I loved my thief's P/P build for leveling and learning the class. I choose it at first because I liked the way it looked. But now at level 80, I find that I use P/P while I'm closing in on a target, and then switch to D/D to finish them off. I didnt used to be comfortable at melee range, but now I know how to dodge and use my skills better, I'm much more mobile, and I realize D/D hits harder and kills faster than Pistols do.
Brandon the Don, on 27 January 2014 - 07:40 PM, said:
"Oh look, a full open room which looks aesthetically pleasing... Let's all hug this wall..."
Like really... it breaks immersion, dumbs down fights and make simple things even simpeler... What is worse, if you do not know how to stack (thus abusing bad game design), you get raged at by your party...
There is absolutely a bad thing about stacking, though as it stands, it is simply the best method for everything within a dungeon!
I use it, you use it, and I advise everyone to use it, but come on, you cannot deny that it is actually rather stupid - especially in an action MMO like this where "active combat is everything"...
gw2guruaccount, on 27 January 2014 - 06:25 PM, said:
You've just described why it's a bad thing. It's effortless. You stand in a corner, gain all boons, suffer no penalties, are able to instantly rez, are completely safe for the most part, utilize all fields, and all for the simply price of auto-attack. You can AFK bosses this way.
I cant see how running around a room separately is better than corner-blocking and stacking on a boss, sharing boons and combo fields. But feel free to "play how you want." I still have to pay attention to things like Subject Alpha's red rings of death, so its not a total press-1-and-afk fight. If shouts and boons in a dungeon had a wider range, then maybe it would be more worthwhile to spread out.
I dont understand the hate for stacking. If all 5 party members are running around aimlessly, then the shouts, banners, combo fields, etc, are not being fully utilized by all 5 members. If someone misses a dodge and goes down, they're halfway across the room and no one is close enough to rez them.
When stacking on the boss, you're all in range of each other, all shouts and banners affect all 5 members, and if someone goes down, you're right on top of them to rez them. Not to mention many dungeon bosses hit harder at range than they do at melee. How is that a bad thing?