Build:R/N Storm Toucher

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

The general consensus among users of GuildWiki is that this build is not viable.

This build was voted unfavored for the following reasons:

  • just a variation of the normal touch build

Contents

The basic idea of this build is to create a strong defense against most kinds of damage and a near-infinite supply of energy by combining Ranger elemental armor, a high maximum energy, and the skills Greater Conflagration/Storm Chaser. The energy is then used to constantly use Vampiric Bite/Vampiric Touch to kill the target while ignoring the target's armor and healing oneself at the same time. Several secondary skills, like Winter, Plague Touch, or Throw Dirt/Dryder's Defense, increase the defense. The primary targets for this build are all mobs that deal only physical or elemental damage, i.e. all Warrior, Assassin, Elementalist, or Ranger mobs.

[edit] Attributes and skills

RangerNecromancerRanger / Necromancer Attribute Rank
Expertise 11+1+3
Wilderness Survival 10+2
Blood Magic 10
Vampiric Bite

Vampiric Bite

Vampiric Touch

Vampiric Touch

Storm Chaser

Storm Chaser

Whirling Defense

Whirling Defense

optional

optional

Optional

Optional

Winter

Winter

Greater Conflagration

Greater Conflagration

[edit] Equipment

  • Drakescale Armor or Frostbound Armor should be your first choice for this build, as they will give you a base armor of 105 against all damage, if the farming area was chosen accordingly. Druid's Armor could be used for the extra energy. For maximum flexibility, take any or all of these armor sets into an area and change between fights.
  • Only few weapons/item mods are really good for this build. The most preferable mods, in order of importance:
    • More Energy: The most important mod by far. Always prefer the +15/-1 mod over +5 (while ??), and the +5 over anything else. Go to great lengths to get a good +energy gear; it will significantly improve this build.
    • +Armor: After even a few hits, +5 armor will be more useful than a +30 or even +45 Health mod, because it reduces damage with every strike against you.
    • +Health: Having more Health is nearly always good, but with this build, you should never drop below 50% at any time, not even if you run out of energy.
    • +1 Blood Magic 20%: Stealing +3 Health 20% of the time is nice, but hardly earth-shattering or decisive for this build.
    • Halve skill recharge/casting time: Don't even bother. In the base config you don't carry spells, so you don't even theoretically gain anything from these mods. Of course, if you take any Blood Magic spells for your optional skills, this mod might be more useful and greatly broaden your choice of weapons/items.
    • You can do tremendous amount of damage and tremendous amount of healing every time youi tpu0h

[edit] Guide

  • Obviously, don't attack more mobs than you think you can handle, and only attack when you are at full health/energy and all relevant skills are fully charged.
  • The key to winning is to optimize the Storm Chaser usage:
    • Don't activate Storm Chaser all the time, or you will waste energy. You cannot prevent excess energy, but minimising waste is important. For that, trigger Storm Chaser only when you are low on energy, i.e. 20% or less.
    • Do make your maximum energy as large as possible. Again, you will waste Energy while Storm Chaser is active, but when the stance ends, you have to get along with what you have. The more energy you have stored, the longer can you keep touching until Storm Chaser is ready for another round.
  • Don't build your Nature Rituals too close to the group you're about to attack. If you see a mob attacking your rituals, either try to distract that mob or run away, because unconverted physical damage will not give you energy and kill you fast. In my experience, recasting a ritual with enemies attacking you is useless because they immediately switch to attack the ritual.
  • On a related note, don't fight several groups with the same ritual unless you are sure the ritual has enough lifespan left. There's nothing worse than a ritual running out while you need it, see above.
  • If for some reason you see that you will run out of energy for a longer time and health might become an issue because of energy shortage, stop spamming the touches. Instead wait for the mobs to hurt you, then use a touch for the full healing effect. This way, you save on energy until Storm Chaser can go back online.
  • Quickly decimate the enemy group down to 1 or 2 mobs. Bring these last survivors to the brink of death, then let them beat you back to full energy before finishing them off. This will reduce the time you need before you can attack the next group.

