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For vet, could also be some newer players trying vet for first few times. I have also encountered people that link me "solo all content" build guides from youtubers that rely entirely on damage done and light attacks for healing and sustain. I personally do not like the build, but I guess it can be popular at times.
But yeah, too many scrubs around. Why anyone would want to still start into this game puzzles me as long time players don't want to be bothered with filthy noobs
the problem with the game is people have this exact mentality with normal dungeons as well.
if a person who is obviously still leveling to 50 in the group, unless everything melts immediately a tank or healer rage-quits.
it's a videogame and not everyone has put in as much time as you have. learn a bit of patience.
So many tryhards its starting to feel like battlefield
Many DPS think they just have to focus purely on DPS so much they think using 1 Slot for a Selfheal for example is wasteful.
But all you need for DPS except weaving, is at least 1x Dot, 1x Debuff, 1x Spammable.
Game already gives you much more when you spec for DPS and allows you to stack even more this way.
Example DW/2H DK: Deadly Cloak (Has an uptime duration), Venomous Claw, (A Dot and Status Effect application with a long duration) does the damage for you, boosts poisoned attacks, Noxious Breath (Damage and Debuff that is close to a spammable), Molten Whip (Spammable and boosts your damage), Flames of Oblivion (An AoE 3 Target attack you can renew constantly) add to the fact, you build up stacks of seething fury and empower your Molten Whip to hit harder, plus an Ultimate (Flawless Dawnbreaker) that gives you both the benefit of your Class Passives that trigger immediate Sustain and full resource recovery in an instant, (Stamina/ Magicka/ Health) and empowers your overall damage.
Add to that, lets say a Monster Set that Procs some Burst if the target is constantly affected by a Status Effect (for example Valkyn Skoria) very powerful actually, although i find Zaan set better and thats already one bar.
Oakensoul can make this overperform.
Add Crushing Enchantment on Backbar and use your Debuff to lower target Resistances and enhance your group's damage. You don't even need a Group dmg buff set, though it can be usefull in some Trials.
That was just the first bar.
You still have a 2nd bar, Barbed Trap (Bleeding Dot), Carve (Another Bleed Dot), Stampede (Spammable which provides mobility, hits hard and affects the area around a target), Erruption another AoE/ Spammable with Damage over Time effect (Also Procs Valkyn Skoria)
and a second Ultimate (Standard of Might, providing both Damage, Self Sustain and provides a Group Synergy.
Sometimes you can even Off Tank and Tank most content with just the same Spec/ Build.
You might just need a few Heavy pieces a Shield and slot some extra Skills (Unrelenting Grip/ Magma Shell/ Igneous or Fragmented Shield/ Undaunted Inner Fire Morphs, Volatile or Hardened Armor and Coagulating or Green Dragon Blood, Deep Breath or Draw Essence, Warhorn maybe and or Rally and Razor Caltrops can also be a nice utility tool and lastly your main skill Pierce Armor. Defensive Stance is also good and useful.
You can make this work even very early just after you hit 160CP, by using Orders Wrath (Weapons/ Accesories) and rotate between Hunding's Rage and preferable Heavy Set for tanking whenever necessary) without the need to respec or use the armory.
Just like the Flex Tape/ Seal Guy says ''Now that's alot of damage''
Which raises the question:
Why not slot at least Resolving Vigor?
My self i use Echoing Vigor (Adds more uptime of Heal over time and heals your entire group) but even if you dont have it, or dont want to use it, you still have Coagulating Blood (or whichever Class Skill, this is just a Dragonknight example) which is one of the strongest Burst Heals in the game.
So, what ''Pure'' DPS skill you can't live without that you have to sacrifice a selfheal for that will offer more then the entirety of your Spec?
And tbh, i rarely see propper Healing in PuGs. Not that i care much, i just sustain myself better and pop Echoing Vigor anyway. The only place where its an issue is Trials were a raid should have dedicated Healers.
Yet DPS Role might be just the only role that doesn't have to change their Build for Trials anyway.
Then there's also the matter of ''Too much Crit''
One that has some basic Crit should build more Crit Damage later, have some ''ok penetration'' and decent weapon damage. So i can't see why focusing purely on Crit is practical like many do.
Just go around 60% Crit and it should be enough, then turn your focus on other stats. Trials for example will require more Buff or Debuff capability plus sustain and alot of Crit with poor Critical Damage isn't better then lower Crit but more Critical Damage and overall Weapon Damage. But the most damage comes from Debuffs and Damage Over time stacking.
Adaptive Rotation = More DPS.
It is good to see the game attracting so many new players as well as bringing old vets back.
Also DPS that don't taunt would be nice.
I think the problem is that transmutes are mandatory for everyone, so everyone is basically forced into the random dungeons, regardless of them being adequately prepared or not.
People have been complaining about pugs since 2014. and the solution will always be:
make your own group.
very simple
As far as veterans go, it's a wash.
They aren't really back. Some of them dip back in to check on new content. Most will be gone inside a couple months and, maybe, a small percentage will stay for greater than that.
Not everyone utilizes both bars. Not everyone even understands the advantage of having two builds on two different bars. The game sure doesn't explain it well. And it's true, you don't actually need a dual bar build.
Resolving vigor is part of the PvP acquired skill line, so players that don't ever PvP won't have it or know about it.
Your dungeon finder group is PvE content...That undaunted skill line is the one that's supposed to be tailored to dungeons (with that healing orb being a morph of the last acquired skill).
And the game gives absolutely zero guidelines on what is DPS or tank or healer. I can have zero weapons or armor equipped and still join the daily random dungeons. Even on vet.
How would a player even know if they are doing enough damage to be good DPS? My guild would tell me...sure, but the game never does.