Build:Team - Touchers

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Contents

This team makes use of the strength of the toucher, and multiplies it for a massive damage output.

[edit] Team Build

[edit] Touchers (3)

RangerNecromancerRanger / Necromancer Attribute Rank
Expertise 12 + 1 + 3
Blood Magic 12
Vampiric Bite

Vampiric Bite

Vampiric Touch

Vampiric Touch

Offering of Blood

Offering of Blood

Throw Dirt

Throw Dirt

Whirling Defense

Whirling Defense

Dodge

Dodge

Plague Touch

Plague Touch

Optional

Optional

[edit] Equipment

[edit] Usage

[edit] Counters

  • Anti-spammer strategies, such as Diversion or Distracting Shot.
  • As the ranger needs to get within touch range, if their foes are not in range, they cannot attack. This makes any snares or knockdown a problem.
  • The life stolen per second is not enough to overcome focused damage and health degeneration. However condition based degeneration won't work as they just use Plague Touch to pass it on.
  • Signet of Humility, Arcane Thievery or Arcane Larceny can be used to shut down Offering of Blood, which is crucial for the build. When used in combination with even mild energy denial such as Energy Burn, the ranger will soon be out of energy.
  • Blackout is devastating to touchers.
  • "Can't Touch This!" will cause touch skills to fail, but this is not overly destructive and will only waste the touch ranger 2-10 energy.
  • Tease will cause the recharge of all the touch skills used in the build to increase by a certain percent, decreasing the overall DPS of the build.
    • It may be wise for users of this build to bring a melee weapon (such as a sword) as a counter-counter, since Tease ends if the target hits the caster (who will have to be within touch range to cast it in the first place)
  • Because the build relies on two skills spammed consecutively, enemies with interrupts can easily time their interrupts.
  • It looks like a toucher is easy to stop. However one on one (in most cases even 2 or 3 on one) with the touch ranger at full energy it's not as easy. The only realistic way to stop him is using hex based snares, Diversion, heavy energy denial or out healing him until he runs out of energy.

[edit] Variants

  • Signet of Agony and Distracting Shot with a barbed bow to replace Throw Dirt and Whirling Defense gives the build an interrupt and the ability to inflict 44 second bleeding (significant damage over time.) You can still have Blood weaponry as a secondary set.
  • Blood Ritual is useful especially in a team situation as it is affected by expertise and gives an energy gain. Similarily, a group of touch rangers could be effective using Blood is Power and Blood Ritual on each other.
  • Zojun's Haste, paired with Dodge, gives an almost nonstop speed boost and protection against rangers. This is a good replacement for Resurrection Signet in HB.
  • Blood Renewal makes a good self heal if used properly.
  • Use the 6 left-over attribute points and put them into Wilderness Survival, then using Serpent's Quickness as a way to increase pressure on your target.
  • Touch of Agony and/or Wallow's Bite should not be overlooked.
  • For players who only own Factions, a spare points Melandru's Shot could be used, with Vampiric Bite and Wallow's Bite as the damage. This will be less effective and conditional to enemies faced, however.
  • Storm Chaser instead of Dodge can help with energy management, but is generally not as useful.
  • For the optional slot you can take any skill, but I suggest Awaken the Blood.

This toucher build came from this Build.

[edit] ZB monk (1)

MonkElementalistMonk / Elementalist Attribute Rank
Protection Prayers 12 + 1 + 1
Divine Favor 10 + 1
Healing Prayers 8 + 1
Reversal of Fortune

Reversal of Fortune

Gift of Health

Gift of Health

Zealous Benediction

Zealous Benediction

Dismiss Condition

Dismiss Condition

Protective Spirit

Protective Spirit

Holy Veil

Holy Veil

Glyph of Lesser Energy

Glyph of Lesser Energy

Aegis

Aegis

[edit] Equipment

  • Any weapon can be used with this build, providing you meet its requirements.
  • As with any caster build, it is preferred that you take a High, Medium, and Low energy set.
  • Recommended upgrades for your weapon include of Enchanting and of Fortitude suffix upgrades, and "I Have the Power!" inscriptions.

[edit] Usage

  • Your primary healing skill is Gift of Health. It should be used on targets above 50% Health.
  • Use Reversal of Fortune as an immediate damage prevention, as well as healing, from the next attack.
  • Remove harmful conditions with Dismiss Condition. Note the healing bonus on enchanted targets.
  • Enchant allies with Shield of Absorption for damage reduction.
  • Zealous Benediction should be used to heal targets under 50% Health.
  • Use Glyph of Lesser energy before casting Aegis to reduce its high energy cost.
  • Holy Veil should be used to remove hexes. (cast and remove)
  • Note that using Zealous Benediction on targets below 50% while under the effects of Glyph of Lesser Energy will actually result in net energy gain.

[edit] Counters

  • Energy denial, while not as dangerous as it is on other builds, can still pose a problem with this build.
  • Diversion can be particularly devastating, as it can shut down a skill for a long duration.

[edit] Variants


This monk build came from this build.


[edit] Notes/Team usage

  • All 3 Touchers attacking the same target at once can be devastating. This could easily overwhelm any monk.
  • In HB I suggest all the res signets are replaced with Awaken the Blood for stronger touch attacks.
  • In HB, while this team is stronger together, splitting them up can be very effective as the rangers' touch skills steal health, thus healing them as well, making them hard to kill.
  • Generally the monk will not have to heal the touchers much, he should mostly watch out for himself. However in the case a toucher's health drops too low, the monk should heal him.
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