Quote:
Originally Posted by Nevin
Now running to me is like kiting, but for a completely different reason. You and opponent go mono a mono. One on one, you and him are the last of a dawning battle and all but you and him are dead. He or she cannot beat you, he has no stance removal and your stances keep you more then safe from his or her melee attacks, your damage brings him to the edge of death. He runs like a headless chicken, and then stops when you discontinue chasing him. (Now I've experienced this many times, I've waved to opponents literally 20-30 feet away from me in game who are simply sitting and letting themselves regain) Now up until this point, he has been kiting, albeit to an extent; but this is where kiting's ugly cousin "running" pops its ugly head in. He charges back at you but once again his melee attacks and skills provide him no luck, you bring him to a small sliver of HP left again. But what now? He runs away once again. He cannot beat you, he is doing nothing practical, he is merely wasting your time. Sure enough as the battle continues and you forget about this opponent (which you may), he pops up once again. You're at a res shrine sapping every second you can against an overwhelming force, every second they spend trying to kill you is a second not spent capping another cap shrine. You finally fall to the dirt, this same opponent now over come with ego and joy believing he was the soul cause of your death, now begins emoting on your defenseless corpse.
*Running is unlike kiting because, Running has no effective purpose. It does not benefit either player and is simply a childish tool of annoyance.
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I disagree entirely... Let me explain.
In AB, a team receives one point when a member of their faction kills a member of the opposing faction. This being said, it's easy to see how kiting (not running, mind you), in
any way, shape or form is advantageous to one's team. In your situation, had the "runner" stopped kiting, your team would have received a point. However, you implied that the kiter had the decision to either die to you or kite indefinitely. In other words, the option of giving your team a point, or not giving your team a point. Furthermore, the time you spend following said kiter is time you aren't spending capping points or killing other members of the opposing faction, thus making this a win-win scenario for the kiter. They may not be able to kill you; they may not be able to actually live after a long stint of kiting; however, those are always possibilities, and should be followed.
Quote:
Originally Posted by Sarevok Thordin
Because touch ranger is the most nooby build in the game. You just mindlessly spam those 2 skills, with the odd running/evasion stance if need be.
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Quote:
Originally Posted by Evilsod
I hate to burst your bubble... but Touch Ranger is far from it. BoA/SP assassin type builds are the most nooby things in the game. A toucher actually needs some competance to play properly... the sin just picks some random target, cycles 1 through 6/7 and runs off to hide. You could actually set up a macro for a BoA/SP sin and it would have a very high degree of sucess...
I always laugh at people who whine in local during ABs that there opponent should stop running off... it just gives me something to laugh at.
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There is a lot more thought put into the standard SP sin than you may give credit to:
You only get one kill every 20 seconds at best (or possibly 12 if you use expose). What's the best target to take out?
Since your self-healing is likely lacking, what's the probability that you will be able to cause a kill and still be able to get away?
What melee counters does your targeted opponent have? Can you bypass them?
Will they be able to get away before I can finish my combo? If yes, they will most likely live.
Do they have interrupts? If yes, they will probably interrupt one of my attack skills, due to their predictability in required to be chained.
When playing an assassin, I believe these questions must be answered before attempting a kill. However, a touch ranger requires a string of yes/no questions that need to be answered to determine effectiveness as well.
Does my selected target kite at all? If yes, they cannot be killed due to the 3/4 seconds of standing skill required to do damage.
Do they have snares? If yes, I likely will not be able to reach them to do any damage.
Do they have interrupts? If yes, they will interrupt your attempts at using Vamp Touch and Vamp Bite, since they require constant spam in order to be effective.
For both builds, these questions must be answered to determine whether or not you should attempt to kill a certain opponent. However, most people leave these questions unanswered, and thus, are branded as "noob", as they most likely should be, for not determining the strengths and weaknesses of the build they chose to play. Both builds are easily countered through interrupts, as well as specific counters for each build. Such easy countering renders both builds a label of ineffective.
However, there is one more question that must be answered. Maintaining the same primary class, can you make a better build? In regards to an assassin, it is very hard to create a build that can rival the power (and utility) of an SP sin with Expose Defenses. However, rangers have a lot more options. A Burning Arrow or Crippling Shot ranger grants a ranger a great amount of utility in the way of interrupts and snares, as well as survivability with Natural Stride, Troll Unguent, and possibly Mending Touch. The next best thing I can come up with for an assassin would be the Deadly Paradox sin with Dancing Daggers, Entangling asp, Shadow Form, etc. However, that build still suffers from the ease of interrupting key skills, due to the need to chain them. Though an SP sin may be easy to play, it, in all honesty, is one of the only assassin builds with a high rate of success that I have seen. That being said, I don't believe they should be put on the same, or even a lower level than touch rangers due to the lack of other options.
-Ruricu