Hero tier lists

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by mugen View Post
the first thread where everyone agree : Assa & Warrior are the big winners !
this deserve some search. There Must be a few usefull build possible. Actually I am thinking of using a knockdown build for a warrior hero, like this one:

http://www.gwpvx.com/Build:W/any_PvE_Earth_Shaker

Not sure if it is worth while though. Anyone tried this?

Verene

Verene

Furnace Stoker

Join Date: Jan 2009

[SOTA]

D/

Let's see...I play Dervish primary myself, so I bring the melee damage and rely on heroes for support more than anything else. I don't use spirits much at all because it tends to wind up slowing things down.

0) God tier - Mesmer
1) Top tier - Ritualist (resto), Necromancer (MM or Resto), Monk, Paragon
2) Middle tier - Ritualist (all else), Dervish, Ranger, Necro (all else)
3) Bottom tier - Elementalist, Assassin (using a crit Barrage build)
4) Garbage tier - Warrior, Assassin (all else)

My general team that I use for 99% of things is me, two Mesmers (one Panic, one PI or Ineptitude), two Monks (one RoJ smiter, one WoH hybrid), two Necromancers (one JB MM, one Resto healer), and one Paragon.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Agree with above.
Prolly best meele hero atm are Dervs: they're so OP and eazy to use that Avatar Dervs aren't that bad afterall.

Jeydra

Forge Runner

Join Date: May 2008

Since some people have posted expanded versions of their tier list, perhaps I should too. Definitely my lists are biased towards caster primary; I can easily see how RoJ Monks are important for melee characters etc.

God tier
SoS Rit
SoGM Rit

Both Ritualist builds are too powerful to give up, seeing that they deal twice the DPS of everyone else. SoS Rit is especially strong, since it can spec high into a second attribute too.

Top tier
ST Defensive Rit
AotL MM
Invoke Ele
Dom mes

AotL MM would be God tier if there weren't a fair number of areas that you can't use him in, such as Shards of Orr. ST Rit is nice to have but generally not necessary (elite areas excepted). Still it is a very strong build that provides tremendous amounts of party-wide defense. Invoke Eles are I've found the best mobile artillery available, capable of bringing heavy, sustained and LoS-ignoring damage to bear on any marked target. Especially strong with Weaken Armour + EBSoH. Dom Mes has slightly less damage than Elementalists but has large amounts of utility available, including but not limited to Mistrust, interrupts and hex / enchant removal. All powerful options.

Middle tier
FoC Nec
UA Monk
Illusion Mes
N/Rt healer

FoC Nec suffers heavily from the long cooldowns, but it does have the attributes to spec heavily into a secondary profession and the energy to use those skills. Also brings stuff like Rip / Rend Enchants, Weaken Armour, etc. UA Monks are nice to have, and having one in your party usually means you wipe a lot less. They also deal damage while keeping red bars up. Both are good options, but by no means necessary in general. Illusion Mesmers are excellent against physical damage and mediocre against everything else, hence mid tier. N/Rt healers tend to have some free space and never run out of energy, making them decent semi-healers as well.

Bottom tier
Most other Necro builds
Heal Monks
SF Eles
ER Eles
ED Rangers
Command Paragons
Spear Paragons (i.e. primary damage = damage from Spears)
Dwayna Dervs

Necros are highly versatile, so if you need something like Command support you can easily slot them on a Necro + bring something else. But outside of FoC and N/Rt healers I'd put such builds in bottom tier or at best low mid tier. In my experience Heal Monks are slightly weaker than N/Rt healers, but still a decent enough option (their secondary is free). SF Eles are OK against large mobs, Invoke is usually better though. ER Eles are dedicated defensive characters and so rather weak, although they do their job well. ED Rangers are the second best mobile artillery available (and arguably the best single-target artillery). They also pierce straight through stuff like Spellbreaker and Vow of Silence. Still they deal only single-target damage. Paragons have lots of utility options but that's all, damage output is low. Spear Paragons suffer from LoS and shorter attack range problems, otherwise decent enough. Finally Dwayna Dervs make decent healers and can easily bring stuff like Blood Ritual. It's an option, but in my experience UA Smiters' instant hard res more than compensates.

Garbage tier
Motigons
Earth Eles
Water Eles
Warriors
Assassins
Other Dervish builds

Motivation is bad. Earth Magic is also bad. Water Magic is even worse. Warriors, Dervishes and Assassins are constrained by melee AI. You could give them ranged weapons, but then Warriors / Dervishes have no energy to use Bow attacks and if they use Spears they're just weaker Spear Paragons. Any ranged Assassin build immediately suffers from no IAS. Prot Monks are seriously outclassed by ER Eles.

The variance in everyone's tier list is surprising ...

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

@Jeydra

Somewhat accurate but not entirely true. Dervishes have 4 pips of e regen and can usually handle Barrage and Volley fine, although concussive shot is probably out of the question and there's little compelling reason to even give them a bow in the first place since most of their stuff is melee only, so that part is correct.

