Touch Ranger - Overpowered?
shmek
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Originally Posted by Gargle Blaster
Problem is that this doesn't bode well for the lazy of which we all are to some degree..... myself for certain admittedly.
Usually there is a cry of simpletons resistant to change as a natural instinct to encountering a lose that people feel they are somehow superior to, they feel they are always supposed to "win" at whatever game they are playing.
Sadly, it's indicative of society of late in which there is the quick thoughtless cry for someone else to take responsibility for what we don't like, rather then fix the problem ourselves with our own intelligence.
Again, I favor evolution of thought and tactics rather then crying for nerfs so I can keep my same old simple tactics that I have come to love as being my own personal advantage over others.
frojack
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Originally Posted by Zui
Sorry frojack I didn't realise the first part of your post was an actual question, and not a statment with a question mark at the end(a.k.a. rhetorical question)... Either way, I apoligize for this and will be editing my post to note this.
However this does not explain the sheer stupidity of the second half of your post...
Ok, all top 100 guilds are stupid. I guess it's the 1000+ guys that are the smart ones because they don't kite warriors under movment buffs. /end sarcasam
You know, when the warrior catches up to you and swings his weapon, he stands still while he strikes. You continue running. Hmm, he needs to catch up to you again. Oh and of course every second he's under a stance movment buff means he's not under Frenzy.
As I have already stated, and there is clear facts to prove(I'm sure you can find quite a bit on it with the Search function), auto-crits only trigger when you strike a foe directly on their back. It's the exact same area as Bull's Strike used to need to hit for a KD pre-buff. This means that you can easily avoid almost every single auto-crit with proper kiting.
You know, if they knock you down they don't get any auto-crits on you with the kiting example, the only possible auto-crit(besides a scrub using Wild Blow) would be the knock down.
Your 'point' is not based in any fact whatsoever. Please, if you would like to prove me wrong do so. Post all the figures for it, and use a foe running directly away with a Touch Ranger chasing with both a 25% and a 33% speed buff, compare this to a touch ranger against a non-kiting foe. You're going to find that even on a target not kiting directly away, even in a medium sized circle, the damage will be reduced than from that of the damage on a stationary target. Don't beleive that you stop when using a skill? Test it. If you're right and you really don't stop to use a skill(which is proven false by simple observation), then post the math on exactly why it is pointless. Fair enough. My assertion about kiting in general was uncalled for. What I should have said was kiting is situational. Sometimes you can't afford to kite a warrior, without doing something about the damage. The damage is just potentially too great. Especially if their moving faster than normal. You kite, they will catch up. When they do, that weapon could leach a silly amount of damage.
All the while you are not doing anything about the damage you have already sustained. If you have no defense or healing, I suppose all you can do is run away till you die or your monk to heal you. However, a monk is not always available to save you. I never 'work' under the assumption that a monk will always heal me. I could be wrong, I don't GvG. I'm not up to speed on 'the top 100 guilds' either, sorry.
Edit: Part removed. Appologies. that was just rude of me.
Similarly, with the touch rangers under increased speed; Your running will not achieve much. At least in terms of the damage they do. Believe me, I have tried it. How you could require flow-charts to work that out is beyond me. The delay when they stand to touch is similar to the recharge of Vampiric Touch. How far away do you think you will get after that first touch?
What you can do is run past other non-kiting team mates who might catch the rangers eye if your feeling particularly evil, or kiting around spirits can help delay the inevitable.
Touch rangers can be a tricky proposition. There is no way you can justify '...run. It'll be fine...' as a 'lone' strategy for combating them. I'm sure Calico Swift and many others have telling stories about such situations.
However this does not explain the sheer stupidity of the second half of your post...
Ok, all top 100 guilds are stupid. I guess it's the 1000+ guys that are the smart ones because they don't kite warriors under movment buffs. /end sarcasam
You know, when the warrior catches up to you and swings his weapon, he stands still while he strikes. You continue running. Hmm, he needs to catch up to you again. Oh and of course every second he's under a stance movment buff means he's not under Frenzy.
As I have already stated, and there is clear facts to prove(I'm sure you can find quite a bit on it with the Search function), auto-crits only trigger when you strike a foe directly on their back. It's the exact same area as Bull's Strike used to need to hit for a KD pre-buff. This means that you can easily avoid almost every single auto-crit with proper kiting.
You know, if they knock you down they don't get any auto-crits on you with the kiting example, the only possible auto-crit(besides a scrub using Wild Blow) would be the knock down.
