They don't need nerf. People who complain about TR's, those need nerfs.
Oh, and you want to change them into spells so backfire would trigger it? Good, but most important nerf about that is Expertise won't lower the cost of spells.
How to nerf a touch ranger.
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OMG another one of these threads... seriously it doesn't need to be nerfed so stop crying. They are so easy to kill... for instance I took on a group of 4 of them in TA (with my group of 3 shock W/E from RA and a monk) and we wrecked them. They didn't get a single kill. We really didn't have anything to counter them except keeping one of them constantly knocked down and taken out. The most simple way to take one out is to cripple them, then have caster classes/rangers take them out.
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Quote:
Originally Posted by Helll is for Heroes
just bring a cripple/poison/interrupt ranger and you win.
This works just fine when you encounter a touch ranger 1v1 in a scrim or something. But you usually see them on a team, and teams usually have monks, and its a very simple thing to cure cripple/poison. Interupts aren't a very reliable way to kill a touch ranger, imo, but if it works for you...
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Or just not nerf it and find a way around it...If you are fighting a touch ranger, you just need to cripple/blackout/interrupt/diversion/any form of shutdown on them and take them out at range.
I ran a weird blackout ranger build in RA and did well enough at disrupting touches. Just time it, your disrupts fire faster than their touches.
Just because it's difficult to beat doesn't mean it needs to be nerfed. 2 Diversions and their entire skillbar is shot. Even worse is to just use Scourge Healing on them while you're using the diversions. At 12-16 smite it completely cancels the healing they get. That means you can go R/Mo with Scourge Healing and stop their touches from healing them, meaning that if you also pack Distracting Shot and another interrupt or two you can completely neutralize them. Called Shot also bypasses their stances, so Scourge Heal + Called Shot will kill them easily enough.
I ran a weird blackout ranger build in RA and did well enough at disrupting touches. Just time it, your disrupts fire faster than their touches.
Just because it's difficult to beat doesn't mean it needs to be nerfed. 2 Diversions and their entire skillbar is shot. Even worse is to just use Scourge Healing on them while you're using the diversions. At 12-16 smite it completely cancels the healing they get. That means you can go R/Mo with Scourge Healing and stop their touches from healing them, meaning that if you also pack Distracting Shot and another interrupt or two you can completely neutralize them. Called Shot also bypasses their stances, so Scourge Heal + Called Shot will kill them easily enough.
This should be a reminder to everyone not to bring builds that are too much on the offensive. In some cases it is very difficult to do. So what should you do?
Run, run like your pants are immolated!! (I love heal bot^^)
Actually, I've ab'ed against a touch ranger group with a b-spike team. We totally nailed them^^. A group of 3 or 4 touch rangers is no more effective than 1 touch ranger if they all die before they reach you, or none of them can reach you in the first place.
Their major weakness is touch... Just... wash their hands and they're on the floor crying^^.
Anyway, degen snares, snares, and conditioning beats a touch ranger hands down. f they come in groups of 4, then the group you're abing with we're a bunch of randoms...
Run, run like your pants are immolated!! (I love heal bot^^)
Actually, I've ab'ed against a touch ranger group with a b-spike team. We totally nailed them^^. A group of 3 or 4 touch rangers is no more effective than 1 touch ranger if they all die before they reach you, or none of them can reach you in the first place.
Their major weakness is touch... Just... wash their hands and they're on the floor crying^^.
Anyway, degen snares, snares, and conditioning beats a touch ranger hands down. f they come in groups of 4, then the group you're abing with we're a bunch of randoms...
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I've got a touch ranger, and here's a couple of hints to stop them.
1.) Slow them down. Cripple, knockdown, imagined burden, ward against foes, something to slow them down.
2.) Mesmers. Mesmers always own the hell out of my touch, especially diversion.
3.) Stop sucking. Learn to play and stop whining. Wild blow>whirling defense and lightning reflexes. Diversion>touch skills. Cripple, imagined burden, ward against foes, knock down>running.
Thats my input. My ranger is touch for PVP at the moment, and they aren't all uber unbeatable.
1.) Slow them down. Cripple, knockdown, imagined burden, ward against foes, something to slow them down.
2.) Mesmers. Mesmers always own the hell out of my touch, especially diversion.
3.) Stop sucking. Learn to play and stop whining. Wild blow>whirling defense and lightning reflexes. Diversion>touch skills. Cripple, imagined burden, ward against foes, knock down>running.
Thats my input. My ranger is touch for PVP at the moment, and they aren't all uber unbeatable.
