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Originally Posted by Lady Lozza
I disagree. When it comes to PvE skills it is completely valid to comment on the rank rise the SoI gives to non-maxed tracks. Why? Not everyone grinds, not everyone CAN grind (ie they don't have the time/inclination to do so). Since not everyone therefore has access to the rank at the highest level, the usefulness of SoI is immeasurable for many players. Remember rank is not like attribute points, where not getting those final 30 are a choice (one or two attribute ranks) is a choice.
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Not what I'm talking about or what's important. A SoI build at maximum effectiveness will fail compared to a bar with another elite at maximum effectiveness. Rank is
exactly like attribute points, it is the player's choice on whether to get them or not. The fact that one is more time-consuming is irrelevant.
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When running a mesmer with 3 pve skills from different title tracks SoI really is over-powered. Hell, take arcane mimicry and an SS hero and you have SS at 16 soul-reaping too.
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You can max the title tracks without SoI and have almost the same firepower on any character. It's unfair to make an analysis of SoI at full attribute versus PvE skills with less-than-max rank, because anyone can get those skills to max.
Having SoI makes it easier to run PvE skills without grind, but in the long run it's a bad elite to have. You can say, somewhat rightly, SoI might be good for a new player who has no titles, but if you're comparing the strengths of builds overall then you should assume them used at maximum capability.
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SoI has made many combo builds possible. Combo builds that are incredibly over-powered in a team play environment - evne if that team is just hh.
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Such as?
Anyways, to talk about overpower, someone paying attention to balance discussions over the last few years would know that aside from direct power, one of the components of skill design is that they reward skill. Diversion, for example, is a great skill which is incredibly powerful in the hands of a good player and useless when used by a poor one. Builds like SF and RaO were troublesome because the power of the builds was not proportionate to the skill required to run them.
Skills with conditions (RoF, interrupts, Bulls Strike etc) all tend to reward players who can meet those conditions consistently in the skill use. Most of the PvE skills, however, have the only condition 'grind this title' in order to get massive power, and that allows horrible players to have overpoweredness at their fingertips. This problem is especially noticeable in classes where the most successful form of play is one-dimensional (DPS spam), hence why PvE is considered so easy. All this aside, it's not really the problem of why some classes have better builds for PvE.
Some classes are going to have skills that don't fit into the structure of PvE. Mesmers aren't built for raw damage or damage reduction, which is what matters in PvE the most. So they aren't going to have that many builds that are 'overpowered'. The addition of PvE skills that any class can use without attributes might give Mesmers a boost in effectiveness, but considering anyone with a secondary can use them equally effectively they're not really a Mesmer-centric skill, and claiming Mesmers became a better class as a result of it is false.
The most powerful classes are going to be those that lend themselves to raw numbers. Warrior and Paragon DPS, Monk healing power, Necro energy are all some examples which apply to make ridiculous PvE builds.