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Old Apr 23, 2006, 07:02 PM // 19:02   #1
Ascalonian Squire
 
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Default R/N touch spammer build

OK, Ive been working on this build for some time now, and i think it's near perfection.

Ranger/Necromancer

16 expertise (12+1+3)

12 Blood Magic



- Touch Of Agony
Sac 10% hp, do 50 shadow dmg

- Vampiric touch
TOuch target foe and steal 65 hp

- Signet of Agony
Sac 10% hp and suffer from bleeding for 25 secs, all adjacent foes take 37 dmg.

- Plague Touch
Transfer 1 negative condition and the rest of the duration to target touched foe(spammable)

- Throw Dirt
Target foe becomes blinded for 16 secs

- Escape*
for 17 seconds you move 25% faster and have 75% chance to evade melee attacks

- Whirling Defense
for 20 seconds you have a 75% chance to block melee attacks, whenever a attack is blocked all adjacent foes take 11 dmg

- Res Sig
ressurect target ally with full hp and energy


This build relies on spamming Touch of Agony and Vampiric Touch, you sac 10% hp, u heal for 65, spammable. Signet of Agony will give you a nice 25 second bleeding to transfer to foe with plague touch for more pressure and 37 damage. Throw dirt is versus warriors, escape is to run flag and or run away when low hp, whirling defense is for defense, res sig is to ressurect.

This build is a very nice 115 dmg per 2 seconds.

Pros - very nice damnage, owns warriors and rangers.

Cons - When you run out of energy, and low health management, weak against mesmers and elementists.

