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Old Apr 29, 2006, 09:05 AM // 09:05   #21
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About the TA: my guild tried it, but really: there's no way we could outdamage a 2 monk team.

edit: it was without bite, it may be able with it...
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Old May 01, 2006, 02:54 AM // 02:54   #22
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At 12 blood each touch/bite is 65 dmg, I'm pretty sure. 68 if you use the +1 blood 20% offhand. I like to use a melee weapon when I run this because it keeps me in range. I also like to have Life Siphon as extra pressure.

This build is so fun because most of the commonly used hexes don't affect you all that much. About the only threat is e-denial, or skill denial. If you take Throw Dirt and Whirling, and Plague Touch too, you'll shrug off most melee and rangers.
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Old May 01, 2006, 08:45 PM // 20:45   #23
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also you can use awaken the blood to boost it +2 (but 50% more sacrificing)
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Old May 05, 2006, 08:33 PM // 20:33   #24
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ExpertiseNecros are only good against a bad player. Thats why theyre so good in the RA.

Any decent axe warrior will pack Wild Blow. Than youre gonna get pounded cause you lack armor.

A hammerman will just knock you down, than youre done for because you wont be able to heal.

Any ranger with debilshot and an interupt will pick you apart, if youre not targetting him.

To casters, youre not a special target. You dont have strong armor, you're just gonna die.

Mend ailment or that ranger signet cure your annoying dirt.

You have no way of interupting. If a warrior just keeps using healing signet, and hitting you once or twice while it recharges. When you start to run out of energy, he is just going to unload on you.

If this build doesnt win quickly, it wont have a chance.
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Old May 05, 2006, 09:54 PM // 21:54   #25
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I ran into a 4 R/N build in TA last night. Three of them were touch rangers with vampiric touch and vampiric bite using offering of blood and one was a crippler/interrupter. My team would have won as the three casters on my team immediately knew their intentions and were kiting like hell, but the pick-up warrior on my team did not. He just stood there and attacked even when there were multiple vampires on him and proceeded to rage quit mid-match even though we had had some easy wins prior to this match.

This is very foreign for a warrior to have to kite. When up against IW mesmers, the memser or monk on the warrior's team just drains IW and laughs at the mesmer doing no damage. It seems obvious that a warrior has to kite when there are 2+ vampires on him (otherwise their DPS gets insane), but what about just one? I would think against just one he should stand and fight (hammer warriors obviously have an advantage here) and coordinate with his team to adrenal spike that one vampire out, but should he frenzy? Does lifesteal deal double damage on a frenzied target? What about dark damage? Does damage reduction affection life-steal?

Given how close the match was, my conclusions are quick removal of the crippled condition and strong kiting on the part of all the players makes this build beatable.
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Old May 05, 2006, 10:11 PM // 22:11   #26
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I've ran into a 55 monk while playing this build once.

Quite fun .
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Old May 06, 2006, 03:04 AM // 03:04   #27
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Quote:
Originally Posted by Divineshadows
I ran into a 4 R/N build in TA last night. Three of them were touch rangers with vampiric touch and vampiric bite using offering of blood and one was a crippler/interrupter. My team would have won as the three casters on my team immediately knew their intentions and were kiting like hell, but the pick-up warrior on my team did not. He just stood there and attacked even when there were multiple vampires on him and proceeded to rage quit mid-match even though we had had some easy wins prior to this match.

This is very foreign for a warrior to have to kite. When up against IW mesmers, the memser or monk on the warrior's team just drains IW and laughs at the mesmer doing no damage. It seems obvious that a warrior has to kite when there are 2+ vampires on him (otherwise their DPS gets insane), but what about just one? I would think against just one he should stand and fight (hammer warriors obviously have an advantage here) and coordinate with his team to adrenal spike that one vampire out, but should he frenzy? Does lifesteal deal double damage on a frenzied target? What about dark damage? Does damage reduction affection life-steal?

Given how close the match was, my conclusions are quick removal of the crippled condition and strong kiting on the part of all the players makes this build beatable.
Kiting... hahahaha, you mean running away.

Just kill them, and you won't have an issue.
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Old May 06, 2006, 03:18 AM // 03:18   #28
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Frenzy won't affect life stealing skills, so you can use this without hurting you at all.

You should kite though for two reasons. One, it's a melee attack and that's the easiest way to avoid damage.. and more importantly because that's their form of damage mitigation as well. If you snare them and kill them at range, they can't attack and heal themselves and even moderate degen takes them out.

A one on one warrior isn't going to win the a fight with one of these. The damage is about the same as a warrior, but the ranger is getting healed that amount. So your dps has to be double theirs to win, and it won't be.
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Old May 06, 2006, 04:18 AM // 04:18   #29
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Quote:
Originally Posted by Divineshadows
Does lifesteal deal double damage on a frenzied target? What about dark damage? Does damage reduction affection life-steal?
Life stealing isin't doubled on a Frenzied target, it's not calculated as damage.

Dark damage is doubled on a Frenzied target.

Damage reduction doesn't effect life stealing.

Quote:
Originally Posted by Divineshadows
Given how close the match was, my conclusions are quick removal of the crippled condition and strong kiting on the part of all the players makes this build beatable.
Completely agree with that.

Quote:
Originally Posted by Jornac
Kiting... hahahaha, you mean running away.
That's exactly what he means. It greatly reduces the DPS you'll take. You can kite and stop to cast spells as a caster, as he was talking about as a warrior, sure you can't do much while kiting. But then again if you have 2+ people sitting on you, misewell make them chase you around and greatly lower their DPS, or make them change target to a caster that can better kite and do their job. Overall "running away" is going to help your team.

