They could make it only apply for the mists, while slamming those golems.
The more i look at the game mechanics, the more it looks like started out as a classic MMO and then got converted into a more action focused form centered around small group or solo encounters.
By this i mean that the CC is more about interrupting the actions of you foe (kinda like breaking the combo of a opponent in a fighting game) than it is about making sure you only face one opponent at a time.
But at the same time much of the game carries the classic vocabulary of stun, daze, immobilize and so on. But the effects are so short that they are clearly more relabeled interrupt than effects in their own right (1 second effects? how you you exploit those in a one vs group scenario? especially when they come with a 20+ second cooldown?).
And also, while the professions can be built tank-ish, the tools for doing so mostly show up around the grandmaster trait tier. Meaning that for most of the game you end up playing some variation of DPS.
The separate tiers work when you start out as level 80 (sPVP). But when you need to work your way up, the impression your left with is that the game promised but did not deliver.
Dunno about anyone else, but for me it’s the hair.
I swear i see variations of here everywhere within the human areas.
Part of the issue is that the many of the traits that allow tank-ish builds show up at grandmaster tier. All well and good for sPVP, but a pain in the behind for PVE.
Aggro meters will not work because there is no single number that represents a mob’s aggro like in old games like WoW or EQ. The AI in GW2 is much more complex than that and it works differently for different mobs/bosses too.
Not quite sure. While there are certain actions that will bump you to the top and keep you there, it still feels like there is some kind of general aggro score in there.
GW’2 combat is about skill, not 1-shotting things because you have endgame gear. Gear helps, but if you are an unskilled player (which I am amusing you are because you bothered to complain on the forum) then gear won’t change that.
GW2 is a breathe of fresh air to me, among my favorite games of all time.
Thieves coming out of stealth and 2 shotting you while you never see them is not skill. Sorry. Neither is a rifle warrior behind you who charges up a kill shot… and one shots you. Neither is a portal bomb or 30v1. This game takes no more skill then any other mmo. But, you keep believing that it does and that you are somehow superior…/facepalm
sigh If only we had a universal tool that allowed us to evade the giant power attacks. I main ele so I know how soft classes feel against those tactics, fortunately for me I know when and how to dodge roll. Too many people roll the moment they can instead of waiting for the proper moment.
Learn enemy animations.
The real issue with thieves right now is in regards to culling. The actual model of the thief shows up multiple seconds after he left stealth, meaning that he in effect is still in stealth.
I find myself thinking one aspect of the issue is that the interrupts and such are designed around 1v1 or similar balanced enconters. While out on the PVE you quickly find yourself swamped by 1v3+ and the game gives you a very limited toolset to deal with those. End result is that people default back to kiting, something that to me at least feels more like a FPS than a MMORPG.
In some insane way the players have to intuit that the controls are not there to put a mob out of the fight so you can focus on his buddies, but that they are there to counter mob actions.
That’s something extremely easy to figure out… If you realize GW2 is not a clone of classic MMOs, rather a new game on itself.
That’s the issue here. People who have played all MMOs in the world, so used to the fact that other MMOs are so similar to each other that they can be called clones, and assuming that GW2 is (or worse, should be) more of the same.
Part of the problem is that the controls and skills on first appearance looks like any other MMO. You select your target and your attacks go there. While over at TERA (the closest comparison as far as i can tell) you don’t lock on, you line up the sight and fire. From the outset that tells you that TERA is a action game.
In essence GW2 quacks like a duck, walks like a duck, but is actually a rhino in drag.
On dodging forward, there is a bindable 180 key i think.
What’s wrong with you people? It’s clearly this guy.
I think i failed my sanity check…
I understand OP’s concern that there is a little bit too much emphasis on dodge and not much on everything else like clever use of skills.
I think that kind of statement is said mostly by people who don’t understand how the game works.
In other topic, I saw someone using the Graveling Scavangers to demonstrated how “broken” the combat system is. The Scavangers have a charged attack in which, if they hit, they knock a character down and basically kill it while it’s on the ground. The poster was using them as a way to illustrate how combat is either DPS – and you kill them before they use this attack – or dodge – the only way to avoid this attack – or you die, no other option available.
That comment showed a profound lack of knowledge about the game.
Against the Graveling Scavangers, a character can:
- Interrupt the charging animation. Any kind of crowd control works for this.
