Ready Check: Dealing with a low DPSer
Ready Check helps you prepare yourself and your raid for the bosses that simply require killing. Check back with Ready Check each week for the latest pointers on killing adds, not standing in fire, and hoping for loot that won't drop.
For the first week in a long time, we aren't featuring a boss guide. I'm not sure how I feel with not having my work totally scripted for me, but overall I'm up for the change of pace. I've been toying with doing heroic guides or not. Some of them are just so similar to their normal counterparts that there's no tangible difference, leaving the majority of the guide being essentially the same as the previous. We'll see, but in the meantime, I'm certainly working on something great for next raid.
That's not this week, though. This week, I'm going to start the first of a new little mini-series: how to deal with raiders who just aren't up to par. Let's face it, every player functions at a different skill level; collectively, every guild has its own skill average. Sometimes, a player just doesn't make the cut. Bosses have certain requirements, and if you're a raiding team that wants to down these bosses, you might be faced with some hard choices. No one likes carrying other players, yet no one wants to be the bad guy that has to tell others they aren't good enough for the team. This week, we'll be dealing with DPSers who aren't up to snuff.
Finding the problem and the initial confrontation
First, let us define what being up to par means. In terms of DPS, you actually have the easiest metric out of all the other roles in determining how a player is performing: DPS meters. While there is the risk of going too far with meters and, as with anything, you need more than a single data set to go off of, using DPS meters can easily be used to track a player's performance. In this case, the comparison is not against the Top 100 or whichever other metric that whatever site uses; the comparison is exclusively against that of your own team. Nothing more, nothing less.
Always make comparisons within house; never even bother with what you see other players performing at. You don't know what strategy those players are using, you don't know their gear setup, and you don't know what weird or strange mechanics may be involved with their parses. There are simply too many unknown factors involved. Within any raid team, everyone's DPS should create a neat average, and every player should be within an acceptable range of that margin.
When faced with a lack of progression to the point that you evaluate keeping a player a part of the team or not, always be direct with the player. Pull him aside before or after a raid -- preferably the latter -- and express your concerns. Be nonconfrontational and allow him to defend himself, but by the same token be firm. Don't tell him that he sucks or that he's bad; just say that his DPS isn't up to the average of the rest of the raid and that he has a time frame of X to correct it or his spot is going to be taken by another player.
Set realistic goals -- I would give a player two weeks -- and for the love of Elune, stick to them. If you tell a player that he has two weeks to shape up, then he has two weeks to shape up -- not three, not four. Two.
Dealing with excuses
Now, when going into this conversation, there are a few things that you need to be ready for. First is that he will certainly defend himself. Some people are more passive, but I have yet to see a single player who just says, "Yes, my DPS is unacceptable; I'll fix it." Players are going to defend themselves, but you cannot allow yourself to buy into these arguments. Unacceptable DPS is purely that -- unacceptable. There are no excuses for it. Here are the more common lines you'll hear.
It isn't me -- it's my spec! More commonly, this comes from hybrid classes, but pures use it just as much these days. In every single example, it is nothing short of bollocks. In this day and age of WoW, there is not a single spec that I have seen whose simulated DPS is so poor that a player using it is going to parse so far below the normal average of a raid. As an example, the current destruction warlock spec simulates as being around 3,000 DPS less than affliction. This is in perfect conditions with people performing perfectly. This is not going to happen within your raid. The average and even the good player is not going to change his spec from destruction to affliction and suddenly see a 3,000 jump in DPS. It doesn't work that way.
For starters, no player performs to the absolute best of his spec's ability. None. You can simulate until the sun burns out; it just doesn't matter. Encounter mechanics alone will prevent a player from performing at the most optimal level, and from there it only goes downhill as he starts to make minor mistakes. Each mistake in a rotation leads to far more DPS loss than anything else. The little, inconsequential mistakes that most players make in their rotation during an encounter account for all of the damage that their talents give them combined. A perfect player could have spent no talent points and perform better than a fully specced player who only makes a few mistakes.
