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Originally Posted by REDdelver
If every class was built to just to str8 up damage, then why even have all these classes in the first place?
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Serious design mistake. That's why. Do not mistake a class that fulfills a misguided design intent (or a PvP design intent) for a class that is actually good at PvE. GW does not have enough meaningful mechanics to support 5 unique classes, much less 10.
There's a reason that damage is one of the central criteria of being a good class: Damage kills things; and killing things is usually your win condition. Take a minute to go over the missions and quests on the wiki. What's the win condition? It's almost always some variation on "kill monster(s) X," "kill the monsters between points A and B so that you can reach point B," or ""kill the monsters between points A and B so that you can deliver the fedex package to point B."
Similarly, you've got one lose condition: dying. Again, review the missions and quests -- What's the lose condition? Usually some variation on "everyone dies at the same time," "everyone dies at the same time at 60% DP," or "Rurick dies."
From this sparsity of win/lose conditions, there's a sparsity of things that directly advance you towards victory or preserve you from defeat. hence, there's only 3 fundamental mechanics:
- Damage - Make their red bars go down. Moves you towards the win condition.
- Damage prevention - Stop your red bars from going down. Keeps you out of the lose condition.
- Healing - Move red bars back up. Keeps you out of the lose condition.
That's it for primary mechanics. It's all about red bars, since those define your win/lose conditions.
There are other secondary mechanics that affect blue bars, skill bars, etc. You seem to be caught up on these as being equally valuable to the primary mechanics. They're not. Secondary mechanics are only valuable insofar as they help your primary mechanic skills get the job done faster than just bringing more primary mechanic stuff. For example: Is shaming/dazing/wail-of-doom-ing/etc. that enemy monk worthwhile? The answer depends on whether you'd steamroll him faster with more straight-up damage instead. For PvE, it's often the case that dedicating skills and cast time to shutting down a monk is slower than just killing it outright; or, at the very least, that a small enough degree of shutdown is needed that an entire bar dedicated to the purpose is wasteful. The same holds true for the rest of the secondary mechanics.
Now, that is NOT to say that secondary mechanics are useless. For instance, AP and GoLE may not do a darned thing to advance you towards the win condition or keep you out of the lose condition, but they greatly enhance your ability to use the best skills that do do that. What I am saying is that secondary mechanics are not an ends in themselves. Apologists for crappy builds in weak classes (certain rabid mesmer and ranger fans come to mind) often forget this or hide behind "my build does 'support'" as an excuse for sucking. In the end, if it does not kill things, prevent damage, heal, or increase your party's ability to do one do those 3 things better than just bringing more damage/damage prevention/healing would, then it's not worth being in the party.
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Which class can control the field of play from pressuring/shutting down all opposing classes in several differnt bar combinations?
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1. The best shutdown is death. It's often faster to just kill them.
2. Mesmer shutdown prevents far less damage per resource cost (particularly skillslot and attribute costs) than things like SY!, PS, Enfeebling Blood, etc.
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So for you to base the mesmer class as a viable damage dealer through rebuffing one pve skill is garbage.
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Used properly, one good damage dealing skill can be capitalized on so well that you don't need another (search "AP-AE-CoP"). The problem is that right now mesmers have zero good damage dealing skills.
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They werent designed to mass amounts of damage, and they never will. That doesnt define a mesmer.
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Again, design intent has nothing to do with whether a class is actually good at PvE.
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They do plenty of damage with aspects to armor ignoring which makes up for str8 up dps from other characters.
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Other classes do significantly more armor-ignoring damage.
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Maybe I'm an idiot, but dont ever call me a troll.
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OK then.