Touch Ranger - Overpowered?
Zui
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Originally Posted by RandomEngy
As for your earlier post where you were adressing another one of my posts(since you can't bother to retype)...
Quote: Originally Posted by RandomEngy RA is fundamentally different from other gametypes because you can't pick your teammates. Everywhere else you can make a team that can deal with touch rangers (boon prot, snares, whatever), but in RA you just kind of have to guess. It's certainly not ideal for everyone to bring anti-toucher all the time because it does limit your build. For instance when playing as a toucher I have yet to meet a warrior who could beat me. Many used knockdowns and snares. But without monk support, they still died. Does this mean we should all stop running warriors in RA, because warriors don't counter them in any way? Boon Prots are great against everything... but obviously it's not ideal for everyone to bring them. Again it all comes down to not being able to construct a team. Obviously you can't build your team in random arenas. Everyone knows this.
Boonprots don't work very well agsint touch rangers, since life stealing is not damage. If you're going to take a boonprot to speceficaly counter touch rangers, you are a scrub.
Bringing skills that beat touch rangers limit your build just about as much as bringing skills that beat warriors. The only difference is, degen and snares are useful against everything, alot of warrior-hate is only useful against rangers(that use weapons) and warriors. Everyone brings counters to warriors in organised teams, and almost everyone brings some counter in Random Arenas. Why don't we propose nerfing warriors too?
Quote: Originally Posted by RandomEngy Again, any type of warrior will lose to a touch ranger, especially one who brings WD. They last longer if they bring heal sig but that's just delaying the inevitable. Maybe you think all warriors are "scrub builds" but really that's not the case. I never mentioned anything about warriors when you quoted me, it seems that you simply can't stop talking about a warrior 1 vs 1ing a touch ranger. The quoted section dealt with teamplay, and bringing skills that are useful regardless of the situation into Random Arenas, examples would be snares, conditions that cause degen, hexes that cause degen, inturupts, knockdowns, some types of shutdown(blackout, diversion). However, since we're on this whole 1 vs 1 of a touch ranger and warrior, I suggest you get over that. It is a team game. You even have a team in Random Arena.
Quote: Originally Posted by RandomEngy Who says they'll be multiple people chasing? If there's already a teammate going after a kiter I just pick someone different. And in a 1 on 1 chase you'll be keeping yourself healed and doing constant damage to the kiter, keeping him out of the battle until he's dead a while later. Any way you look at it, it's a 1 for 1 trade at the very least. You won't be hitting me if my team has any kind of snare, or if I have any kind of snare. You know, you can kite and say cast spells too. You'll catch up when I stop and cast or fire my bow or whatever, but of course, I'll only stop when it's going to be a net positive to the team to do so, so it's more than a fair trade.
While you're busy doing greatly reduced damage to me and having much less healing, the rest of my team is going to be killing your team, or killing you. It's not a 1 vs 1 between you and me, it's a 4 vs 4 between our teams.
Quote: Originally Posted by Zui Well, if you're not running a sub-par build you're likely going to have something that's useful against touch rangers, a hex or condition snare, knockdown, shutdown(inturupts, diversion, blackout...), healing, somthing that causes degen. Anyone without at least one of those in a build is running a bad build, unless of course you can think of one up to par non-gimmick that's lacking one of those Quote: Originally Posted by RandomEngy We covered the warriors already... but let's move on. Anti-warrior/degen necros can do quite well in RA. Siphon, Faintheartedness, Signet of Midnight, Plauge touch is a favorite of mine. And it does quite well in a format where you can't guaruntee condition removal. It can be decent against casters too, if you just pile on the degen. But against touch rangers it falls flat. They heal fast enough to overcome even heavy degen and they ignore Enfeeble, Faintheartedness and basically everything in the curses line. This character, otherwise quite well equipped to handle a battle can't do anything against touch rangers. And someone mentioned Spiteful Spirit as a counter, but it really isn't as long as you keep away from your teammates. It heals for twice the damage each time you Bite or Touch and you're still doing full damage. Say, didn't I mention degen since this is a counter afterall... Kiting+degen+possible snare ftw?
The listed build also has 4 skills slots available, one is obviously for a res sig, any chance you could fit some kind of other counter that works in all other situations in the remaining 3 slots? A hex snare perhaps?
