Skip to Content

WoW Insider has the latest on the Mists of Pandaria!

Posts with tag melee-dps

Is it time to kill mana?

In your heart, you always knew we were coming here.

Mana is one of WoW's biggest sacred cows. Paladins, shaman, druids, mages, warlocks, priests all make use of it, and hunters were once also on the mana teat, as it were. Every healer uses it, and when the monk class is introduced, they'll heal with mana as well. Every ranged caster uses it. It's the resource system the majority of WoW players are most familiar with, a pool that starts at full and empties as you use it. Over the course of its existence, stats like spirit and MP5 have filled it back up during combat, keeping those classes that rely on it supplied. Since it's the lifeblood for all healers, it effectively is the same for all tanks, even though only one tanking class actually tanks with it. Two classes use it to melee DPS, both hybrids, and these two classes effectively ignore the regeneration of the mana pool via talents and class abilities that make mana regeneration a non-issue.

Mana is fairly easy to understand. You have it, you use it. There are various systems built in to make regenerating it easier. With the addition of runes and runic power for death knights and holy power for paladins, secondary resource systems (similar to the combo point system of rogues) have also been introduced to the game. Holy p-ower in particular is interesting to this discussion because it is a secondary resource added to a mana class and one that works for healing, tanking and melee DPS. (Everyone has their own opinion of how well it does so.)

This leads us to the subject of this post. Do we need mana at all? As my intrepid coworker Michael Gray pointed out to me when discussing this article, mana serves many uses. It's not just that it's a resource for healing and DPSing, but the finite nature of the mana system serves to limit encounters in both PvP and PvE. Doing away with mana could have as many negative effects as positive ones.

Read more →

Filed under: Analysis / Opinion, PvP, Raiding, Cataclysm, Mists of Pandaria

Totem Talk: Enhance DPS on the move

Rich Maloy, master of the turn-around-Frost-Shock, nerd-rager of the Big Crits (week 7 coming next week), and blogger of the enhancement variety prides himself on keeping the pressure on the boss at all times. He encourages you to work on your turn-around jump shot this week.

I love being melee. I love being up in the middle of the fray right on the boss' heel, breathing in the fumes of battle and mashing my abilities as fast as global cooldowns will allow. But the cost of being in the heart of the action are cleaves. And whirlwinds. And tail swipes, dragon breaths, shock vortexes, running around the room chasing ads, and oh yeah, dodging cleaves. Did I mention whirlwinds yet?

Granted, there's not as much hate on melee in Wrath as there was in The Burning Crusade, but our DPS is still limited by time on target. We are after all, melee. Yet the great thing about enhance is when we're not in melee range, we can still lob some spells and drop some fire bombs all while running around dodging those whirlwinds.

It was Sindragosa's Permeating Chill that first got me thinking about maximizing my damage output while I'm not doing melee attacks. Also, her Blistering Cold got me wondering about ways to keep damage on boss even while running in the complete opposite direction. What follows are some of my simple strategies for maximizing time on target and keeping the damage pumping even while running around.

Read more →

Filed under: Shaman, (Shaman) Totem Talk

Armor Penetration to be capped at 100%

I'll admit it: Armor Penetration has always confused me. I understand it moderately well - it makes your attacks act as if your opponent had less armor. The conversions from numbers to percentages, and the corresponding DPS increase, can be found at various places on the internet. But due to the fact that armor doesn't scale linearly, neither does ArP: going from 50% to 51% ArP helps you much more than going from 10% to 11%. This makes it pretty hard for me to get a good feel for.

As a consequence of the non-linear nature of ArP, getting very high amounts of it can lead to insanely boosted damage - as an unattainable example, I'm told that 300% ArP would mean thousands of times more damage. To keep ArP from getting out of control, then, Ghostcrawler has announced that they plan on capping ArP at 100%, meaning armor could no longer go negative (which it can now).

This was made with an eye towards future tiers; at the moment, it's impossible to get to 100% unless you have very specific gear and two trinkets proc at the same time. So this should have very little impact, if any, on current DPS. However, we may see a day in Icecrown when ArP, like Hit, is a completely worthless stat after you have enough of it. This strikes me as an awkward situation, but short of removing the stat entirely (which, sadly, I don't think they're going to do), I can't see a much better solution.

Filed under: News items

Rogue, cat, arms warrior DPS to be buffed

As of WoW 3.0, all DPS specs are supposed to be providing competitive DPS; this is one component of "bring the player, not the class." Overall I'd say this has turned out pretty well, although within class it still has some issues - almost every mage seems to be Frostfire right now, for instance, and Mutilate rogues are far and away out-damaging other rogue specs. To a certain extent this is probably by design; Subtlety's strengths in PvP, for instance, might make up for its lower raid DPS.

However, there are some melee that Ghostcrawler has just said are "a little low" in DPS:

  • Rogue
  • Cat Druid
  • Arms Warrior

The more awake among you may have noticed that "Rogue" is not a spec. However, I'm reading that as "Combat (and possibly Subtlety) rogue," since the blues have said in a few other places that they're pretty happy with where Mut is right now and that Combat is underperforming.

Ghostcrawler goes on to say that changes are coming to these classes/specs, although of course we don't have specifics to share with you at this time. When we do, you know where to find us. But until then, what changes do you think would help even out the low DPS? And no, "reroll Death Knight" doesn't count (as much as I love mine).

Filed under: Druid, Rogue, Warrior

Shifting Tanzanite shifts

A minor(but interesting) change was included in the last PTR push: The Shifting Tanzanite has had its stats changed up a bit. Previously a Strength/Agility gem, it is now Agility/Stamina, as you can see above.

Previously, this was arguably the best blue gem in the game for melee DPS classes. With the introduction of the Heroic gems no longer being Unique in patch 2.4, it was a little exciting to be able to slot more than one of these at a time, even if blues aren't the most desirable color for physical damage dealers. Now, the Shifting Tanzanite is still desired, but not necessarily to fill that same role or by the same people. One of the few highly sought after Heroic gems has been gutted.

Why? Nobody knows but Blizzard. One of my theories is these Heroic gems are not meant to be a "best in slot" but an alternative option, even now that you can socket multiples in your armor. It probably won't bother too many melee DPS because as good as that gem was, it was only the best blue for melee. Most melee do not stack blues at all. Tanks do stack blues, however. While this gem has become a little better for the tanks, it most likely does not outweigh Solid Stars of Elune and most certainly is not better than Solid Empyrean Sapphires for the raiders among us.

Filed under: Patches, News items, Enchants

WoW Insider Show 

Subscribe via  iTunes for our latest show.

Hot Topics


 

Upcoming Events


Around Azeroth

Around Azeroth

Featured Galleries

It came from the Blog: Occupy Orgrimmar
Midsummer Flamefest 2013
Running of the Orphans 2013
World of Warcraft Tattoos
HearthStone Sample Cards
HearthStone Concept Art
Yaks
It came from the Blog: Lunar Lunacy 2013
Art of Blizzard Gallery Opening

 

Categories