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A Touch Ranger makes use of a ranger's durability in getting close to his opponents and "touch" skills from the necromancer's arsenal to steal his opponents' health. This build uses a high rank in Expertise to reduce the energy cost of the key skills Vampiric Bite and Vampiric Touch.
Use Offering of Blood when you can get the full benefit of the energy gain and you are not taking too much damage. Use it as often as it recharges if you can.
As the ranger needs to get within touch range, just stay away from them. Use any combination of snares, kiting and knockdowns to achieve this.
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.
"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.
Variants[ | ]
Verata's Aura can take control of all minions around for a medium-short amount of time. Highly useful for AB.
Frozen Soil can be hidden on the Touch Ranger skill-bar, and when used intelligently, can be a devastating skill in TA, and especially RA. This requires the extra skill points to be put into Wilderness Survival. This can easily replace Throw Dirt.
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 AB.
Blood Renewal makes a good self heal if used properly.
Strip Enchantment in place of Resurrection Signet for Alliance Battles or 8-Team Competitive Missions such as The Jade Quarry and Fort Aspenwood, where Resurrection Signets are useless.
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.
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.