Spec never has been and never will be an acceptable excuse for poor DPS performance. Players of all types have been proving that since vanilla. A fantastic player can take any spec and beat the pants off of an average player, no matter what spec that he plays.
Further, in many cases, DPS is all about skill cap. Skill caps used to be the big buzzword back during a portion of Wrath, but it is a concept that has rather died off since then. Essentially, not all specs are created equal. While there may be a 3,000 DPS difference between a perfectly played affliction and destruction warlock, due to skill cap differences, there would probably only be a 1,000 or less DPS difference between average players of the same time. Skill influences each spec differently, and it's a huge scaling factor that many simulators just don't take into account. Precise timing accounts for more DPS for one spec than it does for others.
Lastly, if you know that you spec is holding you back so much to as risk your position within a raid, why play it? I fully understand that players want to play the spec that's the most fun to them -- hell, I'm a vanilla balance druid, and those didn't even exist back then -- yet there just has to be somewhere that you draw the line. At some point, a player has to say to himself, "I love this spec, but it just isn't viable at this point in the game." It sucks, and we all hate it, but there are just times where you have to deal with.
These bosses just don't support my spec. Encounter design plays a huge factor in which specs succeed or fail, this is true. Certain specs just have that one ability or talent that's spectacular for a boss fight and causes it to pull miles ahead of others. This happens all the time; it has been happening since the very first raid, and it will keep on happening. Good raiders and good players have to learn to be adaptive. Maybe you hate playing survival, but if survival hunters can make use of unique encounter mechanic to push an additional 5,000 DPS, then frankly we've reached a point where it doesn't matter what you want anymore.
It may seem crass and rude, but raid leaders have to understand that they can't always worry about the feelings of a single player; they have an entire raid of players, plus people on standby, that they have to think of too. If you have reached a point where you just can't down a boss because your DPS isn't there and you have a raider who is refusing something so basic as to switch specs for a single fight where that spec offers such a huge benefit, then it is time for that player to go.
Frankly, I do not even see how someone can justify using this excuse. This might be horrible of me, but it is true. In the day where two dailies can pay for a respec, when there are dual specs, how can any raider sit back and be content with themselves to say, "I know that going spec X for this one encounter would be a massive help to my raid, but I only play as spec Y, and I'm not changing specs." Make no mistake, that is exactly what these people are saying. Sure, I'm certain they word it a more flattering light, but that's the general meaning.
I'd be fine if only I had Item X. During my time as a raid leader, I got this retort quite often, and it is the only one that has ever given my any pause. Itemization is something of a double-edged sword in many cases. At the surface, this excuse has no foundation, but there are rare exceptions.
First and foremost, itemization almost never makes or breaks a spec -- it always comes down to the player -- yet there are times that certain items can have a huge impact on a player's performance. As an example, the current elemental shaman raiding tier offers a huge damage bonus. The old balance druid tier was similar, with the four-piece being worth thousands of DPS.
Any time that I hear this used, my first counter-question is to ask why they don't yet have the item. Drops can be hell, I will not deny that at all, yet by the same token, it should be equally bad to everyone involved. You shouldn't even be in a position where a single mage or a single warlock is far behind the pack because of a single item drop. Gearing simply isn't that important. No matter how much DPS an item is worth to a player, it just isn't going to account for their performing well below average. If anything, you're now in a situation where a player is underperforming and they want to use an item to mask that.
What happens when you reach the next raiding tier and that item isn't as overpowered as it once was? As they slide back down to the point that they're no longer holding their own, what do you do? Certain items can hold a vast impact on damage in very specific situations, but it will never do more than mask the failings of a player who isn't performing at the same level as the rest of the raid. In these situations, the player should likely be average without and pushing the top of the pack with it.