Your 'point' is not based in any fact whatsoever. Please, if you would like to prove me wrong do so. Post all the figures for it, and use a foe running directly away with a Touch Ranger chasing with both a 25% and a 33% speed buff, compare this to a touch ranger against a non-kiting foe. You're going to find that even on a target not kiting directly away, even in a medium sized circle, the damage will be reduced than from that of the damage on a stationary target. Don't beleive that you stop when using a skill? Test it. If you're right and you really don't stop to use a skill(which is proven false by simple observation), then post the math on exactly why it is pointless. Fair enough. My assertion about kiting in general was uncalled for. What I should have said was kiting is situational. Sometimes you can't afford to kite a warrior, without doing something about the damage. The damage is just potentially too great. Especially if their moving faster than normal. You kite, they will catch up. When they do, that weapon could leach a silly amount of damage.
All the while you are not doing anything about the damage you have already sustained. If you have no defense or healing, I suppose all you can do is run away till you die or your monk to heal you. However, a monk is not always available to save you. I never 'work' under the assumption that a monk will always heal me. I could be wrong, I don't GvG. I'm not up to speed on 'the top 100 guilds' either, sorry.
Edit: Part removed. Appologies. that was just rude of me.
Similarly, with the touch rangers under increased speed; Your running will not achieve much. At least in terms of the damage they do. Believe me, I have tried it. How you could require flow-charts to work that out is beyond me. The delay when they stand to touch is similar to the recharge of Vampiric Touch. How far away do you think you will get after that first touch?
What you can do is run past other non-kiting team mates who might catch the rangers eye if your feeling particularly evil, or kiting around spirits can help delay the inevitable.
Touch rangers can be a tricky proposition. There is no way you can justify '...run. It'll be fine...' as a 'lone' strategy for combating them. I'm sure Calico Swift and many others have telling stories about such situations.
Robin_Anadri
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Originally Posted by frojack
Witness the shadowstep nerf. People had all sorts of fun with AoD porting them all over the map, but it didn't become an issue until it was used to port back to the enemy Guild Lord in one of the final matches last season.
You can say what you will about RA/TA/AB, but they are training wheels PvP. That doesn't mean they're not fun, or that Anet doesn't care about them, but quirky Flavor of the Month builds are *not* an issue there.
As Calico said earlier, things like touch rangers serve as object lessons for those willing to learn. The vampires have been the greatest force in recent memory to teach PvPers the importance of kiting, snares, and degen. Those who learn these lessons are better players for it. Those who refuse to learn will continue to get pwnt. Such is the nature of the game.
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Plauge Touch only functions when you have a condition on you. Yes you can inflict conditions on yourself, but you're wasting a skill slot with that most times. Enfeebling Touch or any weakness-based condition is a waste of a skill slot on a TR. The same goes for Throw Dirt. By the way, the fact that you're not carrying OOB makes you much, much less scary as it limits your spamming.
Similarly, with the touch rangers under increased speed; Your running will not achieve much. At least in terms of the damage they do. Believe me, I have tried it. How you could require flow-charts to work that out is beyond me. The delay when they stand to touch is similar to the recharge of Vampiric Touch. How far away do you think you will get after that first touch? What you can do is run past other non-kiting team mates who might catch the rangers eye if your feeling particularly evil, or kiting around spirits can help delay the inevitable. Touch rangers can be a tricky proposition. There is no way you can justify '...run. It'll be fine...' as a 'lone' strategy for combating them. I'm sure Calico Swift and many others have telling stories about such situations. Nobody's suggeting that kiting is the only strategy for dealing with them, but standing still for them is just plain asking for it. Kiting *does* mitigate damage. Besides, at best a touch ranger is going to have Dodge and Zojun's Haste on her bar, which is a sum total of 22 seconds of 33% speed boost, with a fair bit of down time waiting for recharge. Every time the ranger catches up with the target and stops to cast, that's wasted speed boost time. Also, intelligent kiting more than makes up for any speed difference. I've seen many touchers who weren't paying close attention get kited right into the opposing base, where they are instagibed by the base defender. Kiting a toucher into the midst of your team MM's crowd of minions is the end of that ranger. Kiting them to your team mates is the end of that ranger. All the while, you are mitigating damage because they are not able to spam their skills on you. If you'd like to have some fun touch hunting (and it IS fun, believe me) try something stealthy like going W/Me and bring Ethereal Burden and Images of Remorse (yes those are expensive spells, but EB will give you energy when it ends and IoR is a cheap degener) and watch the toucher panic. ![]() Undead Preacher
I think they should nerf monks.... keep healing and shit
QUIT CRYING! TheProject
And what exactly is the Boon Prot monk supposed to do when he is being chased down by a touch ranger who spams running spells and touch skills while RoF, Guardian AND Protspirit do nothing ? And the entire team is still attacking the enemy monk ?
