User:Ebil3691

Characters;


 * A/Any, lvl 20 Factions
 * A/Rit, lvl 15 Factions
 * E, lvl 4 Prophecies
 * N/Any, lvl 20 Nightfall
 * R/Any, lvl 20 Nightfall
 * R/Mo, lvl 8 Nightfall
 * W/Any, lvl 20 Prophecies
 * N, lvl 1 Nightfall

Unique Weapons & offhand's/Focus' i like (Not Complete).


 * Chkkr's Flatbow
 * The Deathbringer (Scythe)
 * Milthuran's Staff
 * The Shadestone (Focus)
 * Shreader's Talons (Daggers)
 * The Stonereaper (Wand)
 * Villnar's Glove (Focus)
 * Wailing Wand
 * Wayward Wand
 * Straw Effigy (Focus)
 * Zelnehlun's Longbow
 * Shiro's Blades and Shiro's Sword
 * Milius' Pillar (Staff)
 * Milius' Eye (Focus)
 * Rotwing Recurve Bow
 * Totem Axe
 * Forgotten Fan (Focus)
 * Kepkhet's Refuge (Staff)
 * Victo's Battle Axe (Axe)
 * Victo's Blade (Sword)
 * Victo's Maul (Hammer)
 * Victo's Bulwark (Sheild)
 * Ogre-Slaying Knife
 * Elswyth's Recurve Bow
 * Elswyth's Longbow
 * Wenslauss' Faith (Staff)
 * Wenslauss' Chalice (Focus)
 * Kole's Torment (Staff)
 * Kole's Gauntlet (Focus)
 * Illyana's Staff
 * All of Bortak Bonesmelter's and Villnar Painforge's weapons and offhands
 * The Soulstone (Focus)
 * Rago's Flame Wand
 * Willcrusher (Staff)
 * The Nightbringer (Staff)
 * Ghial's Staff

Favourite Pets;


 * Melandru's Stalker
 * Black Moa
 * Black Bear
 * Black Widow (spider)
 * White Tiger

Builds i like and have found effective;

The SS Nuker is a popular PvE build, used in both farming groups and storyline progression. With proper aggro control, an SS Nuker is a devastating weapon against computer-controlled groups.

Equipment

 * Necromancer armor of personal preference.
 * a 20/20 cold damage weapon and 20/20 offhand, such as the Wailing Wand from Gertrud or Telamon and Villnar's Glove.
 * The Stonereaper is also good for this build, however it deals dark damage that will not trigger Spinal Shivers. Therefore you might also consider its collector counterparts.

Usage

 * Be conscious of the aggro distribution around the tanking characters. The success of this build relies on proper placement of Spiteful Spirit, and poor placement can be the difference between eliminating the group and a wasted spell.
 * Before battle, cast Awaken the Blood, followed by Arcane Echo.
 * Choose a target and cast Spiteful Spirit, followed by Reckless Haste. Assassins are ideal targets, due to their higher attack speed.
 * Select a second nearby target and cast a second Spiteful Spirit.
 * Cast Spiteful Spirit on any remaining foes as energy and recharging skills allow.
 * Cast Spinal Shivers on any monk targets standing after the initial hexes, and attack them with a cold-damage weapon.
 * Blood Ritual is used as a quick supply of energy for the party.
 * Enfeebling Blood should be used as a protective measure.

Variants

 * Replace Enfeebling Blood, Spinal Shivers, or Blood Ritual with:
 * Parasitic Bond should you need a cover hex or healing.
 * Suffering for additional degeneration.
 * Defile Enchantments or Desecrate Enchantments for additional spike damage.
 * Putrid Explosion and move some points to Death Magic for a strong finishing spike.
 * Consume Corpse for Corpse control.
 * Price of Failure for additional damage with Reckless Haste.
 * Strip Enchantment or Revealed Enchantment for control of strong enchanted foes.
 * Mark of Pain for additional pressure when your party deals physical damage.
 * Insidious Parasite or Vampiric Gaze for dealing with one or sometimes two scattering enemies.
 * Enfeebling blood and Oppressive Gaze combine well for spike damage and life stealing.
 * When farming The Deep, bring Blood Renewal instead of Awaken the Blood for self healing.
 * For Prophecies only characters, replace Reckless Haste with Parasitic Bond for additional self-healing.
 * Move a few points from Soul Reaping and Blood Magic to Inspiration Magic and use Auspicious Incantation on the echoed version of SS for better energy management.

