R/N touch Build

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Ranger/Necromancer
Expertise: 10+4
Beast Mastery: 10+2
Blood: 11

Vampiric Touch
Throw Dirt
Touch of Agony
Charm Animal
Call of Haste
Maiming Strike (or Disrupting Lunge)
Ferocious Strike (E)
Resurrection Signet

I like the Maiming Strike/Disrupting Lunge as part of the build - maiming strike lets you catch those that flee; Disrupting lunge is good too as it allows you to stop a spell from a fleeing guy - your pet typically hits them when they stop to cast, so when chasing a guy it can be handy to hit disrupting lunge to disable whatever he tries upon stopping. Both versions have done alright for me.

Buddha

Buddha

Ascalonian Squire

Join Date: Dec 2005

The Eternity Gate

E/Mo

The more I read about this build the more kick ass it seems. Just because I'm too protective of my pure ranger to shift around stats, would it be feasable to go with the touch build from the get go at pre-searing?

Akathrielah

Frost Gate Guardian

Join Date: Jul 2005

Quote:
Originally Posted by 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.
In anything but Random Arenas, the monks or another character will have condition removal for the warriors. Thats why I said that this build is great for random, but not so great for anywhere else.

Quote: Originally Posted by LaserLight 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. The reason why this build is harder to counter is mainly because people don't run many counter's often in RA, or the ones they do are often soft counters.
The damage it deals isn't as high as you would think, as a monk (heal or boon prot), I can just outheal this build, while having another opponent pound on me to boot. The great thing about the damage of this build is that its constant and is strong enough to make an impact on anyone that isn't supported by a decent heal monk.

And like I said I'm not denying this character is a great solo character.

Quote: Originally Posted by LaserLight
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. If the team is stupid enough to break itself down into a 1+1+1+1v4, then of course, as I said this character is great 1on1. If the team works together you will find yourself on the painful end of hard caster AND ranger hate, well if they are packing any, anyway.

Quote:
Originally Posted by LaserLight
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? Um... huh? top tier? EoE-Bomb? These words don't belong in the same sentence. Even the newest incarnation with E-Surge, is no where near top tier.

Vexed Arcanist

Banned

Join Date: Sep 2005

Ring of Steel

Mo/

Quote:
Originally Posted by Buddha
The more I read about this build the more kick ass it seems. Just because I'm too protective of my pure ranger to shift around stats, would it be feasable to go with the touch build from the get go at pre-searing? Not really, you will have a hard time with Expertise+Blood being very high BUT I did just do a quick stint with a N/W from pre-sear over to Post and I must say I never considered Blood so strong that early. If an N/W can do it a R/N could as well. Just have your expertise as high as possible up to a break point then have a high blood. In the very early game, unless you get rushed, I would augment the early few skills with Blood Renewal.

By the way, way way back in May this was how I was playing my Necro (game finished long ago). She ran Death/Blood all touches with a few select group spells.

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Problem with Pet Touchies is that then, you need to splice points into Beast Mastery. This takes away from either the power of your touches, which needs to be nuts to justify the build, or the power of your defensive and pursuit moves, which is asking for it when you're in melee combat. it's a good, solid idea, and definitely deserves a little looking into, but it'd be a tricky thing to properly pull off.

Not to mention having your pet die in the middle of a critical exchange sucks.

Azeneth Rizing

Pre-Searing Cadet

Join Date: May 2005

San Diego

Dragons Phalanx

R/

My R/N build does not differ too much from the usual and it's a lot of fun in CA and even TA's...

16 Expertise
14 Blood
rest is up to you

Barbed Signet - Sacrifice 8% maximum health. You steal 18-52 health - no nrg costs, 2 sec casting time, 20 sec recharge time

Life Siphon (hex spell) - For 12-22 seconds, target suffers health degeneration of 1-3, and you gain health regeneration of 1-3.
- 10 nrg, 2 sec casting time, and 2 sec recharge time

Touch of Agony (skill) Sacrifice 10% of maximum health. Target touched foe takes 20-50 shadow damage - 5, 2, 2

Vamp Touch (skill) Touch target foe to steal up to 29-65 health.
- 15, 3/4, 2

Throw Dirt
Whirling Defense
Escape
Rez Sig

Expertise reduces the costs of all Attack Skills, Preparations, Traps, Stances, Rituals, Glyphs, and Shouts by 4% per attribute level. This effect rounds the cost of the skill to the nearest energy, however, so instead of getting a continuous reduction you get several discrete jumps in effectiveness.

w/ expertise at 16:

15 nrg > 5 nrg
10 nrg > 4 nrg
5 nrg > 2 nrg

w/ druids armor and the right combination of wands/off-hand items, you can have nrg of 60+ ...i currently have around 62 nrg

of course, you can swap other spells at your discretion..e.g. strip enchantment, plague touch etc...so whatever floats your boat...