The energy in this is very good, itll have u lasted for about 40 seconds without running out of energy doing full spam.
The health causes problems, but when low stop spam of Touch Of Agony, and just spam Vamp Touch.

```````NUMBERS```````

Energy Maintanance

64% lowered energy cost.

0.36(15+5) = 7.2 energy every 2 seconds /2


3.6 energy per second - .75 energy you get from energy regen,

2.85 energy a second,.

47/2.85

it is spammable for 16.5 seconds on assumption of energy.


Damage Output

50+65+37+6 = 158 dmg on first hit in 2.5 seconds

50+65+6 = 121 every 2 seconds after touch of agony is used.

50+65+6 = 121 every 2 seconds after touch of agony is used.

50+65+6 = 121 every 2 seconds after touch of agony is used.

50+65+37+6 = 158 dmg on the occasional recharge of signet of agony in 2.5 seconds

158+121+121+121+158
---------------------- = 132 damage average for every 2 seconds
5



61 damage a second. ASSUMING average hp is 420 for people,
420/61 = an astonishing 6.88 seconds to kill 1 person.

THE CALCULATIONS ARE ALL BASED ON THEORY, DAMAGE OUTPUT MAY CHANGE VIA HEXES, AND/OR HEALING.

Hope you had as much fun reading as i had writing this build, any further comments on improvement will be greatly appreciated.


P.S: I wrote all of this so people will understand how this build is run, unlike other ppl that just post skills and say help me improve, i posted everything you need to know ^ ^
PP.S: Fixed some grammar mistakes ^ ^

Last edited by killyall; Apr 23, 2006 at 07:07 PM // 19:07..
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Old Apr 23, 2006, 08:03 PM // 20:03   #2
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Quote:
Originally Posted by killyall
res sig is to ressurect.
no...really?

nice build though - i cant see any fault with your calculations

a cripshot ranger could cause major problems for you if he plays he and run because he can just nail you from distance and keep running back so you cant transfer conditions - other than that - very nice
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Old Apr 24, 2006, 02:15 PM // 14:15   #3
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Might consider dropping Escape and adding Virulence as your Elite.
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Old Apr 24, 2006, 03:04 PM // 15:04   #4
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Quote:
Originally Posted by ender6
Might consider dropping Escape and adding Virulence as your Elite.
Without the speed buff, decent players would just kite most of the damage.
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Old Apr 24, 2006, 05:26 PM // 17:26   #5
dgb
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Quote:
Originally Posted by killyall
ASSUMING average hp is 420 for people,
420/61 = an astonishing 6.88 seconds to kill 1 person.
I'd argue the average HP number is wrong but that's a bit meh - it's a nice randoms build that's junk anywhere else.
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Old Apr 24, 2006, 06:46 PM // 18:46   #6
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Im just worried about factions when there will be 2 vamp touches. This could become a major arena gimmick.
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Old Apr 24, 2006, 08:03 PM // 20:03   #7
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@art, it's already happened...I got owned by a vamp touch/vamp bite spamming ranger during the preview weekend (maybe not a major gimmick yet, but people know it's there).

Personally, I don't like the hp reduction from the superior runes and run 14 expertise because of that (I've found that many times I'll be dangling by ~20-40 hp after hitting bottom on both energy sets...many is 5-8).

@Blow Up Doll, correct me if I'm wrong, but I believe that Crippling Shot cannot Cripple you if it is blocked/evaded?

---

If the build is for TA, you do not want virulence because a good monk will just remove it from a teammate or CoP it off of themselves (I don't care if I get laughed at for using CoP in pvp with MoR and Boon, when you need it, it works...and removes backfire too).

I run an extremely successful touch ranger in TA (I think in TA we had 17 consecutive wins before a teammate had to leave...27 consecutive because it was a team from RA...if you can believe that.).

14 Expertise (12+1+1)
12 Blood Magic

For energy I rely on weapon/focus swapping and Lightning Reflexes (you'll see):

Vampiric Touch (it's before ToA because if a monk uses CoP, I want to use vamp and just smack him to remove the buff)
Touch of Agony (see above)
Life Siphon (for regen without hp sac, basically there to help negate degen when needed, generally used on only 1 target at a time because of energy cost)
Blood Renewal (used whenever I feel it's needed...)
Escape {E} (my opening stance)
Whirling Defense (I've actually killed teams of rangers with this...it's a good stance to have)
Lightning Reflexes (IAS and evasion)
Res sig (do I have to type it?)

I use a truncheon and offhand (both pvp items) with reduces blood skill recharge 20% chance (truncheon)/reduces blood skill cast time (20%) (offhand) reduces blood skill recharge 20% (offhand). This is my main weapon set, I use this until/unless my energy drops low against a good team.

Weapon Set two:

Zealous Short Sword of Fortitude/Blood offhand with +15 max energy -1 energy regen. I use the sword with Lightning Reflexes generally when the monk dies and there's still a warrior/etc still alive or when I'm low on energy.

I'll try running the build with 16 expertise and see how that goes...

I thought about going with the whole Signet of Agony + Plague Touch but I don't like having conditions on me and I wouldn't want to have 2 damage skills dependent on hp sac that can't bypass RoF.
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Old Apr 25, 2006, 09:07 PM // 21:07   #8
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i used

touch of agony
vamp touch
plague touch
blood renewal
offering of blood-elite
dodge
whirling D
res

dodge is your speed buff. OoB makes it run. and you have to have blood renewal.
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Old Apr 25, 2006, 09:33 PM // 21:33   #9
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Quote:
Originally Posted by JR-
Without the speed buff, decent players would just kite most of the damage.
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
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Old Apr 25, 2006, 11:15 PM // 23:15   #10
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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
You forgot to mention that the typical warrior counters of blind and weakness are not going to phase these things at all. Only ways to deal with them are cripple, snaring hexes, and e-denial.

icemonkey is right. This bar was abused (touch and bite) during the preview weekends and will be abused highly when factions comes out. I would personally not run a team of only these guys (one crippling shot apply poison ranger can help to remove enemy kiting from the equation).

