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This team makes use of the strength of the toucher, and
multiplies it for a massive damage output.
[edit] Team Build
[edit] Touchers (3)
[edit] Equipment
- Druid's
Armor, With Rune of Superior Vigor and Rune of Superior
Expertise
- Weapons (one of the following)
[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)
[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.
- 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.