Touch Rangers, For GvG!
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Touch Rangers, For GvG!
I had this idea for quite a while now. They ignore common prot skills, hard to kite with the correct skills, and is nearly immune to conditions if it isn't a spike.
#1-3 Toucher
Blood Magic: 12
Expertise: 12 + 1 + 3
Vampiric Touch
Vampiric Bite
Blood ritual
Escape
Plague Touch
Strip Enchantment
Throw Dirt
Rez sig
#4 HB Monk
Divine Favor: 11 + 1
Healing Prayers: 12 + 1 + 1
Protection Prayers: 6 + 1
Words of Comfort
Heal Other/Jamei's Gaze
Signet of Rejuvenation
Dismiss Conditions
Protective Spirit
Heal Party
Healer's Boon
GoLE
#5 Toucher
Blood Magic: 12
Expertise: 12 + 1 + 3
Vampiric Touch
Vampiric Bite
Offering of Blood
Storm's Embrace
Plague Touch
Strip Enchantment
Blood Ritual
Res sig
#6 Hex Removal Me/P
Domination Magic: 10 + 2
Inspiration magic: 11 + 1 + 2
Fast Casting: 10 + 1
Hex Eater Vortex
Shatter Hex
Diversion
Mirror of Disenchantment
Hexbreaker Aria
Drain Enchantment
Energy Tap
Signet of Return
#7 Hit and Crip(flagger)
Expertise: 11 + 1 + 2
Marksmanship: 10 + 1
Wilderness Survival: 10 + 2
Crippling Shot
Distracting Shot
Savage Shot
Apply Poison
Mending Touch
Troll Unguent
Natural Stride
Dodge
#8 SoD monkie
Divine Favor: 10 + 1
Protection Prayers: 12 + 1 + 1
Healing Prayers: 8 + 1
Reversal of fortune
Gift of Health
Shield of Deflection
Dismiss Conditions
Deny Hexes
Protective Spirit
Divine spirit
GoLE
Usage: Touchers touch target and eat away their hp. When even a bit low on energy, just call out "energy for #" and another will call out "I got it". Mesmer gathers energy to divert and stuff, while wanding if they're using Deep Freeze and the likes to power Hexbreaker Aria (Blood ritual to trigger). Monks heal, while keep energy with... err... Energy management and calling out Blood ritual. Top teams goes ganking if we're split while bottom teams follows the flagger like a leech and defends the Lord like the Great Wall of china. 3 touchers = Guild Lord down in 30- seconds. With bottom team he goes down in under 20. I think we're not affected by the Amulet of Protection that limits the Lords damage taken.
1 toucher = about 130 damage per 3 seconds
3 touchers =about 390 per 3 seconds
Monks who usually use Reversal to expect healing will only heal about 42 with 5 energy... We can easily pressure till their monks are out of energy. If they get smarter, each toucher is about as strong as a continuous supply Gift of Health. Game
Edit: added prot spirit >.< http://www.theamazonbasin.com/gw/forums/index.php?showtopic=8143
#1-3 Toucher
Blood Magic: 12
Expertise: 12 + 1 + 3
Vampiric Touch
Vampiric Bite
Blood ritual
Escape
Plague Touch
Strip Enchantment
Throw Dirt
Rez sig
#4 HB Monk
Divine Favor: 11 + 1
Healing Prayers: 12 + 1 + 1
Protection Prayers: 6 + 1
Words of Comfort
Heal Other/Jamei's Gaze
Signet of Rejuvenation
Dismiss Conditions
Protective Spirit
Heal Party
Healer's Boon
GoLE
#5 Toucher
Blood Magic: 12
Expertise: 12 + 1 + 3
Vampiric Touch
Vampiric Bite
Offering of Blood
Storm's Embrace
Plague Touch
Strip Enchantment
Blood Ritual
Res sig
#6 Hex Removal Me/P
Domination Magic: 10 + 2
Inspiration magic: 11 + 1 + 2
Fast Casting: 10 + 1
Hex Eater Vortex
Shatter Hex
Diversion
Mirror of Disenchantment
Hexbreaker Aria
Drain Enchantment
Energy Tap
Signet of Return
#7 Hit and Crip(flagger)
Expertise: 11 + 1 + 2
Marksmanship: 10 + 1
Wilderness Survival: 10 + 2
Crippling Shot
Distracting Shot
Savage Shot
Apply Poison
Mending Touch
Troll Unguent
Natural Stride
Dodge
#8 SoD monkie
Divine Favor: 10 + 1
Protection Prayers: 12 + 1 + 1
Healing Prayers: 8 + 1
Reversal of fortune
Gift of Health
Shield of Deflection
Dismiss Conditions
Deny Hexes
Protective Spirit
Divine spirit
GoLE
Usage: Touchers touch target and eat away their hp. When even a bit low on energy, just call out "energy for #" and another will call out "I got it". Mesmer gathers energy to divert and stuff, while wanding if they're using Deep Freeze and the likes to power Hexbreaker Aria (Blood ritual to trigger). Monks heal, while keep energy with... err... Energy management and calling out Blood ritual. Top teams goes ganking if we're split while bottom teams follows the flagger like a leech and defends the Lord like the Great Wall of china. 3 touchers = Guild Lord down in 30- seconds. With bottom team he goes down in under 20. I think we're not affected by the Amulet of Protection that limits the Lords damage taken.
1 toucher = about 130 damage per 3 seconds
3 touchers =about 390 per 3 seconds
Monks who usually use Reversal to expect healing will only heal about 42 with 5 energy... We can easily pressure till their monks are out of energy. If they get smarter, each toucher is about as strong as a continuous supply Gift of Health. Game
Edit: added prot spirit >.< http://www.theamazonbasin.com/gw/forums/index.php?showtopic=8143
jeunfb- Posts : 101
Join date : 2008-04-01
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