You can't be everyone's friend
I know that most of this can seem very harsh, but you have to understand the position that raid leaders are put in when raids stop making progression. All of this content is designed so that it can be done; when you can't do it, you really have to look at why. Most every encounter created relies upon the DPS far more than any other role. Low DPS can cause trickling issues in the raid that can make it appear as though you have a different issue, but the truth is plain.
As a raid leader, you can't always be everyone's friend; there are going to be times when you have to be the bad guy. Having a DPSer who is lagging behind the rest of the pack is an issue that effects the raid as a whole, and it's your job to make sure that it is corrected. These players have to be confronted, and while the thought may seem unappetizing, it's a part of the job that you must face.
Be direct; be firm. Tell the player in question the issue, offer to work with him, give him a chance to improve his performance, but don't buy into what he's selling. Players hate being called out, as it were (and who wouldn't?), yet it must be done. Do it, and be prepared for their fast talk to get out. Harsh as it seems, they are but one player; you've got nine or 24 others to look out for as well.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
For the first week in a long time, we aren't featuring a boss guide. I'm not sure how I feel with not having my work totally scripted for me, but overall I'm up for the change of pace. I've been toying with doing heroic guides or not. Some of them are just so similar to their normal counterparts that there's no tangible difference, leaving the majority of the guide being essentially the same as the previous. We'll see, but in the meantime, I'm certainly working on something great for next raid.
That's not this week, though. This week, I'm going to start the first of a new little mini-series: how to deal with raiders who just aren't up to par. Let's face it, every player functions at a different skill level; collectively, every guild has its own skill average. Sometimes, a player just doesn't make the cut. Bosses have certain requirements, and if you're a raiding team that wants to down these bosses, you might be faced with some hard choices. No one likes carrying other players, yet no one wants to be the bad guy that has to tell others they aren't good enough for the team. This week, we'll be dealing with DPSers who aren't up to snuff.
Finding the problem and the initial confrontation
First, let us define what being up to par means. In terms of DPS, you actually have the easiest metric out of all the other roles in determining how a player is performing: DPS meters. While there is the risk of going too far with meters and, as with anything, you need more than a single data set to go off of, using DPS meters can easily be used to track a player's performance. In this case, the comparison is not against the Top 100 or whichever other metric that whatever site uses; the comparison is exclusively against that of your own team. Nothing more, nothing less.
Always make comparisons within house; never even bother with what you see other players performing at. You don't know what strategy those players are using, you don't know their gear setup, and you don't know what weird or strange mechanics may be involved with their parses. There are simply too many unknown factors involved. Within any raid team, everyone's DPS should create a neat average, and every player should be within an acceptable range of that margin.
When faced with a lack of progression to the point that you evaluate keeping a player a part of the team or not, always be direct with the player. Pull him aside before or after a raid -- preferably the latter -- and express your concerns. Be nonconfrontational and allow him to defend himself, but by the same token be firm. Don't tell him that he sucks or that he's bad; just say that his DPS isn't up to the average of the rest of the raid and that he has a time frame of X to correct it or his spot is going to be taken by another player.
Set realistic goals -- I would give a player two weeks -- and for the love of Elune, stick to them. If you tell a player that he has two weeks to shape up, then he has two weeks to shape up -- not three, not four. Two.
Dealing with excuses
Now, when going into this conversation, there are a few things that you need to be ready for. First is that he will certainly defend himself. Some people are more passive, but I have yet to see a single player who just says, "Yes, my DPS is unacceptable; I'll fix it." Players are going to defend themselves, but you cannot allow yourself to buy into these arguments. Unacceptable DPS is purely that -- unacceptable. There are no excuses for it. Here are the more common lines you'll hear.