The other alternitive is stand there let them heal with their life stealing and cause your boonprot to burn through a massive amount of energy(since reversal wont trigger on life stealing, and guardian won't prevent touch spells/skills). Then die, your team then resses you, and then die again since your boonprot has already burned through his energy(or simply can't keep up the healing with the massive DPS).


To quote from your earlier post:

Quote:
Originally Posted by Jornac
To casters, youre not a special target. You dont have strong armor, you're just gonna die.
Read the skill description. Armor doesn't matter. You're just as vunrable as everyone else on your team, since armor is the only thing that truely seperates your durability.
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Old May 06, 2006, 05:40 AM // 05:40   #30
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Quote:
Originally Posted by Jornac
Just kill them, and you won't have an issue.
That's some insight there. I hope everyone takes notes.
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Old May 07, 2006, 11:08 AM // 11:08   #31
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Quote:
Originally Posted by icemonkey
then they aren't doing jack to kill you

imagine if you will in 3 days when there are teams of all touch rangers running

16 expertise
12 blood

touch of agony
vampiric touch
vampiric bite
offering of blood
whirling
dodge
zojoun's haste
res signet

its broken. Touch rangers are so cheap, dishing out >50 DPS virtually unconditionally, while simultaneously getting >50 healing per second

if you make a team of all touch rangers and if one of these is on each enemy an entire team can be killed in less than 10 seconds. even if you stop/kill one or two or save a team mate by healing whoever participated in these activities is dead becuase unless you are running away from the ranger its killing you quickly.

goes through spell breaker, SS, prots, its somehow going to be the new IWAY

arenanet is so stupid for making double skills

I use similiar build like that, works out really well.
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Old May 07, 2006, 12:43 PM // 12:43   #32
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Personally I find the pet version to be more effective, Running
Expertise 11+3
Beast Mastery 10+1+1
Blood 10
Ferocious strike(net 7 energy every 8 seconds)
Vamp touch
Vamp bite/Touch of agony
Call of haste
Charm
Comfort
2 out of res sig/Brutal Strike/Whirling defence/Disrupting lunge
The extra damage from pet easily outweighs less damage from blood and call of haste+ferocious strike on a fleeing foe can deal upwards of 100+ damage so takes care of the lack of speed skill. Timing ferocious strike+vamp touch followed by vamp bite+ brutal strike on 2-3 touchers could allow a very mean semi spike.
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Old May 07, 2006, 12:58 PM // 12:58   #33
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Quote:
Originally Posted by Jornac
ExpertiseNecros are only good against a bad player. Thats why theyre so good in the RA.

Any decent axe warrior will pack Wild Blow. Than youre gonna get pounded cause you lack armor.

A hammerman will just knock you down, than youre done for because you wont be able to heal.

Any ranger with debilshot and an interupt will pick you apart, if youre not targetting him.

To casters, youre not a special target. You dont have strong armor, you're just gonna die.

Mend ailment or that ranger signet cure your annoying dirt.

You have no way of interupting. If a warrior just keeps using healing signet, and hitting you once or twice while it recharges. When you start to run out of energy, he is just going to unload on you.

If this build doesnt win quickly, it wont have a chance.

My guild runs a 4 R/N toucher in Alliance Battles, and MY GOD...we do kill stuff....

You say we can't interrupt...but a dead target = interrupted.... ( we'll just do more damage than the healing signet can heal )

Every counter you listed there...can be negated... ( debil shot/interrupt ==> Dodge/whirling defense )

We have 4 copies of throw dirt....
When I go solo in RA, I start to laugh when I see 4 W/Mo's...then I let my team die, so I can solo them all, and earn my grand prize of 15 minutes of fame!

The only bad thing that can own us is snares or some massive mesmerish e-denial.
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Old May 08, 2006, 03:56 AM // 03:56   #34
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People have mostly gotten it right here. against these type of rangers just apply snare and then apply degen while running away. An e-denail mesmer would would work also since no energy=no dmg.
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Old May 08, 2006, 02:25 PM // 14:25   #35
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Quote:
Originally Posted by Jornac
Any decent axe warrior will pack Wild Blow.
That's news to me.
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Old May 08, 2006, 02:48 PM // 14:48   #36
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Came across this build yesterday in Hero's Ascent. It was 7 ranger / necros and a heal party ele if I remember correctly.

The rangers basically ran around like rabbits, occasionally spiking a target. It was quite effective for a while.

Looked a really fun builld to play anyway.
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Old May 08, 2006, 03:31 PM // 15:31   #37
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Just use standard Vampiric Bite + Touch with rest of skills being offering of blood and expertise speed or dodging attack stances imo, they own Boon Prots because it goes through Reversal. Again said, it's a build meant for 4v4, I saw a nice 4 man touch team fighting my 1 monk team in TA, they chased him around for 2 minutes touching him and our 2 warriors and assasin couldn't touch them because of the expertise dodging stances.
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Old May 08, 2006, 04:05 PM // 16:05   #38
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Wow, the vampires are scarier than ever
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Old May 10, 2006, 01:03 PM // 13:03   #39
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vamp touch
vamp bite
wallows bite
touch of agony
Offerin Of Blood {E}
whirling
blood renewal
siggy

12 blood
16 exp

well, you have an infinite combo here my friends. ok not infinite, but it can keep going until the person dies
ty a.net for dup skills! /bow

hf gl
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Old May 10, 2006, 07:20 PM // 19:20   #40
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I had a 1v1 situation in TA with my mesmer vs a double touch ranger. Imagined burden + conjure phantasm took a while to kill him but I didn't have any suitable hexes on me (was running an anti melee build). Diversion will do wonders to counter this build especially with the recent buff.
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