Quote:
Your "mending w/mo" example has nothing to do with the topic at hand; a negative stereotype is completely unrelated to popular builds.
|
Stereotype? You may as well ask why the trees waving branches cause the wind.
Seriously, I just did a finger poll of
Hell's freaking
Precipice. Whammo central, and a nasty percentage of them used both Mending and Healing Hands.
This is the tank cookie cutter build. It's also inefficient for virtually all areas, and is popular because it
doesn't involve changing builds to match the mission - precisely the opposite of what you're claiming.
There are some
good examlpes of certain areas generating teams (after some trial and error) that are optimised for them: Tomb of Ancient Kings spawned the b/p group, Furnace forged the 5-man Oro and so on. Ironically, these are both the kind of missions the OP is calling for and the kind of build he presumably dislikes... But that's actually not the issue.
The issue is the prevalence of demand for the same archetypes
only accross missions. PuGs demand Minion Masters in areas with no available corpses. PuGs demand bonders in areas with massed mesmer mobs. PuGs usually
refuse an offbeat character build that's custom-designed for that specific mission until they've read of some successful farming runs on the internet somewhere.
This splits the PuG player base three ways:
(a) The
genuinely optimised team, which is pretty much only going to happen in farming spots. Why would anyone go to the effort of assembling something as specialised as an Orders necro if Tombs was a regular mission to be "completed" once and forgotten?
(b) The modular PuG that insists on archetype builds. To be honest, I find as a pretty competent player that these "just work" a lot less than it's claimed they do, and then that's often because I'm carrying the team - there's simply too many idiots finding slots on the grounds that they have a desired build. However, they're popular because (a) there's a lot of said idiots, and they tend to congregate in gangs, and (b) they have a ~70% chance of success in any given area (which is kinda low for my tastes!).
(c) The modular PuG that's willing to experiment. Because this attracts imaginative players who have put some genuine thought into their builds, these groups are often a lot more powerful than the prejudiced PuGs.
However, because it's hard to screen for flair in advance, these groups have an unfortunate lottery chance of picking up some total incompetents. Experimenting PuGs tend to either win more easily (and have a more relaxed time in the process, I note), or bomb out utterly.
(I'm not going into (d) the desperate PuG or (e) the joke PuG
)
One last note: I had an
incriedible run with a B/P party that consisted of 100% top-class players yesterday. Watching the way we scythed through Tombs of the Ancient Kings, and comparing it to some bad wipes I've seen in the past with the same team build, an opinion that has been buzzing around the back of my mind for ages has now set rock-solid:
The difference made by individual skill is more than 100% greater than the difference made by optimised skill selections
...to the point that I now ask people in my PuGs to play the builds they're most comfortable and competent in. I'd rather people were good at what they do than do what we supposedly "need" but do it badly.