"Mr Jc"
R/N20
11 Blood
13 Expertise (10+2+1)
10 Death Magic
All Druid's Armor
-Pvp Truncheon Skill Recharge for Blood Skills (20%)/Pvp Idol +5 Armor/+45 HP (while enchanted)
Touch of Agony:48 dmg (3s recharge)
Offering of Blood: 17 energy gain (20s recharge)
Vampiric Touch: 62 dmg (2s recharge)
Vile Touch: 50 dmg (5 second recharge)
Plague Touch (0s recharge)
Dark Aura: 35 dmg, 15 hp loss (10s recharge)
Res Sig
Demonic Flesh : 168 hp gain, lasts 52 seconds (60s recharge)
1. Cast Demonic Flesh and Dark Aura
2. Touch of Agony>Vamp Touch>Vile Touch>Offering>Touch of Agony>Vamp
Switch it up, heal as much with vamp as you can.
THIS BUILD ROCKS WARRIORS, RANGERS, ELES, NECROS, AND MESMERS. (with the exception of energy draining mesmers.) Definitely not enough to solo monks, but with partners, most definitely. Try this build out, you will like it.
HAVE FUN!!
Any suggestions are cool, and I'd like some advice on how to manage my health better. Thx!
"Can I Touch You?": A New Take On Expertise
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My R/N toucher build looks something like this:
16 expertise, 12 blood magic
Touch of Agony
Vampiric Touch
Plague Touch
Crippling Shot (E)
Throw Dirt
Life Siphon
Strip Enchantment
Res Signet
With a wand/focus giving faster recharge and +1 blood magic chances, and a longbow for the switch.
I find that even with 16 expertise, I don't have enough energy to touch as much as I'd like. I've tried using Offering of Blood for my elite, but people running away is a major problem with a touch build, and Crippling Shot is the only effective way I've found for countering it.
Life Siphon and Strip Enchantment are energy hogs by this build's standards, but I've found the siphon to be more useful than anything else I can fill the skill slot with, and enchantment removal is always good to have. (Rend would be even better to have, but I don't have enough attribute points for Curses to make it so, and this build has health issues already.)
16 expertise, 12 blood magic
Touch of Agony
Vampiric Touch
Plague Touch
Crippling Shot (E)
Throw Dirt
Life Siphon
Strip Enchantment
Res Signet
With a wand/focus giving faster recharge and +1 blood magic chances, and a longbow for the switch.
I find that even with 16 expertise, I don't have enough energy to touch as much as I'd like. I've tried using Offering of Blood for my elite, but people running away is a major problem with a touch build, and Crippling Shot is the only effective way I've found for countering it.
Life Siphon and Strip Enchantment are energy hogs by this build's standards, but I've found the siphon to be more useful than anything else I can fill the skill slot with, and enchantment removal is always good to have. (Rend would be even better to have, but I don't have enough attribute points for Curses to make it so, and this build has health issues already.)
Expertise is a very poor example of a Touch type build.
Why? It ONLY affects Ranger skills [unless the description is wrong and the game has it affect EVERY skill type from every class]
If I'm wrong, then hey, I'm wrong.
I made a W/N touch build. Why not R/N touch? Cause a ranger in the midst of enemies is dead, where as a Warrior in a midst of enemies is still alright...
High Str warriors can use Warrior's Endurance to feed his energy. Necro touchs are FREAKISHLY expensive. Unless you can spike your energy regen to something monstrously high, I don't see this build with much efficiency.
My other warrior build can't do as much damage per touch as you can [you beat me by 2 stat points, whoopty do], but I sure as hell can do my touch skills for many many more times than you.
Rangers have no touch range efficient energy manager ;_;
Why? It ONLY affects Ranger skills [unless the description is wrong and the game has it affect EVERY skill type from every class]
If I'm wrong, then hey, I'm wrong.
I made a W/N touch build. Why not R/N touch? Cause a ranger in the midst of enemies is dead, where as a Warrior in a midst of enemies is still alright...
High Str warriors can use Warrior's Endurance to feed his energy. Necro touchs are FREAKISHLY expensive. Unless you can spike your energy regen to something monstrously high, I don't see this build with much efficiency.
My other warrior build can't do as much damage per touch as you can [you beat me by 2 stat points, whoopty do], but I sure as hell can do my touch skills for many many more times than you.
Rangers have no touch range efficient energy manager ;_;
N
Quote:
Every rank in Expertise reduces energy costs on any attack skills, preparations, or traps by 5%.
That's the direct quote from this website in the Expertise information. It doesn't affect "all" skills, so it really boils down to...are those touch skills considered an attack? They certainly aren't a preparation or a trap. I don't have a R/N available to go test this myself at the moment, but I'm thinking attack is more like bow/axe/hammer, etc.
F
m
"For each rank of Expertise the energy cost of your skills of types "skill", "attack skill", "glyph", "preparations", "nature ritual", "shout", "stance" and "trap" decreases by 4%"
Of course, the actual cost is rounded to the nearest whole number.
Touch skills are in the "skill" type, so it reduces the cost of everything that is not a "spell", "hex spell" or "enchantment spell".
Of course, the actual cost is rounded to the nearest whole number.
Touch skills are in the "skill" type, so it reduces the cost of everything that is not a "spell", "hex spell" or "enchantment spell".
matiasdu is right.
This is basic knowledge about playing a ranger, and it's definitely something everyone should know. It's also posted in the expertise guide and Ranger Basics thread. Expertise affects everything except spells. The only thing I'm unsure of is whether expertise affects Signets while under the effect of Primal Echoes.
This is basic knowledge about playing a ranger, and it's definitely something everyone should know. It's also posted in the expertise guide and Ranger Basics thread. Expertise affects everything except spells. The only thing I'm unsure of is whether expertise affects Signets while under the effect of Primal Echoes.
K
Quote:
Originally Posted by Esrever
If your using no other stances, Whirling Defense beats Throw Dirt. It lasts longer, recharges faster, and can only be removed by Wild Blow.
Whirling Defense would only defend me. Throw Dirt can defend a monk on my team, which is far more valuable.
edit: And yes, Expertise affects all "skill" skills. I can assure you that my vampiric touch does not cost 15 of my energy.
edit: And yes, Expertise affects all "skill" skills. I can assure you that my vampiric touch does not cost 15 of my energy.

Quote:
Originally Posted by Enigmatics
The choice between the two really varies depending on what type of pvp you play. In my opinion, this would be slaughtered in the HoH, so why not go for self sufficiency and tab Whirling Defences?
Yeah, I've only tried this in random arena. Even in team arena I'd probably dump Throw Dirt just because every team has a monk, usually a semi-competent one who can remove major conditions. I'm still not keen on Whirling Defense, though... I don't know that I get attacked enough to justify it.
Quote:
Originally Posted by ShadowStorm
The previous posters are all incorrect. Expertise reduces the costs of all Attack Skills, Preparations, Traps, Stances, Rituals, Glyphs, Signets (yes, signets) and Shouts by 4% per attribute level. It does not reduce the costs of Spells, Enchantments, or Hexes.
Wait, even the ones who said the same thing as you about Expertise are incorrect? Does that mean you're lying to us about Expertise? 