...it's not invincible but it is very effective due to the low nrg costs and recharge times ...especially w/ all the evades and blinds it owns direct dmg dlrs...but as previous posters have said, it can be susceptible to degen and nrg robbing builds...it's a game...

Have fun!!

=D

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

Quote:
Originally Posted by LaserLight
Problem with Pet Touchies is that then, you need to splice points into Beast Mastery. This takes away from either the power of your touches, which needs to be nuts to justify the build, or the power of your defensive and pursuit moves, which is asking for it when you're in melee combat. it's a good, solid idea, and definitely deserves a little looking into, but it'd be a tricky thing to properly pull off.

Not to mention having your pet die in the middle of a critical exchange sucks. In terms of energy, I think Ferocious Strike offers more than what lvl 16 Expertise offers.

The pet vamp touch build gives me more variety. Of course you can do more damage with pure touch build but you need melee range to do that. You can rely on Vamp Gaze or Life Siphon for a bit but that will only drain your energy quicker.

My pet build is good against almost any class because I have Call of Haste and Disrupting Lunge to handle most casters (besides Monk). I can't kill a monk but I can at least harrass him very bad by chasing him with vamp touch and my pet doing some decent physical dmg.

Yes, when the pet dies it sucks but it doesn't happen often and even if it happens, I'll use Comfort to bring it back. Well, you can't have everything.

The only down side is you can't change target easily. Well, you can but your pet doesn't change that fast. And you needs to feel comfort controling the pet. I've been a beast master for 5 months now. I feel I can interrupt better with pet than bow. lol

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

Quote:
Originally Posted by Azeneth Rizing
My R/N build does not differ too much from the usual and it's a lot of fun in CA and even TA's...

16 Expertise
14 Blood
rest is up to you

Barbed Signet - Sacrifice 8% maximum health. You steal 18-52 health - no nrg costs, 2 sec casting time, 20 sec recharge time

Life Siphon (hex spell) - For 12-22 seconds, target suffers health degeneration of 1-3, and you gain health regeneration of 1-3.
- 10 nrg, 2 sec casting time, and 2 sec recharge time

Touch of Agony (skill) Sacrifice 10% of maximum health. Target touched foe takes 20-50 shadow damage - 5, 2, 2

Vamp Touch (skill) Touch target foe to steal up to 29-65 health.
- 15, 3/4, 2

Throw Dirt
Whirling Defense
Escape
Rez Sig

Expertise reduces the costs of all Attack Skills, Preparations, Traps, Stances, Rituals, Glyphs, and Shouts by 4% per attribute level. This effect rounds the cost of the skill to the nearest energy, however, so instead of getting a continuous reduction you get several discrete jumps in effectiveness.

w/ expertise at 16:

15 nrg > 5 nrg
10 nrg > 4 nrg
5 nrg > 2 nrg

w/ druids armor and the right combination of wands/off-hand items, you can have nrg of 60+ ...i currently have around 62 nrg

of course, you can swap other spells at your discretion..e.g. strip enchantment, plague touch etc...so whatever floats your boat...

...it's not invincible but it is very effective due to the low nrg costs and recharge times ...especially w/ all the evades and blinds it owns direct dmg dlrs...but as previous posters have said, it can be susceptible to degen and nrg robbing builds...it's a game...

Have fun!!

=D How can you have 14 in Blood? 12 is the max you can get.

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

Quote:
Originally Posted by 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 ? Hi there.

Yup, pet rocks! In fact, I built a bow ranger the other day for fun and I miss my pet already. lol

As for rend enchantment... all I can say you can't have everything. I chose Whirling Defense because most warriors love going after rangers and I don't know how many distracting + punishing + savage shot rangers I've seen in CA/Team. Whirling really gives me the protection I need to handle warriors and to rez without getting distracted by Rangers.

