Hrm... I think it's time I added my two cents.
Quote:
Originally Posted by Richardt
Tanking is bad! Remember-there's a difference between holding aggro and tanking. Tanking means you just stand there doing nothing. You might as well just get a second account and bot it out. Holding aggro means you hold back the enemy frontline while you pound the crap out of it.
Well now you're just arguing semantics. Tanking is taking hits, regardless of whether or not you deal damage back.
Quote:
Originally Posted by Pandora's box
In that case the problem is not Ursan. Nor any other cooky cutter build. In that case the problem is that some players for whatever reason don't play with a group of friends, or guildmates, or even solo, but instead rely on joining teams of players they don't know. And THEN they face the fact that in such groups Ursan is very popular. It has nothing to do with the build and the solution is obvious: Join a good Guild (its Guild-Wars isn't it?), or play with known friends or go solo.
This is not nearly as simple as you make it seem. Even in the more active guilds, or even alliances, how often do you get 8 people (or 12, for the deep/urgoz) that all want to do the same thing at the same time? Undoubtedly you end up taking some heroes/hench, or PUGing part of the team, with mixed results. Combine this with people getting offended when you ask them to change something in their build that doesn't work well for the particular area, and you have a fun time making a team.
Teams that can be played well by heroes (such as sabway, though there are other good teams out there for pve as well) help alleviate the problem to some extent, but not completely. Some HM dungeons are extremely hard (to the point it's not even worth trying) even with such hero teams. Those that come to me off the top of my head are Rragar's and Arachni's. I've tried several non-ursan teams in each, and they either take so long (>2 hours) that they're not worth running, or too risky (opening a res shrine near a group of mobs, wiping, and then repeatedly dying at the shrine before you can do anything, and then returned to the town when team gets 60% DP).
However, I do think Pandora was dead right about something...Ursan is not the problem. In HM GW:EN, we have mobs that deal 200+ Dmg to caster classes in a single stroke, and bosses that deal nearly 400 with a single spell. Prot spirit you say? Wait, that gets ripped off (shatter enchantment anyone?). Ah, but wait, spell breaker or shadow form! Oh, soulrending shriek will take care of that--and have fun with the daze. Okay, so what about areas that don't have soulrending shriek, or enchantment removal? Prot spirit's effectiveness is still weakened. I've seen a group of two ooze multiply so much (into ~10 ooze), and then wipe the party in literally seconds with shockwave/earthquake/aftershock/crystal wave. Tried sabway on them? Oh, they have verata's aura. Monsters stats, skills, and builds have become so ridiculously meta-everything that Ursan is the only thing that works well in most HM areas, especially if you're going to PUG. People complain because ursan is the only way to go, and how overpowered ursan is, but that's not the cause of the problem, it's the effect.
I think, instead of changing ursan, anet should look at the ridiculous stats and "monster only" skills that so many mobs have, most notably in GW:EN. I'm fine with ursan being there for "the easy way" to do something, but at least give us a viable alternative to run classic builds, and not counter everything with a few monsters with insane monster-only skills and crazy stats.
Just my 2c.