- If the character cannot interrupt the attack, use some kind of defensive skill to prevent the attack from hitting. Aegis for Guardians, Mist Form for Elementalists, and so on.
- If the attack cannot be defended against, use some source of Stability to prevent the knock down and thus avoid the killing attacks.
- If the character cannot prevent the knock down and is actually thrown on the ground, use any kind of stun breaker to leave the knocked down state and just walk away from the killing attacks.
- If a character cannot do any of that… Just ask for help. Party members can do all of the above, plus interrupt the killing attacks themselves.
Dodge is bad. For a melee character, dodge is very bad since it moves you out of range from your enemies. Playing as a Guardian in Ascalon Catacombs, I almost never have to dodge; Kholer, for example, can be easily defeated by using Aegis and Stability, without having to stop attacking in order to dodge.
Best i can tell, the interrupts, the meat of the control portion of the game, is not exactly discoverable. This in particular if you come over from any classic mmo and start looking over the skill tooltips.
It is almost as if they decided to covert a classic mmo into a more action oriented system half way thru development.
This because you have all the trappings of a mmo. Targeting, control effects and so on.
But then you start looking at the numbers, and from a classic perspective the controls look less than impressive. single digit second effects, often on single targets, if half minute or longer cooldowns? At first glance they do not look like worth the effort to even test out.
So you dodge, and try the boons defensive boons, and forget about the control effects for now as you hope they are a error and will be corrected in a future patch.
In essence the game has the up front appearance of a classic mmo with a dodge mechanic. But once you take the interrupts into consideration it plays more like a over the shoulder fighting game. In other words, Tekken with a weird camera angle.
In some insane way the players have to intuit that the controls are not there to put a mob out of the fight so you can focus on his buddies, but that they are there to counter mob actions.
But the only way to discover that, outside of bumping into it here on the forum or reading the wiki, is by trying that unappealing skill and see the interrupt text pop up on screen.
Lets not confuse difficult and tedious…
Going to have to go with Logan Thackerayy here.
Logan Ranaway? Disloyalty is soooo unattractive.
Casting my vote with Eir. Fell in love when I first saw
https://d2vn94glaxzkz3.cloudfront.net/wp-content/uploads/wallpapers/GuildWars2-07-1680x1050.jpg
Stomping thru the snow in what appears to be a minimal swimsuit, color me intrigued.
Draconic helmet comes to mind, and perhaps temple shoulders.
Water elementalist comes closest to white mage in concept (especially when decked out in some robe-like armor). Guardian is more D&D cleric.
ahem, excuse me a moment…
The things that make dredge bothersome for me are their immunity to blindness, and their resonators that love to spam the launch attack. Never mind that they have no idea about safety rails or similar in their construction efforts…
While i have a sweet spot for a certain asura, as well as a couple of sylvari (who can’t love that insane weed that is your priory mentor?), when i heard the voice of a certain largos, i was smitten on the spot.
Could be because it reminded me of a spaceship engineer from a different game…
If you REALLY want to group up a bunch of stunning mobs, bring some stability.
Well, for example engineers don’t have a reliable way to get stability. And they have a lot of AoE damage and thy need to kite mobs, so it tends to drag more mobs into fight.
Really, people who don’t understand that the game is not revolving around warrior\guardian are kinda frustrating. They ruin every thread with their “meh just faceroll pve is easy” posts.
And like i tried to point out earlier, the open world aggro system have a “feature” where if you aggro one you risk aggroing others within a certain range of the same kind. You can try it out on centaurs for instance. Aggro one and you get anyone else of them within a certain range on you.
Meaning that taking them out one by one is not always a option thanks to game mechanics. Never mind that, thanks to what looks like a broken respawn system, if you take long enough to do them one by one, the first one will have respawned by the time you take out the last one. End result is that you may be stuck in the same location taking out mob after respawning mob and not get anywhere.
And if you do advance you may have picked the wrong hallway or similar and have to double back, oh hey there they are again.
Not brutes alone, brutes along with the “come here!” anchor tossing mobs, usually with 2+ of each. This then result in a stun train if either of them manage to hit you with one of their stuns.
A likely scenario is that he is dealing with one of those kinds while the other(s) spawns close enough to get aggroed but out of camera.
If it comes down to reconing or pathfinding skill, it is also the player’s issue.
A friendly advise, try holding down the ctrl key while going through mobs, it will expose all enemy names in red within a current distance, this way can peek around and see where every mob is located, and pick a better route to run through.