Ranged assassin builds can get IAS from Rapid Fire (and Beast Mastery, but that's as silly as most of the other alternatives), but Rapid Fire means you're limited to using Incendiary Arrows and reeks of "why aren't you using a ranger in the first place?". Generally speaking, Critical Strikes, Deadly Arts and Shadow Arts have very little synergy with other professions and cost way too much energy. The biggest issue is you're stuck with Critical Strikes for e-management, which is terrible for non-dagger weapons and frankly not so hot on melee weapons what with bad AI and tons of melee hate.

Anyway, where's the variance with regard to warrior and assassin heroes? Everyone agrees unanimously that they stink.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Warriors have just the Earthshacker niche afaik.
Sins should be in a further lower tier-they haven't even 1 single hero friendly build.

Tirzan

Tirzan

Frost Gate Guardian

Join Date: Feb 2006

Italy

Ice Slayer Clan [ISC]

Me/E

God tier: Ritualist, Mesmer
Top tier: Paragon, Necro
Middle tier: Monk
Bottom tier: Elementalist, Ranger
Garbage tier: Warrior, Assassin, Dervish

Ic Zero

Ic Zero

Wilds Pathfinder

Join Date: Jul 2006

UK

W/

God tier: Mesmer
Top tier: Necro, Rit
Middle tier: Monk, Elementalist, Ranger, Dervish
Bottom tier: Paragon
Garbage tier: Warrior, Assassin

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Quote:
Originally Posted by Xenomortis
View Post
Paragon in 2nd tier? They can be useful but that useful stuff tends to be fine when run on a secondary (such as a Ranger). I went back and forth between putting them in tier 2 and tier 3. The reason I finally settled on them in tier 2 is that, like the other tier 2 classes, their value is very dependent upon what your player professions are.

Spirit pooping is nuts and the first two rits are pretty much staples in all but the most specialized builds; I'd take a hard look at a 3rd rit if it was available as well. The first dom mesmer is pretty high up there too; I'm tempted to put it in tier 0 as a must run. My main reservation is that I don't feel the 2nd mesmer is anywhere near as good as the first. Necros are similar; the minion guy is awesome most of the time, but after that they become very situational.

After those staples everything is more situational. More Necromancers are amazing when you're playing a melee of any sort; on the other hand, I've been rather unimpressed with non-MM Necros when playing an offensive caster, as their damage output kinda sucks. Monks are in a similar vein; when you're playing a melee all the smite is awesome and it's a top tier hero that you don't want to leave home without; but when you're playing anything else, they're more of an 'if strictly necessary' hero, where you'd rather see if you can get away with a few more spot heals on other classes.

Elementalist heroes are in a similar boat. When I'm playing an Assassin's Promise based caster, Invoke Lightning heroes feel wonderful; hell, even Fire guys feel pretty good when I'm goofing off with Deep Freeze. When I'm playing a melee, however, they feel pretty worthless, and I more or less never use them. Paragons have a similar, albeit smaller niche when playing a defensive caster (who does that?). Their offense isn't super impressive, but they function rather well without direction. They also act as a bit of a Necro-lite, having a lot of room for all kinds of utility without causing problems. If you're actually playing a Monk as a Monk I'd recommend Paragons highly. I'm also told they're pretty good if you are playing a Paragon primary yourself, from all the synergies there. But if you aren't playing a backline character (or Paragon) and will be directing targets, Paragons are pretty marginal.

Otherwise, you have Rangers squeaking in on occasion for some spirits or the like (but generally being inferior to one of the other options), and Dwayna Dervish heroes are a perfectly reasonable party heal bot; but melee suffers so much from the AI that it's more or less unusable outside of drunk-at-2AM builds.

That's my impression of the hero options when used on several different primaries now, though I'm still experimenting and learning and reserve the right to change my mind at any time.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

I rarely use spirits, preferring to use targeted AoE and single-target damage over uncontrolled spirits. I wouldn't ever say the rit's are staples, and I dropped my rit for a third mesmer. While the damage is impressive, I prefer to see it going where I want - ie, I'd rather have less damage spiking a healer than a lot of damage going to waste hitting a blinded warrior.

As far as mesmers go, the usage of dom mesmers usually tops out at 2, sometimes 3 in caster heavy areas. The different skill lines means that having two mesmers, applies entirely different utilities through illusion, domination, fast casting, and inspiration. Such as Shared Burden (group DMS/DAS/DCS), Ineptitude (melee punishment), Panic (group punishment), E-Surge spikes, Stolen Speed (caster DCS and team ICS) , Keystone builds (good AoE, effective against E-Denial), Visions of Regret (caster punishment), Psychic Instability (long AoE knockdowns), Mantra of Recovery (extremely fast recharge times), Fevered Dreams (Daze and group conditions), Signet of Illusions (primary skill for someone else? Have fun! Potential for fun for players too with PvE spells like EVAS), Extend Conditions (like Fevered Dreams, but longer condition times and no daze), Lyssa's Aura (fun for spamming wastrel's on a mesmer), Tease (great e-management + interrupts for any use)... That's a heck of a lot of usable elites. Each one has a good purpose, actually a good one, and there's never a time where I can't see wanting at least two. There's at least two that are useful regardless of what types of foes you are going against. Stark contrast to other classes, I'd say.

