, and they usually have to do with those 7 points of Wilderness Survival. In everything but GvG, slot 7 is a ressurection signet(unlinked), and options for the last slot include:
Barbed or Flame Trap (Wilderness Survival): Barbed trap is a decent pvp option for when you're untargeted, it gives degen and cripples. Flame trap is higher damage if you can get people stuck, but it's real use is in PvE, where it exploits the AoE change to scare away monsters from sensitive targets.
Healing Spring or Well of Blood (Wilderness survival and Blood Magic, respectively): these are used to supplement healers, well of blood being powerful but more conditional: it needs a corpse. Also, well of blood is a higher cost. I recommend Healing spring, although in 8v8 areas well of blood works well.
Storm Chaser (WS): For annoying griefers in 4v4 areas. Highly recommended for 4v4 places or flag running.
Whirling Defence (Expertise): To keep you alive in PvE.
Strategy: The strategy is to rush in with dodge and begin alternating between your two damage-dealing touches. Use Plague Touch to return conditions and Throw Dirt to save soft targets such as monks. If under fire yourself throw on dodge and power away, or if merely incidental damage, do a few cycles of touches without using touch of agony. This reduces damage output but heals significantly. Use Offering of Blood[e] whenever your mana is more than 10 below max.
The weaknesses of this build are few and far between, which is a big goal of this setup. Hexes will stymie this to a certain extent, although spell-hating hexes such as backfire do not affect skills. Long ranged armor piercing damage in general is this build's weakness, i.e. energy surge and burn. Kiting is also a problem, though crippled can be gotten rid of on nearby warriors with plague touch.
I would like to credit the Guild Wars community for this (it was listed as a traditional flag-running option by twicky kid I believe) and myself for the sustainable blood-only version.
Using high expertise to offset the high cost of necromancer touch *skills* (not spells, thus affeted by expertise) this build is one of my favorites to run for a variety of purposes in pvp and pve, from flag runner to secondary tank. Most purposes can be achieved with a few modifications.
12 Blood Magic
11+4 Expertise
6+1 Wilderness Survival
Touch of Agony(blood)
Vampiric Touch(blood)
Plague Touch(unlinked)
Throw Dirt(expertise)
Offering Of Blood[e](blood)
Dodge(expertise)
And here we get into foggy areas. Cureently we have a sustainable, high dps, nearly condition proof touch range havoc-wreaker. But there are secondary purposes that can be served by these alst 2 slots, and they usually have to do with those 7 points of Wilderness Survival. In everything but GvG, slot 7 is a ressurection signet(unlinked), and options for the last slot include:
Barbed or Flame Trap (Wilderness Survival): Barbed trap is a decent pvp option for when you're untargeted, it gives degen and cripples. Flame trap is higher damage if you can get people stuck, but it's real use is in PvE, where it exploits the AoE change to scare away monsters from sensitive targets.
Healing Spring or Well of Blood (Wilderness survival and Blood Magic, respectively): these are used to supplement healers, well of blood being powerful but more conditional: it needs a corpse. Also, well of blood is a higher cost. I recommend Healing spring, although in 8v8 areas well of blood works well.
Storm Chaser (WS): For annoying griefers in 4v4 areas. Highly recommended for 4v4 places or flag running.
Whirling Defence (Expertise): To keep you alive in PvE.
Strategy: The strategy is to rush in with dodge and begin alternating between your two damage-dealing touches. Use Plague Touch to return conditions and Throw Dirt to save soft targets such as monks. If under fire yourself throw on dodge and power away, or if merely incidental damage, do a few cycles of touches without using touch of agony. This reduces damage output but heals significantly. Use Offering of Blood[e] whenever your mana is more than 10 below max.
The weaknesses of this build are few and far between, which is a big goal of this setup. Hexes will stymie this to a certain extent, although spell-hating hexes such as backfire do not affect skills. Long ranged armor piercing damage in general is this build's weakness, i.e. energy surge and burn. Kiting is also a problem, though crippled can be gotten rid of on nearby warriors with plague touch.
I would like to credit the Guild Wars community for this (it was listed as a traditional flag-running option by twicky kid I believe) and myself for the sustainable blood-only version.
Murder In China
Serpent's Quickness would be nice if you aren't under massive fire power ( since SQ is a stance).
Vexed Arcanist
16 Expertise
12 Blood
rest who cares
Touch of Agony
Vamp Touch
Throw Dirt
Life Transfer
Plague Touch
Whirling Defense
Dodge
Res Sig
That just about sums up an R/N for 4v4. Some use a pet, some use offering of blood, some use Life Siphon, some use QZ. For me they are all gimped compared.
12 Blood
rest who cares
Touch of Agony
Vamp Touch
Throw Dirt
Life Transfer
Plague Touch
Whirling Defense
Dodge
Res Sig
That just about sums up an R/N for 4v4. Some use a pet, some use offering of blood, some use Life Siphon, some use QZ. For me they are all gimped compared.
Al the Dead
ermmm sorry guys but what's so good in that build? i met it numerous times in CA and TA and rarely loosed to it with any of my chars really. Somebody care to explain how to use that .... on arena?
fallot
My touch R/N:
12+1+2 or 12+1+3 expertise
12 blood
3+1 wilderness
Touch of Agony
Vampiric Touch
Signet of Agony
Plague Touch
Troll Unguent/Free Slot
Escape (Elite)
Whirling Defense
Res Signet/Throw Dirt/Free Slot
Troll Unguent might seem useless but it gives +5 health regeneration with 4 points in wilderness, useful when you've been hit by Conjure Phantasm, Life Transfer etc.
12+1+2 or 12+1+3 expertise
12 blood
3+1 wilderness
Touch of Agony
Vampiric Touch
Signet of Agony
Plague Touch
Troll Unguent/Free Slot
Escape (Elite)
Whirling Defense
Res Signet/Throw Dirt/Free Slot
Troll Unguent might seem useless but it gives +5 health regeneration with 4 points in wilderness, useful when you've been hit by Conjure Phantasm, Life Transfer etc.
Vexed Arcanist
Quote:
Originally Posted by Al the Dead
ermmm sorry guys but what's so good in that build? i met it numerous times in CA and TA and never loosed to it with any of my chars really. Somebody care to explain how to use that .... on arena?
I rarely lose when I use it, heh. Contradictary to your claims, only if I get a bad random team do I have issues. Reasons:
1. You are a ranger, almost always last to be targetted.
2. You have the best anti-elemental armor in the game.
3. Hexes that affect casting or attacking are useless against you (Empathy, Backfire, Spirit Shackles, Pacifism, etc.)
4. You bath in conditions and pass them along.
5. Blind does not affect you.
6. Each of your attacks does 50+ damage and ignores armor and defensive stances and skills like Guardian, Protective Spirit, etc.