I killed tons of risen with “come here” vocal on 1 vs 1 situation, only like 1% i will got surprised by unspotted foe and it is always a new spawn foe. In GW2, player skill doesn’t necessary means the use of weapon skill and utility skill, spotting, routing, using environment advantage are also matters. If OP is facing this situation constantly, that mean either he don’t know how to pick his routing or he just rush through mobs and pray nobody hit him.
Or turn it on permanently in options. Still, they have a “bad” habit of congregating around the only practical travel paths, at least in Malchor’s Leap. Heck, at least one of the waypoints in that place is found half way up the side of a ruin.
And talking about M’s Leap, i wonder how many times i have had to double back because what looked like a clear way forward ended in a blind alley around the next bend. And by the time i have turned around to look for a new path, hello respawns…
The CC chaining is just one aspect of Orr. Others are things like waypoints that get overrun minutes after you clear them, and a map that is virtually useless because so many paths go under or inside ruins (with at least a couple of 90 degree bends while inside just to really mess with any sense of direction).
The place would be hard enough to navigate without having to deal with long range aggro from rapidly respawning mobs. The abundant CC is just the cherry on top…
I can’t stand Orr, myself. It’s basically just a boring, barren, maze-like zone where you can’t spread your arms out and spin around without hitting three mobs. To me, if feels like a very un-GW2 kind of place, where everything is a hassle — champions all over the place, mobs that seem to respawn within tens of seconds — and almost a requirement to put raids together in order to complete major objectives before all your work disappears in the blink of an eye.
I spent a fair amount of time at the Cathedral of Eternal Radiance in Malchor’s Leap today. It was a headache, but with some luck and a few close calls, I found I was actually able to take two of the three surrounding points necessary to gain access to the center. However, after I secured the second point, I found out that the first one got destroyed while I was gone. Basically, what I learned was: unless you have a large group who will coordinate to take all three points simultaneously, don’t even bother with the place. Of course, no one is around there anyhow — heck, I didn’t even want to be there. I was just there because I need it for my crazy dream of one day attaining 100% world completion. It’s pretty aggravating, thinking that I may never get there, because of this one place.
If I had my way, progress in Orr would be at least a little more permanent. For example, let’s say one you claim a camp or some other point, it’s safe for the day, or half a day, or even a few hours, depending what it is. Maybe some of the points could provide realm perks, similar to the keeps and towers in WvW — I’ll bet that would get more players into Orr on a regular basis.
I can only speak for myself, but when it comes to Orr, I only want to go in, grab the zone completion, and get out. There’s no reason for me to stick around there, nor would I expect anyone else to. I don’t like being there, it’s not fun, it’s not nice to look at, and it’s annoying.
Holy crap. You’re idea for giving perks for keeping the shores complete is brilliant! It would make “War zones” a lot more meaningful, and it would make me stay in Orr, and grant whatever perks it may bring.
Yep. Perhaps tie it into guild and/or order, so that your membership means something. Perhaps they could put a tooltip indicator on waypoints and such with a progress bar. The higher it gets the closer the waypoint is to being overrun, and spending time in the area clearing out mobs and doing events will drop the bar back down while building up a perk of some kind for you and your fellows.
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Because most of the players run around as melee swing heavy armors. meaning they rarely notice as the weapon does damage as long as they are close enough…
Another, tho unrelated, issue is that if you use ground targeting and happen to put the mouse even one pixel on top of the target info window your ground targeting circle ends up between your characters feet…
Between having a general interact button (F) and the action focused gameplay, i am surprised they didn’t go for a more Morrowind style interface. There you had mouse look unless the inventory window or similar was open.
I would not mind seeing the hammer join the engineer arsenal.
Maybe they can borrow a trick from the necromancer and have it spawn a rocket plume on use.
As for armor, i should really try out some metallic colors on that padded jacket.
Not brutes alone, brutes along with the “come here!” anchor tossing mobs, usually with 2+ of each. This then result in a stun train if either of them manage to hit you with one of their stuns.
A likely scenario is that he is dealing with one of those kinds while the other(s) spawns close enough to get aggroed but out of camera.
