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Melee characters are too easily shut down in pvp
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Originally Posted by Chop it Off
i never understood why people say that.
eles have skills that can do 90+damage a second, every second. i just dont know of any warrior skills that can do that much without needing a ton of addrenaline. |
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Originally Posted by VGJustice Warriors have one thing that no other class can boast: The highest general DPS of any character. |
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Originally Posted by Chop it Off
i never understood why people say that.
eles have skills that can do 90+damage a second, every second. i just dont know of any warrior skills that can do that much without needing a ton of addrenaline. |
I agree, I don't understand it either. I have yet to see a warrior even come close to the chain killing speed of an elementalist. And with the right setup, an ele never has to run out of energy either.
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Originally Posted by steelwill
I know it's considered the dirge of pvp, and with the likes of some I've played with I completely understand why. But it and even the comments here are reflecting the point I'm trying to make. Warriors, rangers, and sins NEED proper backup to be effective. Dervishes and Paragons seem to need this backup a lot less. Casters don't need this backup at all to be effective. And by being effective I mean using the skills on your bar to do what you came to do- kill things.
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Basically, outside of RA, it's your team's ability to counter those counters that's important, not whether one single person can do it or not. Unfortunately for RA, you either have to work a build that can do it or just suck it up and try something else entirely.
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Originally Posted by Dr Strangelove
Since when does my monk not need backup to kill things? I'm constantly crying for my team to chase away the warriors raging in my face. Or my ele, for instance. If there's a decent interrupt ranger within aggro range, I'm pretty much going to wet my pants and hope someone else can take care of it. You shouldn't expect to plow through each and every class unsupported, especially not classes who specifically set up to kill you.
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(blinking punching bag hurt me more than I hurt it)
also yeah I agree that melee chars are easily countered and at the same time can remove the counters...but have YOU ever had a flashbot and/or a melee hate mesmer in your face? BTW there is the one thing you can do, that is rarely found, the ultimate caster hate condition, daze.
Also I'm seeing this "zomg warriors=DPS pwnzors stuff of teh uber in teh game" stuff again.. and before I could agree with it but has anyone tested a Derv's pure dps vs. a warrior's dps? I think the Derv will win :-\
Actually, melee wise, I just saw a video of a Rt/A build that made me jump back on my rit.
http://www.youtube.com/watch?v=A0BOL7CtVDo
http://www.youtube.com/watch?v=A0BOL7CtVDo
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Maya said it already, but I think this merits reposting.
http://www.guildwarsguru.com/forum/s...d.php?t=113319
Emperical mathematical evidence demonstrating why Warriors are used more as damage dealers than eles.
P.S. Top guilds didn't get up there by sucking at the game and being stubborn about what they believe to be true.
http://www.guildwarsguru.com/forum/s...d.php?t=113319
Emperical mathematical evidence demonstrating why Warriors are used more as damage dealers than eles.
P.S. Top guilds didn't get up there by sucking at the game and being stubborn about what they believe to be true.
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Originally Posted by Redfeather1975
Actually, melee wise, I just saw a video of a Rt/A build that made me jump back on my rit.
http://www.youtube.com/watch?v=A0BOL7CtVDo |
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Originally Posted by Redfeather1975
Actually, melee wise, I just saw a video of a Rt/A build that made me jump back on my rit.
http://www.youtube.com/watch?v=A0BOL7CtVDo |
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Originally Posted by Redfeather1975
Actually, melee wise, I just saw a video of a Rt/A build that made me jump back on my rit.
http://www.youtube.com/watch?v=A0BOL7CtVDo |
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Originally Posted by Ebony Shadowheart
I recognize the sin skills on the bar. Golden Pheonix Strike, Horns of the Ox, Falling Spider, and Blades of Steel in the first 4 slots, and obviously rez in the 8th. I can't make out the 3 rit skills though. I'm still researching though.
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Vital Weapon.
Spirit's Strength.
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Originally Posted by XvArchonvX
Yea, it's impressive when all goes well, but I like an IW mesmer, one enchant strip completely shuts down this build. I ran into one of these when messin around in RA with a necro and had fun watching the rit running around doing next to no damage without his enchant.