It isn't me -- it's my spec! More commonly, this comes from hybrid classes, but pures use it just as much these days. In every single example, it is nothing short of bollocks. In this day and age of WoW, there is not a single spec that I have seen whose simulated DPS is so poor that a player using it is going to parse so far below the normal average of a raid. As an example, the current destruction warlock spec simulates as being around 3,000 DPS less than affliction. This is in perfect conditions with people performing perfectly. This is not going to happen within your raid. The average and even the good player is not going to change his spec from destruction to affliction and suddenly see a 3,000 jump in DPS. It doesn't work that way.
For starters, no player performs to the absolute best of his spec's ability. None. You can simulate until the sun burns out; it just doesn't matter. Encounter mechanics alone will prevent a player from performing at the most optimal level, and from there it only goes downhill as he starts to make minor mistakes. Each mistake in a rotation leads to far more DPS loss than anything else. The little, inconsequential mistakes that most players make in their rotation during an encounter account for all of the damage that their talents give them combined. A perfect player could have spent no talent points and perform better than a fully specced player who only makes a few mistakes.
Spec never has been and never will be an acceptable excuse for poor DPS performance. Players of all types have been proving that since vanilla. A fantastic player can take any spec and beat the pants off of an average player, no matter what spec that he plays.
Further, in many cases, DPS is all about skill cap. Skill caps used to be the big buzzword back during a portion of Wrath, but it is a concept that has rather died off since then. Essentially, not all specs are created equal. While there may be a 3,000 DPS difference between a perfectly played affliction and destruction warlock, due to skill cap differences, there would probably only be a 1,000 or less DPS difference between average players of the same time. Skill influences each spec differently, and it's a huge scaling factor that many simulators just don't take into account. Precise timing accounts for more DPS for one spec than it does for others.
Lastly, if you know that you spec is holding you back so much to as risk your position within a raid, why play it? I fully understand that players want to play the spec that's the most fun to them -- hell, I'm a vanilla balance druid, and those didn't even exist back then -- yet there just has to be somewhere that you draw the line. At some point, a player has to say to himself, "I love this spec, but it just isn't viable at this point in the game." It sucks, and we all hate it, but there are just times where you have to deal with.

It may seem crass and rude, but raid leaders have to understand that they can't always worry about the feelings of a single player; they have an entire raid of players, plus people on standby, that they have to think of too. If you have reached a point where you just can't down a boss because your DPS isn't there and you have a raider who is refusing something so basic as to switch specs for a single fight where that spec offers such a huge benefit, then it is time for that player to go.
Frankly, I do not even see how someone can justify using this excuse. This might be horrible of me, but it is true. In the day where two dailies can pay for a respec, when there are dual specs, how can any raider sit back and be content with themselves to say, "I know that going spec X for this one encounter would be a massive help to my raid, but I only play as spec Y, and I'm not changing specs." Make no mistake, that is exactly what these people are saying. Sure, I'm certain they word it a more flattering light, but that's the general meaning.
I'd be fine if only I had Item X. During my time as a raid leader, I got this retort quite often, and it is the only one that has ever given my any pause. Itemization is something of a double-edged sword in many cases. At the surface, this excuse has no foundation, but there are rare exceptions.
First and foremost, itemization almost never makes or breaks a spec -- it always comes down to the player -- yet there are times that certain items can have a huge impact on a player's performance. As an example, the current elemental shaman raiding tier offers a huge damage bonus. The old balance druid tier was similar, with the four-piece being worth thousands of DPS.
Any time that I hear this used, my first counter-question is to ask why they don't yet have the item. Drops can be hell, I will not deny that at all, yet by the same token, it should be equally bad to everyone involved. You shouldn't even be in a position where a single mage or a single warlock is far behind the pack because of a single item drop. Gearing simply isn't that important. No matter how much DPS an item is worth to a player, it just isn't going to account for their performing well below average. If anything, you're now in a situation where a player is underperforming and they want to use an item to mask that.
What happens when you reach the next raiding tier and that item isn't as overpowered as it once was? As they slide back down to the point that they're no longer holding their own, what do you do? Certain items can hold a vast impact on damage in very specific situations, but it will never do more than mask the failings of a player who isn't performing at the same level as the rest of the raid. In these situations, the player should likely be average without and pushing the top of the pack with it.
