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9/07/12 3:16:56 PM#61
Originally posted by Yamota Uh, that's not a tank... I don't NEED to read the rest of the thread, you were wrong in the first post. no GW2 won't kill WoW, but it's time to move on and quit worrying about those people still playing it. - eyelolled |
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stayontarget
Guide
Joined: 10/04/08
Girlfriends come and go but Epic battles are Soulbound |
9/07/12 3:22:53 PM#62
Originally posted by Stx11 Soo you think its complex ? You die alot so therefor it must be complex. lol Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries... |
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9/07/12 3:30:40 PM#63
Originally posted by Atlan99 If your tank is holding aggro and therefore soaking all of the damage from the MOBs, then how the heck is he not dying? Are you team Azeroth, team Tyria, or team Jacob? |
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9/07/12 3:38:32 PM#64
Originally posted by stayontarget Read the other posts in the thread, eh? Teamwork. Combo Field synergies. Everyone mitigating, clensing, debuffing, and dodging, while at the same time being the primary person responsible for their own health and staying out of fire. No "afk auto-follow auto-attack" dungeon runners here. The ones who are dying a lot are those who simply can't beat a boss without DBM telling them where to go and what to do. |
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9/07/12 3:38:41 PM#65
Originally posted by Creslin321 they probalby also have a "healer".... |
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9/07/12 4:13:56 PM#66
Originally posted by Creslin321 Well this tank has tanking abilities that absorb damage. Pretty innovative, don't you think? |
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9/07/12 4:31:50 PM#67
Originally posted by Atlan99 You do understand his reference to the dps, tank and HEALER trinity, right? |
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9/07/12 4:44:42 PM#68
More and more I see people (like, one player) effectively tanking champion mobs. And it seems to be working. A lot of dodges, a lot of support thrown their way, heals / turrets / elixirs... I have no idea how this is happening, but it seems to be working. I thought there was no way you could hold aggro and thus tank a mob in GW2. Are my eyes deceiving me? |
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9/07/12 4:49:10 PM#69
Originally posted by Kuppa We usually run with 2 healers. I thought it was obvious he was getting healed. Edit: Just to avoid further confusion we also brought some DPS. |
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9/07/12 4:51:55 PM#70
Originally posted by Atlan99 ohh now you also have healers. This is definately worst than politics... |
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9/07/12 4:53:24 PM#71
Originally posted by Volkon Funny thing is that my Scepter/Dagger Elementalist can do it all too and still be effective at all of them.
I can deal some burst damage in lighting & fire. Apply conditions in earth. Remove conditions whenever I switch to Water. Apply boons whenever I swtich to any attunement. Provide some fairly strong group heals every couple seconds. Avoid damage with my blinds and mitigate it with Weakness. So I certainly don't fall into any category of the trinity, yet my spec has proven to be incredibly effective in dungeons. Sure it seems like I'm trying to be the jack of all trades and the master of none, which is generally a big "no no" in MMORPGs. However there's really a good synergy with the choices I've made with my build and it shows that you don't have to truly focus on 1 thing (e.g. dealing tons of damage) to be effective. |
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9/07/12 4:53:42 PM#72
Originally posted by Fendel84M you are becoming a profesional bubble burster! |
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9/07/12 5:42:08 PM#73
Originally posted by solarine What your are likely seeing is Over-leveled people downscaled to the area. On my lvl 40 Warrior I can handle lvl 15-25 Champions pretty easily with Dodging and Cooldowns without much(if any) support. This does NOT work in the Dungeons though. |
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9/07/12 5:57:49 PM#74
Originally posted by Stx11 This. Also, in low level areas, Champions are intentionally weaker than normal.
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9/07/12 6:18:40 PM#75
Originally posted by Fion This ^ The problem w/ GW2 isn't that it doesn't have a trinity. It's that players are still trying to play it like it does. Hell, just yesterday I was playing on an alt, and /map chat was filled with people who honestly believed that the only viable role in GW2 is a glass cannon / damage build. Rewind that to when I was running dungeons on my main, and I've seen countless numbers of people doing this, only to get 1 shotted when they go to the dungeons. Why? Because they have no health, they never bother to bring any sort of CC, and they are only focused on a 1-dimensional way of playing the game. The more challenging content of GW2 is VERY difficult for these types of people, if not impossible in certain cases. This game actually demands that you re-evaluate your build at times. Someone posted a video of Kripporian trying to play through CM explorable (and getting his arse kicked). While it was cleverly edited, what it didn't show is how they beat most of the encounters. For example, the hallway full of traps & snipers / bombers at the end cannot be done by glass cannons. It's impossible. You need at least 1 person w/ strong gap closers and survivability. You also need some CC or else you get AoEd by the bomber at the end of the tunnel. Most groups I've been in still don't coordinate their skills, they never bother to change up their build for certain encounters, and they just try and zerg-fest everything. Some fights that works, others it doesn't. The reason GW2 has a soft trinity, is that it has 3 very important roles, that everyone can fulfill at different times throughout the fight. Having the biggest numbers is often the easiest way to get killed in GW2. |
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9/07/12 6:36:02 PM#76
The spreading out of the playerbase is already showing how the "no trinity" system works as opposed to set roles. If you are fighting a champion mob with around five people the fight is going to take longer than any class has cooldowns for. Taking on standard "group" content is going to take more coordination and awareness than the standard trinity.
