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Reader Comments (Page 1 of 1)
2-17-2011 @ 4:15PM
Potsos said...
I am finding the same problem even in heroics with my guild. For instance, a boss like Ozruk is so much easier with ranged DPS. I often cringe when I call for a group and it's a DK, Fury Warrior and Rogue that offers to go. :x
Reply
2-17-2011 @ 6:29PM
Mayhew said...
Interesting -- I find Ozruk to be easier to dps on my fury warrior than I do on my fire mage. On my fire mage, I have to dot myself and watch my spacing with other ranged, so that the LB explosion doesn't dmg them unnecessarily. In addition, the timing on his spell reflect is not always in sync with his paralyzing ability. Also, after dotting myself, all I can do is wand while the spell reflect is up.
As a melee, the dot automatically gets applied to me and doesn't hurt anyone near me. I can dps through it, and all that I have to worry about is moving just out of range of the shatter (which is cake, now that the graphic has been adjusted to match the actual blast radius).
2-17-2011 @ 7:44PM
Mortenebra said...
Heroic Ozruk is not easy as a hunter from the general "ranged dps has an easier time than melee" standpoint. Hunters don't have a dot they can reflect onto themselves from ranged. They have to run up at *just* the right time to poke the boss (and that's granted your hit will land instantaneously, depending on your weapon speed), get the debuff and then GTFO before shatter hits (which is only made easy by Disengage). Not only is it a loss of major dps, it's also very very very temperamental because the debuff might not stick around long enough.
Of course, the flipside to that argument is that the hunter doesn't have to break out of paralysis every single time or at all. While that's true, I, personally, do NOT want to tax my healer like that-- lost dps during paralysis aside. If I can avoid the damage, I will. I might not be able to make it *every* time, but I will at least try every other cycle.
2-18-2011 @ 1:25AM
Angus said...
The lost DPS time for ranged is nothing compared to the dance required for melee.
You have to get out of the shatter, you have to pay attention to the tank positioning after you get back as you may now be in a spot that gets clipped by his ground slam.
Having played this game with a healer tank, ranged dps and melee, I can say only the tank is worse than the Melee, and only just. The ranged was easiest by far, timing a dot is nothing. You never worry about shatter, and even if you get hit with a paralyze, so what? Lost DPS time to that is minimal compared to the time lost eating dirt.
We had an elemental shaman sitting on arcanotron and it was a TON better than a melee. The shaman had a focus macro to wind sheer, and was still doing damage to the active golem. Having a melee do it means worrying about them breaking a shield they can't get rid of and losing pretty much all dps while they do it.
Magmaw with mages blinking in to get on the head so no one but the tanks were in melee range is much better than watching one of the melee get destroyed when he transitions and decided to attack before the tank can even target him. Not like the melee can attack the parasites better than ranged can.
Yes, designing encounters is tough, but making EVERY boss have some stupid penalty associated with being in melee is getting old. Come on, give us a Void Reaver fight!