Meleeing lupi: Class difficulty analysis

Meleeing lupi: Class difficulty analysis

in Fractals, Dungeons & Raids

Posted by: TheKillerAngel.3596

TheKillerAngel.3596

Figured I’d get a discussion going. Difficulty is rated out of 5. Here are my thoughts:

Warrior: Easiest by far. Access to lots of evades, blocks, stability, and damage mitigation. Fast weapon swapping allows for solid damage and evasion, and burst skills give endurance regeneration on demand. Healing signet offers good sustain. Verdict: 1/5

Thief: Lots of evades and ability to regenerate endurance through dagger auto + signet, but defensive utility is mostly locked out of DPS trait lines. No stability and low HP pool means mistakes and bad dodges are punished extremely harshly. You will instantly die from attacks that many other classes can scrape by surviving. Verdict: 4/5

Ranger: Sword auto locks you to the target, which is a bad for dodging. Greatsword offers good defensive utility but the DPS is equal to or lower than shortbow’s. Axe offhand is alright at reflecting during phase 2. Good access to stability/invulnerability if you trait for it. Verdict: 2/5 to 5/5 (depending on weapon)

Mesmer: Lots of evades and permanent vigor, though blurred frenzy is sometimes delayed. Excellent damage in phase 2/3 with reflects. To maximize damage, however, you sacrifice a lot of convenience. The mantra heal is very slow to cast and heals for a small amount, while stability comes in tiny bits. Verdict: 2.5/5

Guardian: Lots of blocks, which can help if you are out of dodges. Low HP pool means that like the thief, getting hit by some attacks will 1 shot you. However, you can trait permanent vigor, which substantially helps. Low cooldown, AoE stability can save groups under a bubble, and access to reflects shortens phase 2/3. Good damage with sword/greatsword. Verdict: 2/5

Insights on other classes would be appreciated.

Think stacking and skipping trash is cheap?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.

(edited by TheKillerAngel.3596)

Meleeing lupi: Class difficulty analysis

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Posted by: spoj.9672

spoj.9672

Necro: No cleave on phase 1 makes it even worse than mesmer for dealing with locusts. Completely reliant on dodges and energy sigils in all phases. DS can be used to tank some hits but you can be killed through it pretty easily. Id probably say its the hardest class to do it on. 4/5 or 5/5 difficulty imo. Sword ranger might be harder?

(edited by spoj.9672)

Meleeing lupi: Class difficulty analysis

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Posted by: Dub.1273

Dub.1273

Power necros have absolutely no problem dealing with locusts. In my opinion necro still has the hardest time (without endurance food). Aside of that, all professions have it fairly easy.

Dub | [rT]
#LoveArrows2013, never forget.

Meleeing lupi: Class difficulty analysis

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Posted by: obal.3218

obal.3218

Bear 0/5. Bear can take 2 swipes and an aoe and survive. Bear OP!

Meleeing lupi: Class difficulty analysis

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

Power necros have absolutely no problem dealing with locusts. In my opinion necro still has the hardest time (without endurance food). Aside of that, all professions have it fairly easy.

Depends on your locust rng. If you’re like me and get 3 locusts at once about 3 times in a row then it gets hard to deal with them.

(edited by spoj.9672)

Meleeing lupi: Class difficulty analysis

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Posted by: Emanuel.9781

Emanuel.9781

Engineer lupi melee/solo is easy as hell. Blocks, endurance regen, stability, RNG reflects, perma vigor and invulnerability, you got it all. It is all available.

It’s harder for me to do it on an engineer than warrior, but easier than the rest. Depends a lot on the build and what you use as utilities.

Rezardi [DnT] – Elite Playhowiwanter US
NemesisMMNecro [rT] – Trans-Transsylvanian RPer EU

(edited by Emanuel.9781)

Meleeing lupi: Class difficulty analysis

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Posted by: Wethospu.6437

Wethospu.6437

Thief: Lots of evades and ability to regenerate endurance through dagger auto + signet, but defensive utility is mostly locked out of DPS trait lines. No stability and low HP pool means mistakes and bad dodges are punished extremely harshly. You will instantly die from attacks that many other classes can scrape by surviving. Verdict: 4/5

I’m curious how a bad dodge gets punished harshly when you can just dodge again? Also Thief has Infiltrator’s Strike which allows by-passing most of the attacks very easily.

Anyways I agree with Dub. Can you really say some class has a truly hard time?

(edited by Wethospu.6437)

Meleeing lupi: Class difficulty analysis

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Posted by: J Eberle.9312

J Eberle.9312

Anyone got something for necro solo? I think there was a video a while back

Meleeing lupi: Class difficulty analysis

in Fractals, Dungeons & Raids

Posted by: TheKillerAngel.3596

TheKillerAngel.3596

Thief: Lots of evades and ability to regenerate endurance through dagger auto + signet, but defensive utility is mostly locked out of DPS trait lines. No stability and low HP pool means mistakes and bad dodges are punished extremely harshly. You will instantly die from attacks that many other classes can scrape by surviving. Verdict: 4/5

I’m curious how a bad dodge gets punished harshly when you can just dodge again? Also Thief has Infiltrator’s Strike which allows by-passing most of the attacks very easily.

Anyways I agree with Dub. Can you really say some class has a truly hard time?

Miss a kick = dead. Miss a swipe = dead. Of course, good players don’t get kicked or swiped in the first place. But if you double dodge under him in phase 2 a stray projectile can still 1 hit you. Also, missing a dodge on the lifesteal can kill you if you aren’t at 100% hp.

