MELEE should do MORE dmg than RANGED not less

Yes, you DPSes need to fight each other and provide entertainment more than missing interrupts and standing in mechanics, keep going!

1 Like

Melee don’t have cast times, and don’t suffer a DPS loss with a lot of movement…

As 1 guy from Exorsus said melee viable in raids only if they do a lot of dmg.

1 Like

Unless the movement puts you too far away from your target :wink:

1 Like

Call me when your raid has the warriors and dks do the anima containers on Inerva.
The raid designs favour ranged, and there are entire segments that are undoable in a full melee raid (hello, Denathrius platform adds) - but that’s always been the case. Damage isn’t the reason. Bloated encounter design that’s always got DBM/BigWigs hanging from its back is the reason.

3 Likes

Ranged work on basically knowing where u can and can’t stand basically. When the swords go through once u recognise the patterns that are followed u will get a idea of how to position out of the way to get more casts off

I don’t think it needs nerfing. I think it’s important ranged do have hectic mechanics to also do.

Otherwsie the game rly would become ranged bias.

1 Like

How do i practice to learn that or better yet the question is how to learn that for Denatrius fight?.

It sounds dumb but do Denathrius, after some pulls you will know what windows are safe to blast in and which arent. You can watch videos or read guides but honestly this is the stuff that needs experience with that specifis spec on that specific fight.

As for this whole debate it is fine that the damage is equal there are some bosses that feel horrible to play as melee, Sludgefist in particular feels awful. Obviously people as always confuse moving with uptime or rather the lack thereof that is forced by certain mechanics.

2 Likes

Erm… no? There’s no added danger to being melee. I find playing melee has much more uptime than ranged. We can move and cast at the same time. Good melee knows how to do boss strats while doing damage. Our uptime on the bosses is crazy. Mages on the other hand cannot move and attack at the same time. I’d even argue many mechanics are designed to punish ranged more than melee.

In Sludgefist, melee can get punished if they stand too close to the tank. On Denathrius heroic, melee is definitely punished in the last phase. But beyond that - I’d say it’s easier to play melee than a ranged spec.

2 Likes

sadly thats whjat prog fights are… ur gonna Lose DPS Dealing with mechanics thats exactly how u learn it… it sounds like ur guild was just giving you a hard time on a prog night really. Espically playing fire mage… considering its entire dps is based around its burst Window.

Sure they are. But it’s nothing compared to how melees are punished by almost every single mechanic of the game. Melee dps will in general have less uptime on a boss and should therefore do more dps at 100% uptime.

not really true.

If a Caster cant cast. then u litterally arent in ā€œuptimeā€. while Melees Can spin around the boss while actively damaging while moving.

alot of people seem to forget… u can do ur entire rotation While Moving.

1 Like

Yes but currently there are 1000 times more mechanics that makes melee run away from a boss for extended period than there is making ranged move for an extended period. The current mechanics of the game are punishing melees much more than ranged.

I wouldnt really say a 1000 times more, i’d say yes. there are some melee unfriendly bosses out there. but going through the lists of mechanics not really.

Most mechanics make both ranged and melee move, and if ranged Dont they’#re generally picking up additional Jobs around the fight.

You got it right except the part about spec I’m playing frost mage and i would switch to fire but i can’t be arsed to regrind legendary for fire mage xD.

Think about Castle Nathria. There are so many mechanics where you have to move away from the boss to drop something or soak something. And most ranged specs can still do some damage while doing it via dots or instant abilities.

Also, ranged are picking additional jobs because they can. That’s a HUGE plus for ranged classes. Why would you invite a melee to your raid that just stands a tunnel the boss when you can invite a ranged class that can help do mechanics. Melee just suck for Castle Nathria. I would never invite a Rogue if I could get a Mage/Lock/Boomie/Sp.

I didnt say melee are favourable to ranged.

I simply said if u took the Best melee DPS Player in the world and the Best Ranged DPS Player in the world and put them in a Raid Together… their uptimes would likely align in most Boss fights.

now if we are comparing class to class. u may find differences… but if one melee class has Lower Uptime then another meelee class that class needs to be fixed not a blanket buff

Assuming that the melee tunnel the boss yes. But then you have another issue.

A melee doing mechanics will have less uptime than a Range person doing mechanics.

but thats why melee Dont do mechanics. and not all mechanics

Ranged Lose DPS Doing mechanics also, the difference is Ranged are CLOSER to alot of mechanics to deal with.

hence why in M+ u use ur Healer to do the additional mechanics not even ur ranged DPS>

u do it to make ur raid easier… not because ranged dont lose dps

You definitely also do it because Ranged classes lose LESS dps doing the mechanics than a melee would.

Melees are just dead weight in Castle Nathria. They cannot do anything else than staying on the boss and dps. They are extremely one dimensional and that’s why most raids choose to bring 80-90% ranged players.