7. You can chase down runners, you can hex runners with -7 degen before you chase them down.
8. You have defensive stances like Whirling Defense and Dodge and you carry Throw Dirt.
What can do more damage faster? 2 Air eles or a Necro Aura Bomber. Do Air Eles or Necros get attacked before a R/N? Yes. You are left to do the devil's work.
1. You are a ranger, almost always last to be targetted.
2. You have the best anti-elemental armor in the game.
3. Hexes that affect casting or attacking are useless against you (Empathy, Backfire, Spirit Shackles, Pacifism, etc.)
4. You bath in conditions and pass them along.
5. Blind does not affect you.
6. Each of your attacks does 50+ damage and ignores armor and defensive stances and skills like Guardian, Protective Spirit, etc.
7. You can chase down runners, you can hex runners with -7 degen before you chase them down.
8. You have defensive stances like Whirling Defense and Dodge and you carry Throw Dirt.
What can do more damage faster? 2 Air eles or a Necro Aura Bomber. Do Air Eles or Necros get attacked before a R/N? Yes. You are left to do the devil's work.
Lou
I use mostly the samr build with 10 in blood and 16 in beastmastery and the rest into expertise. I use ferocious strike and some other skills that I can spam. It works pretty well as you take down casters pretty fast and tanks have a very hard time killing you.
Vexed Arcanist
Quote:
Originally Posted by Azeroths Hammer
I use mostly the samr build with 10 in blood and 16 in beastmastery and the rest into expertise. I use ferocious strike and some other skills that I can spam. It works pretty well as you take down casters pretty fast and tanks have a very hard time killing you.
I ran another version that used Crippling Shot as the elite and dropped Dodge for Distracting Shot. It worked pretty well. I simply had 4-5 pts in Marksmanship since the skills used were for specific effects and not damage.
jibikao
Quote:
Originally Posted by Al the Dead
ermmm sorry guys but what's so good in that build? i met it numerous times in CA and TA and never loosed to it with any of my chars really. Somebody care to explain how to use that .... on arena?
What's your class and build? Touchy build is a great faction farming build but it's not invincible. No build is invincible.
If you are a IW Mesmer, then you may have a chance since most touchy rangers don't bring strip enchantment.
If you are a IW Mesmer, then you may have a chance since most touchy rangers don't bring strip enchantment.
Manfred
yeah. Caster shutdown fails, but kiting+degen hexes is pretty much THE way this dies. This beats out tpical IW, higher damage, self healing, yadda yadda.
Vexed Arcanist
Quote:
Originally Posted by Manfred
yeah. Caster shutdown fails, but kiting+degen hexes is pretty much THE way this dies. This beats out tpical IW, higher damage, self healing, yadda yadda.
The way this dies is when you hit that unbelievable random team with a Mantra of Resolve Trapper, Hex mesmer and high damage output warrior with a competent heal monk. Then again, what doesn't lose to it? You also lose when you get the n00bkr3w....this happens more often than I care to remember. However as long as you get a semi-competent group you will do very well.
Al the Dead
N/W - death + tactics. Vile touch hits hard + when he reaches me he has 50% of health left so final trust is there waiting for him Not mentioning corpses
R/* - beastmaster. total interrupt of ALL of these touch skills with a little 20 secs extra recharge. End of story
Me/W - mazohisto dominator (hey look, this guy using a scullbreaker)deversion 2 times and end of story as well 60 sec recharge time ^_^
Guess i'm simply in luck with my builds against this one. But this build due to constant spamming of skills is an ideal target for any interrupter. And if u loose even 1 of your touch skills...
R/* - beastmaster. total interrupt of ALL of these touch skills with a little 20 secs extra recharge. End of story
Me/W - mazohisto dominator (hey look, this guy using a scullbreaker)deversion 2 times and end of story as well 60 sec recharge time ^_^
Guess i'm simply in luck with my builds against this one. But this build due to constant spamming of skills is an ideal target for any interrupter. And if u loose even 1 of your touch skills...
Vexed Arcanist
Quote:
Originally Posted by Al the Dead
Quote: R/* - beastmaster. total interrupt of ALL of these touch skills with a little 20 secs extra recharge. End of story How do you interrupt through Whirling Defense? Dodge? Bow rangers are the Touch Ranger's meal of choice.
Quote:
Diversion
Description: For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10-47 seconds to recharge.
How about YOU read the spell? Diversion's effect will block the use of the spell by the stated duration IF you use it during those 6 seconds Diversion is on you. If the mesmer is targetted I will see them casting Diversion. I wait 6 seconds then carry on. You obviously talk out the side of your face. Also MY build has life transfer and it WAS posted in my post above. READ the thread.
Originally Posted by Al the Dead
Me/W - mazohisto dominator (hey look, this guy using a scullbreaker)devergence 2 times and end of story as well 60 sec recharge time ^_^
You can't block both skills, nor the Life Transfer. Even then you have to get lucky that he will use that skill once the hex lands. If Diversion lands on me I stop for 6 seconds and it leaves. Big deal. Quote:
Ahh...Manfred beat me to it.
It is obvious that Al the Dead doesn't pvp much, certainly never encountered a Touch Ranger. The point about your Vile Touch example Al is simple, you stated the N/W had vile touch and I would be at 50% health before I reached you. A very wild example of nothing. What death spells are going to lower my health by 50% before I reach you? Verata's Sacrifice? Aura of the Lich? Consume Corpse? Death has weak ranged damage other than Deathly Chill and Deadly Swarm, neither of which will reduce me to below 80%. The range of the spells and regular movement speed trash your weak theory. I won't mention casting Life Transfer on your or Dodge to move faster or how damn slow Death's ranged attacks are to cast. This isn't PvE. The build tears through Warrior armor and when warriors use healing signets they try desperately to spam it. They can't attack since they lose life so fast. Yet this N/W will survive off that same Healing Signet. LOL. Quote: |
Description: For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10-47 seconds to recharge.
How about YOU read the spell? Diversion's effect will block the use of the spell by the stated duration IF you use it during those 6 seconds Diversion is on you. If the mesmer is targetted I will see them casting Diversion. I wait 6 seconds then carry on. You obviously talk out the side of your face. Also MY build has life transfer and it WAS posted in my post above. READ the thread.
Quote:
Quote:
Originally Posted by Vexed Arcanist
16 Expertise
12 Blood rest who cares Touch of Agony Vamp Touch Throw Dirt Life Transfer Plague Touch Whirling Defense Dodge Res Sig That just about sums up an R/N for 4v4. Some use a pet, some use offering of blood, some use Life Siphon, some use QZ. For me they are all gimped compared. jibikao
I love facing a Necro with Aura of the Lich. lol Our touches deal full damage.