Ele is not that hard for me. In fact, I rock against Ele except for Earth Ele who stands in Ward. I am very good at interrupting with Disrupting. Ele's spells do the least damage on Ranger so as long as I can get close to him, my vamp touch will offset the damage I take. Ele is actually one of the easiest target for me.

Monk can be hard for any class besides shut down Monk. I don't think Monk is the reason why the pet build sucks because chances are any pet build is bad against Monk since pet attacks are based on "melee, physical". I can harrase the monk to the point that he doesn't heal his party member. That will give our team a chance to win. And if we have a team of R/N, one of us usually brings Strip Enchantment and I think that's good enough.

Again, my build is great for faction earning. The pet build is great against most conventional builds in CA/Team.


As for Trappers... I need melee range to leech so naturally I step on traps. I usually send my pet in to trigger the traps but if it's Mantra of Resolve trapper, it's hard to interrupt them.

master_ranger_matt

master_ranger_matt

Lion's Arch Merchant

Join Date: Nov 2005

Salt Lake City, Utah.... no im not mormon

Radicals Against Tyrants [RAT]

R/Me

2 probelms here. blood can only go up to 12 on a ranger secondary. expertise if you didnt konw is for RANGER skills only. you will get killed by the energy costs of this build. necro primary is a much better option here. although this build is kind of a spoof of blood spike.

Vexed Arcanist

Banned

Join Date: Sep 2005

Ring of Steel

Mo/

Quote:
Originally Posted by master_ranger_matt
2 probelms here. blood can only go up to 12 on a ranger secondary. expertise if you didnt konw is for RANGER skills only. you will get killed by the energy costs of this build. necro primary is a much better option here. although this build is kind of a spoof of blood spike. Plague Touch, Vamp Touch and Touch of Agony are TOUCH SKILLS. Not SPELLS. They are affected by Expertise. Furthermore so are Shouts, I haven't checked but I believe Stances are as well.

Vamp Touch with 16 expertise costs 5 energy. Touch of Agony costs 2. It works for Blackout, the Smite touch skill, Lightning Touch, etc.

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Heh...not really, dude. I've seen doens of builds which reduce out-class skill costs with Expertise. Besides, why would Expertise say it reduced Glyph energy cost if it only affected Ranger skills? Rangers don't get Glyphs :-P

As for Pet Touchies, I suppose I'm just generally biased against pets since they're so bloody dumb. I've tried Beast Mastery, but the inability of the pet do actually...ye know, think...is just a staggering turn-off. Heh...not to mention that for an effective pet, you need high Beast Mastery. Unless you go 12 Blood, 10 Expertise, and 8 BM, and lose some serious HP with Superior runes, you couldn't get Blood where it needs to be while also running high Expertise and Beast.

Ah well. Maybe I'm just dumb and not seeing something I should.

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

Quote:
Originally Posted by master_ranger_matt
2 probelms here. blood can only go up to 12 on a ranger secondary. expertise if you didnt konw is for RANGER skills only. you will get killed by the energy costs of this build. necro primary is a much better option here. although this build is kind of a spoof of blood spike. Vamp Touch costs 15E. No class other than Ranger can spam that, trust me.

I've dueled with an Ele who keeps spamming Vamp Touch and Vamp Gaze, she lost in the end. You just can't compete with Expertise's reduction in energy cost.

Necro primary has pros and cons. First of all, you need melee range for those touches, that means the Necro has to get close to the target. This puts Necro in much worse danger than Ranger since Ranger has much better armor.

In 4v4 situation (I believe that's where most touchy rangers are), Necro's Soul Reaping does not shine enough. You need the snow-balling effect from 8v8 and Tomb (and PvE) to make Soul Reaping worthwhile.


I have a feeling that you haven't tried a Touchy Ranger. Energy is the last thing touchy ranger worries about IMO.