And....

the Nuking Troll Hunter build is a soloing build designed for farming level 15 Gypsie Ettin to get runes. The player avoids losing much health by bringing along a pet to tank and distract the Ettin. Resurrect is not needed this being a solo build and the fact that the player has enough healing if he/she chose to use this build in a party.

Equipment

 * Necromancer armor of personal preference.
 * A 20/20 cold damage weapon and 20/20 offhand, such as the Wailing Wand from Gertrud or Telamon and Villnar's Glove.
 * The Stonereaper or a Wayward Wand are also good for this build. However the problem with the Wayward Wand is it gives you 5 less energy.
 * The Shadestone is another option as an off-hand instead of vilnars glove.
 * A Rune of Superior, Major or Minor vigour.

Usage
start by ordering your pet to attack, then use Awaken the Blood, then cast Spiteful Spirit, if the Ettin stay back use vampiric gaze, however if they come closer use Enfeebling Blood for protection and then Reckless Haste, after using reckless haste which makes the enemy more likely to miss, then cast Price of Failure on the Target Foe. Price of Failure can be cast on any of the foes around you seeing as they will all of been effected by Reckless Haste.

Counters
The Main thing you should worry about is being mobbed by the Ettin rather than your pet. If that happens you may quite likely die inless you react quickly and put blood magic health stealing skills to use,for the Ettins have reasonably high damage for level 15's.

Variants

 * Life Siphon, Vampiric Swarm or Well of Blood can be put in instead of Blood Renewal for diferent kinds of healing, instead of Vampiric Gaze for alternative kinds of health stealing or instead of Enfeebling Blood if you dont need self protection, for instance if you had a Healer monk or a Protection Monk.
 * Awaken the Blood could be removed if you didnt require so much Curses/Blood Magic damage. (Awaken the Blood however is useful in most circumstances).
 * It may be advisable in some areas if the run to the Ettin is hard to bring pet healing skills or skills to inhance its speed, armor or certain specific skills such as; Call of Haste, Call of Protection, Comfort Animal, Revive Animal, Fertile Season, Otyugh's Cry, Symbiosis or Symbiotic Bond.
 * Spinal Shivers is useful against bosses and other stronger enemies and if you intend to use this build on harder monsters it would be useful to bring this skill along.

Equipment

 * Full Druid's Armor or equivalent in function
 * Two Runes of Attunement
 * The best Rune of Vigor you can afford (but at least a major)
 * Any staff with 15 or 20 energy bonus with + 7 armor against physical damage
 * For extra protection when pulling you could take a replacement armor piece for one of those with a superior rune in it and a staff with +60hp. This will allow you to survive two hits from a Bladed Aatxe.

Usage
This build is for experienced trappers who want more challenge and get all the loot for themselves. It is hard at first but with practice, becomes pretty easy to handle. The idea of the build is to keep the mobs on the Dust Traps for their full activation time. This is difficult as AoE damage causes the enemy mobs to flee.
 * First, choose your trapping spot near an angle or any small confined space (e.g. in the Chamber, just under the stairs, close to the walls). You will want the mobs to be blocked by the walls when they try to flee the AoE damages. Once you've got the trapping spot, put down Energizing Wind and Quickening Zephyr just around the corner/angle, not too close to the wall (about the distance of activation of a trap).
 * Start Arcane Echo and during its activation use Serpent's Quickness so that you have the stance before the casting of Arcane Echo finishes. Then use Echo, Dust Trap, Echo (copied with Arcane Echo), Dust Trap (copied with Echo), and Dust Trap (copied with Echo copied with Arcane Echo).
 * Walk backwards a couple of steps, keeping clear from the wall(always about the distance of activation of a trap) and put down Barbed Trap. As soon as the Dust Traps have recharged, lay them down and keep SQ up (usually wears off at the end of the 5th Dust Trap, so recast) and spam Barbed Trap when possible.
 * After the 7th Dust Trap, the spirits will end. Wait a couple of seconds for EW to recharge, put down EW and renew SQ. Then use Echo, Dust Trap, and the echoed Dust Trap. Keep the Barbed Trap that has recharged unused for your own safety.
 * Now you can go pull the mobs. Hit Whirling Defense during aggro and run towards the spirit and stay put behind it. Usually Aaxtes will focus on it instead of you. Meanwhile they will take all the damage waves from the 9 Dust Traps as they try to flee through the walls.
 * The usage of the build can be summed up with the following sequences (skills numbered from 1 to 8 from left to right):
 * Laying down the spirits, the 3 Dust Traps and 1 Barbed Trap: 1, 2, 7, 4 + 3, 5, 6, 4, 5, 4 (3 is to be cast during activation time of 4)
 * Laying down 4 other Dust Traps and 2 Barbed Traps: 7, 6, 5, 4 + 3, 7, 6 (with good timing you can renew SQ when 4 starts)
 * Laying down a spirit and 2 Dust Traps and Barbed before pulling: 1 + 3, 7, 5, 6, 5

