And I know because I've been the better geared rogue and the better geared priest/scout killing groups of equally or lesser geared people while I was being urgent healed. It's two versus 10 and I've wiped them out many times. And it's hell of a lot of fun for me but it's not fun when it's done to me and my guildies. And I think that's why many will argue with what I'm saying because they like the ego boost it gives them to 1 hit a rogue caught in a trap.
Actually, now that I notice it's Shadowlaw <3 replying, I think I've actually done this to your guildies several times as a rogue. And lol I've probably been caught in a well hidden trap more then a few times. But I and I'm sure others were not always alone as you make it sound to be.
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These 2 paragraphs I will elaborate a bit on.
The wiping out of groups, as a Rogue, a P/S, a Warrior, a mage, or my favorite a DPS P/K, all comes down to the strategy used in the assult.
Normally, but not always the higher in the points ranking of the guild you face you see less and less of the suicidal attacks. By this I mean the "OP" player of the guild attempting to keep his/her reputaion and attacking defended towers solo. Normally equates to knocking out some defenses and a player or 2 along the way, but normally ends in the suicidal player dying. That can be fun, but not always effective (I'm guilty as charged on that one)
The second senario is the gathering of a group to try and take a defended tower. The attacking group makes an all out assalt on the tower going in head first to try and over power a defending group. This is where dropping like flies comes to mind and it's normally more death to the attackers then the defenders.
To the point and the strategy.
The more organized the guild the better results they get. You break down the defenses slowly. Using the strength of each class to slowly break down the defenses from the perimeter inwards. NOT a full frontal assult.
I would give a strategy on taking down an attacking or defending P/S....but that would ruin my mojo.
But there is ways to do it easily.
As for the second part.
Yes their are those that weren't always alone, but you would be surprised how often they continue to try. Maybe they think their gear gets better with each death, idk?
But on a defended tower, even minimal, you don't go strait at a P/S, or any other well geared class, in a frontal attack. If you do, expect to take some death's. The difference is there are entire guilds out there that will send one after another head on at a well geared player defending a tower. I myself racked up over 100 kills by setting up some minimal defenses on a bridge and just standing in the open...waiting. Over 20 mins I stood there, in plain site as they feed me merits. After 20 mins they got a little wiser and used a Mage to clear defense, a warrior to stun me and a Rogue to finish me off. All lower geared players, yet they managed to do it. Quite well I might add.
1 Shotting all over the place is more often then not, a better geared player hitting lesser geared player. When gear is quite equal there is normally more then 1 hit. But I still like the 1 hit battles, yes, I 1 hit a lot, but I also get 1 hit on the rare ocasion. My strategy is after someone 1 hits me is to find a way to take them out without taking the hit. Either with defenses, or team work, or ambushing them.
As for Urgent heal spamming, isn't that sort of the intended purpose behind having a Priest? (leaving the beloved P/S class out of that argument) Super Boss fights require a Priest, or healer to keep them alive. Why shouldn't facing another player require the same. If you want to make longer fights go 2 on 2 each class have a healer behind them and then see who's skills will win. The winner of the battles will be the player with a healer, and most skill.
Example.
Knight, warrior, Mage, Rogue, Priest & scout attack a tower. Mage AOE's the defenses, Priest heals the mage till the defenses are gone. Rogue goes into hide, the tank attacks from the front and draws the fire, Priest heals the Tank. Mage AOE's the players attacking the tank. The scout stays at range and attacks the non ranged players. The Rogue attacks their healer. Warrior Runs in and AOE's the group and they get picked off from there when their healer is gone. I might be a fast battle, but if the healer fails, the attack fails. Sort of gives a reason to bring a Healer to the party, of which Siege normally isn't much fun for a healer other then to heal gates....YAY
Problem is that healers don't often show up in siege for healing duties......reason is there aren't many healers compared to attacking classes. Second is your worth in siege is normally messured by your kills, more then your support. So even players who play a priest day to day, switch to something else for siege to increase their kill count. You get a good team of players supported by healers and the entire guild will avoid a lot of 1 shots and rise in the rankings as well.
I might have rambled a bit ^ If you made it this far though...point is get more healers