I run a pet build with vamp touch. This is my best faction farming build in random/team arena. hehe Last night I fought quite a few touchy rangers. Luckily I beat them (which took a long time!). Whirling Defense is indeed very annoying since I need my pet to leech energy for me but most touchy rangers use Touch of Agony which hurts them. I don'tl like the idea of losing health. There are some variations to each Touchy Ranger. Basically, I know ALL R/N Touchy rangers use Vamp Touch. Most use Touch of Agony but some don't. A few use pets (like me). Al the Dead
of course i don't PvP much i don't even have the game lol
a little step aside from flaming is there any way of dealing with energy draining skills with that build. Not that it kills you but it hurts. 2 manfred I said that dirt hurts thx for confirming that. Diversion usually go unnoticed, why - i don't know. When they do notice it i'm trashed. And i didn't say anything about traps. BTW any more builds? So far Vexed build seemed most effective even without monk support. Murder In China
Quote:
Originally Posted by Al the Dead
|
of course i don't PvP much i don't even have the game lol
a little step aside from flaming is there any way of dealing with energy draining skills with that build. Not that it kills you but it hurts. So you lied?
a little step aside from flaming is there any way of dealing with energy draining skills with that build. Not that it kills you but it hurts. So you lied?
Vexed Arcanist
Serious, constant energy denial can in fact render my version gimp. It won't stop it, but it cripples the damage output per second. However, energy denial does little versus Manfred's version, and many others, that use Offering of Blood. Lucky interrupts and that one wild Diversion that I fail to notice in a flash while "touching" can temporarily gimp any Touch Ranger. They do not, though, stop it. The simple fact is there aren't enough Touch Rangers to warrant building your character in order to stop them. It is a matter of luck. Just understand how to defeat the Touch Ranger, and if you can not, to stay away from them.
The best thing you can do to improve your PvP play is to know and understand the strengths and weaknesses of any and all builds. By playing a build you will best understand the facts in how to defeat it.
Often I have Mesmers casting Backfire and Empathy on me when I play a Touch Ranger. Heck...even Spirit Shackles. This is a waste of time and energy for them. It is obvious that player has no idea how to stop a Touch Ranger. The fact is they probably have nothing on their skill bar to help and should instead be concentrating on someone else.
The best thing you can do to improve your PvP play is to know and understand the strengths and weaknesses of any and all builds. By playing a build you will best understand the facts in how to defeat it.
Often I have Mesmers casting Backfire and Empathy on me when I play a Touch Ranger. Heck...even Spirit Shackles. This is a waste of time and energy for them. It is obvious that player has no idea how to stop a Touch Ranger. The fact is they probably have nothing on their skill bar to help and should instead be concentrating on someone else.
jibikao
Quote:
Originally Posted by Al the Dead
of course i don't PvP much i don't even have the game lol
a little step aside from flaming is there any way of dealing with energy draining skills with that build. Not that it kills you but it hurts.
2 manfred I said that dirt hurts thx for confirming that. Diversion usually go unnoticed, why - i don't know. When they do notice it i'm trashed. And i didn't say anything about traps.
BTW any more builds? So far Vexed build seemed most effective even without monk support. You don't even have the game and you enjoy reading all these builds? lol Are you planning to get it on Christmas?
Touchy build is pretty good because most people don't bring counters for it. It's more of a suprising build. People would blind you but blind has no effect on touch skills.
a little step aside from flaming is there any way of dealing with energy draining skills with that build. Not that it kills you but it hurts.
2 manfred I said that dirt hurts thx for confirming that. Diversion usually go unnoticed, why - i don't know. When they do notice it i'm trashed. And i didn't say anything about traps.
BTW any more builds? So far Vexed build seemed most effective even without monk support. You don't even have the game and you enjoy reading all these builds? lol Are you planning to get it on Christmas?
Touchy build is pretty good because most people don't bring counters for it. It's more of a suprising build. People would blind you but blind has no effect on touch skills.
jibikao
Energy denial shuts down ALL builds except warrior adrenline builds. I don't consider that a huge downfall of being a ranger because most mesmers don't deny ranger's energy.
Energy denial is not a big problem for me because I use ferocious strike. Wither/Malasis is more of a problem IMO. Not a huge one but a problem.
Cripple from traps and hex can be really annoying. That's why I want to use my pet to leech energy for me so that when I get crippled, I have at least my pet to do some damage.
Blackout is annoying, obviously.
Diversion is annoying too but Diversion has long casting time and my pet can usually interrupt it I know where it's coming from.
Distracting, Savage, Punishing bow Ranger can be really annoying if I don't have whirling defense on.
Energy denial is not a big problem for me because I use ferocious strike. Wither/Malasis is more of a problem IMO. Not a huge one but a problem.
Cripple from traps and hex can be really annoying. That's why I want to use my pet to leech energy for me so that when I get crippled, I have at least my pet to do some damage.
Blackout is annoying, obviously.
Diversion is annoying too but Diversion has long casting time and my pet can usually interrupt it I know where it's coming from.
Distracting, Savage, Punishing bow Ranger can be really annoying if I don't have whirling defense on.
The Bumbling Shogun
Anyone want to post what kind of weapon this build uses? =P
Vexed Arcanist
Quote:
Originally Posted by The Bumbling Shogun
Anyone want to post what kind of weapon this build uses? =P
Blood weapon (wand) with 20% faster recharge and Blood Focus with +1 Blood/+30 Health/+12 energy (PvP generated). If your build version uses Awaken the Blood then you might want a Blood Staff with 20/20 +5 Energy/+20% enchanting. IMO Awaken the Blood is just a waste of time and energy.
If you use a PvE character then you might want to check out the +5 energy wand from the collector outside of Nolani.
If you use a PvE character then you might want to check out the +5 energy wand from the collector outside of Nolani.
Akathrielah
Touch ranger is a decent build for Random Arenas, although I really wouldn't suggest it for anything else (even in TA, since any organized team there will stomp on this build).
The greatest strength of this build is the lack of organization that random arena teams have.
This build is notoriously hard to shut down/kill for most other builds ALONE.
But is really easy to destroy(much more than other builds) if your team can work together.
Why?
All skills require energy (granted w/expertise), all skills require touch range, skills need to be spammed in order to achieve high dps.
What does this mean?
-E-Denial is particularly vicious on rangers b/c of their lower energy regeneration, even with high expertise, they are in trouble if an e-denial mesmer drops you to zero energy. (And if you aren't using a blood staff with this build, I have nothing to really to say to you, other than include it next time, as you have no reason to use a bow(or any other weapon for that matter)).