I don't see that build you posted being good anywhere outside of RA... Because it assumes you're facing a bad team in order to win. I mean really, signet of midnight+plauge touch? Why not just run a flashbot or an ineptiude mesmer? More effective, more damage, more support.
So Spiteful Spirit effectively halves your healing with the damage... Yeah, that's not going to help someone drop you.
Quote: Originally Posted by RandomEngy Next build... how about a mesmer this time? Distortion, Migrane, Conjure Phantasm, Power Drain, Drain Enchantment, Spirit of Failure, Ether Feast can do quite well. It's quite hardy against Warriors/Rangers/Assassins, had good energy management, can really annoy casters and has decent degen. A fun build, again killed by touch rangers. Even though you're specced Illusion you can't really fit in a good snare without compromosing the build, through slots or energy management. Ok, so all you have against melee guys and rangers is spirit of failure, and distortion if they're dumb enough to attack you while spirit of failure is on them and feed you energy. One hex that makes spells take twice as long to cast and one interrupt against casters. One enchantment removal, one hex with the sole purpose of degen, and a self heal. Sorry, this build really isin't that great, you're trying to do just way too many things. Your choice of migrane just for power drain is pathetic... If you can't catch a 3/4s spell with a 1/4s mesmer inturupt when you have fast casting, that's sad. But hey, you still have degen. Say, doesn't that kill a touch ranger if they're not touching anything to heal? Or their amount of touching is greatly reduced to being kited, and even more so to being kited while snared?... Back to the build, I'd say the only real purpose(that's effective) is to just spread degen. Somthing that could be done with an apply+crippshot ranger(ok 1 less degen than conjure, and none from migrane)), by using only two skills... Add in hunters shot lol, you're about even there, especialy if you can keep bleeding on multiple people.
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Originally Posted by RandomEngy
Same deal for Ineptitude/Clumsiness mesmers.
They have degen, most carry conjure phantasam/images of remorse(speced into illusion too due to ineptitude/clumsiness!). They also have a slot to fit a snare if needed(again, speced into illusion, so imagined burdon ftw?). Quote:
Degen doesn't counter touch rangers. Their self heal ignores even heavy degen. And it's just a bad idea to put condition degen on a touch ranger, because for 2 mana and 1 second of time he'll turn that degen against your team. Interrupts, by and large do not work against touch rangers. I assume you mean ranger interrupts, because mesmer interrupts are right out the door. And savage/concussion/punishing are out because even if you manage to hit one of the 3/4 second skills, they can keep the skill spam coming. So a skillfully placed distracting shot can half-shut them down. Incendiary Arrows can shut them down if they happen to be casting on each hit instead of inbetween. All this assuming if they don't have WD up. Color me underwhelmed at this counter.
Anyway I brought up Warriors as an entire class that can't do much of anything against them. This also applies to any build that doesn't specifically counter them. And yes, in a randomly assigned team game it is more likely that you'll have a teammate with a counter on hand, than if you're fighting 1v1. But hoping that your teammates will deal with them is just dumb, and not really fun at all. What you do is change to one of the few builds that can deal with them and still be at least marginally effective against everything else. And then you get the suppression of build diversity that we want to avoid. Quote: While you're busy doing greatly reduced damage to me and having much less healing, the rest of my team is going to be killing your team, or killing you. It's not a 1 vs 1 between you and me, it's a 4 vs 4 between our teams. |
And you're right, if you have a snare that sticks, you've countered the TR. But that's not the point.
Quote: Say, didn't I mention degen since this is a counter afterall... Kiting+degen+possible snare ftw?
The listed build also has 4 skills slots available, one is obviously for a res sig, any chance you could fit some kind of other counter that works in all other situations in the remaining 3 slots? A hex snare perhaps? When you're saying "every build is okay, as long as it has some of the few skills that counter touch rangers," you're in a bad place. I will remind you again that degen is only a counter when combined with a successful snare.
Quote: I don't see that build you posted being good anywhere outside of RA... Because it assumes you're facing a bad team in order to win. I mean really, signet of midnight+plauge touch? Why not just run a flashbot or an ineptiude mesmer? More effective, more damage, more support. It takes 5 mana every 15 seconds to keep 2 warrior/ranger/assassins blind, indefinitely. Then you have the rest of your build (and energy) to do degen/damage/enchant removal/etc. In an environment where condition removal is not guarunteed, this build can perform admirable shutdown.