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

Quote:
Originally Posted by LaserLight
Heh...not really, dude. I've seen doens of builds which reduce out-class skill costs with Expertise. Besides, why would Expertise say it reduced Glyph energy cost if it only affected Ranger skills? Rangers don't get Glyphs :-P

As for Pet Touchies, I suppose I'm just generally biased against pets since they're so bloody dumb. I've tried Beast Mastery, but the inability of the pet do actually...ye know, think...is just a staggering turn-off. Heh...not to mention that for an effective pet, you need high Beast Mastery. Unless you go 12 Blood, 10 Expertise, and 8 BM, and lose some serious HP with Superior runes, you couldn't get Blood where it needs to be while also running high Expertise and Beast.

Ah well. Maybe I'm just dumb and not seeing something I should. Actually, I've been playing with attribute points and my favorite setup is:

10 Blood
12 BM
13 Expertise

First of all, my build does not use any other Blood skill besides Vamp Touch. I use Vamp Touch to heal and to damage through all kinds of defense/armor. 59 damage is NOT BAD at all in comparison with 65 damage (lvl 12 Blood). Most touchy ranger has 12 Blood because there's nothing else they want to use besides maxing out Expertise.

Expertise at lvl 13 can cut Vamp Touch cost to 7E. That's good enough for me.

Ferocious Strike can leech +9 energy at lvl 12 and do decent damage.

Energy is rarely my problem. Damage-wise, the build is diverse enough. I have Call of Haste so my pet can catch up almost any running foe. I know there is a bug that the pet won't attack when it follows but in most cases, Call of Haste can get the job done.

I can handle most bow rangers, touchy rangers, warriors and almost ALL Ele, Necro. Mesmer with crippling hex can be really annoying and IW Me/W with Distortion is tough.

You need to feel comfort with pet for this build to work. I've been using pet for over 5 months now. lol

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

vamp touch
touch of agony
blood renewal
plague touch
offering of blood
whirling defense
dodge
res

16 expertise
12 blood

not my build but it's the best touch build i've played.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by master_ranger_matt
2 probelms here. blood can only go up to 12 on a ranger secondary. expertise if you didnt konw is for RANGER skills only. you will get killed by the energy costs of this build. necro primary is a much better option here. although this build is kind of a spoof of blood spike. sorry for the double post but man.......this is just plain wrong. thought a 'master' ranger would know better.

Azeneth Rizing

Pre-Searing Cadet

Join Date: May 2005

San Diego

Dragons Phalanx

R/

Quote:
Originally Posted by jibikao
How can you have 14 in Blood? 12 is the max you can get. My bad..you're absolutely right...but I have figured a way you can have 14 in blood...that is if you use Awaken the Blood..but u would have to consider not using any "sacrifce" skills...if anyone tries it, pls let me know if this a viable option...ty

Azeneth Rizing

Pre-Searing Cadet

Join Date: May 2005

San Diego

Dragons Phalanx

R/

Quote:
Originally Posted by master_ranger_matt
2 probelms here. blood can only go up to 12 on a ranger secondary. expertise if you didnt konw is for RANGER skills only. you will get killed by the energy costs of this build. necro primary is a much better option here. although this build is kind of a spoof of blood spike. Again to quote the GWGuru expertise guide:

" Expertise reduces the costs of all Attack Skills, Preparations, Traps, Stances, Rituals, Glyphs, and Shouts by 4% per attribute level. This effect rounds the cost of the skill to the nearest energy, however, so instead of getting a continuous reduction you get several discrete jumps in effectiveness. "

w/ expertise at 16:

15 nrg > 5 nrg
10 nrg > 4 nrg
5 nrg > 2 nrg

dargon

Furnace Stoker

Join Date: May 2005

The Seraphim Knights [TSK]

R/

Quote:
Originally Posted by jibikao
How can you have 14 in Blood? 12 is the max you can get. Spell lets you add +2 to blood and curse for it's duration with the cost that any sacrifice skills require 50% more sacrifice.

ilnadmy

Pre-Searing Cadet

Join Date: Apr 2006

The Black Hand Gang (BHG)

R/N

What would you guys think about using Marksman's Wager to recoup energy when you're running low?

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by ilnadmy
What would you guys think about using Marksman's Wager to recoup energy when you're running low?
if you already have blood cranked up why not use Offering of Blood to gain back energy.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by ilnadmy
What would you guys think about using Marksman's Wager to recoup energy when you're running low? It's too conditional for me. I'd rather have energy and forget about it, than spending time not dealing much damage, and hoping all my arrows hit.