You can't be everyone's friend
I know that most of this can seem very harsh, but you have to understand the position that raid leaders are put in when raids stop making progression. All of this content is designed so that it can be done; when you can't do it, you really have to look at why. Most every encounter created relies upon the DPS far more than any other role. Low DPS can cause trickling issues in the raid that can make it appear as though you have a different issue, but the truth is plain.
As a raid leader, you can't always be everyone's friend; there are going to be times when you have to be the bad guy. Having a DPSer who is lagging behind the rest of the pack is an issue that effects the raid as a whole, and it's your job to make sure that it is corrected. These players have to be confronted, and while the thought may seem unappetizing, it's a part of the job that you must face.
Be direct; be firm. Tell the player in question the issue, offer to work with him, give him a chance to improve his performance, but don't buy into what he's selling. Players hate being called out, as it were (and who wouldn't?), yet it must be done. Do it, and be prepared for their fast talk to get out. Harsh as it seems, they are but one player; you've got nine or 24 others to look out for as well.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Filed under: Raiding, Ready Check (Raiding)







Reader Comments (Page 1 of 5)
Jayjay Aug 26th 2011 9:09AM
In my guild our officers recently went through one of the rogue's specs/rotation/gemming etc to see why he was consistently low on dps - every fight, every week. They reworked his spec/gearing/rotation for him and basically told him he needed to follow it or he'd lose his raid spot. FYI the spec was his original one, but tweaked -it wasn't a brand new spec and his gear was already pretty good. He changed, regemmed, rechanted as well, and his dps shot up. The officers were happy, raid was happy, he was happy - sorted.
Nina Katarina Aug 26th 2011 9:36AM
@Jayjay
See, that sort of thing takes work - figuring out the gems, enchants and rotation. Someone has to do that work. In your rogue's case that was the officers.
Great. So what happens when the next patch drops and changes stat weights and rotation priorities? Your rogue is going to go back to sub-par until the officers invest the time to bring him back up to par, and they're probably going to be handling their own spec tweaks at the same time.
Maybe your rogue is a great guy, or married to your healer lead, or something, so that time is worth it to you. But to me, I'd be quietly looking for someone willing to do their own damn work.
Narlic Aug 26th 2011 10:55AM
@ Nina Katarina
What you said (do their own damn work) is especially true of the class in this example; rogues. For the love of god, the rogue community has the largest set of spreadsheets, simulations, and item comparison tools of them all!
All the rogue in question needs to do is go to shadowcraft.mmo-mumble.com and they can coast on the output of a huge community's theory-crafting for free! A bottom-of-the-charts rogue is totally inexcusable. They have so many tools available (both in-game and out) to be putting out huge numbers and to stay alive.
If anything, I'd be harder on rogues than any other class if they are not fulfilling their end of the deal; stab it lots until it falls down. They have the least number of excuses. And yes, my main is a rogue.
Narlic Aug 26th 2011 11:08AM
@ Nina Katarina
I can't help thinking that the people down-rating your comment aren't getting past the first sentence...
Sqtsquish Aug 26th 2011 12:21PM
well lets say your rogue is bis geared, specced and competently played- regardless rogues do significantly worse on heavy target switching fights than many specs (say a warrior or whatever). Before anyone talks about rogue burst being high, that is only when the stars align in pvp, and is not even overly competitive at that.
Rogues truly suffer on any fight that doesn't have either 1. two targets close enough to cleave the entire time, or 2. plenty of time to continually stay on major targets without losing poison stacks, combo points, slice and dice, envenom self buff, time away from boss, weird bandit's guile situations etc.
But overall, if someone is consistently not performing well on most all fights usually it is time someone stepped in and had a serious talk with them.
