Are sins really as bad as everyone says

Cursed Cobain

Pre-Searing Cadet

Join Date: Feb 2012

Hi I have been playing GW for one and a half months now and am trying to get the HoM. I have almost wrapped up my pvp titles and want to start back where i left off in pve. I have been trying out tons of metas to get a high dps output team. I am an imbagon and did most of the testing on the master of damage. What i found was that my pve dagger spammers did some of the highest dmg over 2 mins next to my rits. However everywhere i look people say that the hero sins are horrible for end game. I haven't played the end game yet so i don't understand why.

First i want to give you some specifics:
I tested

Way of the assassin+(meta dagger spam skills)+ crit eye+ go for the eyes
<Same as above but with Shields up instead of gfte>
Expert's dexterity+(meta dagger spam skills)+comfort animal+ call of prot

They each do about 50-60 dps over 2 mins and when i give them burning refrain and battle standard the of 3 them combine can go as far as 200 dps

I have tried meta hero builds like pve fire ele and enduring axe but at best they do 40 dps.

So why are hero dagger spammers not used for end game and I apologize if all of this sounds noobish and appriecate any help i am given, thank you.

Olle

Olle

Furnace Stoker

Join Date: Aug 2008

Ign: Miniature Julia

Teh Academy[PhD]

W/

Simply put:

Melee AI (still ) Sucks.
they dont use their chains well, they dont look for clumped foes for aoeskills,they will spend half battle running around switching targets...

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Hi and welcome to GW.

I haven't had time to play GW much at all the last couple of months so they might have changed it (they promised a melee AI update, that might be it), but when I used to play the Assassin heroes where held back due to a couple of reasons.

The first one is that they are melee. Melee heroes would constantly run around not doing much at all for a large part of the fight compared to ranged heroes. The Master of Damage doesn't take that into account, so keep that in mind.
The second is something that is tied to reason number one: melee characters are much more susceptible to debuffs. Crippling, Blind, slowing hexes and so forth. There are a boatload of debuffs to counter physical characters in general and melee characters in particular. It is harder to shut down a caster, which made Mesmer/Ritualist etc heroes more reliable.
The third reason is that they couldn't use dagger chains. They would just use the skills in any random order which made dagger skills largely useless.

My recommendation is that you take them out for a test run and if you like them just go for it. Whatever works for you.

Best of luck.

Olle

Olle

Furnace Stoker

Join Date: Aug 2008

Ign: Miniature Julia

Teh Academy[PhD]

W/

the Heroes got an AI update, but me and a lot of other players are experiencing them worse than before.

And the update simply was "we made heroes use skills better, but we dont tell you which,gl&hf!"

It didnt help melee anything anyways..

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Oh wow, really? Worse then before? That's pretty harsh. Well that is good to know, thanks for curing my ignorance in the issue!

Cursed Cobain

Pre-Searing Cadet

Join Date: Feb 2012

Thank you for the replies I really apprieciate them and now that i think about it my heroes did glitch on a few occasions where they would just sit there and lag until i manually made them use a different skill.

But if melle aren't good with alots of targets then are there any casters that can do 50-60 dps. I know mesmers can do alot of aoe dmg but in my experience i found that they have some upkeep problems. Com rits are perfect but they're to limited with the one spirit per party. And I've heard some people like to use a pve smiter monk but i don't know how well that would work. But generally i want to try and get a team where everyone can do dmg.

Xiner

Academy Page

Join Date: Jul 2009

the Netherlands

Mo/

They updated melee hero AI, but are they planning to improve it "even more"? Or this is it? IMO hero AI could be fixed in many other ways and not only melee.

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Well, as you noted the casters are generally more oriented towards AoE damage. That goes for the Elementalist, Mesmer and Necromancer. So if you want more reliable single target pressure/spike damage you could always try some sort of Physway (which just means you take a bunch of physical damage dealers and buff them). Ranger heroes are quite underrated in my opinion as well as Paragons. That is especially true since you are a Paragon as well since they have good synergy with physicals in general and other Paragons in particular.

