Risk/reward ratio

Risk/reward ratio

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Posted by: Cynz.9437

Cynz.9437

What classes (or builds) do you think have high, medium and low risk/reward ratio?

For example class X has high risk but medium reward -> risk/reward -> high/medium -> medium high ratio -> ok scenario.

Class Y has low risk/high reward -> low ratio -> class is eventually too strong.

Keep in mind, that pvp in this game is about capturing and holding points, some tactics/builds while may look good on paper don’t fit well in the stucture of pvp.

What changes would you propose to improve life of high ratio classes/builds and maybe decrease effectivness of low ratio classes/builds?

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Posted by: Alissah.9281

Alissah.9281

stunlock Warrior: very high reward/ very very low risk (or high reward/very low risk if teh player is not skilled)
condi necro: very high reward/ low risk (high/medium)
spirit Ranger: high reward/ low risk (or medium/medium
s/d Thief: high reward/ medium-high risk or (medium/very high)
condi Engi: high reward/ low risk (or medium/medium)
Ele medium reward/ very high risk (or horrible reward/extremely high risk)
bunker guard: high/low (medium/low)
dps guard: high/medium (medium/high)
shatter mesmer: high/low (low/very high)

I like making lists :P

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Posted by: ExaFlare.1390

ExaFlare.1390

^
I wouldnt say that condi necro/engi and shatter mesmer are low risk.

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Posted by: hooma.9642

hooma.9642

i think the complete list is nonsense. a condi necro can be high reward/low risk and in another game be low reward/high risk. it all depends on teamcomp and enemy.

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Posted by: ronpierce.2760

ronpierce.2760

Its kind of hard to answer these cause certain builds fluctuate hard depending on team size of the fights and skill level. For instance:

MM NEcro is incredibly easy 1v1 versus nubs. It’s good but relatively even good player vs good player, both using decent 1v1 builds, and in large fights the skill factor needed to pull through is pretty high. (Phant mesmers have similar issues), likewise some builds are reverse. engies do better in groups to aoe down, and are less effective (imo) 1v1.

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