Natsumi Aug 26th 2011 3:00PM
@Sgtsquish
Correction: SMF Fury Warriors don't lose a ton of DPS on target swap fights, they still lose DPS as they have to run the eff over there, but without the buildup of Arms (seriously, it's like 14 seconds) and the streaky rage of TG Fury (if I had a dollar for every BT I've missed due to not having the rage on CD I'd have a lifetime subscription to WoW and a new car).
The only people that don't lose a ton of DPS on target swap fights are Ranged, as they don't have to move anything other than their mouse hand :p Lazy bastards.
Jordan Aug 26th 2011 3:23PM
Had a similar situation when I first did the Alysrazor fight on my Warrior. I'm a tank on him, I've never ever DPS'd as a warrior. I know to use inner rage when I reach 80 and spam heroic strike, but my rotation was crap, and my Raid leader informed me of it (During raid, however it was a similar situation on the other tank as well, so it wasn't calling anyone out) - I was only hitting up to 50k. Up until that moment I didn't realize I had any issue with DPS because to be honest I hadn't really worried about threat much on my tank - but then again I wasn't doing high teir raiding at that time =P
Long story short I hit the dummies, (which for a warrior tank I needed to pad 6k dps onto my numbers to account for lack of Vengance and Revenge (Revenge doesn't proc on a dummy...)) and started using Shield Slam every single chance I got. 2 weeks later I'm pushing 110k dps on that fight vs my old 50k (DPS Flasks/Potions/Trinkets help alot too!). The Raid Leader also informed me of an alternet spec which used Incite, which I didn't use ever, while I took his advice I changed it around a bit till I was comfortable and now we are constantly downing Alysrazor! ...now if that friggin' Flame Druid would just die @_@
Mike bare Aug 28th 2011 9:52PM
@Jordon
Seriously? 110,000 DPS? You're not a DPSer, you're a God. Best I can do on my Hunter in blues is 12k on a random 5 man, so I cannot say for sure, but I'm going to have to lay down my hand and call you on that.
Jayjay Aug 31st 2011 12:34PM
@Narlic - the point of our little 'help package' was to get him to consider an opinion OTHER THAN HIS OWN. Next patch if there are changes we expect him to ASK if his dps is pants again as he now knows there are people in guild (or outside it) who can help, and who also notice the numbers he is putting out. Before this he said consistently that his spec and gems etc were 'fine'. Now he knows they weren't fine and has a better understanding of his talents/gems/chants. He's a decent guy, we like him and didn't want to boot him unless he continued to refuse to change.
kak828 Sep 2nd 2011 1:32PM
@Mike bare
On the Alysrazor fight, there are multiple buffs flying around. 1 of which the tanks usually get which increases their damage on the adds by 11x. World of Logs shows top DPS (tanks) of 170k on this fight.
Piper Aug 26th 2011 9:16AM
This: "Set realistic goals -- [...] -- and for the love of Elune, stick to them.".
This is so important. I can't remember all the times I've heard a raid leader tell people that they need to improve and then fail to state what marks they want people to hit. When you give people a goal you make it their responsibility to achieve that goal. If you, as a raid leader or officer, fail to set those (realistic) goals then you're more of a problem than the raider you are having an issue with.
No, it is never fun to have to be the heavy, but being the heavy is part and parcel of the responsibility you signed up for when you chose to be a raid leader (or officer). If you're having problems figuring out what to say, just ask yourself what would work if someone was approaching you and saying you needed to improve.
sinceritystar Aug 26th 2011 9:19AM
A thousand times yes. If you signed up to be a raid leader, you've decided to take on that responsibility, and if you can't handle it, you shouldn't be a raid leader, especially for a group of raiders that would like to progress.
