Skip to Content
3-21-2011 @ 1:18PM
Question for the Queueueue...Why does this raid tier seem to be so punishing to melee DPS? I understand we're able to be hit slightly harder, but anyone who's had to run all to hell and back killing stuff in Cho'Gall 10 Man or trying to avoid all kinds of awful in an encounter like Ascendant Council has to know what I'm talking about. I don't remember being so helter skelter in ICC, even in hard modes.
3-21-2011 @ 5:17PM
We get this problem nearly every tier of raiding--there are some fights that are just not friendly for people who have to be in range of the boss, for melee. The reason it's nearly always more punishable for melee dps is because there isn't a real good-enough way to punish people for playing ranged dps in a fight--after all, they can stand at point-blank and do the same amount of damage with no hindrance to their spells in that close proximity, so even if you punish people for being at range, the spellcasters can just get closer and do their thing with no problems. Until they make spells unusable or weaker in melee range, we won't be seeing equal footing for dps in the future, and melee will continue to get the short end of the stick.
3-22-2011 @ 7:39AM
@ RazionPlease state the WHOLE case if your going to comment.Yes ranged do not get penalised for being close, however ranged get much heavier penalties for moving, there are very few specs that can keep dpsing at max efficiency while moving, and there is a LOT of movement needed in most fights. Also Melee have mostly (if not all) instant abilities, while ranged have cast times. In a movement heavy fight, melee can keep up their dps far easier than ranged. So Sorry but I disagree with you, there are plenty of examples where ranged dps are shafted because they have to move around so much, while melee stand there and swing away to their hearts content. In fairness I would say thats probably not to the same level (imo about 60-40 % split) but its certainly not all doom and gloom as your post seems to make out. The CURRENT tier has been noted that it is worse than other previous tiers for melee, but im sure that will be corrected in future tiers. Now the other side of the coin is damage, melee nearly ALWAYS have some healing (with aoe healing) going on, whereas ranged usually have to wait for a kind healer to specifically target and heal them.As I play a ranged class (mage) and melee class (pally n DK) I have noted lots of times my mage (already a glass cannon) suffers and ends up dying much more than either of the melee classes. The melee classes are generally continually healed via the AOE, whereas my mage has had to try to survive on 5% health for 30 secs or more, depending on whats happening in the fight. Of course my two melee classes also have self healing capabilities, at the cost of dps, which they can use to great effect, the mage doesnt.Lastly there is the resouces. Mages need mana, and it doesnt regen that quickly, DKs use runes, and they DO regen quickly, pallys use mana too, but not that much it seems, as generally the resources used last the fight without much management. DK's just seem to ignore it and wait for the ability to light up. Mages on the other hand continually have to watch and manage their mana, to ensure they can dps thoughtout the fight, one mistake or an interupt on them at the wrong time, and it screws their whole fight. Melee tend to have the advantage there too.Overall I tend to find these things end up roughly cancelling out. So thats why I said I do NOT agree with you, melee do not 'always get the short end of the stick'. They have the best end in two examples I have given, they get to run out quite often, as that seems to be the limiting factor for melee's dps. In fact I find it EASIER to put out sustained high dps on my DK that on any other class even with running in and out.
First time? A confirmation email will be sent to you after submitting.
Members enter your username and password.
Enter your AOL or AIM screenname and password.
Please keep your comments relevant to this blog entry. Email addresses are never displayed, but they are required to confirm your comments.
When you enter your name and email address, you'll be sent a link to confirm your comment, and a password. To leave another comment, just use that password.
To create a live link, simply type the URL (including http://) or email address and we will make it a live link for you. You can put up to 3 URLs in your comments. Line breaks and paragraphs are automatically converted — no need to use <p> or <br /> tags.