Since Jeydra's little BDSM challenge, I have been meditating on why BDSM did not lose by a much larger margin, and why other (better) spirit+mesmer builds did as well as they did.
The point of my consternation has been that these builds lack offense to such a degree that they should not be as fast as they are. Spirits are single-target. Minion bombers are not huge DPS. Mesmers have bad recharges that leaves them with pretty low overall DPS. There's just not a lot of DPS. And yet, they move through content fast.
I think I have an answer.
But first, by way of background, I want to wax philosophic on a taxonomy of backlines for a moment. Imagine facing a mob of monsters with no offense on your team, only mitigation and healing. Now, let's assume that the monsters are unable to kill you, so this goes on forever. Imagine what the graph of the monsters' damage plotted over time would look like. Zoomed in, it's going to be full of peaks and valleys -- Rodgort's > peak; aftercast > valley; etc. Zoomed out, it's going to be a long flat line -- the monsters' average DPS. Now imagine another line plotted for your team's healing+mitigation over time. Again, it will be jagged with peaks and valleys in the close up, but a flat line in the distant view. Call it average M+HPS.
There are essentially four possible relationships between your party's average M+HPS and the monsters' average DPS.
The first is a situation where your M+HPS is not even close to a match for the monsters' DPS, and the party dies almost instantly. You might call this the "fail backline" or the "PUG backline." I'm going to call it a Type 0 backline.
The second is a situation where monster DPS exceeds M+HPS, but not by very much. So lifebars head south, but not rapidly. There is time to kill a monster or two and reduce the monsters' DPS so that it falls below M+HPS before anyone gets killed. Everything works out in the end provided that (1) monster DPS starts out at a reasonable level (ie no overaggro) and (2) your offense is able to eliminate a couple monsters promptly. I'm going to call this a Type 1 backline.
The third is a situation where M+HPS exceeds monster DPS, but only because of deficit spending of resources (usually energy). Once those resources run out, the situation reverts to a Type 1 or even Type 0. I'm going to call this Type 2. For practical purposes it behaves like a Type 1 with a longer time window to get the kills you need to reduce monster DPS to a manageable level.
Finally, fourth situation is where M+HPS flat out exceeds monster DPS at the natural resource rate (4 pips of energy regen for the most part). In this case, no one ever dies, except to a spike. Call this Type 3.
Most of us learned to play GW with a Type 1/Type 2 backline. There's a few reasons for this: Mhenlo and Lina aren't capable of anything more, and most of us got our start with Mhenlo and Lina, or with even worse PUG monks. Prophecies mobs tend to have few individual monsters, which makes Type1/Type 2 work quite well most of the time. Type1/Type 2 leaves the most room for offense (aside from Type 0, which doesn't count because it simply dies), and everyone loves offense. As long as Type1/Type2 works, bringing any more defense/healing feels like a waste of space.
OK, now back to BDSM and other (better) spirit+mesmer builds:
It's been said that the great advantage of BDSM is that you can aggro everything on the map, go afk for a cup of tea, and not die. It's darned near foolproof. In short, it's a Type 3 backline. To some degree, this extends to all spirit+mesmer builds -- there's an awful lot of mitigation and often a lot of healing too.
My hypothesis is that spirit+mesmer builds perform well speed-wise because they make up time lost to poor kill speed through overaggroing. Time is saved by not pulling, not waiting for mobs to patrol where you want them, not repositioning to approach from a better angle, never retreating, and so on. Apparently you can often save enough time by "playing sloppy but not dying" like this to offset your worse kill speed as compared to a more DPS-oriented team.
The practical application of all this is that there might be something to be said for running Type 3 backlines in general. Now, I'm not advocating for BDSM here (or even spirit+mesmer in general). There's other ways to make a Type 3 backline. For example, for the past few days I've been running a ST + E/Mo + SoS/Resto backline with the other five slots, including the player, running almost pure offense. The results have been insane.
I'm aware this flies in the face of the old maxim "bring as little healing as you can get away with without dying, and everything else should be offense," as well as the emerging maxim that "more than one dedicated backline character in a 7H team is a waste of space." Oh well, both conventional wisdom and myself have been wrong before from time to time.
(I have two requests to make of those who may think I've gone of my rocker here: (1) Try it before posting. Take ST + E/Mo + SoS/Resto + 5 synergized offensive builds and go try something hard. Go deliberately overaggro. (2) Try to provide some plausible alternative explanation for the results of Jeydra's BDSM challenge. Specifically, why did so many low-DPS builds do so well? (Or in the case of BDSM, so "not as badly as expected."))
C