Think stacking and skipping trash is cheap?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.

Meleeing lupi: Class difficulty analysis

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Posted by: Guanglai Kangyi.4318

Guanglai Kangyi.4318

Mesmer gets kittened really hard by the locusts in P1. Unless we’re talking general group melee in which case anyone with vigor gets by just fine.

Meleeing lupi: Class difficulty analysis

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Posted by: spoj.9672

spoj.9672

Yeah if this is comparing solo difficulty than mesmer and necro both have a hard time with phase 1. Mesmer is easy after phase 1. Necro is easy in phase 2 but you have to be very careful in phase 3.

If this is a thread for melee in a group then all classes have a complete faceroll time in phase 1 and phase 2. Some classes may be at a disadvantage in phase 3 depending on what they bring, how many defensive options they have and if they have low hp pools. But in general, group difficulty between classes is determined by your experience with the class and not the class itself. If you know how to melee lupi on any class you should be able to do it on all classes in a group with little to no problems.

Meleeing lupi: Class difficulty analysis

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Posted by: Norjena.5172

Norjena.5172

Did my first Solo (melee)with my engineer. If u don´t want a speedkill, it can be pretty easy.

1. perma vigor
2. 3 sec fullblock all 20 seconds
3. oh crap failbutton (elixir S)
4. small but safe reflect for rapid fire/p2 aoe
5. 1,5sec block which can make it pretty to escape aoe LL even if u can´t dogde out perfectly
6. Grenades are making P1 easy, a lot of cleave + frost and blind to locusts, running small circles around lupi and “provoking” kicks makes p1 slow but pretty easy.

Guard wasn´t that hard too, and im failing with the easiest class…probably the next time i try it.

(edited by Norjena.5172)

Meleeing lupi: Class difficulty analysis

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Posted by: Cynz.9437

Cynz.9437

Thief: Lots of evades and ability to regenerate endurance through dagger auto + signet, but defensive utility is mostly locked out of DPS trait lines. No stability and low HP pool means mistakes and bad dodges are punished extremely harshly. You will instantly die from attacks that many other classes can scrape by surviving. Verdict: 4/5

I’m curious how a bad dodge gets punished harshly when you can just dodge again? Also Thief has Infiltrator’s Strike which allows by-passing most of the attacks very easily.

Anyways I agree with Dub. Can you really say some class has a truly hard time?

because it costs resources and despite the common missinformation, thieves do not have infinite dodges

All is Vain~
[Teef] guild :>

Meleeing lupi: Class difficulty analysis

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Posted by: Wethospu.6437

Wethospu.6437

Despite the common misinformation, warriors do not have infinite health.

Thief: Lots of evades and ability to regenerate endurance through dagger auto + signet, but defensive utility is mostly locked out of DPS trait lines. No stability and low HP pool means mistakes and bad dodges are punished extremely harshly. You will instantly die from attacks that many other classes can scrape by surviving. Verdict: 4/5

I’m curious how a bad dodge gets punished harshly when you can just dodge again? Also Thief has Infiltrator’s Strike which allows by-passing most of the attacks very easily.

Anyways I agree with Dub. Can you really say some class has a truly hard time?

Miss a kick = dead. Miss a swipe = dead. Of course, good players don’t get kicked or swiped in the first place. But if you double dodge under him in phase 2 a stray projectile can still 1 hit you. Also, missing a dodge on the lifesteal can kill you if you aren’t at 100% hp.

If you get hit by Vicious Slash perhaps that’s the issue. If you can’t handle Mighty Kick/Lupine Blast then wear some PVT-gear. Berserker is not the only option.

(edited by Wethospu.6437)

Meleeing lupi: Class difficulty analysis

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Posted by: Syn Sity.5826

Syn Sity.5826

I found using the 5% of precision is converted to vitality trait for thieves in the second trait line to be very useful since it would allow me to survive a frenzied blast from phase 2.

[DnT]

Meleeing lupi: Class difficulty analysis

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Posted by: Harrahou.4518

Harrahou.4518

Reading the OPs verdicts, it seems to be about soloing. So everything that has been said above are true. Soloing is equally as hard/easy for anyone who can play whatever class. And group play… no comment.

R80 Multi Classer
Proud Owner of:
Oh Did That Just Happen [Mhmm]

(edited by Harrahou.4518)

Meleeing lupi: Class difficulty analysis

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Posted by: laharl.8435

laharl.8435

Thief: Lots of evades and ability to regenerate endurance through dagger auto + signet, but defensive utility is mostly locked out of DPS trait lines. No stability and low HP pool means mistakes and bad dodges are punished extremely harshly. You will instantly die from attacks that many other classes can scrape by surviving. Verdict: 4/5

I’m curious how a bad dodge gets punished harshly when you can just dodge again? Also Thief has Infiltrator’s Strike which allows by-passing most of the attacks very easily.

Anyways I agree with Dub. Can you really say some class has a truly hard time?

Miss a kick = dead. Miss a swipe = dead. Of course, good players don’t get kicked or swiped in the first place. But if you double dodge under him in phase 2 a stray projectile can still 1 hit you. Also, missing a dodge on the lifesteal can kill you if you aren’t at 100% hp.

Guardian gets one shotted by all those things too. Not saying guardian is hard, just saying a soloer definitely shouldn’t be getting kicked or swiped, those should be the least of your problems.

(edited by laharl.8435)