Whether if something is annoying to the group depends not only on what the person was doing, but rather what his attitude is and what is the general atmosphere in the group. In a frustrated group, mistakes draw blames and tolerance is limited. If the player is either loud or uncompromising yet always making fatal mistakes, that may trigger some complaints as well. In general, I don't mind humble players even if they're as glass cannon as they can be, in fact being humble WHILE being a glass cannon at the same time does say something about the player's general ability I believe.
I've been playing glass cannon of every profession (I also have alternative defensive/support/balanced builds/sets, but each have a glass cannon set, even two for some of them). I'd say first, in my opinion, warriors are not the best choices for glass cannons. Definitely doable, but some other professions just feels "made for glass cannons" since so many skills synergize well with a glass cannon play style. Going glass cannon means you'd want to maximize damage, which means you'd want to stay in melee as much as you can. But warriors as a profession do not have as many evasions and/or tricks that can allow you to dps AND survive at the same time, so too often glass cannon warriors die easier than other cannons even though they've got the most hp and toughness out of all glass cannon specs.
Elementalists and thieves, I find, are not the best PURE glass cannons either. Not because that they don't have tricks and evasion skills, they do, and they have lots, but their hp pool is simply way too small and armor way too thin that they'd die in 2 hits from a none-elite mob and/or even near death from burning/bleeding. At least some vitality is needed, and typically those are taken from traits since acrobatics and water are both very good trait lines. Professions such as mesmers can go pure glass cannon and retain much of their survivability, between evasions, clones attracting mob attention, feedback/nullfield, the mesmer is able to survive for quite long WHILE doing constant high damage.
Another thing that I found is that when you're in down state, requiring your group members to rez you means you're causing the whole group damage loss, and that is of course more damage loss than your last 2 bits of 100B. Unlike rangers or mesmers who can both quickly rally from down state due to phantasms and pets dealing high damage (F1-F4 works during down state, which means ranger can switch pet and mesmer can shatter), most other professions needs to rely on team mates to revive. Someone in downed state and a full group trying to rez is a very vulnerable state for the group, typically you'd see several people downed trying to rez one person. Also, that elementalist may have to blow both Mist Form and Arcane Shield to tank the damage while rezzing you, that glass cannon engineer may have used Elixir S early to save you or threw Elixir R revive circle on you when he'd otherwise save it for himself. The ranger may send the pet to rez you but that is of course significant dps loss for him, and the mesmer, in order to rez you, blew up all 3 of his 10K+ hitting phantasms so that he can evade the red circles under you. Necro can throw a circle on the ground and rez you if he anticipate you being downed but since necro's utility slots are where lots of his damage comes from, you're costing him a lot of dps too. Suddenly because they were trying to save you, several group members in your team just blew all their defensive CDs that can otherwise save themselves, is it worth it? It is definitely worth it to blow CDs to save you, a vital member of the team. But if you do that intentionally for the last 2 bits of 100B, not only is it not worth it, I'd even say you're demanding too much from your team mates such that it borders rudeness, ESPECIALLY for pug groups where people's roles aren't as clearly defined.
As for the elementalist and guardian not healing you, you're overestimating the healing that these professions can do. Before the evasive arcana nerf? The ele can bring you up from 1000 to 10000 in 2 seconds. But now after the nerf, you'd be lucky to get 2-4K healing from him if he's in staff, he really can't do much else by himself. Guardians, too, you can't possibly hope for them to shout heal you to full when you're at 2000 hp, again you'll be lucky to get 2-4K IF you're standing right beside them when you need heals. Really in that situation your best healing comes from a water field (and the ranger's healing spring is hands down the best water field in game) and chain blast finishers. If you've got a short bow thief in your group, he may be porting over and immediately spamming #2 on you and you'd be healed to at least half health. But if not, then you as a warrior has the next most blast finishers (If you're going GS + rifle and carry no other blast finishers at all, you need to know what you're missing out), and you're supposed to blast in the water field yourself. I play support ele and guardian, I know there are LOTS of ways that we can provide healing, but there is such a thing called CD and proximity and when someone suddenly drops from 100% to 10% health and needs a big heal immediately, there's simply a high chance that you won't have it ready to deploy. Our boons are strong, protection lasts long and regen heals for lots, but those won't help you at 10% health. Before EA nerf, if you're in my team and you didn't get 1 shotted and you ran out with 10% health, I can GUARANTEE that you'd live, and within 5 seconds you'll be back at 100% health no matter where you are and what you're doing. Not any more, now you've gotta at least put some effort into making yourself live, for example bring a few blast finishers to use with my water field, because I may have used mine on others and they're not always available. Trust me, I'd like to be able to single handedly save someone from the brink of death over and over again whenever I want, but in the current state, there are limitations; and instead of demanding direct healing from your support members you should at least make some minimal effort to active make use of what they can provide.
Now I wouldn't say change your spec, you should play what you find to be fun. But I'd say if you keep going glass cannon, the last 2 bits of 100B isn't worth downed state. Causing that mesmer to lose ONE attack on ONE of his iWarlock is already more damage loss than the last 2 bits of 100B. Causing the grenadier engineer 2+ seconds to rez you is already more damage loss than the last 2 bits of 100B. If you're able to pull it off, definitely, after all a glass cannon is supposed to do damage. But your priority should still be survival. An alternative is to bring a weapon set that has lots of blast finishers or defensive abilities (such as longbow, this way you can still do dps from ranged when range is required, and having support abilities and a short CD blast finisher) or maybe put on a banner for blast finisher + stats instead of full signets. Yes you'd do less damage in longbow compared to rifle, of course, and especially if you're taking advantage of weapon swap. But I'd say an offensive weapon set + defensive weapon set is always a good concept for any glass cannons.
Edited by CepaCepa, 07 December 2012 - 07:23 PM.