I cannot speak on dungeons yet, only 29, but I assume the bosses are like overworld champion mobs. Dear developers, In my humble and inexperienced opinion if I can get through all the content you spent the last 5+ years working on within 6 months you have not done your work justice. Please give me, and everyone else, some tools to create our own content from what you have made so I can stay in your world and appreciate it longer than three weeks before I say "meh". It's a shame and I'd rather not do that to something you put so much of yourself in to. |
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9/07/12 10:28:24 PM#77
Swapping Boons and Conditions is a great way to remove conditions. And I don't mean to imply the level of randomness is bad, not fun, or in any way results in a subpar character. I guess I'm just trying to say that, based on what I know about the game, the D/CR/CA/BA/BR/H/DA/DR is something no one can do all the components of in every situation. For instance, turning Conditions into Boons can be good at providing Boons, as like as the conditions are there. Of course, it might not provide the Boons you really need. I did leave out issues regarding Combos as well, which adds depth to the matter on a lot of levels -- I think it will be a month or two before I get fluent with how all the Combos work. Let's see. I think my initial characterization was not the best. Let's specify a bit more: (note: things that stack in intensity can have up to 25 stacks at once, but each element of that stack uses its own duration for determining when it goes away)
Of course, even D/DAm/DAv/DR/H/EBR/ACF perspective has a lot of a complexities. How much and what kind of each will depend on the group, dungeon, etc. But I think the fundamental point is that I don't see how any ONE class and build could provide everything that is needed here. Mesmers can cover a fair bit in various ways and be very useful, but they can't bring everything. That's what I meant to get at. This is especially true when one considers the duration of a lot of boons and how often some conditions can be applied by enemies.
I probably overemphasized the randomness a tad. My mistake. The Mesmer definitely seems like a very interesting class to play and I look forward to playing mind. A lot of classes have some pretty potent combinations. An Elementalist at 80, for instance, can be made to constantly keep Fury (+20% crit) and Swiftness up on a group -- as well as frequently given allies Fire Shield (or potentially other auras). The same build can also heal, put regen, and cure a condition on all nearby allies when attuning to water (as well as might went attuning to fire and protection when attuning to earth). That's not really even touching on what weapon they'd use and they'd have a fair degree of freedom with skills (they'd just need a couple signets). So I think everyone has some very potent builds. But you still can't do all of the support yourself. I think one person might be able to handle all or most of the healing, depending on how good the group is at avoiding/reducing damage (which can also be increased). Originally posted by Master10K Right, I've modified it a bit. But my main point is that no one can do it all sufficiently by themselves. And I agree everyone needs to be a hybrid of some sort. Well, I guess I have a few main points. I don't think you can specialize to handle all of any job by yourself. Heck, you can't even really specialize in just one thing, even damage. You'll always have other abilities which will have their uses. Trying to specify a "Trinity" in GW2, even with Control, Support, Damage is not a helpful way to look at the game and group dynamics. It seems clear to me that different sorts of groups will emerge that lean on some boons/conditions/etc more than others and find some boons and conditions of minimum help/harm. In other words, getting a group to work will be more about finding synergy in abilities and strategy and adapting your build to the group. Some of this will be in making sure enough "support" and "control" are brought, but what precisely that means depends on the group to an extent. Some of it will also be in ensuring the group can handle conditions and enemies with boons. In a game like WoW, you can clearly say it has a Trinity. Healing classes ALL bring certain elements to the table. Certain buffs can easily be found from multiple sources. All Tanks have the same set of abilities as well. The combat, class system, etc are all designed so you have little more to do then get sufficient tanks, sufficient healers, and the rest DPS. At most you might need to ensure one of many options to get an assumed buff, but this almost always takes care of itself. That sort of thing is now what is going on in GW2 as I see it. Group builds and group dynamics are more complex as are their interactions. There's a great deal of depth here due to the design.
And I just realized in my above long thing I left out combos again. But Setups and Finishers are a somewhat complicated subject, I believe. |
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9/07/12 11:33:42 PM#78
Originally posted by Yamota Sorry to say but that one is false i have seen my friend do the hardest instance in Coh with only blasters ei glass canons |
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9/08/12 4:32:18 AM#79
Originally posted by Yamota i will answer from the above link Dungeon Defending
<< Some of the key elements people need to learn are:
Guild Wars 2 differs in that a group’s success or failure can no longer be attributed to the individual (tank or healer) and instead is a collective effort by all. Accepting responsibility for your own healing, your own avoidance of damage through dodging and your own reactions to revive downed party members quickly is what Guild Wars 2’s dungeons are all about. Failing to do just one of the six above will, like other factors mentioned, see you fail repeatedly. I think that to many players can be hard to stomach, especially when the blame might lye at your own feet rather than at someone else’s. >>
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9/08/12 5:11:09 AM#80
Originally posted by Stx11
Yeah, that's probably it. I'll admit I didn't check their levels. Though I know there's this part of me that'll be glad to learn *any* sort of applicable tanking mechanics exist in this game. I guess I just like concept. :) |
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