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i can take my ranger one on one with a touch ranger(or any other caster). 9 of 10 times ill beat the touch with normal bow skills. incendary arrows(everytime arrow hits target is interupted and set on fire),tigers fury,pin down,savage shot,distracting shot, serpents quickness, troll ungent and whatever i feel like throwing in for the 8th slot. when i see a touch ranger coming i usually launch serpents quickness, incendary arrow, tigers fury, use my firey short bow of defense and usually can get them down to 1/2 health without taking much damage or very little compared to what im dishing out. with tigers fury and a short bow the touch ranger rarely gets of a skill or spell fast enough. pin down to keep them from running away and the other interupts when needed while waiting for incendary arrows to recharge. if A-Net wanted to nerf touch rangers, a longer duration on incendary arrows or shorter recharge would be nice. max duration is 8 seconds while recharge is 24, i think. even with serpents quickness you still have some down time before you can launch incendary arrows again but that gives you time to do more damage or launch another interupt or too.
ive posted this before
but someone go look wat cultists fervor does then think about what you would be complaining about next .
Thats right Me lol with my necromancer.... then i could even arcane echo one of them plus vamp gaze
4 big health stealing skills with 16 blood i wont lose life gain a bit.
cast life siphon on 3 people and touch away... spells = bad idea
but someone go look wat cultists fervor does then think about what you would be complaining about next .
Thats right Me lol with my necromancer.... then i could even arcane echo one of them plus vamp gaze
4 big health stealing skills with 16 blood i wont lose life gain a bit.
cast life siphon on 3 people and touch away... spells = bad idea
J
Quote:
Originally Posted by Xx Invictus xX
ive posted this before
but someone go look wat cultists fervor does then think about what you would be complaining about next .
Thats right Me lol with my necromancer.... then i could even arcane echo one of them plus vamp gaze
4 big health stealing skills with 16 blood i wont lose life gain a bit.
cast life siphon on 3 people and touch away... spells = bad idea I was testing Cultist's Fervor with Arcane Echo and Vampiric Gaze this morning. At 16 blood magic, you still net about -5 hps, and with the 5 second recast its not nearly as spammable as the touch spells. Comparing this to a touch ranger is a very far stretch. Life lost with each spell, slower spells due to longer recharge timers, and lack of valuable stances linked to expertise make this a very poor comparison.
but someone go look wat cultists fervor does then think about what you would be complaining about next .
Thats right Me lol with my necromancer.... then i could even arcane echo one of them plus vamp gaze
4 big health stealing skills with 16 blood i wont lose life gain a bit.
cast life siphon on 3 people and touch away... spells = bad idea I was testing Cultist's Fervor with Arcane Echo and Vampiric Gaze this morning. At 16 blood magic, you still net about -5 hps, and with the 5 second recast its not nearly as spammable as the touch spells. Comparing this to a touch ranger is a very far stretch. Life lost with each spell, slower spells due to longer recharge timers, and lack of valuable stances linked to expertise make this a very poor comparison.
i said this in another thread .. but feel i need to say it again
there have been a dozen threads on how to defeat touch rangers... at least. so it isnt exactly a big secret on what to do... is it ? and yet many are still yelling for the nerf bat to rear its ugly head... why?
i dont like the build and find it annoying as all get out... but since i usually play as a memser in PvP it doesnt annoy me as much as others do
i can think of a few others things that should be nerfed over this one... easy
to whoever thought up the build .. great creativity .. to those that have abused it to the point of silliness.. think for yourselves once in a while
to all of us.. be careful what you yell for a nerf on... your build may be next
there have been a dozen threads on how to defeat touch rangers... at least. so it isnt exactly a big secret on what to do... is it ? and yet many are still yelling for the nerf bat to rear its ugly head... why?
i dont like the build and find it annoying as all get out... but since i usually play as a memser in PvP it doesnt annoy me as much as others do
i can think of a few others things that should be nerfed over this one... easy
to whoever thought up the build .. great creativity .. to those that have abused it to the point of silliness.. think for yourselves once in a while
to all of us.. be careful what you yell for a nerf on... your build may be next
J
Quote:
Originally Posted by R_Frost
i can take my ranger one on one with a touch ranger(or any other caster). 9 of 10 times ill beat the touch with normal bow skills. incendary arrows(everytime arrow hits target is interupted and set on fire),tigers fury,pin down,savage shot,distracting shot, serpents quickness, troll ungent and whatever i feel like throwing in for the 8th slot. when i see a touch ranger coming i usually launch serpents quickness, incendary arrow, tigers fury, use my firey short bow of defense and usually can get them down to 1/2 health without taking much damage or very little compared to what im dishing out. with tigers fury and a short bow the touch ranger rarely gets of a skill or spell fast enough. pin down to keep them from running away and the other interupts when needed while waiting for incendary arrows to recharge. if A-Net wanted to nerf touch rangers, a longer duration on incendary arrows or shorter recharge would be nice. max duration is 8 seconds while recharge is 24, i think. even with serpents quickness you still have some down time before you can launch incendary arrows again but that gives you time to do more damage or launch another interupt or too.