Any team can use Shared Burden to make kiting easy and take a lot of damage away from the movement speeds/attack speeds/casting speeds. Fevered Dreams is fun for a condition inflicting dervish. PI supports melee and casters alike. Keystones are great to stick SoH on. There's plenty to go along with melee classes, and casters are of course going to have fun with 2 mesmers on a team.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Hrm, in my case, it's not so much that I like SoS - I like Ancestor's Rage and Splinter Weapon. However, the only other interesting option for Channeling is Clamor of Souls, which I mentally file into the "does less damage than Wandering Eye" category, but to be honest - Energy Surge does less damage than Wandering Eye, as I'll repeatedly remind people who think Illusion does less damage than Domination (If it wasn't for terrible hero AI, Illusion of Pain alone would outdamage rather a lot of domination skills) - It's just that Domination's damage is more spikey and immediate and the tree can prevent an opponent from recovering, while Illusion tends to be more subtle and is lacking in terms of interruption.

The main advantage of offensive spirits is that they are mainly a good option for enemy distraction and they're mostly idiot-proof.

Assassins kind of deserve a special layer of bad as far as heroes go - it's not for the lack of trying. They get put into the "like warriors, but squishier" category, they don't chain properly (Blinding Powder!) and they spend more than half the fight putting up self buffs and chasing after enemies than actually attacking and killing things. They don't really bring anything special to the table. I think they could do with a few changes - make scaling with Critical Strikes reduce the cost and recharge of Assassin Hexes and also dramatically reduce the cost and recharge of Shadow steps in PvE (or make stuff like Mark of Insecurity AoE in PvE or just give them a role as party-melee assisting debuffers instead of having that be the Necromancer's forte). I think they'd be pretty unique and actually workable as PvE classes if they ended up as the only melee class without severe kiting issues. Might compensate for their bad relative survivability.

Ah well, just food for thought.

Aly Lightningstorm

Aly Lightningstorm

Academy Page

Join Date: Feb 2011

E/Me

0) God tier - Mesmer, Monk
1) Top tier - Necromancer
2) Middle tier - Ranger, Ritualist
3) Bottom tier - Dervish, Elementalist
4) Garbage tier - Assasin, Paragon, Warrior

Reasons:
Mesmer - Tons of armor ignoring damage, lots of protection from interrupts. Pretty obvious why they are at the top.
Monk - I always bring a healer monk, I think they're a lot better than ritualist healers.
Necro - I almost always have a minion master hero. And my ele and mesmer always have a battery necro in the party, so I can spam without any energy concerns.
Ranger - I sometimes bring a splinter barrage hero to add to the damage of the party. They also have some interrupts to help the mesmers.
Ritualist - I rated them lower than others have... it's because I think heroes are really bad at spirit spamming. I only bring them sometimes. I'll use a soul twisting hero sometimes too, when I don't think ER e/mo will be good enough. But the incompatibility with minions limits the usefulness of it.
Dervish - They can add a lot of damage, and help the minions bodyblock, but you have to be careful with their skills. I don't trust them not to cancel important enchantments, so I usually don't give them any teardown attacks.
Elementalist - I usually use an emo for protection purposes. And I'll bring a fire ele sometimes, if I think they'll be able to do their full damage (NM/low-lvl HM).
Assassin - They don't seem to add much to the party, and I've read that they don't understand dagger chains. I never bring them.
Paragon - A lot of their skills seem useless to me. I do always have "fall back" on two non-paragon heroes though.
Warrior - Same problems that the assassin has. I only bring one if I'm forced to.

Jeydra

Forge Runner

Join Date: May 2008

Lol Ensign, your experience coincides very well with mine. I'll just add that FoC Nec is nice to have because of several things: ability to spec into Prot Spirit / Aegis / SoA and have the energy to use it; ability to throw out Weaken Armour / Rend Enchants (although with 7 heroes the times I've needed Rend are very few indeed) / Rip Enchant; and importantly the ability to throw out AoE cover hex for AP in Suffering. The more hexes are out there, the less likely AP is to get removed. But I definitely agree the damage output is subpar. That's why FoC Necs aren't top tier.

If you're drunk at 2am you should give N/A Dark Aura touchers a try

@Plutoman - spirits actually follow target calls. I've not studied the phenomenon seriously and they don't respond at once, but to some extent they will follow your instructions. For Mesmers, the big problem is that there aren't many powerful non-elite Mesmer skills. The list is quite short: Shatter Hex and Shatter Enchant to a lesser extent, Mistrust, Cry of Frustration, Fragility (maybe), Wandering Eye and Clumsiness, Accumulated Pain and ... what else? Sure, there are other usable skills, but they aren't outstanding. That's why using Mantra of Recovery on Mesmer spells isn't very productive, and a big reason why Mesmers aren't God tier (for me anyway). Also many Mesmer elites are reasonable but not really worth looking at. VoR is a reactive hex, Shared Burden is a little eh, Lyssa's Aura is easily compensated for by having more energy management same as Tease, Fevered Dreams goes away once the target dies, and so on.