-Snares dominate this build, one of the few builds that can work havoc on this build is a water elementalist or illusion mesmer. Traps, pindown, and other snares at range, also cause plenty of problems, since you need to be in touch range to transfer your conditions.
-Diversion kills this build, as do good interrupt rangers.
-Spiteful is a bane not so much to the touch ranger, but his teammates. (Cast spiteful and plant yourself next to the touch ranger's teamates).
-Damage output for this build is decent, but it cannot spike AT ALL. This means any team with a decent healer will have no trouble with this build at all. This is a pressure build(and not a very good one, relative to other pressure builds) through and through.
What does this all mean?
Well if you are by yourself, not much. If you throw a diversion on the touch ranger as a mesmer, he will just wait it out, or try and use his pet to interrupt you (which you can laugh off if you brought mantra of resolve). If you are an attacking class (bow ranger, warrior), the touch ranger will blind you. If you are an elementalist the ranger has superior armor, although water elementalists, elementalist with WaF, and other snares will happily dance around this build. Necromancers with the right build, can simply attempt to outdo the touch ranger, providing that the touch ranger isn't feeding off another target. Boon prot simply out heal this builds damage, no two ways about it. A good healing build, much the same. Prot monks can't do much however, since all of the touch skills go through the protection enchantments.
What does this mean as a team?
- In terms of dps, this build pales in comparison to a good axe or hammer warrior (and it lacks the ability of hammer warriors to shut down a target as well). Which means your monk(s) will have a lighter healing load. This build as I stated before, cannot spike at all.
-Although it is immune to traditional methods of shutting down attack classes, snares do their job just the same.
- Its attacks are spammed and require melee range meaning that spiteful can ruin the opposing team (although not so much the touch ranger).
So why does this make it easier to shut down than other builds?
Because you are combining aspects of a caster (spells), with aspects of a melee attack class (rapid attacks, touch range). Meaning that any hard counter to spells will give you a hard time, as well as any hard counters to melee.
All in all, what this build is, is a warrior that can't spike, isn't as proficient in terms of pressure, is better at keeping itself alive, and is (slightly) harder to shutdown.
You guys more or less made yourselves a tank =p.
The greatest strength of this build is the lack of organization that random arena teams have.
This build is notoriously hard to shut down/kill for most other builds ALONE.
But is really easy to destroy(much more than other builds) if your team can work together.
Why?
All skills require energy (granted w/expertise), all skills require touch range, skills need to be spammed in order to achieve high dps.
What does this mean?
-E-Denial is particularly vicious on rangers b/c of their lower energy regeneration, even with high expertise, they are in trouble if an e-denial mesmer drops you to zero energy. (And if you aren't using a blood staff with this build, I have nothing to really to say to you, other than include it next time, as you have no reason to use a bow(or any other weapon for that matter)).
-Snares dominate this build, one of the few builds that can work havoc on this build is a water elementalist or illusion mesmer. Traps, pindown, and other snares at range, also cause plenty of problems, since you need to be in touch range to transfer your conditions.
-Diversion kills this build, as do good interrupt rangers.
-Spiteful is a bane not so much to the touch ranger, but his teammates. (Cast spiteful and plant yourself next to the touch ranger's teamates).
-Damage output for this build is decent, but it cannot spike AT ALL. This means any team with a decent healer will have no trouble with this build at all. This is a pressure build(and not a very good one, relative to other pressure builds) through and through.
What does this all mean?
Well if you are by yourself, not much. If you throw a diversion on the touch ranger as a mesmer, he will just wait it out, or try and use his pet to interrupt you (which you can laugh off if you brought mantra of resolve). If you are an attacking class (bow ranger, warrior), the touch ranger will blind you. If you are an elementalist the ranger has superior armor, although water elementalists, elementalist with WaF, and other snares will happily dance around this build. Necromancers with the right build, can simply attempt to outdo the touch ranger, providing that the touch ranger isn't feeding off another target. Boon prot simply out heal this builds damage, no two ways about it. A good healing build, much the same. Prot monks can't do much however, since all of the touch skills go through the protection enchantments.
What does this mean as a team?
- In terms of dps, this build pales in comparison to a good axe or hammer warrior (and it lacks the ability of hammer warriors to shut down a target as well). Which means your monk(s) will have a lighter healing load. This build as I stated before, cannot spike at all.
-Although it is immune to traditional methods of shutting down attack classes, snares do their job just the same.
- Its attacks are spammed and require melee range meaning that spiteful can ruin the opposing team (although not so much the touch ranger).
So why does this make it easier to shut down than other builds?
Because you are combining aspects of a caster (spells), with aspects of a melee attack class (rapid attacks, touch range). Meaning that any hard counter to spells will give you a hard time, as well as any hard counters to melee.
All in all, what this build is, is a warrior that can't spike, isn't as proficient in terms of pressure, is better at keeping itself alive, and is (slightly) harder to shutdown.
You guys more or less made yourselves a tank =p.
Former Ruling
Quote:
Originally Posted by Akathrielah
Touch ranger is a decent build for Random Arenas, although I really wouldn't suggest it for anything else (even in TA, since any organized team there will stomp on this build).
The greatest strength of this build is the lack of organization that random arena teams have.
This build is notoriously hard to shut down/kill for most other builds ALONE.
But is really easy to destroy(much more than other builds) if your team can work together.
Why?
All skills require energy (granted w/expertise), all skills require touch range, skills need to be spammed in order to achieve high dps.
What does this mean?
-E-Denial is particularly vicious on rangers b/c of their lower energy regeneration, even with high expertise, they are in trouble if an e-denial mesmer drops you to zero energy. (And if you aren't using a blood staff with this build, I have nothing to really to say to you, other than include it next time, as you have no reason to use a bow(or any other weapon for that matter)).
-Snares dominate this build, one of the few builds that can work havoc on this build is a water elementalist or illusion mesmer. Traps, pindown, and other snares at range, also cause plenty of problems, since you need to be in touch range to transfer your conditions.
-Diversion kills this build, as do good interrupt rangers.
-Spiteful is a bane not so much to the touch ranger, but his teammates. (Cast spiteful and plant yourself next to the touch ranger's teamates).
-Damage output for this build is decent, but it cannot spike AT ALL. This means any team with a decent healer will have no trouble with this build at all. This is a pressure build(and not a very good one, relative to other pressure builds) through and through.
What does this all mean?
