Was fighting this annoying little Luxon with Vampiric Bite, and Vampiric Touch (what's the difference???). He kept spamming them over and over again. He would just run up to someone and keep hitting them, so each time he would not only do damage, but was healed for quite a bit. If he ever got in trouble he would Storm Chase, and than come back and do it again. Why would they put two skills in the game that are exactly the same that people could put on their skill bar? Can I get a duplicate of Hundred Blades please? Who needs echo anyway.
Touch Ranger - Overpowered?
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Anyone with degen and/or a crippling/slow hex > touch ranger. By the way the build is designed, their only self heal is also their damage ... and they have to be within touch range to use it. So if they can't touch you, they can't hurt you, and also can't heal themselves. Crippling anguish > touchies, Cripshot > touchies, blackout > touchies ... heck, frozen burst > touchies.
If you are playing pvp (and you're not a monk) you should be bringing a snare of some sort ... especially with the re-emergence of touch rangers.
I must admit though, that I had played one a while back when they were first popular (agony/vamp) ... and i'd just like to say one thing to mesmers: PLEASE stop putting empathy and/or backfire on touch rangers, it does absolutely
--->NOTHING AT ALL<----
because both touches are *skills* and not *spells* or *attacks*. You have no idea how often I see this happen ... end of public service announcement
If you are playing pvp (and you're not a monk) you should be bringing a snare of some sort ... especially with the re-emergence of touch rangers.
I must admit though, that I had played one a while back when they were first popular (agony/vamp) ... and i'd just like to say one thing to mesmers: PLEASE stop putting empathy and/or backfire on touch rangers, it does absolutely
--->NOTHING AT ALL<----
because both touches are *skills* and not *spells* or *attacks*. You have no idea how often I see this happen ... end of public service announcement

If it were up to me, I'd simply make it so that Expertise does not effect non-ranger skills. This would cutdown on the end-season thumper spam (OMG, I wanna get top 20 by then of the season... THUMPER TYME!!2!!!) and the RA touch rangers. Expertise would still be the single most overpowered primary attribute, but atleast it'd see SOME attention, as far as balancing goes.
Good thing I'm not a dev, huh ranger fanboys?
Good thing I'm not a dev, huh ranger fanboys?
Quote:
Originally Posted by BigTru
If it were up to me, I'd simply make it so that Expertise does not effect non-ranger skills. This would cutdown on the end-season thumper spam (OMG, I wanna get top 20 by then of the season... THUMPER TYME!!2!!!) and the RA touch rangers. Expertise would still be the single most overpowered primary attribute, but atleast it'd see SOME attention, as far as balancing goes.
Good thing I'm not a dev, huh ranger fanboys? primary attributes are designed to benifiet any secondary class, not just the primary class. or else, all primarys would be much less useful
Good thing I'm not a dev, huh ranger fanboys? primary attributes are designed to benifiet any secondary class, not just the primary class. or else, all primarys would be much less useful
Quote:
Originally Posted by BigTru
If it were up to me, I'd simply make it so that Expertise does not effect non-ranger skills. This would cutdown on the end-season thumper spam (OMG, I wanna get top 20 by then of the season... THUMPER TYME!!2!!!) and the RA touch rangers. Expertise would still be the single most overpowered primary attribute, but atleast it'd see SOME attention, as far as balancing goes.
Good thing I'm not a dev, huh ranger fanboys? Ok, so lets see....A Primary profession's attribute shouldnt be useful on secondary skills?
So essentially you want to destroy the flexibility and build synergies that makes Guild Wars unique?
So an elementalists' energy storage cannot be used on non-elementalist skills.
Mesmer's fast cast cant be used on any spells outside of mesmer spells.
Warriors cant gain adrenaline except with warrior melee weapons.
Necromancers cant use their gained energy from soul reaping except for necro spells.
Assassins can only use critical strikes with daggers.
Why even bother having a secondary profession? Why not just disable that? Its obviously too powerful!
-_-
</ rant >
Good thing I'm not a dev, huh ranger fanboys? Ok, so lets see....A Primary profession's attribute shouldnt be useful on secondary skills?
So essentially you want to destroy the flexibility and build synergies that makes Guild Wars unique?
So an elementalists' energy storage cannot be used on non-elementalist skills.
Mesmer's fast cast cant be used on any spells outside of mesmer spells.
Warriors cant gain adrenaline except with warrior melee weapons.
Necromancers cant use their gained energy from soul reaping except for necro spells.
Assassins can only use critical strikes with daggers.
Why even bother having a secondary profession? Why not just disable that? Its obviously too powerful!
-_-
</ rant >
Quote:
Originally Posted by lyra_song
Ok, so lets see....A Primary profession's attribute shouldnt be useful on secondary skills?
