This post has been edited 1 times, last edit by "kakita01" (Apr 11th 2014, 8:54pm)

@Borella "You can claim curiosity, but nobody plays those other classes because they are useless. They are branded as DPS classes yet don't do dps, and if they're support, they don't provide enough support to justify how low their dps is. Maybe a 36% fire damage increase is useful, IF you have a full party of mages, which nobody except apparently Indigo does. Maybe some more attack power is useful, or more damage is useful, but not if you can bring another R/M or a Warden that will just do the 15M damage that buff would've added to the rest of the party."
Sort of off topic, however I'd just like to point out that those W/M's that most endgame guilds run with, Also benefit for a 36% fire dmg increase. I know everyone thinks Indigo is a joke cause we have players who chose to use classes they enjoy over classes that simply perform more dps, however to go along with the point Xamd is making, that is the reason we have so much fun with it and aren't always complaining that the developers are at fault.
But yes, 36% more dmg to half of W/M's dps is still a substantial amount, not to mention wl/m can out dmg many classes on long fights.
/end off topic
at the current cost of the game, it's not really cost effective to upgrade gear from easy to norm to crafted to HM. might as well go straight to HM and skip paying for 2 sets of gear.
Mandara HM took our 12 man group back then (few months ago) 40 mins to kill. Wish there was a Wl/M around lol.
What are these long fights you speak of? Because everything in Grotto dies in 30 seconds or less. As does everything in Beth.
Regardless, if using all of the best dps class in the game makes the instance too easy, that is poor game design. It IS the developers fault. The developers balanced poorly. All dps classes should do roughly comparable damage, and support classes should actually provide worthwhile support. There should not be such a huge gap between R/M and everyone else. Furthermore, once damage and support are balanced, then bosses SHOULD be made more challenging or less challenging depending on how the dps were balanced.
If you choose to take a bunch of oddball lower dps classes, and have fun with that, that's fine. But it shouldn't be a requirement in order for the instance to be challenging. An instance should be challenging no matter what setup you take into it. If you choose to take 9 R/M's, cool, that instance should still be challenging. It's not up to the players to choose oddball classes or tailor their class choice to make things harder; it is the job of the developer to make sure that instances are created and classes are balanced in such a way that anyone can find a challenge, no matter what classes they play.
Jeeze.....if everyone thinks instances are a mass burn with 9 r/m's...should try 9 wd/w's or w/wd's....then you'll have something to complain about.
Also read somewhere up that wd/s wasn't worth taking into a party over another 'r/m'.. have to disagree with that. A lvl 85 Raise Morale gives a ridiculous damage increase to all in party, and wd/s dps itself isn't that bad.
If there is no wd/s in party our tank prefers to go wd/s over wd/w, not because he himself does more dps but because over all the party as a whole does more.
Make it challenging and make it so that if you can't run it, you can't move forward. Maybe then people will learn to play their classes, gear up and learn strats for it.
This post has been edited 1 times, last edit by "mnkmurphy885" (Apr 12th 2014, 5:41pm)
95% of guilds aren't ready for hardmode instances, Ruisen. I am not saying this is a good thing, because in some MMO's, there's instance progression, where you go from easy mode to normal to hard, and it's expected that only 5% of guilds can run hard. But that doesn't work with RoM's gearing model, because no one could afford to spend to upgrade three sets of gear per expansion. Because of that, while we have easy, normal and hard, the only instance that matters is hard. Only progression in RoM is gear progression, and instance progression is "clear hard mode."Meanwhile, 95% of the guilds will wipe if the first boss in Grotto HM as much as sneezes...
This post has been edited 2 times, last edit by "mnkmurphy885" (Apr 12th 2014, 6:57pm)
Sooo much QQ. The best gear is Instance and PoM gear with only one exception, the level 85 crafted gloves. The level 85 crafted cape/boots are an excellent #2, if you can't afford Instance/PoM prices. PoM rings are #1 but the EoJ ring is an easy and practical #2.
Only problem I see with going all crafted/shell/PoM gear and nothing from instances is the lack of Damage from the 4 piece set bonus and Chest combo.
I only use crafted gloves now.
It dosent matter if its the best. Crafted is more than viable for endgame dungeons for a dps. Tanks are a different issue. You're right, you do lose a bit of damage from the chest and set bonus, but you can use a Rogue hardmode chest instead of the crit damage chest. Those sell for significantly cheaper and are much better when used outside of the set bonus. Even without that chest, you make up for the loss of damage with crit, which in grotto is much more important. Essentially you make up for a los of +damage set bonuses with overwhelming crit.
This post has been edited 1 times, last edit by "Soulcalibur" (Apr 14th 2014, 9:21am)