The touchie is really just a build that thrives on warriors who aren't packing knockdowns (or average->low skilled assasins).
Not to say that a touchie will always beat these 2 groups, but they are certainly built to have a good shot at it.
Is it such a bad thing that theres something sword/axe warriors need to avoid/run from? Sure, they haven't had to up till now, but is it immediately unbalanced that something has come along?
If these warriors/sins keep back and let their support team have loose at the touchie he will fall quickly, since they are lacking any real self heal/utility spells to protect from most ranged assaults (with you out of melee range)
I mean .. as a elementalist .. you would run back from a mesmer full of interrupts, as a monk, you would fall back from a assassin coming at your throat, and we accept this. 'Support' classes getting their butts handed to them by either other 'support' classes, or a melee class is fine and balanced and noone whines.
But a 'ranger' causing a reasonable percentage of the 'warrior' types (which again, includes most sword/axe warriors, and average->low skilled assassins) to need to fall back is a disaster and unbalanced.
...
I'll never understand people.
Looking at Ozric's post above is like what i'm getting at. He was busy flogging up a touchie just fine. A overconfident warrior with the incorrect skills for the job ran at the touchie, and *bam* suddenly the touchie is doing ok.
Sure in Ozric's case the touchie still died, but it presents the point.
Touchies are highly specialised at what they target ... but with high specialisation, comes high weakness to anything else.
Whatever your class/skillset/team makeup .. accept your role, accept that all builds have weaknesses, and either adapt, or ensure when you run into your weakness, the rest of your team can make up for it.
c



