(edited by Umut.5471)
Extra mob aggression /w conditions+toughness
From what I recall about AI spading, monsters seem to prefer characters with higher Toughness. Most condition builds tend to run +Toughness gear (Rabid), while Berserker minimizes Toughness.
From what I recall about AI spading, monsters seem to prefer characters with higher Toughness. Most condition builds tend to run +Toughness gear (Rabid), while Berserker minimizes Toughness.
This can be true because I use toughness along with my condition builds as you say.
But isn’t it still annoying ? This just makes players with toughness some kind of fall guy.
And also it encourages players to use berserker in pve which is already commonly used.
Mob aggression must be evenly distributed among players instead of insisting on just one player in party. Their hp bar isn’t even moving while I’m kiting and fighting all the mobs…
Toughness aggro is meant so that your party can have a tanker (like Guardian) and the glass cannons are somewhat safe.
Unfortnately Toughness, Vitality, Healing Power (, Boon duration and Conditiondamage) are really weak stats. The only worthy stats to stack are power precision and critical damage. Anet develops the system so that only berserker is viable.
Toughness aggro is meant so that your party can have a tanker (like Guardian) and the glass cannons are somewhat safe.
Unfortnately Toughness, Vitality, Healing Power (, Boon duration and Conditiondamage) are really weak stats. The only worthy stats to stack are power precision and critical damage. Anet develops the system so that only berserker is viable.
You are right. If there was a proper tanking and healing(monk) system this would be useful for tankers, but with more than 3k defense, pve mobs and bosses can still do 10-12k hits. And invasion veteran mobs can still do instant burst kills to players with high defense.
So If we are dying nearly as fast as berserkers in pve, they should make mobs to distribute their attacks evenly among all kinds of players. Basically you get defensive stats to improve your survivability, but it just makes you die much more than glass cannons plus you get less loot. It’s really annoying when a group of burst killing mobs attacking only to you while berserkers just stay there safely with full health and get more loot/reward than other builds, you can see this example yourself in scarlet’s invasions or in fractals. This must be fixed as there’s no “real” tanking system. The game must give non-berserk builds a chance to be viable in pve. In wvw or pvp other builds are viable, but these issues encourage us to use berserker builds in pve. Plus they require berserkers in many dungeons.
(edited by Umut.5471)
ANet do not want invincible bunkers in SPVP, because it is more fun for the spectators when the capture points are flipped often. And so defensive stats become useless in PVE, because the fights with mobs are all attrition fights.
ANet do not want invincible bunkers in SPVP, because it is more fun for the spectators when the capture points are flipped often. And so defensive stats become useless in PVE, because the fights with mobs are all attrition fights.
Yes this is the problem. Personally I don’t want better tankers or bunkers in pvp/wvw as it would break balance in pvp. Just distributing mob aggros evenly between players in pve would be enough for so called tanky builds. And a solution for this condition cap, for condition builds in pve would be good. You can hardly deal a little damage to champs or bosses in world events.