They need to give the Paragon some more manly-looking armor instead of that skirt thing with exposed midriffs. Then maybe you'd see more of them that aren't female or more of them in general. Then again the female paragons have the 15k Druid's syndrome where it has barely any "armor" for the leg and arm. (Not to mention the rock on their head...thank goodness for Factions' elementalist headgear :P)
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Mechanics wise, it is true the Paragon outputs more DPS than a warrior. It is also true that it is more resilient in a team because of skills (i.e. the skills themselves don't buff the paragon but the team itself) to the point of being broken. I mean, Vocal Minority is the only real direct counter to shouts and chants...and it is on a 20 cooldown. Any half decent monk with deny hexes can take it off your paragon whereas the plethora of anti-melee hexes is much more devastating. Blind isn't much of an issue with Remedy Signet (warriors don't have inherent condition removal) and the class not being based off whacking things up close.
Paragons also happen to have more useful skills than warrior do for PvE. Most of the warrior skills are attacks (3 attribute lines with nothing but) and the strength attribute is almost useless when you have no attribute linked skills. Compare that to Leadership, which essentially defines the Paragon. The only exceptions are Protector's Defense Shields Up, Save Yourselves, and Watch Yourself, with Protector's Defense being completely unreliable.
For the same reason swords are still used in PvP as caster swaps instead of spears is the reason why Paragons won't replace warriors. People have gotten accustomed to warriors soaking up damage, just like casters got used to using Swords/axes as swaps for +20% enchanting, -5 energy, and +30hp mods. They only replace them if they have to and casters especially don't need the wand damage all the time. There aren't enough Paragons running around and it isn't guaranteed you will get a half decent one. Any braindead idiot can hit attacks in PVE and use Healing signet when out of battle (henches are the best example). Save for aggro, the Warrior's job of getting in and bashing faces is inherently easier. I cannot say the same for Paragons.
Paragons have more likely a chance to be accepted in PVE than Mesmers, Ritualists, and Assassins do, at this point with "There's Nothing to Fear" and other powerhouse PVE skills that affect the entire party.
Mesmers (players more so than heroes) inherently are disadvantaged in PVE because the mobs cheat with energy and in hard mode they have fast casts. This in turn means interrupts aren't as useful and shutdown only can hold off a few foes at a time while they are wailing on your party at +50% attack speed (save for the recently buffed Arcane Conundrum and the PVE only Cry of Pain). Mob skillbars up until GW:EN weren't all that great either, so it wasn't even worth shutting down bars most times...which is why I disagree with Racthoh about the Mesmer's usefulness as to interrupts. It's easier to d-shot every 10 seconds, broadhead arrow every 15 seconds, savage shot, or concussion shot than to get an interrupt every 12-20 seconds. The only difference is flight time but most deadly skills have 2+ cast (save for mesmer hexes under fast casting).
Assassins heroes are inherently flawed in PVE due to AI. They cannot seem to grasp when to shadow step and simple attack chains aren't executed for maximum benefit.
The issue with Ritualists has always been and always will be mobility. Once you drop spirits out of the picture you have some item spells, weapons spells, and decent heals that aren't effective as prot-ing allies. That's probably why Restoration Ritualists are so popular as pure healing monk replacements (but no match for protection prayers). To top it all off, Ritualist AI is horrid.
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Anyhow, the core classes (minus the mesmer) are always going to be more popular since they have been there since day one. I think Kha said it best in his/her post, "The game penalizes you for having too many different characters, and most people are turned off by this."
I know when I play my elementalist I play versatile builds save for when playing SF or Savanna Heat type builds (Fire builds are inherently not versatile save for Meteor shower knockdown). But to this day nobody is going to ask for a Air or water elementalist in PVE. Earth might be a stretch but it is doable (my favorite element by the way in terms of versatility in PVE).
zwei2stein's comment about the SS necro as an epitome of a versatile build is very correct.
About passive defense...the only reason why it is better in PVE is because typically you have more mobs, hitting for more damage, more often. Trying to actively prot every single 200+ damage hit from a warrior mob isn't going to be effective, whereas something that provides blanket protection such as Aegis chain or Defensive Anthem will be.
It's rather easy to be an elementalist with 16 Fire magic and 12+ energy storage blasting away. It's not as easy to run a hybrid of offense and defense.
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Originally Posted by Malice Black
You have to concede though that the majority of players don't care, and never will.
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I have to agree with Malice Black here. Most of the players that follow the tank-nuke-heal concept you are critiquing aren't going to ever see your post because they don't read the forums.
Quote:
Originally Posted by Elisa
And apparently you have the common courtesy of a baked potatoe. We must be equals in our ignorance.
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He's right though. You obviously didn't read the thread because you're just spitting out cookiecutters and tank-nuke-heal.
All in all the entire thread reminds me of a Weapon of Choice episode where something along the lines of "my cat running across the keyboard can hit enough skills on a paragon or rit bar to protect the team well enough".