Quote:
Originally Posted by Abnaxus
I'm not saying that this is for sure, I'm saying that this is my worry.
I used the example of ToPK compared to DoA because in the first case the mission was doable with a normal team, just required more than double of the time, plus coordination and cooperation, but every class could play ToPK, provided that the player was skilled both in using his character and in teamplay.
|
Every class CAN play DoA. Every class is useful here. This is the general breakup of what I think is a pretty good and balanced team:
The Tanks(1-2): Generally one, but I've heard people going with two tanks with sucess too.
Warrior: The standard tank, I think City is the only place where he kind of just has to stand there, since every attack will kill his energy. In the other places, he's free to whack things too.
Dervish: I haven't actually seen a Dervish take the role yet, but I've heard of groups who have. Correctly setup, they should function as well as a warrior, if not better in some areas.
Assassin: This is still experimental, but having 2 assasins with Shadowform, and arcane mimicry would give you an invincible pair of tankers that do not need any monk support, be HIGHLY mobile, and still be able to dish out damage/knockdown/conditions (again, not in City). This could also work with one assassin and another class sacrificing their elite slot for Shadow form. I'm going to try this when my other guildmate gets to DoA.
Support/Damage Mitigation (3-4):
Monks: Generally you should run one protector(to lifebond +prot spirit the tank) and one healer to help deal with spikes and damage in general.
Paragon: Great overall support character. "They're on fire" is absolutely great with SF elementalists. Signet of Return is absolutely essential when your res sigs don't refresh until the end (after you kill the boss). Angelic Bond makes your prot monk's job much easier.
Ranger: Generally the one who brings the Winter + Greater Conflag, can ditch mesmer secondary for rit secondary and bring further defenses, or can spec in offense in stead.
Ritualist: Not too sure on these, since Shelter and Union fall way too quickly. I have heard of other people using them with success though.
Necro: The only defensive role I can think of for a Necro is Biping your casters and monks, which is extremely helpful, perhaps wells too, although their use is limited.
Elementalist: I've heard people having success using wards to mitigate damage, not something I've seen personally though.
Damage/Disruption(3-4):
Elementalist: Standard SF/MS setup works well. SF is pretty much the best damage a elementalist can dish out. It's not the player's fault that A-net pretty much made SF one of the only choices if you want to do decent damage. Snares(water elemenalists) are extremely useful in the Stygian Veil.
Mesmer: Spiritual Pain + Mistrust are an excellent source of armor penetrating damage, addional skill slots can be focused on caster hate (generally the casters are the ones you have to worry about the most, especially the monks).
Rangers: Trapping is good here for overall damage and snaring. Choking Gas is excellent at disrupting casters and preventing a lot of damage by preventing them from casting those spells in the first place.
Necro: Most of the mobs are going to be highly packed, so SS would work wonders. Disease would be handy to have around too.
I mean, this in my opinion is extremely balanced. Every class plays a role, and a lot of classes can be subbed out for other classes. The only class I think that is ABSOLUTELY needed is probably a monk, but that's generally true for most teams. Winter + Greater Conflagaration is NOT required. It's very helpful, though. Plus, Mantra of Frost only takes up 1 slot. It's not that hard to just go to your Guild Hall to buy a core skill. Every class can use it, and it shouldn't affect your build significantly, not to mention, mesmer secondary offers some great synergies with most classes.
Quote:
I'm worried instead, from what I've seen so far, that DoA missions are only doable with some still-to be-found CC build, with some fixed classes and skills and everything else useless.
|
If you've been reading around, you'd see that MANY people have already beaten City and Stygien Veil. There have been many different builds that people have used (although a lot used the Winter+Greater Conflag+MoF as the core), but what's important is that pretty much all of them have been extremely balanced builds.