Another thing about open world aggro. Often if you aggro one you also aggro nearby of the same kind. You can see this any time a mob near the one you attack get a crossed blade over its head. End result is that you often do not have the luxury of picking them off one by one. Especially in a place like Orr where just about everything is classified as undead…
In other games, the response to this would be to slam a long duration stun on the extra mob(s). But those do not exist in GW2. Unless there is some undocumented behavior in pulls that allow us to avoid this, i am unsure how to effectively handle these situations beyond a AOE kite.
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Agreed, for a action oriented game it has some very cumbersome controls.
How about they change the way stability works, so that it works more like the way it does on bosses?
The skill grants you a stack of immunities to CC, decreasing by one every time a CC hits you, and when they’re all depleted you can be CCed again?PS: I hate that bosses can only be CCed one in 6 times. It feels like a cheap way of increasing difficulty and makes certain weapons simply not viable for boss fights, further increasing the gap between GS and everything else.
Yea i have sometimes wondered why certain boons and conditions are duration stacking only. It makes them bothersome to use as you have to make sure they run out before applying a new one or it simply goes to waste.
After reading the comment from a necro player in here about using spectral i found myself thinking. It may be that the issue is aggravated one some professions by having the stun breaks on skills that until Orr have not seen worth the slot space.
Take the 4 stun breaks that necro have available:
Plague Signet: The passive draws conditions from nearby allies. Never mind that in its current from it copies more than moves said conditions, but unless you find yourself in a group facing a condition heavy challenge it is easily ignored. And its active is twofold, dumping accumulated conditions onto target foe, and breaking stun. 60 second cooldown. Most will have, before Orr, looked at the other parts and gone “not worth it” and virtually forgotten that they have it.
Spectral Armor: 6 seconds of protection, 6 seconds of 3% life force when hit, 90 second cooldown. Again, if you do not need the stun break it seems hardly worth it.
Spectral Walk: 30 second swiftness, and before a patch reversed the behavior, it would drag you right back to where you started unless you made sure to sever it. 60 second cooldown.
Necrotic Traversal: To even use it you first have to set up a Flesh Wurm somewhere. A minion that can be attacked and killed, And is stationary once placed. Triggering traversal destroys the wurm btw. Likely the least used of the necro minions.
Never mind that until you hit Orr, finding multiple mobs in close proximity that do stuns are highly unlikely. And those that do, do it with a cooldown measured in multiple minutes. This allows players to build up a ignorance of stun as usually they can ride it out rather than pack a skill specifically to deal with it.
Meh. ANet could have borrowed something from Cryptic. Here if you get stunned you can hit your block (a near relative of the GW2 dodge) and break the stun. Doing so will also make you immune to stuns for a while. Note btw that their block is a sustained ability, active as long as the button is held down. It does make the character unable to attack, but it sharply reduces damage for the duration. I sometimes wish my shield carrying characters could trade their dodge in for such a sustained block.
I wonder if the word skill being bandied about in these threads mean different things to different people.
ALL HAIL THE CHARRMERA.
But honestly, now all jokes aside everyone knows the ultimate beast and boss of the game is the ÜBERQUAGGAN.
Überquaggan? That sounds…absolutely amazing and terrifying at the same time.
My first thought was a quaggan the size of a wurm.
yup I miss it and expect that there will be a shift to that extent shortly. I see it when they release the raid stuff that there will be a trinity type mechanic included cause no point having 20 people pound on a boss that is a zerg and we know how well that has worked.
Yep. DE bosses (or for that matter the Halloween maze champs) driven into a corner while some 20+ people drop every damage ability they have available on his general location. I suspect that even if the bosses were given some kind of AOE launch to clear the melee it would simply get interrupted by virtue of the skill spam alone with no real planning.
I swear this game need the equivalent of a APM gauge…
Just looked at guardian, mesmer, warrior and engineer, and all but the mesmer’s mantra healing trait shows up at grandmaster level.
This means people play thru most of the game without having the option to try builds that rely on said traits, and so has likely already settled on a play style that emphasize DPS over any kind of tank/heal. This because that would be how they managed to get thru most of the game so far.
Nah, I mean facetank like in that big bad thing is hitting me in the face and I just stand there taking the hits. Last patch this was nerfed a bit to be honest, but it is still doable.
I just think, most people are overwhelmed by all the possibilities and have a hard time to realize what is possible to achieve.
Or by the time they get to 80 they no longer think it possible because the leveling experience turned into a kite after a kite after a kite unless they found a way to burst the mobs down en mass.
