Quote (pLaguE_89 @ Jan 31 2014 02:53am)
Empower is possibly the worst might in the game, if you're running with a organized group who have no problem with 25 stacks of might. Using empower is a significant DPS loss. Water/Monk/Traveler are pathetic to run in if you're doing dungeons and you only want to do that. The best way to deal with dungeons in this game is pure DPS. There is no Holy Trinity. Any type of boon duration does nothing if you're in an organized group.
Guardian's have the highest DPS auto-attack in the game with sword. Not utilizing that is outrageous. To be limited to using only greatsword in any dungeon is not good. Staff is useless unless you're pre-stacking swiftness.
http://www.youtube.com/watch?v=Z-7gVxk_b2M
With 20 to 30 virtues and a +45% set, Empower lasts 17s and recharges in 16s
It adds +420 power +420 condition to the entire party
Empower gives 12 stacks of might, not 25
Empower cycling is easy to do and maintain due to it's long duration
How is this a loss in DPS, when it buffs the entire party's DPS and you're still able to swing around a GS in 15s intravels?
You said that: Pure DPS is the best way to handle dungeons and that boon duration does nothing
-> Might and Fury are boons that greatly enhance DPS
-> Upon that, long duration full party Protection/Stability/Regeneration and frequent Aegising/Blinding are all things that allow the party to "Engage" LONGER without needing to "Disengage", this directly equates to DPS over a 60 second intravel
The words of someone saying: "Any type of boon duration does nothing if you're in an organized group" are the words of someone who needs to Warrior, not Guardian
About there being no Holy Trinity:A Holy Trinity meta appears in any game once players have identified "what is more important to use" as compared to what is less important
This isn't merely a term that applies to GW1: (Healer / Disabler / Damage Spiker), that is simply how the trinity had shown itself in GW1
Even if "The Holy Trinity" was simply an MMORPG affliction, you need to understand that it is indeed still present in GW2
But rather than having extreme class jobs "like the warrior who deals damage and has shit heals" or "the monk that heals who has no damage" or "the Mesmer who disables someone's build that has no damage and shit healing"
The ability to damage, heal and disable is apparent in every class in GW2 but some classes are still better at certain things than others
To see and feel the trinity again, you need to tweak character classes towards what they are good at and you'll see that the trinity does indeed still exist
Example:
If all players were equally skilled in this match up, what team would win?* Melee Ranger trying to bunk
* Thief helping the Ranger bunk
* Guarding trying to roam while ranging with Scepter, stated for serk setup
* Tanky Warrior roaming with a Rifle
* Mesmer allocated for pure damage with a dual sword setup
VS.
* Guardian traited to bunk home with heavy control to keep players off base and heavy defensive buffs/heal
* Guardian traited to bunk mid with heavy control to keep players off base and heavy defensive buffs/heal
* Warrior with good Hammer DPS and much control, traited to roam between home and mid to assist bunkers
* Warrior with very good Greatsword DPS and slight control, traited to roam between home and mid, to assist bunkers
* Mesmer traited for 1v1 killing, fast roaming across the map and ability to disengage if necessary (Thief would have been mentioned in this slot if it was able to 1v1 hold a cap but as of now Mesmer does the job better)
Point being:
If the trinity did not exist, team #1 should stand a viable chance against team #2 but the reality is that team #1 is going to get romped by team #2
Why? Because team #2 has Warriors doing Warrioring, Guardians doing Guarding and tricky/sneaky classes (Mesmer or Thief) doing what requires trickery and sneaking
The only reason why you aren't noticing in PvE that (other things besides DPS are important) is because A-Net is not releasing content that is difficult enough to push you in the same way that competitive PvP does
or in the way that GW1 Hard Mode did
Imagen 5 Arah zombies running up to your party
1 is a Guardian stated to bunk/buff/heal/stability his party and control your party members away from the other zombies so that you can't kill them
1 is a water ele spamming healing fields that still has decent spell damage
1 is a Spirit Ranger with a longbow, who is designed to target the highest DPS in the group and repeatedly knock it back away from the other zombies
1 is a Hammer Warrior stated to bunk who has a lot of control, he does nothing but enter your groups vicinity and start knocking down, stunning everyone, repeatedly
1 is a Thief, designed for Extreme DPS, he repeatedly attacks the lowest tough character in the group with backstabs and retreats in to invisibility at 50% life and doesn't come back until he is healed
* This group of zombies always stack, calls targets together and always attack the same person until they are down
* They also, revive each other out of single downed state in their stack
Welcome to GW1 Hard Mode
This single mob will be harder than anything you've seen in GW2 up to this point
The aggro system and overall AI will be much more advanced that random creatures that fall for a good stack pull
Big DPS alone will not cut it here, you'll need a lot of different effects to take apart this party
It will become like PvP, where you need to diagnose a weakness in the party's dynamic before you target that and take the party members out, one by one
Like in GW1, anyone on any class can throw on a damage build and have Mhenlo follow them through normal mode
But Hard Mode, becomes an entirely different story ~ Time to learn what the purpose of your class is really about
This is exactly my point about the claim of a "meta DPS Guard build"
The guys who follow that guide, are playing on Normal ModeThis post was edited by TSBoyer on Jan 31 2014 03:24pm