While their damage is dependant upon energy (unlike warriors), e-denying one of these is quite a task if they are using offering. Also, casting the e-denial spells means you are not kiting them -- ouch. Their self healing with the damage is their most dangerous aspect because they require less healing support and less condition removal support than a warrior, while warriors get a whopping +3 from their vamp weapon (perhaps more if running order of the vampire).

I am concerned that this build will be overpowered in mass number when scaled to GvG and HA. What are you going to do? You cannot snare all of them nor can you e-deny all of them. The only scaling counters for these are shared burden (new mesmer elite), deep freeze, ice spikes, frozen burst, ward against foes (to some degree), and some ritualist spirits perhaps. Imagine a game that degenerates to teams of these things that rush at each other and have a contest of who can touch each other the fastest. If it is truly as broken as we think, then I anticipate Anet will fix it fast.

Last edited by Divineshadows; Apr 25, 2006 at 11:55 PM // 23:55..
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Old Apr 25, 2006, 11:29 PM // 23:29   #11
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Yes there is no question that in ra/ta this will be overpowered, boon prot can't stop it very well. Boon prot may/will be obsolete but i think even a heal monk will have trouble with this much damage and the built in heal is icing on the cake.
The only real counter is cripple(which only works applied before they get to someone, after that they palgue touch it off) and e-deinal.
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Old Apr 25, 2006, 11:39 PM // 23:39   #12
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I find Throw Dirt to be a tad long of a recharge. Serpent's Quickness is a bit nice as it help to spam the touches a bit quicker. I like Escape for anti-warrior. The recharge is better and there's only a 15% difference in chance to evade unless it's used along with Throw Dirt. As long as you avoid cancelling one stance with another, SQ and Escape rather than TD and Escape seem to help kill quicker.

You can evade enemies or kill them quicker. It's a tough choice and seems to rely more on playstyle than anything. I prefer to get a few more touches while assuming the risk of staying put rather than fewer touches and evading attacks. If I get overpressured I'll just hit Escape and haul ass.

No doubt mesmers and eles with snares are the bane of the build.

~Edit - Outside of RA and TA this build is bound to be easily countered.
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Old Apr 26, 2006, 01:06 AM // 01:06   #13
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Quote:
Originally Posted by Bloodied Blade
@Blow Up Doll, correct me if I'm wrong, but I believe that Crippling Shot cannot Cripple you if it is blocked/evaded?
Except that crippling shot can not be blocked or evaded, just read the skill description
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Old Apr 26, 2006, 02:53 PM // 14:53   #14
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Quote:
Originally Posted by Divineshadows
I am concerned that this build will be overpowered in mass number when scaled to GvG and HA. What are you going to do? You cannot snare all of them nor can you e-deny all of them. The only scaling counters for these are shared burden (new mesmer elite), deep freeze, ice spikes, frozen burst, ward against foes (to some degree), and some ritualist spirits perhaps. Imagine a game that degenerates to teams of these things that rush at each other and have a contest of who can touch each other the fastest. If it is truly as broken as we think, then I anticipate Anet will fix it fast.
yes, precisely my point. The turning point here is between HA and GvG. In HA you bank on spellbreaker and things like healing seed to protect your hero, you also run basically no snares and try to put up a good protection of yer team then kill the other team off. Its death match, there is no movement. All that goes right out the window when you are a toucher. No one brings ice spikes, no one brings deep freeze, very very very few bring crippling shot. E denial is your only real shot(and that is getting another nerf in the future), and that wont save you the match. I mean seriosuly, what are you gonna do if you are trying to hold HOH and after the 2 minute mark 8 rangers run up to your ghostly and touch his to death instantly. go for their ghostly i guess but theres a fundamental imballance that exists with touch skills, they are unstoppable and the "drwaback" of touch range is not much of a drawback.

In GvG this stands no chance, people are not gonna be fooled by this, theres too much movement and too little protectionfor the rangers, but it might be a ladder jumpuing build/rating farmer
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Old Apr 26, 2006, 03:10 PM // 15:10   #15
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Quote:
Originally Posted by art_
Im just worried about factions when there will be 2 vamp touches. This could become a major arena gimmick.
or the fact they duped both Touch Of Agony and Vampiric Touch
that was my second thought when I saw all the dupes

my first thought was
'we're getting dupes?? and they all have different names??'

at least ANet didn't give us dupe elites...
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Old Apr 26, 2006, 08:37 PM // 20:37   #16
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Quote:
Originally Posted by icemonkey
goes through spell breaker, SS, prots, its somehow going to be the new IWAY
The only counter i can think of is blackout then kill them very quickly before they recover...mass blackout warriors?
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Old Apr 27, 2006, 03:25 PM // 15:25   #17
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i would think diversion will ruin the whole show.
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Old Apr 27, 2006, 08:45 PM // 20:45   #18
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Snares, Diversion, and general lack of healing make this pretty unviable in GvG. Good teams in Tombs would probably beat it pretty easily too.

8v8 in general it's not a great build. Vampiric Touch spam won't save you from focus-fire. You'll get spiked down by multiple characters very quickly.

In 4v4 it's a fun build, kind of.
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Old Apr 28, 2006, 02:38 AM // 02:38   #19
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Take a team of R/N and you'll see how rediculous 50+ dps gained as health can be. Warriors, monks it doesn't matter, they are touch "skills". The only thing to stop them is by slowing them down, diversion, or blackout. In the 4vs4 areana there simply isn't enough shutdown skills to go around to make R/N touch/bite ineffective without major suckage vs other builds.
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Old Apr 28, 2006, 07:02 PM // 19:02   #20
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True - but how long will it take A-net to realise this and do something about it?
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