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Originally Posted by Trylo
but comparing warriors and ele? mhmm, thats two close classes there arent they?
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Not really, no. They're radically different classes both in playstyle and what the job of each character is. Granted they probably *should* be comparable on at least one basis (damage) but as things stand they really aren't.
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Originally Posted by Trylo
From my experience, only inexperienced RA warriors attack different targets as that minimizes damage and a monk can heal easier...
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Attacking different targets in no way minimizes damage. Actually I don't see a realistic scenario where attacking different targets doesn't increase the damage you put on a team. If you have two warriors, splitting them up onto two different soft targets minimizes the effects of kiting, minimizes protection being spread around, minimizes AoE hate...no, for maximizing damage you definitely want to split up and attack whatever target makes himself most appealing. Now to force a kill on a single target, yes, you converge for that and unload adrenaline - but both warriors go their own ways afterwards.
If each of your warriors is attacking a different target, then their monk has to make a choice when he uses his protection skills of who to put it on. It forces two different targets to kite if they don't want to get their faces frenzied. Good warriors don't just get on different targets, they *threaten* multiple targets by themselves. If they get kited by a different enemy they'll switch onto the new one until they're kiting as well. When he sees a Guardian come up on his target he quickly switches off onto someone else (want to know why you don't see Guardian very often in high-end GvG? Because the best warriors switch targets immediately, wasting the effect of the Guardian). His play causes as much chaos and forces as much disruption as possible, while also maximizing his own damage output.
The criticism of this sort of play is that the damage they're dealing is relatively easy to heal, time wise. If you just focus one target they'll have to put all their healing into that one target to keep him alive. However, the raw amount of damage being dealt when it's spread around is significantly higher, and it's damage that still needs to be healed. If you're trying to beat the energy out of them, damage is damage no matter who it's on.
I'm reminded of playing against iWay several months ago. Some of them thought they were clever and called a target, which all of their warriors would train mercilessly. That was an ideal situation, since we could just have that monk (it was always a monk) run in circles and effectively neutralize all four of their warriors. If they did ever catch up, that kiting monk would already have defensive prots in place and a monk ready to heal him. However, the iWay teams that weren't clever were the dangerous ones. They'd stick a warrior on each monk, making all of them kite, making each heal be paid for in damage. If you didn't break them quickly, you would be overwhelmed by the pressure of having to heal everyone, while simultaneously kiting the warrior in your face.
The point of pressure is not to kill individuals, but entire teams. When someone dies to a spike, their defenses are usually intact and they can keep going (until they run out of res, of course). But when a team breaks to pressure, they end up wiping as their defenses crumble.
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Originally Posted by artay
Ensign in your other thread you explain how warrios have a higher dps over a period of time. The whole basis of your argument is based on the untrue fact that warrs will attack the same target whithout disruption, blind, weakness, knockdown etc for a minute or more!
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Incorrect. You understood only the basis of the argument, damage in a vacuum. My argument itself is not that warriors are going to deal the most damage in any given battle (because, due to all the hate against them, they very well may not). The argument is that a warrior has the highest damage potential of anything on the battlefield, and because of that he will consume the most resources of any offensive character.
On paper, a warrior can deal over 3000 unmitigated damage in a minute without any trouble. In a real match, he might be lucky to actually deal 1000. Does that mean that a warrior is balanced with a theoretical caster that deals 1000 unstoppable damage per minute? Of course not. Because while that theoretical caster will require 1000 damage worth of healing to take care of, the warrior is going to require blinds, snares, hexes, prot, and kiting to keep that damage in check, *on top* of the 1000 damage in raw healing he'll beat out of a team.
The measure of an offensive character is not in the amount of damage he deals, but in the amount of resources he forces the other team to commit to stopping him. It's winning that resource battle that eventually wins you games. In the case of a warrior, not only does he represent a significant enough threat to the other team that he'll often consume more than a character's worth of resources just in trying to stop him, but he's so efficient at posing that threat that he's winning the resource war the whole time. The elementalist, on the other hand, not only fails to pose nearly the threat that a warrior does - he deals less damage, requiring less energy spent healing, less energy spent protecting targets, less time and energy spent shutting him down - but he's downright inefficient at dealing that damage, so while the warrior gradually wears down the other team's defenses with his efficient damage, the *elementalist* is the one who gets worn down when he tries to do the same thing.
In short, it's not about damage dealt, it's about the resource war, with damage being a rather visible aspect of that resource war. As a warrior, I'm rather indifferent to whether a monk spends his energy on healing or protection. One shows more damage numbers, the other makes me change targets more, but as long as the net result is the same - a monk without energy that can't stop the damage - the differences are entirely superficial.
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Originally Posted by artay
If you have had any experience in PvP you would know that a warriors dps is easily shutdown, alot of the time, by a ele.
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I've played a lot of different eles in a lot of different builds at a pretty high level of PvP. I've kept a lot of warriors blind in my day. I know you can shut down their damage pretty effectively if you devote yourself to it.
I also know that if you try and fight a warrior with an air ele, straight up, you will lose. With an Ether Prodigy guy, you have roughly 2-3 minutes to live. The hits that land through blind add up, they can get a knockdown in as a blind expires, you need to work the Prodigy to stay alive and it ending adds up. With dual attunements, you're more efficient but eventually work down to zero, and unlike a prodigy guy you can't run self heals. Eventually you run out of gas, and the warrior kills you.
That's the difference between a warrior and an elementalist. The warrior has inevitibility. When you both run out of gas, he has an axe. The fact that he hits harder the whole wind down is flat out insulting to the elementalist 'damage' skills.
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Originally Posted by artay
they are meant to have the highest hits in the game with SINGLE attacks.
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Which they do not. Anything that deep wounds is a stronger single attack than anything an elementalist can put out. Rangers, with their stacked buffs, deal more damage in a single strike than any caster. Hell, even ritualists can hit harder with a single strike than an elementalist can, thanks to (the ludicrous) Gaze from Beyond. In other words the elementalist is nothing special in the 'single strike' department.
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Originally Posted by Master Fuhon
I would rather see some GvG tasks relegated to mandatory tanking
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Um, the flag stand? Ever tried to push a flag against a good team? GvG is a game of map control as much as anything else. If you can't hold your ground or make a push you're going to become intimately familiar with your boat, and that's not very conductive to winning.
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Originally Posted by Master Fuhon
I'm refering to the reason why warriors aren't played even close to the way they are played in PvE.
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Players can make more informed decisions about target selection than (purposefully?) atrocious AI?
Peace,
-CxE