Well if you are by yourself, not much. If you throw a diversion on the touch ranger as a mesmer, he will just wait it out, or try and use his pet to interrupt you (which you can laugh off if you brought mantra of resolve). If you are an attacking class (bow ranger, warrior), the touch ranger will blind you. If you are an elementalist the ranger has superior armor, although water elementalists, elementalist with WaF, and other snares will happily dance around this build. Necromancers with the right build, can simply attempt to outdo the touch ranger, providing that the touch ranger isn't feeding off another target. Boon prot simply out heal this builds damage, no two ways about it. A good healing build, much the same. Prot monks can't do much however, since all of the touch skills go through the protection enchantments.
What does this mean as a team?
- In terms of dps, this build pales in comparison to a good axe or hammer warrior (and it lacks the ability of hammer warriors to shut down a target as well). Which means your monk(s) will have a lighter healing load. This build as I stated before, cannot spike at all.
-Although it is immune to traditional methods of shutting down attack classes, snares do their job just the same.
- Its attacks are spammed and require melee range meaning that spiteful can ruin the opposing team (although not so much the touch ranger).
So why does this make it easier to shut down than other builds?
Because you are combining aspects of a caster (spells), with aspects of a melee attack class (rapid attacks, touch range). Meaning that any hard counter to spells will give you a hard time, as well as any hard counters to melee.
All in all, what this build is, is a warrior that can't spike, isn't as proficient in terms of pressure, is better at keeping itself alive, and is (slightly) harder to shutdown.
You guys more or less made yourselves a tank =p. Someone else could write a post twice as long about all the stuff that kills IWAY no problem...yet IWAY teams were FoTm for a long time, and still are used to faction farm.
Its all in what the opponents bring skill wise because of what they expect.
Most of the "protections" against dmg used right now - Touch laughs at. Want to stop attack skills, spells, etc? Ok..what ever..I dont care. Want to evade attacks? Ok..whatever.. I dont care. Want to spam conditions on me? Ok...whatever..I dont care. Want to boost your AL into your "uber" ranks? Ok..whatever..I dont care.
The greatest strength of this build is the lack of organization that random arena teams have.
This build is notoriously hard to shut down/kill for most other builds ALONE.
But is really easy to destroy(much more than other builds) if your team can work together.
Why?
All skills require energy (granted w/expertise), all skills require touch range, skills need to be spammed in order to achieve high dps.
What does this mean?
-E-Denial is particularly vicious on rangers b/c of their lower energy regeneration, even with high expertise, they are in trouble if an e-denial mesmer drops you to zero energy. (And if you aren't using a blood staff with this build, I have nothing to really to say to you, other than include it next time, as you have no reason to use a bow(or any other weapon for that matter)).
-Snares dominate this build, one of the few builds that can work havoc on this build is a water elementalist or illusion mesmer. Traps, pindown, and other snares at range, also cause plenty of problems, since you need to be in touch range to transfer your conditions.
-Diversion kills this build, as do good interrupt rangers.
-Spiteful is a bane not so much to the touch ranger, but his teammates. (Cast spiteful and plant yourself next to the touch ranger's teamates).
-Damage output for this build is decent, but it cannot spike AT ALL. This means any team with a decent healer will have no trouble with this build at all. This is a pressure build(and not a very good one, relative to other pressure builds) through and through.
What does this all mean?
Well if you are by yourself, not much. If you throw a diversion on the touch ranger as a mesmer, he will just wait it out, or try and use his pet to interrupt you (which you can laugh off if you brought mantra of resolve). If you are an attacking class (bow ranger, warrior), the touch ranger will blind you. If you are an elementalist the ranger has superior armor, although water elementalists, elementalist with WaF, and other snares will happily dance around this build. Necromancers with the right build, can simply attempt to outdo the touch ranger, providing that the touch ranger isn't feeding off another target. Boon prot simply out heal this builds damage, no two ways about it. A good healing build, much the same. Prot monks can't do much however, since all of the touch skills go through the protection enchantments.
What does this mean as a team?
- In terms of dps, this build pales in comparison to a good axe or hammer warrior (and it lacks the ability of hammer warriors to shut down a target as well). Which means your monk(s) will have a lighter healing load. This build as I stated before, cannot spike at all.
-Although it is immune to traditional methods of shutting down attack classes, snares do their job just the same.
- Its attacks are spammed and require melee range meaning that spiteful can ruin the opposing team (although not so much the touch ranger).
So why does this make it easier to shut down than other builds?
Because you are combining aspects of a caster (spells), with aspects of a melee attack class (rapid attacks, touch range). Meaning that any hard counter to spells will give you a hard time, as well as any hard counters to melee.
All in all, what this build is, is a warrior that can't spike, isn't as proficient in terms of pressure, is better at keeping itself alive, and is (slightly) harder to shutdown.
You guys more or less made yourselves a tank =p. Someone else could write a post twice as long about all the stuff that kills IWAY no problem...yet IWAY teams were FoTm for a long time, and still are used to faction farm.
Its all in what the opponents bring skill wise because of what they expect.
Most of the "protections" against dmg used right now - Touch laughs at. Want to stop attack skills, spells, etc? Ok..what ever..I dont care. Want to evade attacks? Ok..whatever.. I dont care. Want to spam conditions on me? Ok...whatever..I dont care. Want to boost your AL into your "uber" ranks? Ok..whatever..I dont care.
The Bumbling Shogun
Quote:
Originally Posted by Vexed Arcanist
16 Expertise
12 Blood
rest who cares
Touch of Agony
Vamp Touch
Throw Dirt
Life Transfer
Plague Touch
Whirling Defense
Dodge
Res Sig
That just about sums up an R/N for 4v4. Some use a pet, some use offering of blood, some use Life Siphon, some use QZ. For me they are all gimped compared. Im using this build in CA and it's doing pretty well, plague touch in particular is a whole lot of fun. Take In to consideration my comments are based on less then one day's play but I got wrecked by a hex heavy Mes/N and some monk builds are kind of difficult. It's also alot of fun to throw dirt in a melee's eyes and watch em swing. Ty Vexed for this build I really enjoy it.
P.S. Im using Life Transfer (which does beat the pants off of Life Siphon) but it seems like everyone and there dog is running Smite Hex or an equivilant.
12 Blood
rest who cares
Touch of Agony
Vamp Touch
Throw Dirt
Life Transfer
Plague Touch
Whirling Defense
Dodge
Res Sig
That just about sums up an R/N for 4v4. Some use a pet, some use offering of blood, some use Life Siphon, some use QZ. For me they are all gimped compared. Im using this build in CA and it's doing pretty well, plague touch in particular is a whole lot of fun. Take In to consideration my comments are based on less then one day's play but I got wrecked by a hex heavy Mes/N and some monk builds are kind of difficult. It's also alot of fun to throw dirt in a melee's eyes and watch em swing. Ty Vexed for this build I really enjoy it.
P.S. Im using Life Transfer (which does beat the pants off of Life Siphon) but it seems like everyone and there dog is running Smite Hex or an equivilant.