Counters

 * The main flaw of the build is lack of self healing. Surviving in emergency situations and during pulling is possible with Whirling Defense, Barbed Trap, and clever movement.
 * Whirling Defense will prevent most of the hits from foes. However Aatxes hit hard, so don't try to pull them from too far away or you'll have a greater risk to get hit and the traps set might start to go off on their own.
 * When the enemy mob survives the initial traps, run away, put down Barbed Trap, lure the surviving enemies into it, and run far away from them. They should lose aggro.
 * When Smites or Coldfire Nights survive, just run away from them until they break aggro.
 * Coldfire Nights are the hardest mob to kill with this build. Avoiding them is the best tactic. If you can't, lay down your spirits far behind the trapping spot, and trap in multiple spots. 3 Dust Traps, step back a bit, Barbed Trap, step back, Dust Traps, etc... This is to ensure that when the Coldfires run after you they will activate all the traps on the way. To keep them in the traps, you can hit Whirling Defense and come into aggro distance so that the survivors focus on you and stay in the traps.

Variants

 * You could replace Serpent's Quickness with Trapper's Speed. However, it seems that the benefit of SQ is much better as it can also be maintained during the whole trapping process.
 * Replacing Whirling Defense with Flame Trap allows for quicker takedowns, and results in health degeneration on the Aatxes. The only drawback is its harder to pull, so use this variant at your own risk.

Equipment

 * Druid's Armor, With Rune of Superior Vigor and Rune of Superior Expertise
 * Weapons (one of the following)
 * A +5 energy axe/sword of shelter/defense/fortitude and a Blood Knife from Attendant Nashu or Jahn Pitz.
 * A Blood Magic wand such as the one available from Karl Jakobs and Blood Magic focus such as the one available from Volsung Stoneketil.
 * A +energy weapon set with otherwise same stats as the above.
 * Milthuran's Staff for more energy

Usage

 * Get close to your target and spam Vampiric Bite and Vampiric Touch.
 * Use Dodge to chase down kiting targets and avoid attacks that can be harmful to the build (such as crippling attacks).
 * Use Whirling Defense or Throw Dirt when targeted by warriors, rangers or assassins. This is not only important for avoiding the damage, but also the harmful conditions like crippling and Deep Wound.
 * 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.

Counters

 * Use anti-spammer strategies, such as Diversion or Distracting Shot.
 * 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 wont work as they just use Plague Touch to pass it on.
 * Signet of Humility, Arcane Thievery or Arcane Larceny can be used to shut down Offering of Blood, which is crucial for the build. When used in combination with even mild energy denial such as Energy Burn, the ranger will soon be out of energy.
 * Blackout is devastating to touchers.
 * "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 its not as easy. The only realistic ways 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.
 * Barbed Signet can replace Resurrection Signet in AB, giving the Touch Ranger a secondary distance attack to compliment Vampiric Gaze.
 * 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.
 * Touch of Agony and/or Wallow's Bite should not be overlooked.
 * 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.
 * In Alliance Battles, Resurrection Signet may be replaced with Awaken the Blood for more powerful touch attacks.