Maria The Princess
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Originally Posted by TheProject
And what exactly is the Boon Prot monk supposed to do when he is being chased down by a touch ranger who spams running spells and touch skills while RoF, Guardian AND Protspirit do nothing ? And the entire team is still attacking the enemy monk ?
the monk is not suposed to go away far from his team. if he is getting "touched" all he has to do is run in the crown of minions. yes of curse the team is attaking but if the team is 100% idiots and don't see the monk goin down and a red/blue dot in their party, im sorry but that team will not get very far in that game
Dravyn
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Originally Posted by SnipiousMax
For a close range damage dealer, Touch Ranger's fall short. Let's look at what they can't do.
They cannot apply conditions. This is most deeply noticed in the fact that they cannot apply a deep wound. They can TRANSFER conditions, but in of themselves they cannot apply a condition. They cannot knock down kiting foes. They cannot interrupt. They cannot deal burst or spike damage. The damage they do deal is predictable and easily managed. They cannot heal themselves UNLESS they are standing next to an opponent. They cannot deal damage without energy. Their DPS tapers if they are subjected to a longer battle, they lack easily sustainable constant damage for a long engagement. They are entirely dependant on both of the 'touch' attacks. If either attack is disabled, then the entire build falls apart. Alot of other things are common to all 'Melee' type classes (ie... Snare, Hex, conditions, etc.) have already been pointed out. In my honest sincere opinion... I don't think the few advantages they do have (ignore armor/evasion, etc) can make up for the many ways they suck. I can see that most of the "TR are not overpowered" crowd dont' know anything about touch rangers.. They can apply conditions. And if they carry Virulence as an elite, which I have, they can spread more conditions than most builds. Clueless statement. There is also no need to be standing "next" to an opponent to heal, unless you've filled your skill bar with defense stances. You see, Touchers can pack all of their damage into two skill slots, leaving the rest for regens, of which more than one are available, and their defenses. Clueless statement. They do not lack easily sustainable constant damage, unless the battle runs long enough to drain anyone else of energy. They pay less than most classes, in terms of energy, for the damage and healing they do. Clueless statement. They absolutely are not entirely dependant on the touch attacks. Clueless. I tried one out, because personally i'm sick of dying to them and watching them shred the npcs in Aspenwood, and I must say.. Touch Rangers are bad mothers. I could easily kill every single person that crossed my path with the exception of one mesmer and a necro/monk combo. Everyone else was toast to me, and I played it all day. My opinion by the end of that day playing toucher was that - everyone that complains about them is right. They're cheap, effective, and far too powerful. Sure, they might not be all that in GvG, but as many people have attempted to remind you leet folks, GvG is only ONE of many pvp arenas in this game. I could barely be crippled, unless I was hexed, because in my months of playing a W/N ive gotten quite handy with plague touch. If i'm alone and hit by a cripshot ranger or crippled by a hex then it will slow me down, otherwise, no. And even crippling me doesn't make me entirely useless. So for the guy that said "if you think touch rangers are overpowered, play one"..I did. Thanks for the advice. Anywhere outside of GvG, imo, they're overpowered. Zui
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Originally Posted by Dravyn
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If you're talking about bring Life Siphon or Troll Unguent, that's really not going to help you much. Troll can be inturupted by even the absolute worst of all scrubs. Life Siphon can be removed pretty easily, is going to dent your energy, and just about anyone who's played the game for longer than oh an hour should really be able to hit it with an inturupt. If you have no defensive stances(or a large gap in their coverage), inturupts become much more viable agaisnt you, and now Distracting Shot is a serious problem, for example. Oh, and incase you didn't know, Damage Compression > Regen.
Quote: Originally Posted by Dravyn They do not lack easily sustainable constant damage, unless the battle runs long enough to drain anyone else of energy. They pay less than most classes, in terms of energy, for the damage and healing they do. Clueless statement. Yes, and they're going run out of energy with no OOB in what, 3 minutes(or maybe that's with OOB, I really can't remember)? A warrior's damage is higher, and far easeir to sustain, and it is greater. Warriors can compress damage and spike. Touch Rangers can not. This means you're only going to ever get a kill due to pure pressure alone, and this pressure is actualy less than that of a Warrior...
Yet they have no large bursts of healing, unless you maybe want to count blood renewal... but if you use that someone can just kill you after the sac... and it's really not an "on demand" heal, so yeah that doesn't count. Only steady streams of it from touch skills or regen, both of which are easily inturupted or even simply overpowered. Damage compression ftw.