[edit] Selecting the right skills

  • As a rule of thumb, every additional type of mob (ele1, ele2, melee, ranger) requires an additional skill to handle it, starting from an absolute minimum of 3 non-Elite skills for fire Eles. Even in the worst case scenario of melee and ranger attackers grouped with two or more different elementalist mobs, the build has at least one optional skill slot.
  • The less often a certain kind of mob deals physical/elemental damage, the weaker this build is against it. In its base config, it lacks spike damage and interrupt, making it weak against groups that contain monks. It's sometimes possible to overcome a single monk mob, but two monks in a group will give you a very hard time. Anything above 2 monks, counting Restoration Ritualists as well, is probably out of this build's reach. However, I have not thoroughly tested this, so there might be a skill config to do it.
  • Illusion Mesmers and Curses Necromancers are about the worst matchup for this build. They can have strong life degen and debuffs through curses, against which this build has no defense. They seldom attack with their weapons, and if they do, they often deal Chaos or Dark damage, which is not convertible with Winter, thus denying you the energy this build needs. Again, one or two mobs of this profession in a certain group can possibly be overwhelmed, but if a group contains any more, you best ignore that group or farm another area.

[edit] Places to farm

I first tested the build in Waijun Bazaar, on Brotherhood Knights & Mages, which worked perfectly. In the Southern Shiverpeaks, it works pretty good against Stone Summits, Pinesouls, Griffins, Trolls, Siege Ice Golems, Ice Imps, Grawls, and Avicaras (in groups of about 6-7 max); Jades have not yet been tested. In the Crystal Desert, you can take on Sand Wurms (if you know where they spawn to set up Greater Conflagration), Minotaurs, Sand Griffons, Sand Elementals, Sand Drakes, and Rockshot Devourers.

[edit] Variations

The build can be varied in many ways.

  • The attribute point distribution can be tuned to make the build more or less aggressive, depending on your experience with the build, your gear, and the mobs you're going to farm. The base build above is a more cautious one, makign sure you have energy all the time to kill your opponents slowly but steadily. Putting more points into Blood Magic will increase the DPS and your HPS, but might lead to energy management problems because of lower Expertise and Wilderness Survival.
  • As a rule of thumb: If you have many small mobs that attack often but with low damage per hit, you might want to take a more aggressive stance, because Storm Chaser will trigger a lot more often, giving you more energy per second. Be more defensive and more conscious of your energy reserves against slow and heavy-hitting mobs, because you will gain less energy from them and you don't want to run out of energy against them for more than a few seconds.
  • The skill selection is highly dependent on the mobs you're going to farm. If you're going to farm only one sort of Elementalists, put on the appropriate armor, take the two vampiric touch skills and Storm Chaser, and you will have very little problems. You have as many as 5 optional slots, and you can choose your own Elite skill.
  • When farming only Ele mobs with 2 or more different damage types, bring Winter and Frostbound Armor. 4 optional slots, elite of your choice.
  • If you go against ranger type mobs, you can go with the Factions skill Conflagration and Drakescale Armor, again saving you the elite but getting the same effect as with Greater Conflagration. In any case, you should take Plague Touch to defend against Bleeding and Poisoned conditions (or at least make them suffer as well), which are often spread by ranger mobs. 3 optional slots, elite of your choice.
  • Against melee mobs, Greater Conflagration it will have to be. Plague Touch might not be necessary, but a defensive stance or skill like Throw Dirt or Whirling Defense is strongly recommended to bridge the time between Storm Chaser end and recharge. 3 optional slots.
  • If you want to take on monks, take any combination of Strip Enchantment, Defile Flesh, Malaise, and whatever else you could take against casters/monks. Take away some Blood magic points and put them into the appropriate attribute if necessary. For example, take anti-caster Curses skills and bring Awaken the Blood to buff both attribute lines.
  • Note that the above hints about Mesmers don't count if they are pure caster/physical shutdown, since you neither cast nor attack. The things you have to fear most are, in this order:
    • Active/passive energy denial
      • Active energy denial is skills like Energy Drain. They won't hurt you while Storm Chaser is active, but in the critical phase between end of stance and reactivation, having no energy can mean the end of you. Even worse are stance-ending skills like Wild Blow.
      • Passive Energy denial would be mobs using non-physical, non-elemental damage like Dark Damage, or life degen through curses and conditions. You lose life, but do not gain energy from it, making it impossible for you to constantly touch the mobs to compensate.
    • Healer monks. Don't technically kill you, but might make it impossible for you to kill anything.
    • Heavy skill interruption/knockdown
    • Debuff curses. Snare is not as dangerous as in PvP because mobs don't run away from non-AoE damage. Can be problematic though if you are low on health and you need to reach the next mob.
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