Am I missing something here?
I don’t know how many threads there have been on this kind of subject, but in terms of raw damage versus conditions, there seems to be almost nothing favorable about straight, direct damage. Recently I’ve been running a Zerker-stated meditation guardian, and while it’s fun, it seems to just fall short for a myriad of reasons. I’ve converted to bunker because every game it looks like straight damage is essentially useless.
For one, running straight damage requires a three stat investment: power, precision, and critical damage. Conditions require one, and that’s condition damage. There’s condition duration, but conditions are already so spammable it hardly makes a difference. If you’re going for straight damage, you have to go all in or you see huge losses in your ability to actually hurt people, and once your raw damage is low enough, you’re getting into areas of attrition where conditions are just straight better anyway. Meanwhile, in running a condition spec, you free up one or two stat slots for stats like toughness, healing power, etc. Stats, which I should add, make you more defensible against raw damage builds (healing power and vitality are a good defense against conditions, but toughness does nothing except mitigate raw damage, and the first two also mitigate raw damage).
And that’s just the stats side of things – there’s the mechanics, too. There are so many defensive mechanics that only minimize raw damage, it’s insane. Dodging, blocking, “invulnerability” skills, stealth, they all stop basic attacks and skills from getting through. And while they do prevent condition-applying attacks from hitting, they do nothing to stop conditions that have already been applied. Dodging, Renewed Focus, Engineer’s Tool Kit Shield, Warrior’s Shield, conditions already on you will keep burning you while using them, but they make you invincible to straight damage assaults. And to make matters even worse, not only are these kind of skills and abilities abundant, but conditions themselves come with ways to out-shine raw damage. Weakness only mitigates straight damage, and it reduces endurance regeneration which is so much more valuable to raw-damage dealers who have to invest into three stats to do what they do, giving up other defensive stats. There’s also poison, which reduces healing and is invaluable for preventing all the prevalent self-healing, which a lot of the more DPS-based classes don’t get access to.
Couple these together, and you get a design scheme where the only way to become a bigger raw damage dealer is to spec more intently into less defensive specs, which is not only disfavorable due to how squishy it makes you, it doesn’t actually accomplish much because there are so many mechanics that just flat out prevent damage. You become more squishy, but you don’t actually make yourself any more effective because of all the blocks and dodges, etc.
All things considered, I get that DPS has the advantage of being burst-oriented, as opposed to the over-time nature of conditions, but it just seems like there’s such a ridiculous amount of ways that going raw damage isn’t favored in the spectrum of PvP. Which is a shame, because to me it’s one of the most fun specs available.