Facetank, as in fight one or two mobs without running around, I assume. I don’t need to kite much as a mesmer anymore in open-world PvE, even in Orr, if it’s not more than two mobs. Just switch to sword/something up close and chopchop.
Mantra Mesmers are as much healers IMO as prot/smite monks in GW1 and atonement priests in WoW. If you’re spamming a mantra over and over to heal, while neutralising enemies attacks from hitting the target, and ripping off conditions, that’s about right.
I’d like to do this in dungeons but it’s pointless for farming, can ANet please allow us to save traits and builds so we can swap, please?
Sounds like the impression i have gotten is correct. The professions may well change massively once you reach 60 and can unlock grandmaster traits.
Sadly the experience getting there can be less than painless if you happen to buy the wrong skills and such…
Also, not having direct control of what the mob is/can do. That is frustrating since the aggro system is guesswork at best. A role based system allows one (multiple persons) to directly control who/what/where the mob is going to be at any given time. It’s frustrating to completely not have aggro in one encounter, and spam damage, to trying to use every peel trick in your arsenal, only to have nothing dissuade the mob from ignoring you. This kind of unpredictability lends to people’s frustrations with this system.
I had a wakeup call regarding GW2 “control” the other day. It is not about control in the traditional sense (stun/daze/immobilize for multiples of 10 seconds) but instead about timed interrupts to deny mobs the ability to complete their attack actions.
In essence, GW2 is Tekken in drag. It is about getting that jab in there to break the multi-hit combo that would otherwise decimate you.
Problem is that the only way to really figure this out is to either experiment or dive into the wiki. There are no clear indicators on the tooltips about what skills will be able to interrupt a mob, outside of speculating that anything that looks like a classic CC will produce a interrupt in some sense.
Never mind that poor timing is expensive, as most of the interrupts come on short duration, long cooldown. And the cooldown is entered even if the interrupt miss for some reason.
End result is a game that looks like a duck, quacks like a duck, but is actually a very different animal.
Tanking stats – tanking gear – tanking traits: check
Healing stats – healing gear – healing traits: checkProduces results like farts in a hurricane…
Damage stats – damage gear – damage traits: check
Just build a character the way you like. It is all in the game. You can have all the trinity you want…
Like Ford said, you can get your model T in any color as long as it’s black.
My shout warrior in cleric gear would like a word with you.
Mesmer here, I think mantra healing is fairly efficient.
Kitten, I can even facetank most mobs in power/toughness/vitality gear specced 0/10/30/20/10. And I thought that was awesome for a caster.No clue what people want more…
I must me using a outdated understanding of facetank as i can’t see how that happens.
In either case, shout warriors and mantra mesmers both heal as a side-effect of other activities. Meaning that the primary focus is still damage, it just is damage with extras rather than pure damage.
Same thing seems to be with guardians and engineers, using traits to add healing to DPS activities (guardian altruistic healing and engineer elixir coated bombs).
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More and more it sinks in that somewhere half way thru the development someone decided that the game should be a over the shoulder fighter, but forgot to actually adapt the UI to that new thinking.
End result is that unless we play professions that primarily deliver their skills in melee range (arcing auto-attacks, PBAOE and so on) we have to fight the UI as much as we fight the mobs.
Insane autotargeting is just part of it. The rampant use of ground targeting also clash with the action focused game play.
Tanking stats – tanking gear – tanking traits: check
Healing stats – healing gear – healing traits: check
Produces results like farts in a hurricane…
Damage stats – damage gear – damage traits: check
Just build a character the way you like. It is all in the game. You can have all the trinity you want…
Like Ford said, you can get your model T in any color as long as it’s black.
I find myself starting to wonder if the problem is control, or lack of suck, of the battlefield. Tanking is in a sense about control, being able to control who the mobs focus on. Or similarly deny them the ability to do certain things.
But with the aggro mechanic being a virtual black box – join one PUG and you can’t shake the mob no matter how much you try, join another and you find the exact same mob ignoring you completely – and what controls we have, interrupts, usually being on long cooldowns – making them timing of their use a life or death issue – the players end up having a distinct lack of control over the battle.
End result is that we are fighting on the mobs terms, rather than our own. For some that may be exciting, and i would not want to deny them the right to do things that way if they so choose, but for others it becomes a real frustration.
For an example outside of the dungeons, i can’t really deal with more than one mob aggroing me by locking down most of them while dealing with one. I have to deal with them all constantly or i find myself back at a waypoint with damaged armor.
