Build:R/N FA May Toucher
The PvXwiki community finds this to be a good build.
This build has received an overall rating in the range from 3.75 to < 4.75 and thus qualifies for the lower category of working builds: Good.
This build has been designed for the following use:
|This build is significantly affected by the Flux: Meek Shall Inherit. |
See the build's talk page for discussion and ramifications not noted here.
Meek Shall Inherit pushes touch skills to cost of 4 energy along with the boost to Blood Magic. There has been somewhat of a resurgence of Touch Rangers during this Flux, especially Luxon side of FA.
- Seen in almost every FA match during the Meek Shall Inherit Flux.
Attributes and Skills
The energy cost of attack skills, rituals, touch skills and all Ranger skills is reduced by 64%.
FactionsNecromancer. Blood Magic 14Vampiric BiteSkillTouch target foe to steal up to 71 Health.5¾2PropheciesNecromancer. Blood Magic 14Vampiric TouchSkillTouch target foe to steal up to 71 Health.5¾2CoreNo Profession. UnlinkedOptionalOptionalOptional.CoreRanger. Expertise 18Throw DirtSkillTarget touched foe and foes adjacent to your target become Blinded for 17 seconds.1130CoreNecromancer. Curses 5Plague TouchSkillTransfer 2 negative Conditions and their remaining durations from yourself to target touched foe.2¾CoreRanger. Expertise 18Whirling DefenseStanceFor 22 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 12 damage.360FactionsRanger. Expertise 18Zojun's HasteStanceFor 12 seconds, you move 33% faster and have a 85% chance to block incoming projectiles. Zojun's Haste ends if you attack.130PropheciesRanger. Expertise 18DodgeStanceFor 12 seconds, you move 33% faster and have a 85% chance to block incoming projectiles. Dodge ends if you attack.130
Vampiric Bite/Touch cost 4 energy at 18 Expertise
- Distracting ShotCoreRanger. Expertise 18Distracting ShotBow AttackIf Distracting Shot hits, it interrupts target foe's action but deals only 19 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.1½10
- Strip EnchantmentCoreNecromancer. Blood Magic 14Strip EnchantmentSpellRemove 2 enchantments from target foe. If an enchantment is removed, you steal 61 Health.10120
- Demonic FleshCoreNecromancer. Blood Magic 14Demonic FleshEnchantment SpellFor 58 seconds, whenever you use a skill that targets a foe, you deal 19 shadow damage to all other foes adjacent to you.5130 for AoE damage
- Well of the ProfaneCoreNecromancer. Death Magic 5Well of the ProfaneWell SpellExploit nearest corpse to create a Well of the Profane at its location. For 12 seconds, foes in that area are stripped of all Enchantments and cannot be the target of further Enchantments. (50% failure chance with Death Magic 4 or less.)25310 to counter healer stacks (Switch Curses to Death Magic)
- Life SiphonCoreNecromancer. Blood Magic 14Life SiphonHex SpellFor 23 seconds, target foe suffers -3 Health degeneration, and you gain +3 Health regeneration.1015
- Radiant Insignias
- Anniversary Sword "Prominence" with Energy +5 / Defense mods
- Blood Magic Focus of Fortitude
- Defensive set
- High energy set
- Spam 1 and 2.
- D-shot Juggernaut Toss for extra manliness.
- Disabling touch skills
- Energy denial
- Natural StrideNightfallRanger. Wilderness Survival 8Natural StrideStanceFor 5 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted.512 (Blood to 11+2)
- Plague SendingPropheciesNecromancer. Curses 5Plague SendingSpellTransfer 2 negative Conditions and their remaining durations from yourself to target foe and all adjacent foes.10%115
- Pin DownCoreRanger. Marksmanship 6Pin DownBow AttackIf Pin Down hits, your target is Crippled for 8 seconds.158
- 18 Expertise is the breakpoint for 15 energy skills.
- 4 Curses is the breakpoint for Plague Touch.