Quote: Originally Posted by Dravyn They absolutely are not entirely dependant on the touch attacks. Clueless. Ok, so what other skills do they constantly need to spam for the majority of their damage and healing? Oh wait, touch skills. No Vampiric Gaze does not count as descent healing, or descent damage on one of them. Try spamming it... So we have established that the majority of their damage is from Touch skills. We've also established that all their other healing can easily be powered through or is simply not spammable. So you're right, they're only 95+% dependant on touch skills.
Quote: Originally Posted by Dravyn I tried one out, because personally i'm sick of dying to them and watching them shred the npcs in Aspenwood, and I must say..
Touch Rangers are bad mothers. I could easily kill every single person that crossed my path with the exception of one mesmer and a necro/monk combo. Everyone else was toast to me, and I played it all day. My opinion by the end of that day playing toucher was that - everyone that complains about them is right. They're cheap, effective, and far too powerful. This is that "1 vs 1" mindset. It's a team game pal. Oh, and owning absolute scrubs that refuse to improve or think and NPCs really does not count for anything. Hell, I've seen a whammo with glads def and both ripostes kill 3 warriors who mobbed him before(C+spacebar targeting FTL), this was in RA. Does this make the whammo overpowerd? No. Should we nerf gladiator's defense and both ripostes for PvP because some idiots didn't realise not to attack the guy with melee? No. This is where learning to play comes in.
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Stop skimming my responses.
Originally Posted by Dravyn
Sure, they might not be all that in GvG, but as many people have attempted to remind you leet folks, GvG is only ONE of many pvp arenas in this game.
Yet all the descent teams I've had in RA have had no problems with them. Never had a problem with them in TA. Never in HA. Never in GvG. Never "my" team in ABs, the idiots in the other teams on my side, well... I'll say no more. They're only a problem against bad players. There are too many bad players. Quote:
This was covered by others. But even ignoring the fact that Virulence is a spell, an elite, and a whole other attribute, it's not that great an option for a Touch Ranger.
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Originally Posted by Dravyn
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There is also no need to be standing "next" to an opponent to heal, unless you've filled your skill bar with defense stances. You see, Touchers can pack all of their damage into two skill slots, leaving the rest for regens, of which more than one are available, and their defenses. Clueless statement.
This was covered by Zui.
Considering you're entire experience with Touch Ranger's is limited to your recent experience....
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You accuse *him* of nitpicking? Had you been, I don't know, reading the posts and responses to this thread, you would have seen that I quibbled slightly with his otherwise fantastic post and suggested that a toucher might occasionally carry Signet of Agony to inflict bleeding. Why SoA? Because it's a blood magic skill, and a signet at that, meaning it's no drain on my energy pool and it will do the max initial damage that a non-necro primary can do with it.
You either didn't play the skill set you suggest, or you played an extremely gimped build and if you owned, it's because you were up against extremely bad players. The point of touch rangering is to have 16 expertise and 12 blood magic. Presuming you did, you only have 6 attribute points left over, and you suggest spreading those into two more skill lines? Let's say I spot you a minor WS rune, and you throw one point into WS which takes you to a pathetic +4 regen for Troll Unguent. It won't go up to five even if you dump the rest of your points in WS, so we're done there. So, you spend 2 energy (at 16 exp) and 3 seconds of standing still to gain +4 regen for 10 seconds? So then we move on to Death Magic... 5 skill points left... throw in two ranks... oops! we're done. Going to 3 needs 3 points and we only have 2 left. So at 2 DM, Virulence creates conditions for..... 5 seconds! Oooooh scary! Plus it's a *spell* meaning it cost you the full 5 energy to cast it, plus you have to cast it on a foe who's already suffering from a condition, which in your build you can't inflict, you can only transfer. At this point, you've only wasted skill slots and crippled your energy management, which is significant. But you could argue major or superior WS Rune or pulling points out of Blood Magic or Expertise, which further gimps your build. Even pulling one rank out of expertise makes your cost for the 15 energy skills go up to 6. Pulling one rank out of Blood Magic lowers your damage and self heal by six points. Quote:
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Quote: Originally Posted by Dravyn
did you only read what you disagreed with and nit pick it..obviously you didn't really read what I wrote.
I only comment where I had something to add. Everything else was covered by other posters.
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Originally Posted by Dravyn
Cripple doesn't hardly faze me on my W/N, it certainly doesn't faze me on an R/N.
You keep bringing this up. Cripple is devestating to Warrior and TR alike. I don't know how you are using Plauge Touch when you can't catch someone. The only reasons you would be able to use it, is that someone is not kiting (which they should be), or another warrior is attacking you (which they should not be), or you have a NPC near by. Two of those depend on bad players. Quote:
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