@LexTalionis - I think Dom Mes > Illusion Mes because Illusion Mesmers are necessarily constrained around Ineptitude / Clumsiness / Wandering Eye. You are forced to use them because Illusion Magic is so barren. And all three spells only work against physical targets. Dom Mes will always be useful, but Illusion Mesmers are very mediocre against caster mobs.

Main advantages of offensive spirits are that their damage output is extreme, you can have them placed down before battle starts to make the fight easier and they serve as great tanks in a pinch. All very powerful. Personally I see no reason not to use both Rits in a team, and if a third Rit were available I would seriously look into using it, too.

Jeydra

Forge Runner

Join Date: May 2008

Casters don't wand very often ...

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Don't forget Unnatural Signet, Signet of Weariness, Shatter Delusions, Spiritual Pain, and both Wastrel's skills in the dom line. I count 12 very usable skills in the domination line, all non-elites:

CoF, Mistrust, Power Spike (which is nice with frustration), Overload, Shatter Delusions/Enchantment/Hex, Sig of Weariness, Spiritual Pain, Unnatural Signet, and Wastrel's Worry/Demise.

Some are very niche; you may not need weakness, but it's useful in anti-melee areas. You might not need heavy enchantment or hex removal, but it's good in other areas. Power Spike is powerful against healers when paired with Frustration. CoF/Mistrust/Unnatural Signet, and in some cases, Spiritual Pain, are relatively steady damage skills that don't suffer from being stacked to a large degree. The recharges and AI usage (ie, using mistrust on two different casters) mean that stacking two to three mesmers increases shutdown without a loss in damage to most mobs (imagine 3 mistrusts going off at once, immediately after a mob is hit by two e-surges and panic).

In Illusion.. Not as many good options. Arcane Conundrum, Frustration is great when micro'd onto healers, Signet of Clumsiness, Clumsiness/Wandering Eye, Calculated Risk has some conditional usage, and Fragility. 7 skills that I would use in semi-general situations, but typically I would only use ineptitude/clumsiness/wandering eye/signet of clumsiness. I wouldn't normally double up on an illusion mesmer, because the skills tend to not go so well stacked up with short recharges. I completely agree that a Dom > Illusion, the uses are so much greater and less niche. I usually run 2 dom and 1 illusion. That's why (imo) they rate at the 'god' tier for me - there's always a use in my party, whether it's anti-melee, anti-caster, general shutdown, whatever else I may need. Inside the shutdown, blinds, interrupts, there's both protection and damage. Almost like the ol' Smiter's Boon, but protecting instead of healing alongside the damage.

In inspiration, hex eater signet is powerful and good energy management alongside.

Don't count Shared Burden short - think on it - 50% slower movement speed means easy kiting for you and heroes - 50% slower attack speed means, quite literally, that melee damage is halved, and either the party needs less healing or more minions stay alive - and 50% slower casting speed means more spells interrupted, less damage all at once. All 3 together, in a nearby radius (which can hit most of a mob generally), is pretty nice.

Overall, I see 14 usable elites, 4-5 of them that don't have a niche, ie, that are good for any general play regardless, and the rest which are dependent on builds, style, and area, but quite effective when used. Alongside that, I see 19 offensive skills in dom/ill, with about 8-9 that are also non-niche. The Insp line has 4 non-elite skills or so that are good e-management, and quite a few other skills that are conditional but have their own niches. It leaves a lot of flexibility and changes in my triple-mesmer groups. Anyways... There's my speech on mesmers, my complete opinion as to why they're important to every group. I do apologize, I type a lot, especially when I'm opinionated about something (and I'll admit that), so forgive the walls of texts.

That's interesting with the spirits, I'll have to do some testing and experimentation. I think I have a hidden bias because of all the times I tried to pug and rit's irritated me because the only build they knew and could use was an SoS. I also dislike the idea of stationary spirits when I'm moving around a map, and in any general play I don't like bothering to flag/set up spirits, which then a rit loses a lot of the effectiveness and usefulness. I won't argue the power of them; I just don't see the use unless I'm in an area difficult enough to require flags and spirit micro.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Illusion is solid damage but it's often not going to be on your target, you are busy messing up casters while they will instead target the attacking melee. Left on their own melees may or may not be balled when chasing around kiting heroes, but even so they often are not balled on the rest of the group, particularly when not playing melee.

Where this is a real issue is triggering AP which I'm finding mez pretty crap for unless you mess with spiritual pain. (Keystone might also handle this well enough..) They will make the whole mob fall over at once but that doesn't leave many AP triggers inbetween. So if you are chained to AP spam illusion is of limited value. (Coincidentally... Jedrya like most eles is always running AP)

The major issue with dom mesmers IMO is mistrust stacking. They only mistrust your target, basically regardless of what is on the target's bar. So even if you pick good targets, there's only going to be one mistrust at a time. This is the highest damage part of their bar so not having that trigger constantly is a limitation, running over 2 even in caster-heavy areas can be a waste. Everything else (cry, unnatural, esurge, shatter hex, spain?) does not suffer as badly, but you get way more value out of a panic or VoR than the additional esurges. (Not that esurge is bad...)

