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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.
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