Quote: So Spiteful Spirit effectively halves your healing with the damage... Yeah, that's not going to help someone drop you. You halve their self-healing, but do nothing to their damage by using an elite hex spell. Wheras on a W/R/A (warrior/ranger/assassin) you're basically forcing them to either stop attacking or kill themselves. I'd say that touch rangers are pretty strong against SS.
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It's not?
Ok, so all you have against melee guys and rangers is spirit of failure, and distortion if they're dumb enough to attack you while spirit of failure is on them and feed you energy. One hex that makes spells take twice as long to cast and one interrupt against casters. One enchantment removal, one hex with the sole purpose of degen, and a self heal. Sorry, this build really isin't that great, you're trying to do just way too many things. Your choice of migrane just for power drain is pathetic... If you can't catch a 3/4s spell with a 1/4s mesmer inturupt when you have fast casting, that's sad. But hey, you still have degen. Say, doesn't that kill a touch ranger if they're not touching anything to heal? Or their amount of touching is greatly reduced to being kited, and even more so to being kited while snared?... Back to the build, I'd say the only real purpose(that's effective) is to just spread degen. Somthing that could be done with an apply+crippshot ranger(ok 1 less degen than conjure, and none from migrane)), by using only two skills... Add in hunters shot lol, you're about even there, especialy if you can keep bleeding on multiple people.
It's an all-rounder build designed to keep your fraglie mesmer self alive when those two warriors come for you, but still annoy casters and spread degen. It's not great warrior shutdown but it's only one slot that can force them to go after harder targets, or protect yourself from interrupts when that ranger decides he doesn't like you casting Migrane. And since when is not reliably interrupting a 3/4 second spell "pathetic"? Casting time, network lag time, human reaction time, and determining whether or not what was cast was actually a spell all add up and frequently end up above 3/4 second. Not to mention reaction times are invariably greater when in "stress" situations, like a heated battle. In any event it's mostly a perk to using migrane. They still get the degen and it still takes them twice as long to cast a spell for a while. Conditions rangers are nice but hexes are more resilient against removal and can't be blocked or evaded when applied. Also they can't deal very well with multiple attackers, and don't provide the caster annoyance that a Migrane mesmer brings. In addition, blind will shut you down totally. So, suprise suprise, they both have their strengths and weaknesses. Quote:
Say, cover condition if your team has poor postitional awareness... Mistakes happen but is one mistake going to cost you the entie game against a touch ranger? Not likely.
Why are you mentioning spirits? I don't see where you get any mention of them from what you were responding to. I also don't see what they have to do with anything, unless maybe muddy terrain?... But I still don't see how that has much relavance... By reacting to you, they're countering your plans. You always react to the other team in every single match. There's no way to not react to them, unless you stand still and do absolutly nothing. Either way you're only forcing one member of their team at a time to react, and causing the other members to pay attention to where you are(which is the smart thing to do...). Quote: |
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Quote: Originally Posted by RandomEngy It takes 5 mana every 15 seconds to keep 2 warrior/ranger/assassins blind, indefinitely. Then you have the rest of your build (and energy) to do degen/damage/enchant removal/etc. In an environment where condition removal is not guarunteed, this build can perform admirable shutdown. They(the other team, or even that charactar) doesn't have condition removal or inturupts(inturupts, knockdown)?
Quote: Originally Posted by RandomEngy You halve their self-healing, but do nothing to their damage by using an elite hex spell. Wheras on a W/R/A (warrior/ranger/assassin) you're basically forcing them to either stop attacking or kill themselves. I'd say that touch rangers are pretty strong against SS. It's not as strong against touch rangers if you're looking at a health lost/damage done standpoint, but if you add in other damage and degen in there... It's quite effective. Plus a warrior or ranger can just stop attacking and hit healing signet/troll unugent, or an assasin shadow refuge, gain some health, then go back to what they were doing, it may hamper them more than a touch ranger, but it doesn't make them that much easeir to kill.
Quote: Originally Posted by RandomEngy It's an all-rounder build designed to keep your fraglie mesmer self alive when those two warriors come for you, but still annoy casters and spread degen. It's not great warrior shutdown but it's only one slot that can force them to go after harder targets, or protect yourself from interrupts when that ranger decides he doesn't like you casting Migrane. Ok, so they go after someone else. They then kill another soft target(who said you were the only 60 base al caster on your team?). Then another guy, then another guy, and when everyone is out of res sigs, they kill you. Rangers would only want to hit migrane if it was hurting someone on their team. There's that word again, team. Odds are it's not going to significantly hurt someone that doesn't have hex removal, but if it does, well then your distortion helps.