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

@Jeydra: What you said is more or less true, but Illusion does have one silver bullet - Frustration really screws up Casters. Needs assistance though (Technobabble is usually enough). Most modern Domination builds tend to overrely on Mistrust though... (which is quite definitely a mistake. I guess I should make a post about Mesmer stacking someday).

Edit: Yikes, Foxbat just took the words out of my mouth re: Mistrust.

@Plutoman: You forgot Accumulated Pain, which IMO is one of the best Illusion skills out there. Maybe I really should make that post after all.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Tbh the problem with spirits is the Ai use: both Rits drop their bar to kill a single minion/pet/dying mob running around, staying in cooldown when you have to face something serious. And i don't like the standard SOGM bar: not for SOGM itself (quite powerful) but for the cost/CD of spirits used. Pain+Anguish+Dissonance+Disench...last 2 have like 40sec CD (and 25e cast).

I'm a fan of ST for Offensive Communers too: Angush+dissonance+disench at reduced cost and no CD(3 spirits supposing at least 12 SP). Also is quite versatile cause if your healers/protters can't handle all damage (...this shouldn't happen, is just an example) you can freely slot 2x offense and 1 protection spirit (displacement/union/shelter) and such.

If you pair spirit damage with utility Sos(high spec in another att. like smite/resto/command....) and sogm/ST(pair offensive spirits with defensive ones) are very impressive.

Foc Necs are quite powerful if you can: a)ball target(kaboom.)b)provide any kind of reuse/increased recharge(in fact, Foc should be always micro-echoed or such). Ah, and provide aoe hex obviuosly.
But if you can afford a, 4 Focs or multiple Focs in short time are quite valuabe. It's a niche/condition tought, so they aren't top tier, and it's right.

Mesmers doesn't have so much powerful non-elite skills? You've just liste a 5-6 of them. Enough if you consider to add the elite, 1-2 e-management and eventual monk res (FC is a good reason for it afterall). Bars maybe will be quite standard, but there's not the problem "Well, what should i put here that don't sucks?"
Don't forget some stuff useful, but very conditional and great only in certain places, like Spiritual Pain. You can get rid with ease of annoying spirits, but if there arent' is quite pointless. Just an example.

I'd exclude FD from the elite count btw. Heroes are too stupid to use it properly (like for a lot of bars).

P.S: Quote:
Originally Posted by Jeydra
View Post
Casters don't wand very often ... I heard that in HM they do it always when not casting.
Also, they usually ball with Rangers and Paras, which are perfect target for WE-Clusmi-Inept and such.

cellardweller

cellardweller

Likes naked dance offs

Join Date: Aug 2005

The Older Gamers [TOG]

The actual class doesn't matter (with the exception of splinter) so I've gone with the reasons that I bring particular attribute lines.

0) God tier - MoP, Splinter, SoA, PS
1) Top tier - SoH, redbarring [edit] Oh and SV/AV how could I forget those gems
2) Middle tier - Spirits, minions, random nukes like putrid explosion or wandering eye
3) Bottom tier - Anything that requires line of sight
4) Garbage tier - Anything melee
Accumulated Pain.

And casters do wand, especially in HM.

Quote: Where this is a real issue is triggering AP which I'm finding mez pretty crap for unless you mess with spiritual pain. Which is why you use Spiritual Pain, since it's good (regardless of what some forumers say).

What hero build would then be better for AP, Invoke Ele? I did try invoke ele to see how the build flows, and the numbers just seemed meh compared to the output that mesmer can do. I understand that in ele terms Invoke is super good, but compared to mesmer it certainly doesn't appear to be the case. I didn't test this thoroughly so I accept feedback in case I missed something. Same thing when I look at FoC necros mentioned here - to me, they seem pretty bad compared to mesmers I love and use.

Quote:
The major issue with dom mesmers IMO is mistrust stacking. They only mistrust your target, basically regardless of what is on the target's bar. So even if you pick good targets, there's only going to be one mistrust at a time. This is the highest damage part of their bar so not having that trigger constantly is a limitation, running over 2 even in caster-heavy areas can be a waste. That's like saying spirit spam is bad because you can only have one spirit and if you have two it's waste.

Mistrust is great, but there's plenty of other good skills.

Quote: It is not just 3 targets vs nearby range. 25% armor penetration is also inferior to armor ignoring attacks. With elemental attacks, you have to take into account the armor level of HM monsters while armor ignoring attacks don't.

Your claim that LS is necessarily more damaging than ES is flawed because you did not take armor level of HM monsters into account. A 90 damage LS against a level 24 ranger monster would only do about 57 damage, while a 90 damage ES against the same monster would do 90 damage.

Quote:
Everything else (cry, unnatural, esurge, shatter hex, spain?) does not suffer as badly, but you get way more value out of a panic or VoR than the additional esurges. (Not that esurge is bad...) I fail to see how Invoke is good and E-Surge bad. Panic is also bad. I preached against it since the beginning and I'll continue to do so. Panic is the most overrated mesmer skill. Yes, it's good in DoA with 50 enemies spamming like madmen, but that's it. In general PvE HM, you don't need Panic, it's subpar and antisynergetic. VoR, as I vaguely remember, is weaker than it looks because of how AI reacts to it (mobs) and how heroes use it (but I can certainly test it more).