End result is that i learn that if i want to get anything done i need to find ways to dump a massive amount of AOE damage on them in a short amount of time. This because i can’t really compensate for lack of AOE via crowd controls.
It sounds like at the very end, you learned the wrong thing. Fight smarter, not harder. If you don’t have enough control to take them all down by yourself, you either need to compensate with more support options (protection? vigor?), better dps targetting (whittle down their numbers), or just avoid that situation entirely and/or escape.
Would love to, except that access to either of the boons mentioned are usually short lived and long cooldown (if available at all).
As for focusing on a single opponent at a time, maybe. Except i see little difference in DPS going for single target vs AOE, and with AOE when i am done i am done. This compared to having to start over fresh 2+ times.
And if i am to avoid all the time, i will get nowhere. This because the game loves to throw multiple mobs to aggro nearby mobs when i attack any one of them.
I have looked over my available options on multiple professions and each time i end up having to go back to the ranged AOE kite because alternatives do not allow me to take control of the fight in any real sense of the word.
GW2 wants to be an action MMO….Ive never played Tera (I know it didnt take off like pp were hoping) but Ive read Tera has a better combat system…is this true?
seems to make comparisons to Tekken and Street Fighter. Now if that is good or bad i leave up to the individual player.
Right now it seems that ANet is leaning towards APM/timing challenging rather than cerebral challenge.
I think they’ll add the Tengu as a playable race and the Domain of Winds as their new starting area. Which will also open it up to other races.
Simply because I think this is why it’s sealed off at the moment and if I’m right it’d make sense to add that before adding other races.
I agree.
I think adding Tengu as a playable race would be extremely easy for them to do (since the Dominion of Winds is right next to a starting zone already), and is by far the most sensible thing to do….but I don’t know if that will be their first expansion or not.
What races they pick will depend on which dragon we hunt next, I think. If we go after Jormag, either the Kodan or Largos (or both) are pretty viable options. Both come from the northern oceans, so they’d be right at home fighting the ice dragon of the north.
Largos (thanks, btw, i keep forgetting their name) come from both north and south. But so far the focus have been down south as best i can tell.
Anyways, i think ANet have worked on making tengu playable. But i think there is a statement somewhere that they ran into issues with animations. But in terms of armor, and in terms of facial structures during cutscenes.
Heh, i do wonder if ANet should implement a APM gauge in this game…
Dunno, a lot of focus lately has been about underwater. Lost Shores were about a new threat from the depths, recent patch did quite a bit of work on underwater combat, and there is a race of underwater creatures that have the potential to be playable.
3) Zealot’s Embrace: immobilization in a line. Negligible damage.
for 2 seconds with a 15 second cooldown. And you better get them ducks to line up in some sense.
4) Banish: throws an enemy away. Negligible damage.
Part of the strongest controls in the whole game, as the target is put out of it for as long as the flight takes and the animation for them to get back up. But it comes with a 25 second cooldown so you better get that timing right.
5) Ring of Warding: no damage. Creates a ward enemies cannot cross.
an interesting idea, but it lasts for 5 seconds and spends 40 seconds on cooldown.
Again, better time that use correctly.
I find myself starting to wonder if the problem is control, or lack of suck, of the battlefield. Tanking is in a sense about control, being able to control who the mobs focus on. Or similarly deny them the ability to do certain things.
But with the aggro mechanic being a virtual black box – join one PUG and you can’t shake the mob no matter how much you try, join another and you find the exact same mob ignoring you completely – and what controls we have, interrupts, usually being on long cooldowns – making them timing of their use a life or death issue – the players end up having a distinct lack of control over the battle.
End result is that we are fighting on the mobs terms, rather than our own. For some that may be exciting, and i would not want to deny them the right to do things that way if they so choose, but for others it becomes a real frustration.
For an example outside of the dungeons, i can’t really deal with more than one mob aggroing me by locking down most of them while dealing with one. I have to deal with them all constantly or i find myself back at a waypoint with damaged armor.
End result is that i learn that if i want to get anything done i need to find ways to dump a massive amount of AOE damage on them in a short amount of time. This because i can’t really compensate for lack of AOE via crowd controls.
I do wonder if it comes down more to “ease of play” than out and out better performance. warrior and guardians seems better able to mix in support with their offensive actions, while most of the others have to dance in and out of “modes” to mix support and DPS.