The core in a ranged hero based physway is the Order hero. Generally a Necromancer but an Elementalist or a Dervish works as well. A Curse Necro is good as well for skills such as Mark of Pain, Barbs, Weaken Armor as well as enchantment removal. The rest of the group is fairly flexible, just take as many defensive heroes as you are comfortable with and then fill out the rest of the party with Paragons and/or Rangers. Paragons have better party support and Rangers have better spiking potential. Mix and match as you please. If you tend to favour Minion Masters/Bombers they can be pretty good in that kind of group since a) they proc MoP/Barbs a lot and b) they add bodies to your team since you probably won't have many spirits to keep the mobs occupied. But it is up to you. I generally don't take one, since I don't like them but it is a matter of taste.

Just give it a whirl and see if it is to your taste.

Olle

Olle

Furnace Stoker

Join Date: Aug 2008

Ign: Miniature Julia

Teh Academy[PhD]

W/

the AI didnt help at all (imo) and yes, they could update the AI way way more.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Point also is that even if meele (and sin chain in particular) AI could be fixed, midline heroes (mes, rits, necs -and a bit less- monks, eles) are so GOREDENGINEGOREDENGINEGOREDENGINEing overpowered that anything else falls in shadows anyway.

Kunder

Desert Nomad

Join Date: Nov 2010

Sins are all about combos.

Player sins finish the Death Blossom combo in ~2s. Sustained on a single target the cycle time is 3s, due to recharge times.

Sin heroes take closer to 6-8s on average to finish the combo. Given that sin damage is 95% about using the last skill in the chain as much as possible, that means sustained hero DPS is at best 50% of a players and burst DPS (which is the most important for non-boss mobs) is at worst only 25% of the player's burst DPS.

So yeah, bad. This is separate from the normal poor melee AI, which makes Derv/Warrior undesirable (though still plenty powerful with proper builds and in the right area).

Aside from that, heroes not being able to take PvE skills gimps physicals and sins in particular horribly compared to caster heroes. Critical agility is practically designed to make sins not suck in PvE, but hero sins have to suffer without a 50% faster attack rate and +25 armor. Nevermind the more general use PvE skills that all melee need to have in certain areas not to be as good as useless.

Quote:
Originally Posted by AndrewSX View Post
Point also is that even if meele (and sin chain in particular) AI could be fixed, midline heroes (mes, rits, necs -and a bit less- monks, eles) are so GOREDENGINEGOREDENGINEGOREDENGINEing overpowered that anything else falls in shadows anyway. No, if melee AI got fixed we would be running around with 4x dervs supported by 2x Rt/Mos, each of the dervs dishing out ~60 single target DPS and massively more vs mobs. Midline is great support but physicals have always held the damage crown of GW (notable exception of AP letting player casters win in a number of instances).

Cursed Cobain

Pre-Searing Cadet

Join Date: Feb 2012

thanks for all the out put guys but i think i might have found the solution to my problems. Since everyone's saying sin sucks becuase of combos I decided to try out a fast cast melle fire ele build. After over 2 minutes the build did 65-70 dps which is twice that of the meta build



I don't know how well this would do in pve since mobs might run away from vekk but i am really satisfied with the damage.

Flame Burst Ele: Elemental Attunement+ Fire attunement+ Glowing Gaze+ Flame Dijin Haste+ Pheonix+ Inferno + Flame burst + Mark of Rodgort

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Defiantly a cool idea, but you have to keep in mind that the Elementalists are quite frail. Prot Spirit or/and Shelter takes care of that in a way, but if they get focused and they aren't protected they are going to get swatted. I think a more standard variant of an EA fire build might be more forgiving.

Just my 2c though, it is certainly worth giving a shot though if you feel like it.