Robin_Anadri

Robin_Anadri

Krytan Explorer

Join Date: Jun 2005

Atlanta, GA

Girl Power [GP]

Me/Mo

16 Expertise
12 Blood

Touch of Agony
Vampiric Touch
Wallow's Bite
Vampiric Bite
Throw Dirt
Whirling Defense
Escape {E}
Res Sig

Druid's Armor
Collector Blood Knife from Marketplace (+30 HP, 20% BM+1)
Collector Dadao Sword from Marketplace (+15% > 50)

Equals...

Any single target without specific anti-touch ranger counters = pwnt.

Took 3 touch rangers with this build into FoW last night. Killed entire mobs in less than 30 seconds.

frickaline

Frost Gate Guardian

Join Date: Dec 2005

Quest Of Ages

Interesting, how about these builds .... how would touch fair against the following:

1. almost any echoed blackout where you can precast/use degen/enchant/stance for your dmg

2. wither/malaise necro

3. spiteful spirit/spinal spivers necro with an icy sword

4. crippling shot/apply psn/debilliating shot ranger

5. e-denial mesmer with a slow hex (burden) both with and without signet of humility

6. Assassin with echoed Shadow form (does this prevent these attacks?)

7. Ele with close range damage skills like crystal wave, teinais crystals

8. any knockdown with earthbind build (wanderlust or anything else)

Robin_Anadri

Robin_Anadri

Krytan Explorer

Join Date: Jun 2005

Atlanta, GA

Girl Power [GP]

Me/Mo

Quote:
Originally Posted by frickaline
Interesting, how about these builds .... how would touch fair against the following:

1. almost any echoed blackout where you can precast/use degen/enchant/stance for your dmg

2. wither/malaise necro
Dead ranger.

Quote:
3. spiteful spirit/spinal spivers necro with an icy sword
Depends on the skill of each. I didn't notice SS triggering on my touch skills in FoW, but I'm not sure. With four damaging skills, it's possible enough could get through to kill the necro, particularly using whirling defence and throw dirt to stop their sword attacks from landing.

Quote: 4. crippling shot/apply psn/debilliating shot ranger Dead (touch) ranger.

Quote: 5. e-denial mesmer with a slow hex (burden) both with and without signet of humility Provide they also bring some damage/degen, dead ranger. EDIT to address sig of humility after added to question: doesn't matter either way. The elite isn't integral to the build, it's just there to back up whirling defense and to chase kiters. If you're being e-denied, catching the target matters not. You do 2-3 dmg with your sword, it's only there to keep you in touch range.

Quote:
6. Assassin with echoed Shadow form (does this prevent these attacks?) Dead assassin. Shadow form does not protect (neither does Spellbreaker or RoF for that matter.) Whirling defense and throw dirt to avoid their attacks, and when Shadow form ends even with max attrib one vamp touch/bite will suck more than their full HP.

Quote:
7. Ele with close range damage skills like crystal wave, teinais crystals Dead ele.

Quote:
8. any knockdown with earthbind build (wanderlust or anything else) Would depend on skill of each, but probably dead ranger.

Like any specialty damage build, it's a glass cannon. It's not invincible to say the least, degen & energy denial are the worst enemies. However, facing the unprepared and/or unsuspecting, 2 or 3 touch rangers with this build are fairly devastating. PVE, it's not even fair. The dragons in FoW? Pwnt in seconds.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
Originally Posted by Robin_Anadri
Dead (touch) ranger. Indeed.

We faced a guild in GvG the other night running three touch rangers. Once we stopped laughing enough to tell our Crip-Shot flag runner to stay with the party it was game over.

frickaline

Frost Gate Guardian

Join Date: Dec 2005

Quest Of Ages

ty for the response

Quote:
Originally Posted by Robin_Anadri
Provide they also bring some damage/degen, dead ranger. EDIT to address sig of humility after added to question: doesn't matter either way. The elite isn't integral to the build, it's just there to back up whirling defense and to chase kiters. If you're being e-denied, catching the target matters not. You do 2-3 dmg with your sword, it's only there to keep you in touch range. heh sorry about that, I fixed that as an afterthought for the peeps that were running offering of blood as their elite.

