This has probably been mentioned before, but:
How is it that fully geared casters do 100dps if they are lucky on regular bosses and meele do that in PreBiS already ramping up to 200 when they are fully geared.
But then on Gamorrah casters do 130dps and meele do 80.
I am completely aware, that it is an resitance and Armor tuning thing that is the gimmick of that boss, BUT!
There has to be middle ground for armor and resistances on regular bosses to have a less gigantic chasm between Phys and magic dps.
I don’t need casters to outshine melee like on the turtle, but having them at least somewhat competing with each other would be nice.
There is no reason to bring magic users ever in this state.
Edit: Yes if you look at the 100th percentile, meeles do almost 350 dps and casters 200, but lets keep it at 90th percentile and you are back at 200 and 100.
Did my first BFD with mostly casters (some prebis) and we got boss nr6 to 20ish % but it was impossible to rush it down. DPS was too low because of casters. So 5/7 but i see now why pug groups exclude casters. Playing fire destro myself.
1 Like
It’s because most casters upgrade their spells in lvl 26 while melee just have to get a good weapon
1 Like
Exactly. As destrolock i do ok only because my 2 main spells are Runes scaling to lvl25 and not talents. (Incinerate / chaos bolt) the rest is mostly not even worth casting / loosing a GCD
It may be less stressful to compare your performance to other people playing the same class and spec (parsing). Someone has to fill the middle and bottom of the charts, and they are currently casters.
I do. i have top 300 parses of my class and specc. and I do half as much dmg as our warrior who is parsing way worse in his class.
But that doesn’t change that 7 moonkins would struggle hard to kill kelris without 9 people dead. while 7 rogues /ferals or warriors would faceroll that fight with green gear. (+1 tank and 2 heals)
Like it is clearly a physical and magical split. It is really not even class tuning, it is easily fixed with boss armor and resistances.
it is borderline griefing to bring more than 1 or 2 casters into the raid.
@Agrylas
I understand that. and I am not asking to buff or nerf classes. or change anything in future phases. just for this phase, where casters clearly suck. increasing armor or decreasing resistance to even things out would be a smart move.
It clearly can be done, as seen on the turtle. nobody wants it that extreme, but a step in that direction would already help.
Balancing between phys and magic dps in their respective groups seems fine. just not when you compare it to the other group.
There is no reason to only stack “the best” for this easy AF content.
Every class can easily clear if the raid fulfils the base requirements of healers, tanks, kickers and dispellers.
So… what, you rekon bosses should have more armor to offset melee dps? Why not, sounds good.
1 Like
please try it. please bring only magic users and try to have the dps to kill kelris.
unless all of you are 95% parsers (which you can only be if you killed kelris with the help of meeles in previous raids), I’m telling you you wont be able to do it.
But yes, i agree the raid is too easy and it annoys me, that you can ignore every single mechanic (except the camera boss on gelihast) and just dps the boss.
But it is only like this, because the armor of the bosses is too low.
1 Like
They need to add 2-3k armor to the bosses down the road. There is just way too much armor strip vs not enough armor on raid bosses.
Why would I? That would suck for loot distribution.
However on my first Kelris kill I did 60 DPS while in full questing greens/blues 1 hour after dinging 25. It took 6 pulls, but we did it.
I think you, and the community as a whole tbh, are putting too much importance on “playing optimally” when you can clear the content with a very sub optimal group.
My guild’s main tank for example is a warlock, which works totally fine for the content and we usually kill everything first try and within 45 minutes, however if you read LFG you may get the impression that Warrior is literally the only viable tank in the game.
I don’t neccessarily count wl tanks towards magic users. especially because 40% of their damage comes from thorns/fire shield and retri aura.
And they are not dps class, they are litterally tanks. if they did negative dmg it wouldn’t matter. they need to live and attract the mobs attention.
60dps is litterally less than the tanks. by a lot.
I totally believe you, that you did 60dps as a caster. but I also know in your group were hunters, rogues, ferals, retris and or warriors that did 120dps. and if they were not there you would not kill the boss. Not after 6 pulls and not after 20 pulls.
I never said you should play optimally. I play a freaking moonkin, for the exact reason, that it is not meta and to clear the content with a bad class. that class will forever be useless, because we get 0% spellhit in our talent tree. But I have 90th percentile logs and I am fighting with the tank for last spot in dps.
That should not be a thing and an armor increase or spell resist decrease or both could fix that, while changing absolutely nothing else in the game.
You should at least be able to clear the content even with only “bad” classes in their specific roles. And you are not.