Hello, everyone. With this month’s changes to quickness and even steath, some burst classes, like the warrior and the thief, and certainly the mesmer too, have gotten a hit at their activation speed. Although I can understand it was unfair to fellow warriors, this thread is not about it.
Before this patch, I was having a hard time playing with untypical glass cannon squishies. There were a few reasons for those:
1. Alternative glass cannons were easily destroyed by quickned bursts from meta glass cannons, without the means to burst back or defend back at equal efficiency.
(1. 2. As a side note, that made those builds very unfun too).
2. Thieves and mesmers have stealth and clones, which are very strong defensive mechanics, although the later more so in crowds. This put them at advantage for zerker builds and the like.
I’m an elementalist player, and although I’ve used boon-bunker builds frequently (and recognize that they were strong, and even more so now), I personally prefer to be an offensive-oriented mage. I did pick the elementalist because, afterall, it was advertised as the class of elemental “destruction” and epic effects. And so it’s common for me to attempt to create offensive ele builds every once and then, and try to make them as competitive as possible. I don’t know about other alternative glass cannon builds for other professions, but damage eles have a few new slice of problems in addition to the general problems I’ve mentioned above, some of those which were only made worse by the old burst speed. In my opinion, they are:
1. Poor selection of fire (and air) traits for bursting/ damage. Even for condition damage, fire + earth is lacking efficient traits. However, this can be offset by taking most of the “bunker” traits (note: that does not makes them a bunker without cleric’s amulet), which are pretty much their “good” traits, some exceptions aside, and go with an offensive amulet (and I’m even talking about Berserker). It works fine for itself, but:
2. Twice the skills, twice the time spent to protect themselves. This is fine for bunkers, who can survive in time to use all their defensive skills (and thus further strengthen their defense), but as a glass cannon, it was just nearly impossible (for me at least) to use, say, 10 skills to survive against a burst that only requires 5 skills (arbitrary numbers).
However, these last few days, this glass cannon build has become far more enjoyable to me. A sudden backstab, a sudden hundred blades, a sudden time warp, they all make combat more challenging, but I actually feel I can react to them, counter them, dance agaisnt those classes. Battles between burst vs burst have been lasting longer to me, feeling less like a random “predict I’m going to burst you in one second or die lol” rock-paper-scissors game, and more like actual, engaging combat. I’ve been losing and winning against thieves, warriors, etc, but I actually feel my losses were deserved (well, outside of heartseeking me to death. I still hate that skill due to how easy it is to use :P).
Has anyone gotten a similar impression since last patch, or am I the only one? Can alternative glass cannon builds have room to breath now – now that they can no longer be easily countered by quickness glass cannons?
(edited by DiogoSilva.7089)