Manfred
Then try running my version with offering of blood for increased spammification .
LaserLight
Huh. No, I don't see it at all, Akathrielah. Yes, there are problems with the build, but there are problems with axe and hammer warriors as well, which aren't there for one of these touchy-feely types. For one, unless you pack Necromancer secondary on yer Axeman or Hammerman simply for the condition transfer, a single Throw Dirt shuts you down for plenty enough time to cause you trouble.
Not to mention that, as many other people have stated, this guy isn't one you can counter very easily, at all. it deals direct armor-ignoring damage in rapid succession, and that alone makes it valuable. That and the concentration on Expertise and its tricks means you have a very versatile fighter that can play both active offense and active defense. Most Warriors I've seen use Healing Signet and their AL to resist attacks and depend on a friendly Monk to do the rest. This guy can heal AND defend himself.
To me, this dude is an excellent choice for launching at the enemy in the opening stage of a fight. Use him as a pointman to do something unexpected to an enemy. It seems like a startling foe to me, something that could easily throw someone off their beaten track. Especially with a condition transfer skill; you'd eat most other Rangers and a good deal of Necromancers with that skill alone. it's especially useful when said Rangers/Necros are bombarding you with Conditions to try and stop you from savaging their Warrior tank. You just bounce it all back onto the Warrior and let him try and deal with it.
I'm gonna have to convert my bow R/N to one of these suckers and give it a real test whirl. SOunds like a gas to play, and even if it isn't a top-tier, ultra-competitive build, well...not everything can be an EoE Bomber, eh?
Not to mention that, as many other people have stated, this guy isn't one you can counter very easily, at all. it deals direct armor-ignoring damage in rapid succession, and that alone makes it valuable. That and the concentration on Expertise and its tricks means you have a very versatile fighter that can play both active offense and active defense. Most Warriors I've seen use Healing Signet and their AL to resist attacks and depend on a friendly Monk to do the rest. This guy can heal AND defend himself.
To me, this dude is an excellent choice for launching at the enemy in the opening stage of a fight. Use him as a pointman to do something unexpected to an enemy. It seems like a startling foe to me, something that could easily throw someone off their beaten track. Especially with a condition transfer skill; you'd eat most other Rangers and a good deal of Necromancers with that skill alone. it's especially useful when said Rangers/Necros are bombarding you with Conditions to try and stop you from savaging their Warrior tank. You just bounce it all back onto the Warrior and let him try and deal with it.
I'm gonna have to convert my bow R/N to one of these suckers and give it a real test whirl. SOunds like a gas to play, and even if it isn't a top-tier, ultra-competitive build, well...not everything can be an EoE Bomber, eh?
Bubba Lips
is it just me or does the touch ranger take no brains to play
it also looks incredibly boring
All in expertise
rest in blood
Vamp gaze
Vamp touch
Vamp gaze
ZzZZZzzZzzZz
it also looks incredibly boring
All in expertise
rest in blood
Vamp gaze
Vamp touch
Vamp gaze
ZzZZZzzZzzZz
LaserLight
Uhh...'touch' Ranger, Lips. As in, no Gaze. the other primary damaging skill, Touch of Agony, actually counteracts Vampiric Touch to some extent. And ye know, it's kinda the same with any Warrior, huh? Run in, use your smackdown of choice, sit back and watch as your character swings his particluar ouch-stick at the other guy. Hit Healing Signet every now and then. Just as big a no-brainer, hm?
Point is, most any build has some potential to it. What the Touch Ranger is is a sort of ghost character; one you can't touch and one who can hurt you through even the most potent defenses. To me, it sounds like the deal of the century :P
Point is, most any build has some potential to it. What the Touch Ranger is is a sort of ghost character; one you can't touch and one who can hurt you through even the most potent defenses. To me, it sounds like the deal of the century :P
Vexed Arcanist
Quote:
Originally Posted by Bubba Lips
is it just me or does the touch ranger take no brains to play
it also looks incredibly boring
All in expertise
rest in blood
Vamp gaze
Vamp touch
Vamp gaze
ZzZZZzzZzzZz
Oh you got me....unlike the Ele Spiker with Spike Spike Spike or the Monk Healer with Heal Heal Heal or the Interrupt Ranger with Interrupt Interrupt Interrupt or the Resolve Trapper with Trap Trap Trap or the Spike Ranger with Preparation Shoot Shoot Shoot...........forgot how much more exciting those were...Or IWAY....Or Order Necro........................
Please.
it also looks incredibly boring
All in expertise
rest in blood
Vamp gaze
Vamp touch
Vamp gaze
ZzZZZzzZzzZz
Oh you got me....unlike the Ele Spiker with Spike Spike Spike or the Monk Healer with Heal Heal Heal or the Interrupt Ranger with Interrupt Interrupt Interrupt or the Resolve Trapper with Trap Trap Trap or the Spike Ranger with Preparation Shoot Shoot Shoot...........forgot how much more exciting those were...Or IWAY....Or Order Necro........................
Please.
Bubba Lips
just my opinion but keep the sarcasm coming!
LaserLight
Arcanis and I merely wish to point out to you, Lips, that your opinion is, at the least, misplaced. This is a thread to discuss the merits and flaws of playing a Touch-skill based Ranger/Necromancer, and it's obviously not a bash thread.
All characters in this game, with a very few exceptions, tend to use the same set of key skills, or even a single key skill, repeatedly. It's the nature of the game. Just like the card games this thing resembles, skills usually work best in multiples. Builds heavily focused on their primary objective are both stronger and actually more flexible than a scattered character with no skill cohesion, since a truly excellent skill set will manage to retain its heavy primary attack or other main function while sacrificing none of its versatility should that function go awry. Given that...people spam their favorite skills. What skills do YOU spam, Lips?
Anyways. My apologies for the long-winded rant, but sometimes people just get on my nerves, and I can never shut up when they do.
All characters in this game, with a very few exceptions, tend to use the same set of key skills, or even a single key skill, repeatedly. It's the nature of the game. Just like the card games this thing resembles, skills usually work best in multiples. Builds heavily focused on their primary objective are both stronger and actually more flexible than a scattered character with no skill cohesion, since a truly excellent skill set will manage to retain its heavy primary attack or other main function while sacrificing none of its versatility should that function go awry. Given that...people spam their favorite skills. What skills do YOU spam, Lips?
Anyways. My apologies for the long-winded rant, but sometimes people just get on my nerves, and I can never shut up when they do.
Bubba Lips
r o f l
i'll hold my tongue
R/N is an awesome build esp if you trappin
i'll hold my tongue
R/N is an awesome build esp if you trappin
Former Ruling
Tested it last night - Made a good bit of Faction in the CA.
