Seafarer’s Rest
main: Arc B – asuran mesmer
Since this has been poping a lot, i’ll just post the reply I gave in another thread:
i’ve read a lot of this type of discussions and i’ve always stopped me from answering one of these threads, people tend to flame too much and seems like they just can only extremes of the argument.
on-topic: if we just look to numbers there is no arguing in saying that s/s+s/f it’s a lot better than GS in terms of DPS, even comparing GS with scepter it’s not very straightforward saying which one is best, but i do agree that scepter now does an interesting damage.
that said we have to keep in mind that playing guild wars 2 it’s just not about numbers, in real in-game situations you’ll find lot’s of situations where GS is going to be extremely usefull. Let it be that running s/s+s/f will 90% of times be the most dps option but that doesn’t mean that will be better option for your group. 90% of the times you won’t have perfect teams and even when you do have them it’s not 100% guaranteed that a fail won’t occur, having a ranged weapon to switch too and be able to survive or even save your team is better than giving a few more dps.
I’ve playing as a mesmer since the BWE, i’m won’t say i’m one of the best out there, but i definitely know how to play my class and i have no trouble running a always melee build, i’m good at it, i know the fights and i survive without much trouble. However i’ve also saved my team a bunch of times for being able to change to range and kiting enough to kill a mob and make them rally, use the skill 5 and rezzing them, etc etcthat said my advice is simple, use s/s or s/f 90% of the times, get used to it, learn to fight at melee range and essentially learn to survive. Personally i prefer s/f over s/s just because i have an extra reflect and i’m able to pull mobs as I wish (aka grouping them so you can just melee the kitten out of it). However keep your GS for a quick switch if needed, yes you’ll loose one phantasm and you’re going to be take longer to pop 3 phantasms (you can always start the fight with the phantasm of the GS, but as already stated a few times on this thread it’s just not as good as the off-hand sword or focus) but despite loosing a small amount of dps you’ll have a good option in case things go bad and if you’re good it’s not that difference that will make your group run slower
TLDR: s/s+s/f is the better option in terms of damage number, in real situations s/+gs will have more benefict
i’ve read a lot of this type of discussions and i’ve always stopped me from answering one of these threads, people tend to flame too much and seems like they just can only extremes of the argument.
on-topic: if we just look to numbers there is no arguing in saying that s/s+s/f it’s a lot better than GS in terms of DPS, even comparing GS with scepter it’s not very straightforward saying which one is best, but i do agree that scepter now does an interesting damage.
that said we have to keep in mind that playing guild wars 2 it’s just not about numbers, in real in-game situations you’ll find lot’s of situations where GS is going to be extremely usefull. Let it be that running s/s+s/f will 90% of times be the most dps option but that doesn’t mean that will be better option for your group. 90% of the times you won’t have perfect teams and even when you do have them it’s not 100% guaranteed that a fail won’t occur, having a ranged weapon to switch too and be able to survive or even save your team is better than giving a few more dps.
I’ve playing as a mesmer since the BWE, i’m won’t say i’m one of the best out there, but i definitely know how to play my class and i have no trouble running a always melee build, i’m good at it, i know the fights and i survive without much trouble. However i’ve also saved my team a bunch of times for being able to change to range and kiting enough to kill a mob and make them rally, use the skill 5 and rezzing them, etc etc
that said my advice is simple, use s/s or s/f 90% of the times, get used to it, learn to fight at melee range and essentially learn to survive. Personally i prefer s/f over s/s just because i have an extra reflect and i’m able to pull mobs as I wish (aka grouping them so you can just melee the kitten out of it). However keep your GS for a quick switch if needed, yes you’ll loose one phantasm and you’re going to be take longer to pop 3 phantasms (you can always start the fight with the phantasm of the GS, but as already stated a few times on this thread it’s just not as good as the off-hand sword or focus) but despite loosing a small amount of dps you’ll have a good option in case things go bad and if you’re good it’s not that difference that will make your group run slower
TLDR: s/s+s/f is the better option in terms of damage number, in real situations s/+gs will have more benefict
FYI I was able to do the skill challenge on Far Shiverpeaks just now
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