sinceritystar Aug 26th 2011 9:17AM
What an appropriate time for this column. I got in an argument with my raid leader last week, because I feel that she's far too lenient on people. I don't want a scary raid leader, but when there's next to no progression, that is a bad, bad thing. People are making the same mistakes over and over again, and there's one raider in particular that refuses to change her spec, even though it would help the raid if she did. Unfortunately, she's the tank's girlfriend, and the tank won't come if she doesn't. It's such a strange situation but our raid leader seems to be content with spending 8 hours a week only downing one boss in Firelands, and wiping constantly on Ryolith or Beth'tilac.
kef_kfb Aug 26th 2011 9:24AM
"there's one raider in particular that refuses to change her spec, even though it would help the raid if she did. Unfortunately, she's the tank's girlfriend, and the tank won't come if she doesn't."
change the tank or change your guild.
i promise you will be happier wherever you end up.
Average Joe Aug 26th 2011 9:37AM
Agreed, there are plenty of raid-ready tanks just waiting to get in. So unless he's also your raid leader, he (and his girlfriend) are outta there!
DeathPaladin Aug 26th 2011 9:19AM
The "this boss is unfriendly to my spec" and "I need item X" excuses can be valid reasons for low dps *to a point*.
In terms of bosses, some of them are friendlier towards melee players, while others are friendlier towards ranged. A Shaman or Druid dps could switch between their specs depending on the encounter. But a Rogue, DK, Warrior, or Paladin don't have a ranged spec to use when the boss has a huge, short-range AoE you have to avoid, for example. Same goes for a Mage, Warlock, Priest, or Hunter when the boss has, for example, some form of CC that only targets players outside a certain range, or are always putting up a spell reflect.
And with items, the weapon being used usually makes a huge difference for melee dps specs and Hunters. More often than not, if an item is seriously impacting someone's dps, its their weapon.
But, as I said they only work up to a point. If you are 85 and only doing 4k dps, you better be naked or something.
xth Aug 26th 2011 10:15AM
This is very much the case - in many cases, bad luck with weapon drops can seriously dent the output of an otherwise great melee or hunter DPS. Our enhancement shaman has legendarily poor luck with drops and still doesn't have two ilevel 359 weapons or higher. He dies a little inside each time we kill Baleroc and no Gatecrasher drops. However, weapons can be offset by skill - as evidenced by the fact that despite his substandard weapons (for the tier) this same shaman tends to average somewhere in the top 3 on DPS for the raid over the course of a lockout.
Likewise, certain fight aspects or roles can seriously gimp the output of a given spec. Use caution when looking at Rhyolith for DPS comparison, for example - the DPS for the people on his legs is going to look really poor in comparison to the people who are on add duty.
Basically, be smart about it. There are always a few decent benchmark fights in a tier - not a Patchwork necessarily but at least a fight where most of the DPS are operating under similar conditions. Look primarily to those for your comparisons, if you can.
Nina Katarina Aug 26th 2011 10:36AM
On our first Lich King kill, the main healer forgot to change out of her dps armor. On our first Staghelm kill I forgot to change out of my hybrid dps/tank gear from Alysrazor. On our first Cho'gall kill, our offtank healer turned out afterwards to be wearing his chef's hat. I actually asked him to put on the chef's hat again when we were having trouble on Rhyolith.
Gear matters far less than player familiarity with content. It matters less than luck. It matters far less than skill. It's nice, but, you know, people cleared normal mode tier 11 in blues and greens.
DeathPaladin Aug 26th 2011 11:08AM
Yeah. There are always exceptions.
Another thing to take into consideration is to confirm that a bad DPS really is bad DPS. This goes back to Tyler's comment about using meters incorrectly. A DPS who sustains 20k DPS, but ends up dying after a couple minutes because they pulled threat or stood in the fire is worth less than a DPS who only pulls 15k, but is able to do a fairly constant 15k for the entirety of a 5 minute boss fight.
Narlic Aug 26th 2011 11:10AM
@ DeathPaladin
As the saying goes, "a dead rogue does zero dps." Someone blowing everything and then getting themselves killed because of it (due to either tunnel vision or threat) needs to be reminded of this!