Cursed Cobain

Pre-Searing Cadet

Join Date: Feb 2012

What if i had "There on fire", "Save youselves" and "Bladeturn refrain" on them 89% dmg reduction and 15% block

Kunder

Desert Nomad

Join Date: Nov 2010

PBAoE eles are bad ideas for a number of reasons, but if you want to run them you HAVE to abuse Star Burst.


Now, if you want an actually good damage build, turn yourself into a P/W using something like Backbreaker, Dragon Slash, or Hundred Blades, + the usual support heroes.

Azazello

Frost Gate Guardian

Join Date: Nov 2010

Melee has some issues but it also has some strengths. The two best are fairly spammable deep wounds, and being good splinter weapon targets. Scythes with splinter weapon blow shit up, I could see assassins with fast activating attacks being almost as good. With a fast recharging shadowstep there should be no problem getting enemies fairly clumped, especially with assassins low AL/HP and high damage output.

If you don't want to screw around waiting for minions, and/or you want to compress your splinter weapon damage a bit, they're worth considering. The AI on attack chains, especially unorthodox ones, was terrible last time I tried an assassin hero, but otherwise the case is dramatically overstated. You can have occasional issues with them getting bodyblocked if you ping the back guy in a clump on a corner, but generally the AI is fine.

Some of the 'AI problems' I see listed here, like 'they spend half the battle doing nothing', 'they won't seek out groups to use aoe attacks on', or 'they spend too much time running back and forth' originate between seat and keyboard. Melee heroes do exactly what they're told to do. If you ping random guy over this way followed by random guy over that way they're going to spend a lot of time running between random guys.

Personally I think dervs have all the advantages assassins provide and more (better aoe damage and conditions), so I use them instead.

A couple of these advantages (easier balling of enemies and spammable deep wound) are negated by player AP builds, so for people running that I can definitely see that melee would be unappealing, but since you're playing imba I wouldn't rule them out without a bit of testing. Of course since you're an imbagon you're already a fairly ok target for one copy of splinter weapon and have the potential to do your own deep wound, although one deep wound every 8s on a whole team isn't amazing, and neither is one copy of splinter weapon. If I could figure out a build that carried eight I would. 795 armor ignoring for 5 energy at 5 recharge is... good.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Sin Chain was fixed today.

Kunder

Desert Nomad

Join Date: Nov 2010

Indeed, now Anet just needs to let heroes get Critical Agility.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Let's see...

1. Sin chain: fixed.
2. Wasting time running back and forth each time you change targets: if you ping target and then focus on another foe, the melee hero will not switch targets until called target is dead, or you call another foe, so: fixed as long as you can properly ping.
3. Poor usage of AoE: fixed as long as you can properly ping, but without pinging, ???

Am I missing something, or can we start having effective melee-oriented hero teams as long as we ping targets?

Kunder

Desert Nomad

Join Date: Nov 2010

Your #3 has to do with hero positioning, not hero targets. Its nigh-impossible to get heroes to properly block in 3+ enemies at once all on their own.

Sins still have the problem of being a 70 AL character on the frontlines when enemies can put out 200-300 damage attacks. Needing to micro prots on assassin heroes is a huge PITA.


Its definitely a start though. Assassins are the only physical class that can put out pretty good damage without buffs, I'll throw them into a few builds for non-HM areas.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Quote from Zack Nickerson, at the GW Support Forum:
We’ve shortened the distance at which heroes will aggro onto enemies when set to Guard. They should now only attack things if the enemy is within aggro radius of them. Flagging them outside of enemy aggro range should actually keep them there now.

Melee Heroes on Guard shouldn't aggro much now, at least at the start of battles, as they'll strike the foes in their aggro range.

EDIT: And dervishes should be able to do good nearby AoE with a lof of their skills.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

^Triple Melee, ST Rit for Shelter, N/ Rit Typical Resto, Dom Mesmer with Panic or Gust, a resto rit with Stone Sheath (for the melee heroes) instead of SoS, plus a generic Fire Ele with Double Dragon if there's still space in the team for extra damage. One of the melee be a sin with Shockwave for massive damage + cracked armor + massive protection. Would that work?