The Josip

The Josip

Wilds Pathfinder

Join Date: Aug 2009

Me/

I've included cracked armor when evaluating Invoke, but we need to be fair and say that spells that inflict cracked armor also cost energy and skill slot. I didn't include EbSoH though, but that's +15(per hit) more dmg, which still seems weaker to me, and moreover you lose PvE slot (we were talking about AP right?) so can't spam Finish Him which really is the best finishing move once you bring down others a bit of AoE (based on what Jaydra uses in the screenshot). This is all theory as I'm not ele but mesmer, however I do feel that some of the comments and rankings are biased because of who plays what profession, and also some comments seem to be based on old Prophecy impressions and are not up-to-date with balance of power as it exists now.

Btw always assume 10 FC

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Ironically, invoke has a higher DPS than energy surge, albeit to a limited number of targets. And that's assuming 12 + 2 + 1 for e-surge, 10 FC, and only 12 + 1 + 1 for invoke, no cracked armor, no EBSoH, on a level 30 caster. Just pointing it out.

If you boost with glyph/ele lord/ 12 + 3 + 1 attributes, use cracked armor, use EBSoH, invoke alone does over 18DPS (with 130+ spikes), while E-Surge sits at a flat 8 to 8.8dps (depending on attributes) no matter what you do.

For mob spikes, I use e-surge to be sure because the shutdown of the other skills is effective. Mistrust won't get stuck on one target, depending on which point you call targets. If you run AP, then Mistrust loses some of it's value. But, repeated sticks of mistrust aren't necessarily bad either - if a healer fails two spells in a row, that's not gonna be a bad thing. Invoke's pretty nice after the buff though.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Quote:
Originally Posted by The Josip
View Post
What hero build would then be better for AP, Invoke Ele? I did try invoke ele to see how the build flows, and the numbers just seemed meh compared to the output that mesmer can do. I understand that in ele terms Invoke is super good, but compared to mesmer it certainly doesn't appear to be the case. I didn't test this thoroughly so I accept feedback in case I missed something. Invoke isn't amazing but it's not like the competition is that strong. If you strip all reactive mez skills from your bar (CoF, mistrust, shatter hex), all you are left with in the "standard" dom line is esurge, unnatural, spiritual. Esurge's damage is not much higher than invoke or necessarily higher at all, it's main advantage is hitting more targets, at the cost of slightly more recharge. The "hitting more targets" is a big deal, but lets look at other options for the moment. Unnatural signet is generally behind chain lightning, is unlikely to hit more than 3 targets at adjacent without tanking, and on a higher recharge. Spiritual pain will not outdo lightning orb unless you are facing spirits/minions. Cry of Pain of course doesn't count for heroes, and we've already seen the issues with leaving chaos storm to the AI.

Most of the dom's unique strength are locked up in the reactive skills, which A) get worse as you stack them, and B) are not as reliable at triggering your APs on demand. Illusion in particular, if the casters are spelling or getting KD'd/interrupted, will go looking for attacking targets instead of your own. If you end up throwing spiritual pain/unnatural sig on a dom mez or two they can be great, but these skills alone are not going to beat out invoke. If you *do* want to build around that kind of interaction, again keystone will spam adjacent damage packets all day long once an AP gets that first corpse down for signet of sorrow. (Not sure how well that works with MMs) Then it largely comes down to whether adjacent is frequently at least matching the 3-nearby range of invoke.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Just still pointing out that Invoke does higher damage than energy surge, regardless of weaken armor or EBSoH, and only gets stronger when you add those in. As in, effectively twice as strong. The standard is too ineffective, tbh, and I wouldn't bother with it - but if you prep with weaken armor, invoke lightning can be one of the strongest spikes in the game - and will do listed damage to any caster up to level 33, and any warrior up to level 27. Rangers, up to level 25 or so. And more damage the lower the levels (casters typically aren't level 33 :P). It's pretty amazing up until that 3 target limit. I'm still exploring the potentials of it and mesmer skills. I'll add a more comprehensive analysis when I finish with my major coursework. I'll do a more in-depth comparison including the use of utility and how much damage each can provide, which primary classes are best, and how to mix it all together.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Quote:
Originally Posted by Daesu View Post
How is that so? At level 15, you have 90 lightning damage with 25% armor penetration on 3 targets. Energy Surge has 90 armor ignoring damage at nearby range.

However, you can add other skills to make Lightning Surge more damaging, but then you would be comparing >1 skill slots versus 1 skill slot of ES. Comparing just ES with LS, ES generally has a higher damage in HM.

@Foxbat: Comparing non-elite mesmer skills against invoke is really not a fair comparison. Recharge and casting time are less, even factoring in 10 Fast Casting. Invoke lightning does significantly more.

If you start debating over the value of limitless targets and etc, that's all debatable. There's a significant portion of the game that you will only have max 3, sometimes 4 enemies, inside a nearby range, so for the sake of it, I assume in DPS calculations that you only hit one enemy. The core of it is that the spike is slightly less, for a spike that hits every 7 seconds instead of every 11.