Heres how it acts vs every type -
Ranger - Bow rangers fall the second quickest of anyone. Trap rangers are ok if you can plague touch off the conditions before they run off.
Elementalist - Elementalist of all types fall the easiest of all. Just had one elementalist faced that used earth magics that sort of caught the team off gaurd.
Necromancers - Also surprisingly easy, atleast the builds I faced. None of their hexes had any lasting effect, and the blood ones didn't do that well at maintaining their HP.
Warrior and Monks - grouped together, because most warriors and monks work together or share strategy. A GOOD warrior or monk combo can take awhile to take down, but it happens. Just wastes their time.
Mesmers - Mesmers were this builds worst enemy. The right mesmers that is. Energy Denail ones weren't that hard to stay up against - Just stop using Vamp Touch for a few seconds, and only use of Agony awhile (that costs 2 energy under expertise) or just run off and regain some energy. Other mesmers that did backfire type stuff sucked even worse...Didn't even effect me. The mesmers that proved the HARDEST, and the hardest of all, were actually the Hex ones. This build doesn't really have much protection from Conjure Phantasm spamming, and Blackouts.
But it did awesome considering some of the groups I got put in...A sample would be the warrior/monk that ran Restore Life..or the elementalist/necro that was trying a ele version of the touch build.
Heres how it acts vs every type -
Ranger - Bow rangers fall the second quickest of anyone. Trap rangers are ok if you can plague touch off the conditions before they run off.
Elementalist - Elementalist of all types fall the easiest of all. Just had one elementalist faced that used earth magics that sort of caught the team off gaurd.
Necromancers - Also surprisingly easy, atleast the builds I faced. None of their hexes had any lasting effect, and the blood ones didn't do that well at maintaining their HP.
Warrior and Monks - grouped together, because most warriors and monks work together or share strategy. A GOOD warrior or monk combo can take awhile to take down, but it happens. Just wastes their time.
Mesmers - Mesmers were this builds worst enemy. The right mesmers that is. Energy Denail ones weren't that hard to stay up against - Just stop using Vamp Touch for a few seconds, and only use of Agony awhile (that costs 2 energy under expertise) or just run off and regain some energy. Other mesmers that did backfire type stuff sucked even worse...Didn't even effect me. The mesmers that proved the HARDEST, and the hardest of all, were actually the Hex ones. This build doesn't really have much protection from Conjure Phantasm spamming, and Blackouts.
But it did awesome considering some of the groups I got put in...A sample would be the warrior/monk that ran Restore Life..or the elementalist/necro that was trying a ele version of the touch build.
Vexed Arcanist
Quote:
Originally Posted by Former Ruling
Tested it last night - Made a good bit of Faction in the CA.
Heres how it acts vs every type -
Ranger - Bow rangers fall the second quickest of anyone. Trap rangers are ok if you can plague touch off the conditions before they run off.
Elementalist - Elementalist of all types fall the easiest of all. Just had one elementalist faced that used earth magics that sort of caught the team off gaurd.
Necromancers - Also surprisingly easy, atleast the builds I faced. None of their hexes had any lasting effect, and the blood ones didn't do that well at maintaining their HP.
Warrior and Monks - grouped together, because most warriors and monks work together or share strategy. A GOOD warrior or monk combo can take awhile to take down, but it happens. Just wastes their time.
Mesmers - Mesmers were this builds worst enemy. The right mesmers that is. Energy Denail ones weren't that hard to stay up against - Just stop using Vamp Touch for a few seconds, and only use of Agony awhile (that costs 2 energy under expertise) or just run off and regain some energy. Other mesmers that did backfire type stuff sucked even worse...Didn't even effect me. The mesmers that proved the HARDEST, and the hardest of all, were actually the Hex ones. This build doesn't really have much protection from Conjure Phantasm spamming, and Blackouts.
But it did awesome considering some of the groups I got put in...A sample would be the warrior/monk that ran Restore Life..or the elementalist/necro that was trying a ele version of the touch build. Yes, it has been stated a few times the Touch Ranger works best in Random Arena. I have seen a team arena setup using 3 touch rangers and they did very well, they used different schemes. One had a pet, one used a bow for a few choice skills.
I have heard a few reports of the build used in PvE, namely Sorrow's Furnace. I wouldn't use it in 8v8 PvP as it doesn't bring much to constructed teams of large size.
For me the most terrifying of enemies (read: annoyingly potent vs Touch Rangers) is an Aura Bomber and Resolve Trapper mainly when they have a monk and I do not.
Ignore the troll posts, they have nothing constructive to add. They merely feed off attention.
Heres how it acts vs every type -
Ranger - Bow rangers fall the second quickest of anyone. Trap rangers are ok if you can plague touch off the conditions before they run off.
Elementalist - Elementalist of all types fall the easiest of all. Just had one elementalist faced that used earth magics that sort of caught the team off gaurd.
Necromancers - Also surprisingly easy, atleast the builds I faced. None of their hexes had any lasting effect, and the blood ones didn't do that well at maintaining their HP.
Warrior and Monks - grouped together, because most warriors and monks work together or share strategy. A GOOD warrior or monk combo can take awhile to take down, but it happens. Just wastes their time.
Mesmers - Mesmers were this builds worst enemy. The right mesmers that is. Energy Denail ones weren't that hard to stay up against - Just stop using Vamp Touch for a few seconds, and only use of Agony awhile (that costs 2 energy under expertise) or just run off and regain some energy. Other mesmers that did backfire type stuff sucked even worse...Didn't even effect me. The mesmers that proved the HARDEST, and the hardest of all, were actually the Hex ones. This build doesn't really have much protection from Conjure Phantasm spamming, and Blackouts.
But it did awesome considering some of the groups I got put in...A sample would be the warrior/monk that ran Restore Life..or the elementalist/necro that was trying a ele version of the touch build. Yes, it has been stated a few times the Touch Ranger works best in Random Arena. I have seen a team arena setup using 3 touch rangers and they did very well, they used different schemes. One had a pet, one used a bow for a few choice skills.
I have heard a few reports of the build used in PvE, namely Sorrow's Furnace. I wouldn't use it in 8v8 PvP as it doesn't bring much to constructed teams of large size.
For me the most terrifying of enemies (read: annoyingly potent vs Touch Rangers) is an Aura Bomber and Resolve Trapper mainly when they have a monk and I do not.
Ignore the troll posts, they have nothing constructive to add. They merely feed off attention.
jibikao
A real Touchy Ranger does not use pet and I think that's when you lose the versatility of being a Ranger. A lot of Touchy Ranger use staff for more energy and Offering of Blood for energy gain or Life Transfer for even more blood sucking. The downfall is:
1.) You don't have any interruption. I think every Ranger should have at least one interruption. The power to interrupt rez sig, troll urgent, and other skills are just too important. I would rather use a bow with +5 energy for one Distracting shot than holding a staff if I play a true Touchy Ranger.
