Rest In Peace, World of Warcraft. Subscriber count doesn't matter, WoW has been dead in spirit for a while
Rest In Peace, Star Wars the Old Republic. SWTOR is a fun RPG, but a bad MMO
It would be, if they were operating with the same damage output. A glass cannon Rifle Warrior will still do significantly less damage than a full toughness axe warrior.
Stats on gear do not outweigh the discrepency between melee and ranged weapons, melee just does more damage. Period. Higher risk, higher reward. That's not imbalance, that's design intent. Ranged can use distance to keep itself alive much easier (and offers a more reasonable reaction time for certain effects). This is true, this is fact. But to imply that there is no benefit to using a melee weapon to offset the high risk situation is complete misinformation.
~Former Priest/Guild Wars 2 Moderator~
Now TESTING: ArcheAge (Alpha)
Now PLAYING: MonoRed Burn (MtG Standard)
Twitter: @KelestiMMO come say hi!
~When you speak, I hear silence. Every word a defiance~
Melee does zero damage when they're being kited (which is pretty easy to do), and when it's not viable to charge into melee combat without dedicated healers around to keep melee alive through inevitable focus fire
The fact you're ignoring entire survival toolkits, praising the need for "full time healers" and not actually looking into how one can actually play in this design has gone on long enough. There's ignorance, and then there's flat out trolling. Infracted --Kel
Last edited by Kelesti; 2012-09-25 at 06:02 PM.
Rest In Peace, World of Warcraft. Subscriber count doesn't matter, WoW has been dead in spirit for a while
Rest In Peace, Star Wars the Old Republic. SWTOR is a fun RPG, but a bad MMO
And yet, I put 15 points in defense to gain Adrenal Health, and run full Berserker gear with a greatsword/longbow and absolutely mow shit down. My Necromancer friend, who is admittedly a better player than I am, hates my ridiculous damage. I realize this is a pretty ad hominem argument, but when you say things like "Melee geared" I start caring much less about how logical my own arguments become.
Basically I'm saying you don't know jack shit about warriors.
Edit: You do realize this is a PvE thread right? About dungeons? I guess I haven't run into the melee kiting arena mobs yet.
There is no melee class, there is no ranged class. Hard for people used to the common tropes enforced by most games to actually get that in their head.
A dagger Elementalist is melee (and it shreds). A sword Mesmer is melee. These builds do ridiculous amounts of damage, equal to a Guardian or a Warrior in melee. When I pull out a ranged weapon, no matter which class I am, my damage drops no matter how I'm traited.
~Former Priest/Guild Wars 2 Moderator~
Now TESTING: ArcheAge (Alpha)
Now PLAYING: MonoRed Burn (MtG Standard)
Twitter: @KelestiMMO come say hi!
~When you speak, I hear silence. Every word a defiance~
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
I love my warrior. And know what you're talking about but I've tried to mitigate this by going full Defense. I've got all Berserker gear and rings/amulet/earrings.
During this fight I swap to rifle (decent single target ranged), and when it looks "clear" I do either greatsword "Rush" to get in fast (I don't like this as much since it has to finish the full animation cycle, and if the mob is close, it forces me to wait - and the mob can be beating on me during that time, or makes me miss my opening), or "Bull's Charge" if it's up (I prefer this). Hit him with "Hundred Blades" (as much as I feel comfortable with - usually not the full duration), then use "Whirlwind Attack" to get back at range and switch to my rifle for a bit.
"Whirlwind Attack" is another "dodge" - it will evade just like a dodge. Super handy. Easy to get ready for while you're doing "Hundred Blades" if you've got "Fast-Cast Ground Targeting" enabled.
All this works pretty good. But I also recognize that I won't be able to maximize my damage on all bosses. Just like other classes will have issues with other bosses. So in the end, imo, it all balances out. There are a couple Champions and Vets out in the world that "inflict burning on close attackers" - those force me to move in and out much faster, but are still do-able if you're patient with the time you're "forced" to be at range (eg. use Greatsword #4 before swapping to rifle, to slow them down so you can kite longer, etc).
The warrior is super dynamic with all it's ability to move in and out. I love it.
Garraeth, for those particular enemies, that's when you bring pulsing condition removal, via harassing your Memser friend to drop a Phantasmal Disenchanter, a Null Field, get decent Guardian support, or necro wells, etc. You still have to get out and heal back up from time to time, but one can still melee those things for a fair bit, and get away with it without too much trouble.
~Former Priest/Guild Wars 2 Moderator~
Now TESTING: ArcheAge (Alpha)
Now PLAYING: MonoRed Burn (MtG Standard)
Twitter: @KelestiMMO come say hi!
~When you speak, I hear silence. Every word a defiance~
Well really imo I would say an elementalist from what I have played is range, you have some shorter medium range spells where you need to be in the 600-900 ish range but that isnt so bad. Except that useless weak lightning whip spell... waste of animation space imo.
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
Don't forget your own options though It's not about what you can get other people to cover, but what your group brings as a whole, and you yourself are a pretty key part of that. Things like Shake It Off, and the Warhorn skills (both pointed out here) are what make the combat system so dynamic. Everyone brings condition removal, is it enough? How does it work in a group setting? Are you giving up a utility slot you need for something else, and if so how do you fill that gap (or can you afford to forgo yours because it's already covered)?
Work with your group, rather than alone or against them
~Former Priest/Guild Wars 2 Moderator~
Now TESTING: ArcheAge (Alpha)
Now PLAYING: MonoRed Burn (MtG Standard)
Twitter: @KelestiMMO come say hi!
~When you speak, I hear silence. Every word a defiance~
Warriors is fine for pve, just needs to to know how to avoid things, it helps switching to a ranged weapon at times as well if you are struggling to stay alive at times.
Last edited by garraeth; 2012-09-26 at 02:27 AM.
And it's totally true. It's going to take time for more people to start doing that before the meta game can truly flourish.
I fully expect to see 5-man groups, for dungeons and for PvP, to come up with "roles" the way LoL has - AP carry, AD carry, "support", jungler.
Obviously not the same roles, but with a similar idea.
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
I'm a level 80 full dps build guardian, and I have no problem keeping myself and my team mates up. The first couple times you run a dungeon, sure it messes you up. Then you learn the specifics for the dungeon, and it becomes cake. Just saying.