In addition, the damage of Invoke can be buffed - damage buffs are valuable, particularly considering it already does more - by cracked armor, elemental lord (for players), glyph of elemental power, and EBSoH. Energy Surge receives buffs from nothing.

Numbers against level 30 casters;
Invoke @ 15 - 79 damage hits, 10.66 DPS.
E-Surge @ 15 + 10 FC - 90 damage hits, 8 DPS. - 1.2 casting time, 10.05 recharge.

With cracked armor applied;
Invoke @ 15 - 102 damage hits, 14.64 DPS.
With EBSoH @ R5, Cracked Armor;
Invoke @ 15 - 113 damage hits, 16.14 DPS.
With Glyph of Ele Power, Cracked Armor;
Invoke @ 17 - 115 damage hits, 16.43 DPS.
With all 3;
Invoke @ 17 - 126 damage hits, 18 DPS.

In fact, all the way up to level 32 enemies, a rank 12 Invoke Lightning does equal DPS compared to E-Surge, unconditionally. It also casts slightly faster, too.

If you drop to a level 26 caster..

Invoke @ 15 - 92 damage hits, 13.92 DPS.
W/All 3;
Invoke @ 17 - 141 damage hits, 20.28 DPS.

I made a full excel sheet with the numbers. With a few buffs, invoke can be rather astounding, and even without the buffs it holds it's own.

Using; invoke, chain, weaken armor, and EBSoH attains 35.6 DPS, and the latter two need only be on one bar. With just weaken armor, you get 32.5 DPS with three skills, one of which is only on one bar unless you prefer multiple copies for some reason or another. Attunement makes a 4th skill - and then you're left with plenty of room for other skills and attributes.

If anyone prefers, I can do more data running on comparisons, but it'll wait till tomorrow night. :P I could also do up a thread on it at some point, so I stop cluttering up this one.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Plutoman View Post
If you start debating over the value of limitless targets and etc, that's all debatable. There's a significant portion of the game that you will only have max 3, sometimes 4 enemies, inside a nearby range, so for the sake of it, I assume in DPS calculations that you only hit one enemy. The core of it is that the spike is slightly less, for a spike that hits every 7 seconds instead of every 11.
I did. Go run the math. The armor level of monsters is accounted for, as is the 25% armor penetration. I used the equation of damage = stated * .5^((armor - 60)/40), taking into account that a level 30 caster has 90 armor, level 26 has 78, and etc etc. I did a full excel sheet calculating all the data for mobs of level 26-32.

Rangers are a sole exception - don't design heroes around fighting only rangers, of which have less energy, don't cast spells, and etc, too. To get damage for them, you would add ~13 levels (rounded to 13, for simpler comparisons) levels. Fighting a level 26 ranger would be equivalent to a level 39 caster. Of course damage will be lower. However, against a level 26 warrior, it's equivalent to a level 32 caster. Damage is only slightly lower than the numbers I gave for a level 30 caster.

Should note that with cracked armor, you'll get equivalent DPS to E-Surge with invoke @ 15 even against a ranger.

To address the last part, two skills can add 30-40% to the DPS of multiple skills. That's adequate buffing and not worth griping about the skill slots considering the damage is already higher. Would you prefer to take two more armor ignoring skills, or two skills that buffed the rest 30-40%? It's an easy choice. Bringing two ele's means you now have the equivalent firepower of 3, with only two skills.

25% armor penetration, is, in many circumstances, superior to armor-ignoring damage for the simple reason that armor-ignoring damage is static. Armor-affected skills can go above the stated damage, and are not limited to the exact amount stated.

This is, to be honest, a good distraction from homework.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Plutoman View Post
Rangers are a sole exception - don't design heroes around fighting only rangers, of which have less energy, don't cast spells, and etc, too. To get damage for them, you would add ~13 levels (rounded to 13, for simpler comparisons) levels. Fighting a level 26 ranger would be equivalent to a level 39 caster. Of course damage will be lower. However, against a level 26 warrior, it's equivalent to a level 32 caster. Damage is only slightly lower than the numbers I gave for a level 30 caster. Casters usually group together, if we are just fighting casters, then there is a high chance that nearby range would accomodate more than 3 targets. Rangers and warriors can be more spreaded out.

Also I dont see how comparing the damage generated by 3 skill slots versus the damage of just 1 skill slot is a fair assessment. Sure, cracked armor is powerful when used with non-armor ignoring attacks. Reducing the level 24 Ranger armor from 112 against elemental to 92 which boosts the Invoke attack from ~58 to about 81 which gives an excellent DPS of 13.5.

ES DPS is only about 8.57 but since I dont need cracked armor, I replace Weaken Armor with [email protected] which has a DPS, with 10 FC, of about 27.4. This gives a total DPS of 35.97 which out trumps your Invoke+cracked armor combination.