So essentially you want to destroy the flexibility and build synergies that makes Guild Wars unique? Exactly how would this be any differant from how Divine Favor works???
So essentially you want to destroy the flexibility and build synergies that makes Guild Wars unique? Exactly how would this be any differant from how Divine Favor works???
S
I remain firmly of the opinion that Touch Rangers are the best thing to happen to RA. TRs weed out the irredeemably stupid from the slightly clever, which is a boon for PvP as a whole. TRs can be countered with exactly one skill if you put a little thought into it (left as an exercise for the reader). No change to Expertise necessary.
z
Quote:
Originally Posted by Lord Iowerth
Anyone with degen and/or a crippling/slow hex > touch ranger.
The above means a warrior is pretty much screwed when confronted with a touch ranger. Either we cripple the touch ranger and start running away OR we attack him and die. I know a warrior should also run when times are bad. But does that mean we put our tails between our legs and run whenever we see a touch ranger?
Also, I think an appropriate nerf would be making those touch *skills* as *spells*. That way expertise wont be useless with ALL secondary profession skills, just these 2 or 3 overpowered spammable ones. Or atleast increase the recharge on them.
Also, I think an appropriate nerf would be making those touch *skills* as *spells*. That way expertise wont be useless with ALL secondary profession skills, just these 2 or 3 overpowered spammable ones. Or atleast increase the recharge on them.
Quote:
Originally Posted by BigTru
Exactly how would this be any differant from how Divine Favor works???
Did you notice my list didnt include Rit and Monks intentionally?
Support characters reverse the synergy, taking advantage of secondary. while still relying on their primary to still maintain use of the build.
Attack characters who use a secondary build rely on that primary to make their build different (like touch rangers, fast cast elemesmers, echo nukers), as opposed to a character who uses the same build, but has the actually primary attribute.
Support characters reverse the synergy, taking advantage of secondary. while still relying on their primary to still maintain use of the build.
Attack characters who use a secondary build rely on that primary to make their build different (like touch rangers, fast cast elemesmers, echo nukers), as opposed to a character who uses the same build, but has the actually primary attribute.
z
Quote:
Originally Posted by Stabber
TRs can be countered with exactly one skill if you put a little thought into it (left as an exercise for the reader).
Would you be talking about Wild Blow by any chance? Too bad in RAs you need very generic build that kinda works against all types of classes/builds. I gave Wild Blow a serious thought but it just gets used too little in RA.
Your right a warrior is screwed when he is attacked by a touch ranger, but is there something I missed that any builds that force a warrior to run should be nerfed to the ground. Lots of builds can make my monk run and they havent been removed from the game yet.
Guild wars is a game of counters it just so happens that lots and lots of people are playing something that counters warriors in RA, maybe its because lots of people play as warriors there. The name of the game is kiting.
Guild wars is a game of counters it just so happens that lots and lots of people are playing something that counters warriors in RA, maybe its because lots of people play as warriors there. The name of the game is kiting.
L
Quote:
Originally Posted by nohooiam
i've been screaming about a nerf to touch rangers since day one.
G G G G G G G G G G Unit. i am a touch ranger maniac so no i dont want them to be banned
and anyway its almost like saying ban IWAY..not quite but a little bit......
also its very very ez to defeat any spike group or touch rangers.
G G G G G G G G G G Unit. i am a touch ranger maniac so no i dont want them to be banned
and anyway its almost like saying ban IWAY..not quite but a little bit......
also its very very ez to defeat any spike group or touch rangers.
Quote:
Originally Posted by lyra_song
Did you notice my list didnt include Rit and Monks intentionally?
Support characters reverse the synergy, taking advantage of secondary. while still relying on their primary to still maintain use of the build.
Attack characters who use a secondary build rely on that primary to make their build different (like touch rangers, fast cast elemesmers, echo nukers), as opposed to a character who uses the same build, but has the actually primary attribute. Rits Affect Minions and ranger spirits
Blessed Sig affects assasssin maintained enchants
Support characters reverse the synergy, taking advantage of secondary. while still relying on their primary to still maintain use of the build.
Attack characters who use a secondary build rely on that primary to make their build different (like touch rangers, fast cast elemesmers, echo nukers), as opposed to a character who uses the same build, but has the actually primary attribute. Rits Affect Minions and ranger spirits
Blessed Sig affects assasssin maintained enchants
Quote:
Originally Posted by Stabber
TRs can be countered with exactly one skill if you put a little thought into it (left as an exercise for the reader).
Backfire right? Might be wrong but it's the 1st thing that came to my mind.
Edit: the vamp stuff is a skill, not a spell. Diversion maybe. It would cut one of them for a while
Edit: the vamp stuff is a skill, not a spell. Diversion maybe. It would cut one of them for a while
T