Quote: Originally Posted by RandomEngy And since when is not reliably interrupting a 3/4 second spell "pathetic"? Casting time, network lag time, human reaction time, and determining whether or not what was cast was actually a spell all add up and frequently end up above 3/4 second. Not to mention reaction times are invariably greater when in "stress" situations, like a heated battle. In any event it's mostly a perk to using migrane. They still get the degen and it still takes them twice as long to cast a spell for a while. Ok, cast time for all interupts is 1/4s for rangers+flight time, and for mesmers 1/4s or less due to fast cast. Network lag has no place in this discussion. Human reaction time doesn't really matter here(highly predictable use of skills ftw?), but let's say most people have a 1/4s reaction time. Knowing what the ranger is using doesn't matter here either, unless they're routinely using another skill other than vamp touch and vamp bite every time they can(2.75s inbetween each use of each spell individualy). Seriously, if people can manage to time ranger inturupts at a distance without increased flight speed and hit 1/4s spells with them, you can hit a 3/4s skill with a ranger inturupt at point blank range(factoring out the flight time) especialy since those skills are far easier to predict than almost everything else you'll be looking to inturupt.
Right, what makes you think they won't jsut remove migrane? Or that delaying their spells will cause them great pain(if it would wouldn't they probably have hex removal?)... Or that the degen would really turn the course of a battle many times. There's just no reason to justify bringing migrane for use in that fashion.
Quote: Originally Posted by RandomEngy Conditions rangers are nice but hexes are more resilient against removal and can't be blocked or evaded when applied. Also they can't deal very well with multiple attackers, and don't provide the caster annoyance that a Migrane mesmer brings. In addition, blind will shut you down totally. So, suprise suprise, they both have their strengths and weaknesses. Did I mention Crippling Shot can't be blocked or evaded, it even says so on the skill description. Did I mention crippling shot can be spamemd, and it doesn't even need to be spammed if all you want is the poision? Being unable to move to kite or chase a target isin't annoying? Being hammered with savage/distracting shot isin't annoying? Are there counters to blind, how long does blind usualy last? Heck, how often do you see blind in RA? How many people there even put it on rangers when they have it, insead of on say warriors? They both have their strengths and weaknesses, I agree with that. That doesn't make your build good.
Quote: Originally Posted by RandomEngy
Sounds like a real winner. Snare them then cast Ineptitude and Clumsiness on them. Oh wait, maybe a snare doesn't really work well with the other skills after all. Not to mention Imagined Burden is energy-intensive and takes away a slot that might be used for degen or energy management.
I said a slot for a snare if needed. If you're going to RA and expect to hit teams with many many warriors, and touch rangers, which is fairly common, a snare would be a very good thing to have. You not understanding the simple logic behind what I said is your fault, not mine. You loose one slot for energy managment, oh well, you'll just have to work with all those other free slots for that... Plus I think energy managment might be alittle less needed than that snare if you face a common thing like a multi-warrior team and touch rangers...
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By reacting to you, they're countering your plans. You always react to the other team in every single match. There's no way to not react to them, unless you stand still and do absolutly nothing. Either way you're only forcing one member of their team at a time to react, and causing the other members to pay attention to where you are(which is the smart thing to do...).
Running away doesn't counter their plans. They're still doing damage to you, and you're running about not helping your team. In fact, that is their plan. Either you sit still and die quickly or stop doing damage or shutting down their teammates.Quote:
Even though it doesn't affect them, you can still dump crippled onto a spirit with Plague Touch.
Originally Posted by RandomEngy
Rangers are inherently resistant to elemental damage. But it is still a hex snare, and yes if you run a water ele you can counter touch rangers. We've been over this. And if you're running a blindbot with Deep Freeze you're not exactly going to be able to keep the guy snared with that one 25 mana spell.
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Effective builds still usually fall into a class that has a wide variety of counters: interruptable, physical (blocks, evades, blind), low defense, enchant reliant, hex reliant. Touch rangers use a kind of loophole and don't fall into any of the standard buckets, getting away with far fewer counters than everyone else. This is how they're different.