SValiant

Ascalonian Squire

Join Date: Feb 2012

The Clock and Cog Inn [QED]

Me/

Why so much side speccing for the dual cast spells? Personally I'd go with triple melee, ST rit, N/Rit resto, Something with OoV or something running orders, depends on my and heros builds, if adren isnt needed then OoV would probably be better. Then I'd probably go with an SoS utility seeing as i usually run panic mes. I'll make some builds up tomorrow and test them out, it's way too late right now >.<

Cursed Cobain

Pre-Searing Cadet

Join Date: Feb 2012

I tried shockwave on anton but he starts having energy problems, I think the crit you lose on investing into earth and not having fear me or go for the eyes hurts sins to much. But yea i am already noticing a big dps increase on my assassins(10+dps on Master.O.D. I haven't ran them on the underworld yet but i think i can finally drop 2 of my mesmers now an run the last one as psychic instability.

Edit- Nice even mobius strike is working properly but i am losing like 5 dps on the master.o.d. Does anyone know why that is becuase i've heard ppl say they've gone 70dps on master but my sins only do 55-60

KotCR

Lion's Arch Merchant

Join Date: Jul 2008

[DVDF]

P/

Quote:
Originally Posted by _Aphotic_
View Post
You can't maintain Bladeturn Refrain is just.... eww... it negates very little damage, and any time spent casting it is time that could be spent charging SY. Bladeturn is better than alot of people give it credit for. Granted, the numbers could still do with being higher (simply for reliability's sake), but at 15 Command (20% block chance), it's not so bad, when you remember that
A: ) It can be kept up indefinetly on the entire team.
B: ) It's unstrippable.
So it's still one in every five hits being blocked. Now if that was on just one person, compared to the competition it would be pretty terrible, but as it's on everyone it's actually not so bad.

Of course, due to how there's no UI elements for Echos (whereas there is for Weapon Spells and Enchantments, despite the three all having similiar functionality in the grand scheme of things), it's best left to heroes (who will know when an ally has it and doesn't have it and can cast as appropriate, something a human player could not quite so easily do).

It's true, Aegis does the same thing, but Aegis is
A: ) Strippable
B: ) Only up 1/3rd of the time. So you'd need 3 copies of it to benefit from it round the clock, and as effective as it is, that's alot of commitment from your team set-up.
C: ) Downtime; Continuing on from above. Once up on everyone (which can be done out of battle if you want), one copy of Bladeturn Refrain prevents about as many physical attacks over a 30 second period as two copies of Aegis would (if attack rate and damage of mobs was consistant over that 30 second period of course) as a result of this.
Plus, on a more minor point, having Aegis interrupted, making your entire team fully vulnerable is alot more likely than having Bladeturn Refrain interrupted eight times, and infact, after it's up on everyone, the chance of Bladeturn Refrain's benefit being lost due to interruption is basically zero, since once it's on, it'll stay on, for the entire zone (well, assuming if you are using a Paragon you've got the standard things a Paragon has, a spammable shout and an maintenace chant/shout, which you'll probably have somewhere anyway for Aggressive Refrain).

I know from personal experience that Bladeturn Refrain does make a difference, as several years ago when I was getting back into the game again after a break, and alot of my hero set-up where rusty and I was struggling with some Dervish melee mobs in one HM area. All I did was add Bladeturn Refrain to my Para hero's bar and all of a sudden the mob became much easier to handle. Of course, chances are the team build overall was inefficient and I don't use it now, but the point is, that the skill did make a (very large) difference.

[TL;DR Begin Here:]
Though at the end of the day, despite the pros to Bladeturn Refrain making it roughly equivalent to two copies of Aegis, if permanent Blocking is what you want, your best option is quite simply a Ritualist using Soul Twisting/Ritual Lord & Displacement anyway, which is better than either Bladeturn Refrain or Aegis could ever hope to be.