R/N touch Build
Epinephrine
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.
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
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
Quote:
Originally Posted by LaserLight
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:
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:
3. spiteful spirit/spinal spivers necro with an icy sword
Quote:
Dead ranger.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
What would you guys think about using Marksman's Wager to recoup energy when you're running low?
holden
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
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
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
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
Quote:
Originally Posted by frickaline
1. almost any echoed blackout where you can precast/use degen/enchant/stance for your dmg 2. wither/malaise necro |
Quote:
Quote: 4. crippling shot/apply psn/debilliating shot ranger Dead (touch) ranger.
Quote:
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:
|