2.) Touch of Agony and Offering of Blood hurts you. In CA, you don't always have monks so losing health is just not a bright idea for me. I know Touch of Agony + Vamp Touch do a lot of unresistable damage but Vamp Touch only recharges at 2s, so it's not like you can't spam vamp touch very quickly.
3.) If you don't use Offering of Blood, you are going to run out of energy in a long battle. Some said their worst nightmare is against energy denial Mesmer and that's because you can't keep sacrificing health for more energy. And without energy, touchy ranger is shut down.
4.) You need melee range to spam touches, so cripple and running target becomes a big problem too. I know some touchy ranger uses Escape but that's an elite. Escape is great though but you just need to watch your energy pool.
---------------------------
I use pet for Ferocious Strike, Disrupting Lunge and Call of Haste. This gives me versatily I need. FS can leech tons of energy back for you and Disrupting Lunge is just so spammable (very cheap energy cost!!) and very effective with Call of Haste (you need practice to interrupt well with pet).
I also use Whirling Defense against bow rangers (those with Punishing, Savage, Distracting build).
My pet does decent dmg on caster and ranger so even when I get crippled or the target keeps running away, I have my pet chasing after it.
Energy denial Mesmer is useless against me. FS will make them give up and they do. lol
Wither + Malasis is more of a problem but it's not huge since I still have my pet to do decent damage on caster.
Distortion + IW Mesmer is my nightmare. But it can be a nightmare for any class if you can't shut it down with enchantment stripment or cripple.
Warrior with Wild Blow, Knockdown, Irrsistable Blow can be annoying.
Ele is the easier for Ranger even as a bow ranger.
Necro can be so easy if he runs Aura of Lich build. Your touch dmg does not get reduced. And I am experienced enough to disabled their skills. It all comes with practice and anticipation and luck.
Oh, one more. Trapper with Mantra of Resolve is a nightmare too. lol God, I hate them.
1.) You don't have any interruption. I think every Ranger should have at least one interruption. The power to interrupt rez sig, troll urgent, and other skills are just too important. I would rather use a bow with +5 energy for one Distracting shot than holding a staff if I play a true Touchy Ranger.
2.) Touch of Agony and Offering of Blood hurts you. In CA, you don't always have monks so losing health is just not a bright idea for me. I know Touch of Agony + Vamp Touch do a lot of unresistable damage but Vamp Touch only recharges at 2s, so it's not like you can't spam vamp touch very quickly.
3.) If you don't use Offering of Blood, you are going to run out of energy in a long battle. Some said their worst nightmare is against energy denial Mesmer and that's because you can't keep sacrificing health for more energy. And without energy, touchy ranger is shut down.
4.) You need melee range to spam touches, so cripple and running target becomes a big problem too. I know some touchy ranger uses Escape but that's an elite. Escape is great though but you just need to watch your energy pool.
---------------------------
I use pet for Ferocious Strike, Disrupting Lunge and Call of Haste. This gives me versatily I need. FS can leech tons of energy back for you and Disrupting Lunge is just so spammable (very cheap energy cost!!) and very effective with Call of Haste (you need practice to interrupt well with pet).
I also use Whirling Defense against bow rangers (those with Punishing, Savage, Distracting build).
My pet does decent dmg on caster and ranger so even when I get crippled or the target keeps running away, I have my pet chasing after it.
Energy denial Mesmer is useless against me. FS will make them give up and they do. lol
Wither + Malasis is more of a problem but it's not huge since I still have my pet to do decent damage on caster.
Distortion + IW Mesmer is my nightmare. But it can be a nightmare for any class if you can't shut it down with enchantment stripment or cripple.
Warrior with Wild Blow, Knockdown, Irrsistable Blow can be annoying.
Ele is the easier for Ranger even as a bow ranger.
Necro can be so easy if he runs Aura of Lich build. Your touch dmg does not get reduced. And I am experienced enough to disabled their skills. It all comes with practice and anticipation and luck.
Oh, one more. Trapper with Mantra of Resolve is a nightmare too. lol God, I hate them.
Vexed Arcanist
I ran a slightly augmented version with a bow. The 2 bow skills I used were Crippling Shot and Distracting Shot. The court is out on whether it was more or less effective. Since the key environment is Random Arena play it is rather hard to gauge the nuances of almost similar builds.
I also run a bow build that uses Plague and Vamp Touch, but it isn't a Touch Ranger. It too is very effective in Comp Arena. Once you take another path you have left the Touch Ranger behind. If your skills are mainly bow or pet then I say you are no longer in the same scope as a Touch Ranger and you really can't compare. Sharing a few skills doesn't equate to the same build. For example:
Crippling Shot
Hunters Shot
Savage Shot
Distracting Shot
Plague Touch
Whirling Defense
Vampiric Touch
Res Sig
Debilitating Shot
Savage Shot
Distracting Shot
Oath Shot
Plague Touch
Whirling Defense
Vampiric Touch
Res Sig
Neither of these should be compared to each other or to a standard Touch Ranger, though they share many of the same skills. They all have different functions while sharing others.
I also run a bow build that uses Plague and Vamp Touch, but it isn't a Touch Ranger. It too is very effective in Comp Arena. Once you take another path you have left the Touch Ranger behind. If your skills are mainly bow or pet then I say you are no longer in the same scope as a Touch Ranger and you really can't compare. Sharing a few skills doesn't equate to the same build. For example:
Crippling Shot
Hunters Shot
Savage Shot
Distracting Shot
Plague Touch
Whirling Defense
Vampiric Touch
Res Sig
Debilitating Shot
Savage Shot
Distracting Shot
Oath Shot
Plague Touch
Whirling Defense
Vampiric Touch
Res Sig
Neither of these should be compared to each other or to a standard Touch Ranger, though they share many of the same skills. They all have different functions while sharing others.
Tek Bashem
@jibikao
I'm using almost the same skills as in your build (pets just rock if your skill withe them is high) but in my opinion its a must for any necromancer secondary to bring rend entchanments. its they key to iw, eles and monks.
as trappers are easy to avoid and if u know how to kill traps with pet they are kinda useless, so I'm wondering where is the problems with them ?
I'm using almost the same skills as in your build (pets just rock if your skill withe them is high) but in my opinion its a must for any necromancer secondary to bring rend entchanments. its they key to iw, eles and monks.
as trappers are easy to avoid and if u know how to kill traps with pet they are kinda useless, so I'm wondering where is the problems with them ?