Only 3 prof’s in the game use pistols, and of them 2 can use them on their main hands.
Though hammers are restricted to 2 profs, maces as well. Sword seems to be the most prolific. Daggers is 3 as well, but all three of them can main hand them.
Anyway, dual pistol mesmers. Do want.
After this last patch GS is much more viable, even mind stab can have a decent time hitting. Before I would just use it for the 2 and the 4, maybe 5 to another 2 before going into sword. But now it’s pretty viable to try and kite my target with the GS before having to switch for sword 2 for melee.
Also what’s awesome about the zerker is you can cast it without line of sight, so I can poke folks on walls with it. Now it just needs to have the CD redux from the illusions line.
Also something interesting: I can summon my duelist and switch to my GS without hitting the in combat weapon swap penalty before my duelist starts shooting.
That might’ve been what was prolonging the fight for me. I felt like I was on that boss for a good 5 minutes dodging the same set of moves over a dozen times.
I think it needs to lose the heal on conditions. It’s the kind of passive padding that makes fights not fun.
For the most part the heroic’s were as hard as the regular dungeon, with some of the mechanics you use to be able to take before you had to worry about again. But for the most part it was a bigger gear check than learning new fights.
My single target damage seems to do well. I find myself lacking in aoe situatoins, but that could either be just a thing mesmers have to deal with or the dungeons are just way overtuned for those situations.
Story modes aren’t that hard, people have to get used to the fact this isn’t WoW, look for animations of bosses and use dodge.
Well that is part of the problem. You got very few good tells and a camera that’s way too small for what we need to do. Most melee have problems watching normal sized mobs cue anything because of their proximity and flashes from all the spells being thrown. Compound that with anything that’s happening off screen and you’re left with your head scratching wondering what went wrong.
Now so far I’ve ran story mode AC, TA, CM, and SE. So far AC was the only one that gave me any serious trouble, where I’ve actually had to graveyard zerg a boss. TA had us have to rerun the spider boss, and SE I think everyone else on my team had to rez at the last boss while I had to fend for myself. Outside of the AC ranger traps and the lovers most fights I was able to grasp and stay alive for. I would say the Golems in SE story boss fight with Kulu the first time have too much health, cause I had to dodge the same three moves for way too many times per boss.
I think the most obvious tweek is to turn down the number of spawns the spawning events give. Cause I usually feel the most overwhelmed during the few events involving those mechanics the most. Namely Lover’s AC Explore and that spider boss in TA Story.
WoW had the same kind of grind but it was also backed up with random drops, so that badge rewards were rather supplementing drops and the reward was from completing the dungeon rather than repeating it a fixed number of times. Make drops for at least Explore worth something and this grind would feel less tedious.
I also can’t get my head around the idea how people can die in story modes or on a trash pulls since almost every godkittenweapon in a game offers some kind of CC. And you know what? I don’t want to know….
because if you just miss your cue for ONE MOMENT they will drop you like a rock.
First, there is no ability in any of the dungeons that could one shot you. That means you must get hit few times to be dead.
Second, if you missed your “cue” few times, you deserve to die.
If I walk in with no clue what this “cue” is and just die without warning, how the freaking hell am I suppose to be able to watch for it a second time?
I also can’t get my head around the idea how people can die in story modes or on a trash pulls since almost every godkittenweapon in a game offers some kind of CC. And you know what? I don’t want to know….
because if you just miss your cue for ONE MOMENT they will drop you like a rock.
Strategies are sound and make sense, but some of the numbers they throw at you are a bit high for a not specified group to handle such a situation, mostly with the large spawn events. And I want any instance, at least story mode, to be doable with any kind of setup, with some allowance for groups and synergy. There should not be a short list of profession setups just to get into an instance that all players have to adhere to.
My instance runs up to 80 should be cakewalk where I can watch and learn mechanics without having to die to them. Once you start talking end game then everything here sounds reasonable.
Also we could use a better LFG tool.