I dont even want to go into Wastrel's Demise which can give a max damage of 150 damage over 5 seconds.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Quote:
Originally Posted by Daesu View Post
Also I dont see how comparing the damage generated by 3 skill slots versus the damage of just 1 skill slot is a fair assessment.
In addition, the damage of Invoke can be buffed - damage buffs are valuable, particularly considering it already does more - by cracked armor, elemental lord (for players), glyph of elemental power, and EBSoH. Energy Surge receives buffs from nothing. Sure, you can buff Invoke further, but that would mean sacrificing more skill slots, those same skill slots can be used to bring even MORE armor ignoring damage skills instead, in the case of the mesmer.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Quote:
Originally Posted by Daesu View Post
Your claim that LS is necessarily more damaging than ES is flawed because you did not take armor level of HM monsters into account. A 90 damage LS against a level 24 ranger monster would only do about 57 damage, while a 90 damage ES against the same monster would do 90 damage.
It's not comparing 3 skill slots versus 1.

I'll put it back up;
Quote: Sure, but if you use a PvE skill slot like EBSoH to boost your damage further, then it is only fair that I also use a PvE skill slot to boost even more DPS into my calculation of my ES+Overload combination which already trumps your Invoke+Weaken Armor combination.

Quote:
Numbers against level 30 casters;
Invoke @ 15 - 79 damage hits, 10.66 DPS.
E-Surge @ 15 + 10 FC - 90 damage hits, 8 DPS. - 1.2 casting time, 10.05 recharge. One skill each, and it's assumed that you go up to 10 in FC.

The additional math is how much better it can be if you start doing some team building - with two extra skills, it does over twice as much DPS than E-Surge. That's a significant amount. When you have two invoke ele's, those two skills means it does damage comparable to 4-5 E-Surges.

As I see it, when you have 2 Invoke's + Weaken Armor + EBSoH being as powerful as 4-5 E-Surges, use of more skills doesn't seem so bad.

I'm not sure where you go, but I don't have enemies reliably grouping up as more than 3 unless I spend time setting up pulls and etc. In addition, Invoke is nearby range on each strike, meaning that one hit can bounce to a nearby target - and the next one has a range nearby to that target, and so on for the third. The bouncing means it's extremely likely to hit all 3 targets.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Plutoman View Post
It's not comparing 3 skill slots versus 1.

I'll put it back up;


One skill each, and it's assumed that you go up to 10 in FC.

The additional math is how much better it can be if you start doing some team building - with two extra skills, it does over twice as much DPS than E-Surge. That's a significant amount. When you have two invoke ele's, those two skills means it does damage comparable to 4-5 E-Surges.

As I see it, when you have 2 Invoke's + Weaken Armor + EBSoH being as powerful as 4-5 E-Surges, use of more skills doesn't seem so bad.
I'm not sure where you go, but I don't have enemies reliably grouping up as more than 3 unless I spend time setting up pulls and etc. In addition, Invoke is nearby range on each strike, meaning that one hit can bounce to a nearby target - and the next one has a range nearby to that target, and so on for the third. The bouncing means it's extremely likely to hit all 3 targets. Since you want to consider caster armor rating, caster groups tend to be bunched up together. Look at the caster group outside of Doomlore, I am sure there are more than 3 charr casters within a nearby range.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Feel free to take out EBSoH It adds relatively little anyways, <10%. Cracked armor provides ~30% of the increase in damage, I've said earlier that I wouldn't use and dislike using EBSoH. Since it's been a common factor though for people to say, I calculated it in.

Since this is with heroes, I'd just use the factors for weaken armor + invoke. And with cracked armor, invoke is comparable to 1.8 E-surges or so. And if you want to bring a second damage skill in, let's add in Chain Lightning too. And then you need to consider that Overload is adjacent and conditional, and heroes don't use it well.

I've been VQ'ing Tyria as of late, and there's rarely groups larger than 6. Hitting more than 3 is unlikely throughout prophecies. As I've said, that debate is more personal opinion, and is based on the area you are in. If you do the DoA, then you're almost guaranteed to hit more than 3 enemies at a time. :P In cases like those, you want damage that isn't limited. That comes down to the idea of not trying to use the same build for everything in the game - using a bit of flexibility - I mean, ANet gave us template codes for a reason. It's easy to switch stuff around.

I do believe I've shown my point :P

The Josip

The Josip

Wilds Pathfinder

Join Date: Aug 2009

Me/

Invoke+Chain Lightning = only two useful skills. 1+2sec cast, vulnerable to enchantment stripping. Other skills: buffing these two so that they can compete.

Advantage: foes being nearby. Disadvantage: foes being adjacent / stragglers. If all foes are constantly nearby, Invoke+Chain Lightning may have the edge (lazy to do the math now). If adjacent / stragglers, completely lose to Unnatural Signet / Spiritual Pain / Overload / other.

Advantage: three foes in many areas. Disadvantage: mobs where E-Surge hits for far more. Less than three foes.

Advantage: after casting Invoke+Chain Lightning plenty of time for picnic.
Disadvantage: weather may be bad; mesmers keep casting skills like mad.

Advantage: pure damage. Disadvantage: the other fellows do damage plus mitigation.

Advantage: unconditional. Disadvantage: the fun is in unpredictability and randomness. And sometimes efficiency too.