Even more issues with other roles appear when they fail to adapt to the lack of effectiveness of all of their skills.
Knockbacks are often an issue due to the ‘issues’ DPS shouldn’t even have. Most of the melee weapons in all of the classes I played, while I do not fully remember the necromancer because I played it for only 2 hours before replacing with a mesmer, have a skill that charges/leaps/closes the distances to any target. Most of the time in my experience the PUG DPS are only realiable at killing one target. There is literally no excuse for it.
The theives have infiltrating strikes and heart seeker.
Warriors have savage lunge, shield bash, rush, whirlwind, and the axe&hammer’s F1 leaps(although not as reliable on the spot due to the need of resources) while their mace is the only weapon that cannot close the distance.
All of the ranger’s melee weapons have leaps and so does the mesmer’s.
Engineer’s bombs are their only offensive melee ranged kits that cannot close the distance to anything.
Elementalist’s daggers has 3 ways to close the distances, not to mention their fire lunge(dagger fire 3) deals the most damage at the end of the charge, while making a fire combo to ups everyone, who has a ranged weapon, blast, or whirling attacks, damage.
I can’t remember if necro daggers even have means to close the distance.
Guardians’ maces are their only melee weapon that cannot close the distance, not to mention the most used weapon, their greatsword also has a pull, and their hammer has a ward that can keep foes from entering and exiting it. So while all outside foes are getting pushed down the Guardian can focus more of his efforts into bashing the foe than dodging the horde.
In underwater combat, difiance does not protect from sinking and raising. If you had a team of Elementalists, guardians and anyone else with more than one sink/raise skill then the water bosses will never be able to act. When the foe can’t hurt you, then that means you got nothing to fear and you can go all-out on the offensive.
The difiant buff on bosses is a serious issue. Those with 5 stacks are feasible with everyone ultizing their weapon’s pull, daze, stuns, and knockbacks. Theives are the only ones with a reasonable excuse not to pitch in; aside from their stealth sword attack, all their CC their weapons have use resources they all want to use for DPS. Even a lone warrior with all physical skills(3 stuns), 30 power points and at least 20 defense points, with a hammer (3stuns) and/or mace+shield(3stuns and 2 blocks) can save the party form some of the boss’s attacks with nine stuns excluding the rampage because of it’s long CD. With the traits to upgrade CD speeds, they can do all nine stuns 6 times of 5. With the help of the others in the team, that last difiant stack on the second time won’t be an issue. While someone keeps the enemy stun-locked, the rest can go all out in their attack. If everyone does sets themselves up specificly to stun-lock foes, then the boss never will beable to act, however the fight will take longer, and sometimes they often fail because of their CD’s.
Focusing on condition/buff removal and buffing is a HUGE help in any given situation. You can dodge all you like, but eventually you will get hit with conditions, and witout a huge sum of HP and/or a condition remover ready you are in trouble. Most of the time because such a valuable ally is not there by your side.
It is a fair trade in sacrificing your own DPS so that the rest of the gang won’t have to lose their in evading and reviving the team cause they got hammered by nigh unavoidable damage too much.
The less the enemies act, the more you can afford to do.
Among other things, the lack of feilding AoE’s or just the lack AoE’s in gerenal is a huge issue in PvE. Don’t give me junk about it’s useless when the enemy moves out of it, because most of the time the AI is too sitting still attacking the melee, or any body who knows how to kite properly or those with the right means (chills, cripples, immobilizations), will ensure that the enemy doesn’t leave the rings. Ranged DPS is an issue too, mostly because there is a lack of, but they always have it better than melee, they can act more than melee too because they are at safer distances. I’m surprised I don’t see a Crit damage Warrior with a rifle and Crack shot more often in this cesspool of “DPS or nothing” crap which doesn’t help when everyone is the same build cause then they all go down for the same reason none of which are good ones. It puts shame on them that PvP players are better at staying alive against a flurry of hits that will instantly kill them while having a trick to escape immobilzation and all this while they are out numbered 3-6 to one when these PvE PUGs can’t even replicate this effect against a single boss. I’m not going to go into that right now cause this post is long as it is.