This is why touch rangers often bring Dodge and Zojun's haste, and a few of them even pack Escape.
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Quote:
Originally Posted by Sneale.
Omg yes! Lets nerf the touch ranger cause its way too powerful, and no-one can think of a build outside a cookie-cutter to endure/beat it.
Oh while were at it, please nerf EVERY build here. Were you to actually read this thread rather than blindly posting, you might notice that noone is even remotely implying that "no-one can think of a build outside a cookie-cutter to endure/beat it." People can think of builds, aside from the ones already well known, to beat a touch ranger. These builds just aren't much good for anything else.
Oh while were at it, please nerf EVERY build here. Were you to actually read this thread rather than blindly posting, you might notice that noone is even remotely implying that "no-one can think of a build outside a cookie-cutter to endure/beat it." People can think of builds, aside from the ones already well known, to beat a touch ranger. These builds just aren't much good for anything else.
Quote:
Originally Posted by JimmyDean
I was testing Cultist's Fervor with Arcane Echo and Vampiric Gaze this morning. At 16 blood magic, you still net about -5 hps, and with the 5 second recast its not nearly as spammable as the touch spells. Comparing this to a touch ranger is a very far stretch. Life lost with each spell, slower spells due to longer recharge timers, and lack of valuable stances linked to expertise make this a very poor comparison.
first of all i didnt state my point lol... i meant if they put the touches to spells how this would be overpowered 2ndly... 14% health sacrafice... at lvl 16 blood... this all depends on ur maximum health.. lower health dont sacrafice as much... echo vamp gaze... +2 touches this is overpowered sorry for skipping out on this ... im at work... lol
edit: necro/mesmer why not throw in distortion for some defense
first of all i didnt state my point lol... i meant if they put the touches to spells how this would be overpowered 2ndly... 14% health sacrafice... at lvl 16 blood... this all depends on ur maximum health.. lower health dont sacrafice as much... echo vamp gaze... +2 touches this is overpowered sorry for skipping out on this ... im at work... lol
edit: necro/mesmer why not throw in distortion for some defense
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Quote:
Originally Posted by Xx Invictus xX
first of all i didnt state my point lol... i meant if they put the touches to spells how this would be overpowered 2ndly... 14% health sacrafice... at lvl 16 blood... this all depends on ur maximum health.. lower health dont sacrafice as much... echo vamp gaze... +2 touches this is overpowered sorry for skipping out on this ... im at work... lol
edit: necro/mesmer why not throw in distortion for some defense It wouldn't be any more powerful than the current touch ranger. The touch skills cost 15 mana. With 16 Blood Magic and Cultists Fervor active, and assuming the skills are changed to spells, they cost 8 mana, you sacrifice 14% hp, and you steal 77 hp.
With 16 Expertise, the skills would cost only 5 mana and you steal 65 hp. You would also still have access to the stances under the Expertise line.
And concerning a N/Me with distortion, the spells you are spamming already will take a huge chunk of your energy bar, even with the extra pip of regen. I dont think distortion would be able to replace stances like Whirling defense, Dodge, and Escape.
A Necromancer will also have weaker armor than a ranger.
edit: necro/mesmer why not throw in distortion for some defense It wouldn't be any more powerful than the current touch ranger. The touch skills cost 15 mana. With 16 Blood Magic and Cultists Fervor active, and assuming the skills are changed to spells, they cost 8 mana, you sacrifice 14% hp, and you steal 77 hp.
With 16 Expertise, the skills would cost only 5 mana and you steal 65 hp. You would also still have access to the stances under the Expertise line.
And concerning a N/Me with distortion, the spells you are spamming already will take a huge chunk of your energy bar, even with the extra pip of regen. I dont think distortion would be able to replace stances like Whirling defense, Dodge, and Escape.
A Necromancer will also have weaker armor than a ranger.

