I'm not suggesting that it's easy to roflstomp people with Soul Drain. I'm saying that it's possible. I'm saying that Inquisitors are capable of running into a crowd of players and functionally one-shotting four of them with an ability on a 2s cast with a 10s CD. Neither rogues nor warriors have anything close to that kind of burst potential. Pyros have it easier, but it's mostly the potential that has people upset.
Ok, quite a bit of fallacy here.
1) One shotting? My cleric has 950 SP in T2 gear, and I was using a 44 inquisitor build (with points in sentinel for 20% bonus crit). Souldrain does 520 a hit, and assuming I get the bounce it will do 1040 to a person. With all my bonus crit it does 950 a crit, and so 1900 damage on fanaticism crits. The only person that move will one shot is me for trying to use it.
My normal Sanction heretic hits for 735, and crits for 1400. My normal BoD hits for 792 and crits for 1500. BoD has a 30% chance to proc off of Sanction heretic. So every 45 seconds I can force Sanction heretic to crit and if I'm lucky I can follow it up with a BoD proc. So every 45 seconds I can burst someone for about 1450, if I'm really lucky I have a proc and can do 2200. That is the extent of my burst damage.
You are basically giving the effective health of a raid boss to the side with a cleric. If you DPS his healing target he heals it and you die from his DPS buddy. If you DPS or try to (lol) DPS/CC the healer he heals himself and you die from his DPS buddy.
Gee, so a dps guy is losing 1v2? That's so unfair!
DPS guy has 5-6k health and can put out about 500-700 DPS in PvP specs. Healer guy has about 150k or more effective health and can put out 100-200 dps which is irrelevant because he always has a DPS or two near him to share effective health with and they do 500-700 DPS.
You're not being honest about the situation, and you're still stuck in the mentality of trying to outdps a healer. First of all, if you could outdps a healer, then it would mean healers would be entirely worthless, and the game would be completely broken for them. It is a necessity for them to be able to outheal any single dps.
Second, you don't seem to understand the kinds of problems healers have and how to take advantage of them. As a DPS, your actual base DPS doesn't matter much. I can probably out HPS the best geared and specced single target DPS in the game. You don't beat me by trying to win a game I was designed to win. You beat me through target switching, burst, and focus fire.
1) Target switching. In order for me to heal someone I have to first realize they're taking damage, and then have the delay between that and when my spell goes off. For Sentinels and Purifiers, their big heals take 3 seconds to cast. As a warden I can get some decent healing on a target faster, but it takes me a full 9.5 seconds to get my full healing potential rolling on a single target. If you find the target you're attacking is receiving a lot of heals, then stop attacking him. Nothing makes my job easier than orderly, predictable damage. If you switch targets I'm stuck wasting a lot of time cancelling my heals to go to a enw target, wasting cooldowns by overhealing when I thought he'd be taking more damage, or just plain ******** up and failing to get their in time.
2) Burst damage. Your DPS isn't what kills players. Players die because they have small hp windows. The faster you can drop 4k hp the faster they die. When I play my inquisitor dps I tend to probe a lot of players. I dot them up, tack on some steady DPS, and if I find they aren't getting healed soon enough I commit to them with my burst.
3) Focus fire. I know it sounds annoying to tell you do do something you don't have full control over, but there is a reason I mention this. Because cooperation doesn't scale both ways. 1 healer can stop 1 dps, but 3 healers cannot stop 3 dps. There is nothing any group or any amount of healers can do against heavy single target dps. The more people on a team coordinate, the less useful healers become.
(Also 100-200 DPS is a joke. No cleric putting out respectable healing has anywhere near that DPS).
More healers = your side wins. Especially clerics in this game becuase they can hybrid spec half tank/half healer virtually.
DPS win Warfronts. That's just how it is. Healing only keeps people alive when DPS are bad. As player skill and coordiantion increases, healing becomes only useful as utility, such as keeping the fang up or helping a flag runner. When your allies are being dropped with precision hits of 2k dps, your healing is no longer relevant to keeping players alive. Edited, Apr 23rd 2011 11:22pm by Allegory