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Zorian,
1. You can not get to HA from TA after any number of wins. You can only unlock it after 5, you will continue to play in TA until you loose.
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My mistake then, and I admit it. Only did it once where our team got dropped off in HA, after we lost after who knows how many wins. Didn't realize we weren't in it as a result. God that was a good run. (I will also admit here that my HA experience equals zero, though I've done random through teams to death... 110,000 Balthazar faction and counting).
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Touch rangers are not a balance issue. They simply exploit poor players using poor builds, or poor players using good builds poorly, and poor players having poor teamwork. They just happen to hit the jackpot in RA, the least skill and experience of anywhere in PvP(since it's mostly for new players), and the worst builds(due to new players/players who think it's 1 vs 1), coupled with poor teamwork(that 1 vs 1 mindset again).
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I'm still saying it is a balance problem, but I'll get to that in a moment.
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3. Elementalists are a support class. They don't do damage, although ANET dpes keep giving them damage spells that aren't worth a spot on any bar, and not Support spells.
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I know, and it ticks me off. They were advertised for DAMAGE. They are STILL advertised for damage. The majority of their skills exist to inflict DAMAGE. Yet the most effective elementalists in my mind right now go water/earth and ward/hex. (or flash heal, but that's an old trick).
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4. Kiting is an effective way at mitigating damage, weither it be from a touch ranger, a warrior, or an assassin. Mitigating damage is good. Kiting will not get you killed, it will prolong your life while reducing your opponents effectiveness. You can also stop to do somthing at any time. It in no way gets you or anyone on your team killed, unless you're playing PvE and run to your monk. Good thing we're not talking about PvE.
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Knew that would come up, my bad for not limiting the focus of that statement. A good touch ranger is difficult, if not impossible, to kite. Kite me and I will use Escape to rush hit you, back off when you least expect, and run over to your monk (or appropriate priority soft target) who's position I've been keeping track of on the map (if playing a touch ranger). Kiting works well on an assassin (limited chase mechanisms, need to combo), but a touch ranger has enough tricks to mitigate kiting concerns. Note also that Crippled is a condition, that is transferrable by PT, so that's not happening (In my Touch Ranger experience I once went up against a monk, a ranger, a warrior and an elementalist. The ranger and warrior smacked me with multiple conditions (crippled, blind, deep wound, bleeding), hoping to kill me early ... I just dropped those conditions off on their monk, and proceeded to suck him dry.)
To go back to the balance issue ... my problem isn't 'can you beat them', it's a two part question. 1) Is it a solid build. 2) Does it suffer from as many counters as similarly solid builds. The answer to one is 'yes'. It deals (a lot of) damage, self heals, removes conditions, runs fast, has high evasion almost always on, can't be blocked or evaded and is immune to enchantment stripping. If I took the word touch ranger away from that description and just listed those attributes, I think most would agree that this sounds like a darn solid build. The answer to two is 'no'. There are very few stance/skill counters in the game, where few can be defined as an amount seemingly deficient when considering the broad spectrum of counters otherwise available for different activities devoted to the same purpose. For me, balance is as simple as asking are 1 and 2 met? For R/N clone skill touch rangers (not to be confused with other, more manageable variants), the answer is 'no'.
Perhaps it can be put as simply as this: running any other build in PvP I will be much more concerned about counter-measures taken by the other side if I am NOT running a touch ranger than if I am. That I'm not as concerned, basically, concerns me.