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Originally Posted by steelwill
I've been playing this game since day one, and I don't know if the situation has become worse or I am just now at a point of really noticing it, but melee characters are way, way too easily countered. Conditions like blind and cripple will make melee characters completely useless. The counters to these conditions aren't really counters when most times the conditions get reapplied before whatever you used to take them off has even recharged. Hexes like Faintheartedness and Blurred vision effectively halve any melee players damage output and, much like current condition removals, the available hex removals (except possibly Holy Veil and Contemplation of Purity) don't qualify as actual counters. Then there are hexes Like Spiteful Spirit and Empathy that either completely shut a melee character down or make him as dangerous to himself and/or team as anyone he may be swinging at. Of course that's assuming the caster has gone easy on him and not stacked enough hexes on him to kill him outright. Stances are the only nuisance that a melee character can actively counter as there are attack skills that prevent the target blocking or evading.
Rangers have to suffer all of the above and worse as nothing more than some fancy footwork by your target will result in evades and strays. Additionally there seems to be increased instances of of shots being 'obstructed' when they most certainly have a clear path to the target. Plus there's that nice little skill activation bug that keeps you from activating a skill even though you are in range for the shot. Maybe this is part of the reason why so many rangers are running around now with hammers or wands instead of bow. I don't know if the mechanics of the game were actually balanced at the beginning and have gotten worse over time, or if the imbalances that have always existed are just getting exploited more frequently now, but it seems melee classes are being left behind in the effectiveness department. And the older classes seem to be be fairing much worse in this regard than the newer ones. Anyway, I just felt the need to rant, and I'm sure I'll get some ranting back. And before anyone tells me I should just adapt, I have. When I want to kill things in pvp my ranger and warrior get left behind - I take my necro. |
As for rangers there plenty of ways to increase accuracy, using preps, spirits, or using a different bow. The reason theres loads of hammer Rangers is because its a FoTM and poeple like to follow trends rather than trying to think up there own builds.
and as for this:
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Originally Posted by VGJustice
Warriors have one thing that no other class can boast: The highest general DPS of any character.
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Originally Posted by Grizmor
You talk the talk but you can't walk the walk. Why don't you enlighten me to how a warrior or other melee class can somehow get around melee hate whilst still maintaining some semblemance of offense. Tell me how you can counter stances, condition spam, hex spam, prot spells, wards, kiting and a whole host of other things with a measely 8 skills. It aint gonna happen. Self condition removal is terribly weak in this game, when their are disgusting skills like blinding surge and crip shot floating around. And when someone continues to stack hexes on you aint no hex removal will help. Hex removal is just too weak unless you are a monk main.
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That the OP is complaining about this when warriors etc. are perhaps at their most efficient in terms of handling shutdown is astounding.
Between Signets of Malice, Remedy Signet, Plague Touch, Mending Touch and other condition removals melee players are tougher than ever to keep shut down via conditions, and while hexing is problematic there are ways to clear those as well for many builds. Heck, I've seen W/Rt using Sight Beyond Sight, since it's 5 (6 with enchanting mod) seconds of hitting through blind even at 0 Spawning Power, enough to get a spike off every 30 seconds.
I don't think that shutdown is much better than it was, though self-removal of conditions is leaps and bounds better than it was at first.
To be fair however, the era of the W/Mo being king of arenas is over, as people learned how to fight melee. Perhaps the biggest change is in fact simply experience fighting against melee, and that people are getting smart enough to actually kite rather than tank a snared warrior.
Between Signets of Malice, Remedy Signet, Plague Touch, Mending Touch and other condition removals melee players are tougher than ever to keep shut down via conditions, and while hexing is problematic there are ways to clear those as well for many builds. Heck, I've seen W/Rt using Sight Beyond Sight, since it's 5 (6 with enchanting mod) seconds of hitting through blind even at 0 Spawning Power, enough to get a spike off every 30 seconds.
I don't think that shutdown is much better than it was, though self-removal of conditions is leaps and bounds better than it was at first.
To be fair however, the era of the W/Mo being king of arenas is over, as people learned how to fight melee. Perhaps the biggest change is in fact simply experience fighting against melee, and that people are getting smart enough to actually kite rather than tank a snared warrior.
I think the biggest arguement in favor of the massively disruptive presense of warriors lies in the fact the damage that isn't dealt to the foe is dealt to party energy suppies and organization. Keeping up all the anti-warrior hate and healing any damage can be immensely taxing on one's energy. With new skills out like crippling slash, you're all alone, and shadow prison, the pressure exerted by one or two warriors on an ill-prepared group can be backbreaking. Coming in contact with those skills one on one usually spells the end for that player. Still worse, after all the trouble you'll go through enduring that pressure, they can still turn around and spike something for even more ridiculous amounts of damage. If they're good at it, only predicting the spike will save you.