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Quote: Or effective kiting. Or both. Or just degen+kiting+some damage... Or all those + a snare for even better results... Degen+kiting+a little damage won't do it. Degen+kiting+heavy damage will kill anything, so it's not really indicative of a TR weakness. Degen+snare is a TR weakness, but one that's been beaten to death.
Quote: <referring to Plague Touch/Signet of Midnight>They(the other team, or even that charactar) doesn't have condition removal or inturupts(inturupts, knockdown)? Sometimes they'll have condition removal, which means I can only keep it on one person, usually. Every so often you'll be up against a monk that's not being pressured or a plague touch warrior that knows not to try and put it on you, so then you have to be content with Faintheartedness and added degen. Plague Touch and Signet of Midnight are both 3/4 second non-spells, so they fall into the "difficult to interrupt" category, especially if the interrupter just so happens to be blind.

Quote: <about Spiteful Spirit>It's not as strong against touch rangers if you're looking at a health lost/damage done standpoint, but if you add in other damage and degen in there... It's quite effective. Plus a warrior or ranger can just stop attacking and hit healing signet/troll unugent, or an assasin shadow refuge, gain some health, then go back to what they were doing, it may hamper them more than a touch ranger, but it doesn't make them that much easeir to kill. You say if you combine an elite hex with damage and degen you can kill someone? That's amazing; a real weakness for touch rangers. By the way, one Shadow Refuge won't heal enough to cover 3 hits worth of damage on an assassin.
Quote: Ok, so they go after someone else. They then kill another soft target(who said you were the only 60 base al caster on your team?). Then another guy, then another guy, and when everyone is out of res sigs, they kill you. Rangers would only want to hit migrane if it was hurting someone on their team. There's that word again, team. Odds are it's not going to significantly hurt someone that doesn't have hex removal, but if it does, well then your distortion helps.
Ok, cast time for all interupts is 1/4s for rangers+flight time, and for mesmers 1/4s or less due to fast cast. Network lag has no place in this discussion. Human reaction time doesn't really matter here(highly predictable use of skills ftw?), but let's say most people have a 1/4s reaction time. Knowing what the ranger is using doesn't matter here either, unless they're routinely using another skill other than vamp touch and vamp bite every time they can(2.75s inbetween each use of each spell individualy). Seriously, if people can manage to time ranger inturupts at a distance without increased flight speed and hit 1/4s spells with them, you can hit a 3/4s skill with a ranger inturupt at point blank range(factoring out the flight time) especialy since those skills are far easier to predict than almost everything else you'll be looking to inturupt.
Right, what makes you think they won't jsut remove migrane? Or that delaying their spells will cause them great pain(if it would wouldn't they probably have hex removal?)... Or that the degen would really turn the course of a battle many times. There's just no reason to justify bringing migrane for use in that fashion.
Did I mention Crippling Shot can't be blocked or evaded, it even says so on the skill description. Did I mention crippling shot can be spamemd, and it doesn't even need to be spammed if all you want is the poision? Being unable to move to kite or chase a target isin't annoying? Being hammered with savage/distracting shot isin't annoying? Are there counters to blind, how long does blind usualy last? Heck, how often do you see blind in RA? How many people there even put it on rangers when they have it, insead of on say warriors? They both have their strengths and weaknesses, I agree with that. That doesn't make your build good. Really, you're just nitpicking the build now. Me and several other people have tried it out and it just works, and is fun to play. It works out better than most any Domination build, simply because you don't get stomped on by W/R/A. If you're going to play a squishy in RA you have to look out for yourself, not pray your teammates will happen to bring builds that can protect you. Down that road lies frustration and much unneeded yelling at teammates.
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I said a slot for a snare if needed. If you're going to RA and expect to hit teams with many many warriors, and touch rangers, which is fairly common, a snare would be a very good thing to have. You not understanding the simple logic behind what I said is your fault, not mine. You loose one slot for energy managment, oh well, you'll just have to work with all those other free slots for that... Plus I think energy managment might be alittle less needed than that snare if you face a common thing like a multi-warrior team and touch rangers...
I never said snares were bad. I only said you shouldn't have to take a hex snare/cripshot to be effective in RA. And that a hex snare on an Ineptitude build is a bad idea. Why don't you try and play one? I'm guessing either your mana situation will end up rather tight or you just won't touch that skill at all. Quote:
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