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Originally Posted by Doomlord_Slayermann
While the Warrior's tanking ability may be foremost in importance, there should at least be some room on the skillbar for some damage or knockdown skills. Stance/Knockdown tanks are quite popular and sufficiently effective. Sword-based damage skills can really help finish off the target as well, although Axe is generally less effective here because its strength is in spiking and you can't really spike out a level 28 Oni.
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Some warriors do pack some damage and in places like they deep they are expected to pack 1-2 KD's.
Quote:
Originally Posted by Doomlord_Slayermann
Mesmers still get far less credit than they deserve. Yes, the general idea is that they are useless, but some Mesmer builds (such as the Deep Wound nuker) will mesh seamlessly with the other PUG builds here. I think those deserve some recognition.
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The gain of a mesmer (deep wound nuking or any other builds) isn't much over having another nuker. As it is it takes meer seconds for good groups to take out several groups of enemies as long as the tanks have them walled up properly. In the situation that tanks don't have things walled up properly then the mesmer is just as useless as any nuker when it comes to killing the loose ends of the aggro.
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Originally Posted by Doomlord_Slayermann
I wish I could, but I can't really defend the Assassin. 90% of them just try to tank and die. The only possible build would be the crit-barrager, which, depending on the situation, could be more or less effective than a Meteor Shower nuker.
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No one can defend the sins. They are 100% worthless in these missions EVEN as running crit/barrage (which, for the record, is WEAKER than a barrage ranger). For example, during 90% of the deep a crit/barrage either would deal very little damage and inflict no conditions due to non-fleshies, or would severly mess up aggro by triggering things like Vipers Defense and causing several Oni's to teleport behind the warriors and attack the casters.
Quote:
Originally Posted by Doomlord_Slayermann
Battery necros tend to be a waste of a slot if monks and nukers know how to manage their energy. This is, unfortunately, a rare occurance in PUGs.
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For the deep they are there for the monks, monks often have to spam a lot of spells or expensive spells (15 energy heal party - 10 energy extinguish) to keep everyone up and using an elite for energy management (because lets face it, thats the only good energy management a monk can hope to bring) still may not provide enough energy and would be a waste of an elite (RC/SB/WOH/Martyr are all effective monk skills in these areas).
For Urgoz when teams like going 4 trappers, its easier to bring QZ and no EW and have a necro BIP them to speed up trapping by a lot. Also the necro almost needs to bip the monks (which many teams only bring 2 of) during touchy situations.
Quote:
Originally Posted by Doomlord_Slayermann
Ward-using E/Mos with Earthquake and Aftershock also can easily mesh with the other PUG builds and are becoming increasingly popular, especially in FoW and UW. Coordinating Earthquake with your Meteor Showers can mean your enemy's ass never leaves the ground, and its not even very hard to pull off.
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No its not, matter of fact I've brought earth ele's in teams im in. I fully agree that Earthquake (or dual earthquake since there are 2 of them now) is effective at maintaining a KD chain. And wards are invaluable, even to protect the warriors (save a stance or two for wards).