Ari Shiningstar

Ascalonian Squire

Join Date: Jun 2006

JHEA

Mo/Me

So you don't equip a weapon at all? Just trying to get my facts straight.

Renegade ++RIP++

Krytan Explorer

Join Date: Feb 2006

a simple scourge sacrifice would help decently as well i would think. in conjunction with an illusionmesmer packing degen and clumsiness.

Robin_Anadri

Robin_Anadri

Krytan Explorer

Join Date: Jun 2005

Atlanta, GA

Girl Power [GP]

Me/Mo

Quote:
Originally Posted by Ari Shiningstar
So you don't equip a weapon at all? Just trying to get my facts straight. Nah, equip a melee weapon like a sword or axe. I wouldn't go hammer, because then you can't use the extra energy focus. Ideally, you'd use an HoD sword or endgame +5 Katana.

I've seen people using staves but i don't like using ranged weapons when touching. The melee weapon helps keep you in touch range.

Undead Preacher

Undead Preacher

Banned

Join Date: Nov 2005

United Scribes of Cantha (USoC)

N/

Vampric Touch + Vampric Bite

same skill... ones factions and one prophecies....

use them both for a superior R/N Vampire


but yes once again... EVERY build for any profession can be stopped and have weaknesses.... this is still a very fun build to play with.

Vincent Ritz

Academy Page

Join Date: Oct 2005

Masters of the Realms

W/Mo

R/N toucher update,

We all know that with Factions, comes Alliance Battles, and new skills, Like Vampiric Bite, now TR's run rampant in AB. Just a little note to throw out there:

Verata's Aura: Enchantment: Sacrifice 33% health. Any hostile undead minions become bound to you for X seconds. When Verata's Aura ends, all of your undead minions become unbound. 50% chance of failure with Death Magic 4 or less.

Another common occurrance in AB is the dreaded Minion Master:

Now, those big scary armies of corpses can become yours to command:

Attributes:

11 Blood Magic (drops the touches to 62 health steal, losing a measely 3 hp/sec dps)

6 Death Magic (the most you can get without further sacrifice of Blood Magic or Expertise)

12+3+1 Expertise (keeps those nifty skills coming)

the rest don't matter.

Druids are ideal, as energy is precious.

Skills:

Vampiric Touch
Vampiric Bite
Offering of Blood
Plague Touch
Whirling Defenses
Dodge/Zojun's Haste
(utility skill)
Verata's Aura

If you feel that additional defense against melee/rangers is needed, you can grab throw dirt for a utility skill, but I usually find that having BOTH Dodge and Zojun's haste are wonderful.

With the addition of Verata's Aura, you can take 5 hostile undead minions away from a MM. 33% health is arguably a steep price to pay for this, however it essentially steals or balances the level of undead minions the touch ranger faces, and you can still touch people to really dish it.

I tried a bit of searching, but was unable to find any posts that suggest the use of VA for AB the main build is still the same, but I felt it was necessery to add additional incentive to playing a TR.

Bloodied Blade

Desert Nomad

Join Date: Jan 2006

R/

I think Verata's Aura would just be utterly evil to run, but I do find a flaw with running it: Finding the minion master and getting to him *alive*. My guild is a primarily AB guild and we've found that it is VERY VERY hard to find any specific person because most people are in a big mass.

Out of curiosity, how much success do people have in AB with a touchie?

Jesse

Jesse

Krytan Explorer

Join Date: Feb 2006

New York

Vanquishing Memories [VM]

Mo/Me

I am seeing all these builds and its makeing me angry...why touch of agony when vampiric bite is there. Expertise makes energy cost less therefore the need for a lower energy spell is unnecessary. This is my build for RA TA AB and anything else.

Attributes :

Blood :12
Expertise 11 + 1 + 3

Skills

Vampiric Bite
Vampiric Touch
Vampiric Gaze
Offering of Blood {E}
Plague Touch
Whirling Defense
Dodge
Res Sig

This build works wonders and requires no self heals because of the life stealing. Eneergy can be a problem and if so just use Offering of Blood or run away with dodge to regain energy

Kazen Hunter

Pre-Searing Cadet

Join Date: Jun 2006

Onix Guard

R/W

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. Therefore, making every theory you have put on this thread, null.