Chuckles22, on 02 January 2013 - 03:38 PM, said:
I like how people are saying how easy tank and spank is, and act like this games combat is so much more involving. The fact is its really not. Let me give you an example;
Mage in wow dungeon starts casting frost bolt, fire is set down a quarter way through cast, should mage move and break cast time or finish and risk getting hit by fire, or should mage finish cast and blink out (dodge roll).
Elementalist runs around presses numlock and runs in circles not worrying about any damage because by the time the AoE is cast Elementalist has already run out of AoE.
Now this is a example MOST of the fights in either game I know the dredge boss makes you dodroll sometimes and sometimes you may have to roll 1-2 times to get out of an AoE (just means you dont have swiftness), but really the combat in this game has become bland to me. Which is becoming an issue. Im not saying that Tank and spank is more involving because its not, but the mechanics in this game means you only have to be just as aware as any tank and spank.
Sure, if every fight goes according to plan.
But if not?
If your trinity healer or tank dies, what would you do? What can
At most in very specific cases, try to evade tank or kite the boss around while attempting to burn down the last bit of its HP, if its low enough.
Usually players opt to stop wasting time and just wipe it. Why?
Because the way they build their characters are purely to capitalize on the expectation that the tank would handle everything other than Damage, and the healer would take care of the tank.
Because the encounter itself is necessarily designed in a way to allow the group to have little chance if one corner of the trinity fails, in order for there to be interdependence between the three archtypes.
There is only one real way each to spec - Max DPS, Max healing, Max threat/mitigation. Anything else is unacceptable, unjustified.
Why should a Damage class (I'm trying my utmost to never use the moronic acronym DPS ever again when describing the role) have to dabble in a bit of specialized CC or support heals... when they might as well just get a better healer?
Now, if your guardian dies...?
I'm not sure if anyone realises, or it may be different for other players, but I have yet to hear the phrase "just wipe it" in GW2.
I don't have the luxury and luck of always getting super groups that breeze through content either.
What I often see instead is players continuing the fight, because there is actual realistic chance for the group to pull through with a couple of those MVP clutch plays.
Even if more than one
group member goes down, anyone.
Every profession has various different ways they can help with emergency recovery, if the player is cognizant of them.
Battles can change pace on a dime.
Different group make up can lead to different strategies on the same boss.
It is actually worthwhile to be using a versatile build instead of a specialized one.
So... which is easier to handle?
Always getting the same group make up of a tank a healer and 3 dd?
Or potentially having all sorts of different mash ups every time like 4 control 1 support, or 2 damage 2 support 1 control, or 3 control 1 damage 1 support or...
Edited by Trei, 02 January 2013 - 05:25 PM.