AT World of Warcraft Thread (Cataclysm, Where do you play, General BS and all that)

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Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Really? A week after Borderlands 2... ugh... I think this is one of those "FML #firstworldproblems" moments.
 

diesbudt

Diamond Member
Jun 1, 2012
3,393
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September 25th release date for MoP.

Lucky I didn't actually put money on my bet. I was two months off :)

Really?

Interesting, about where I predicted.

+1 point to me.

Too bad I don't know if I will pick MoP up though.
 

nageov3t

Lifer
Feb 18, 2004
42,808
83
91
damn, 1.5 months to figure out which character I want to level.

I really want to love my shaman, but it's just not clicking... on paper, I'd love having the option of going ranged DPS (like my hunter/mage), melee DPS (like my rogue), or healer when I want a quick 5-man queue.

I keep coming back to my rogue, but it's disheartening with how melee-unfriendly they keep designing fights (and how generally lackluster rogues are at solo'ing compared to other melee like DK's)
 

diesbudt

Diamond Member
Jun 1, 2012
3,393
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damn, 1.5 months to figure out which character I want to level.

I really want to love my shaman, but it's just not clicking... on paper, I'd love having the option of going ranged DPS (like my hunter/mage), melee DPS (like my rogue), or healer when I want a quick 5-man queue.

I keep coming back to my rogue, but it's disheartening with how melee-unfriendly they keep designing fights (and how generally lackluster rogues are at solo'ing compared to other melee like DK's)


Druid and shaman seem to be your options with the Bolded part.

Also I don't know about you, but I cant consider a single fight in Dragon Soul being melee unfriendly, at least not anymore friendly/unfriendly than ranged DPS. Or even Firelands now that I think about it, except for Ragnaroses massive angled hitbox, where some melee couldnt get behind him as a target.
 

nageov3t

Lifer
Feb 18, 2004
42,808
83
91
I haven't done any raiding in Cat (not even LFR), but I keep reading that MoP is melee unfriendly, and the heroics that I've run in Cat certainly feel unfriendly when I'm on my rogue versus my hunter.
 

diesbudt

Diamond Member
Jun 1, 2012
3,393
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I haven't done any raiding in Cat (not even LFR), but I keep reading that MoP is melee unfriendly, and the heroics that I've run in Cat certainly feel unfriendly when I'm on my rogue versus my hunter.

Most the raids in Cataclysm, got rid of a lot of the melee unfriendly issues.

For 5 man heroics:

1/4, Throne of Tides
0/5, BRD
2/4, Stone core
1/4, twilight highlands instance (forgot name)
1/3, Vortex Pin
1/4, One of the uldum instances
0/7, HoO
0/X (5?), ZG
1/6, ZA
2/6, End time
1/3, WoE
0/3, other 4.3 heroic

Total of 10/54 fights are officially what I would call "melee" unfriendly. (some fights are both range and melee unfriendly, and thus I did not count them)

I don't know anything about MoPs dungeon or raid designs, but overall. That isn't too bad a number to see, roughly 20% melee unfriendly. Also realize, Hunters have it easier then some other range DPS, (so it may seem just easier on a hunter) because some if not all their attacks if in a certain stance can be used while moving. Most range dps don't have the luxury of doing much beyond a gimmck Blizzard gave them that they can use while moving, but it is in no way ment to hold their DPS where it is at. (scortch for Fire mages, ice lance for frost mages, moonfire for boomkins, c/d or shocks for ele shamans, etc.)
 

nageov3t

Lifer
Feb 18, 2004
42,808
83
91
thanks for that!

respec'ing my shaman from enhance to ele at level 82 (with bad elemental gear) may have been a system shock... if my date goes badly tonight and I get home at a reasonable hour, I might respec back :D
 

diesbudt

Diamond Member
Jun 1, 2012
3,393
0
0
thanks for that!

respec'ing my shaman from enhance to ele at level 82 (with bad elemental gear) may have been a system shock... if my date goes badly tonight and I get home at a reasonable hour, I might respec back :D

Don't get me wrong. Some of the fights that are not melee unfriendly, is based on the tank and/or healers not being dumb/misinformed how to do a fight to its optimization. Some tanks don't know/care and will cause and issue in which the fight becomes unfriendly.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
While Elemental is a lot more fun since Cataclysm, I would never drop Enhancement for it. :p

Also, there are definitely some rather annoying fights as melee in the raids. They've been good about not screwing over melee with melee-range-only AoE, but there's usually still tons of movement where ranged typically only swaps targets.
 

diesbudt

Diamond Member
Jun 1, 2012
3,393
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While Elemental is a lot more fun since Cataclysm, I would never drop Enhancement for it. :p

Also, there are definitely some rather annoying fights as melee in the raids. They've been good about not screwing over melee with melee-range-only AoE, but there's usually still tons of movement where ranged typically only swaps targets.

Your saying you didn't like the LB/CL spam in BC or the LB/LavaB/FS spam in wotlk? For shame...

Yes, but most of those movements have been reduced in size, or both range and melee have to move interrupting both groups dps. However that doesn't alone make it melee unfriendly, just a nuisance. Most fights that require this however, also forces range to move or continuously to move. And that is the range dps weakness, as moving usually means only instant casts which is not their good spells.

Hagara, have to continuously move away from the ice wall as you try and dps the crysal. Slimes, they spawn so far away, casters still have to move half the distance, and then have to run back to stack on the boss.

Most fights that require all dps to move, becomes more Melee friendly. Which was rare until cata.

Melee or melee and range friendly raid bosses (melee friendly means here range have to pay attention to more or dodge things melee doesnt):

-Magmaw [BWD],
-Chimareon [BWD],
-twin dragons [BoT] (name?),
-chogall [BoT],
-Big fire golem in Firelands [FL] (name?),
-Baleroc [FL],
-Shannox (?) This one is hard to judge based on strats and if tank moves often enough to not allow traps under melee [FL],
-Fire druid guy in firelands (man i forgot so many names?) [FL],
-Ultraxion [DS],
-Warlord [DS],


Many melee unfriendly fights used to be either auras, or attacks that would only do damage in melee range. Along with bosses that couldn't get behind because of too big, or just how the map was set-up (Looking at you ragnaros... both times)

If you find melee being more of an issue than range, good chance that you just are more comfortable with range, and being able to see most of the room/fight to react. Plus, hunters have it easier than most range when it comes to movement and attacking.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Your saying you didn't like the LB/CL spam in BC or the LB/LavaB/FS spam in wotlk? For shame...

I just like Fulmination. It's simple yet adds a lot more fun to the spec for me.

Melee or melee and range friendly raid bosses (melee friendly means here range have to pay attention to more or dodge things melee doesnt)

Problem is... I don't know which of these bosses that you're considering strictly melee friendly and more difficult on ranged versus which are easy for both. Frankly, I don't care which are easy for both. Fights are only annoying when it seems skewed against having melee in favor of ranged. It's rare to see a fight and think, "Ahh... having more melee would make this a lot better!"

It's been awhile that I've even done some of these fights, but let me see...

Magmaw:
This is probably one of the few fights where melee had it a bit easier than ranged. However, I'm pretty certain that there's a limit to the number of ranged that are required out of melee range to force the geyser to always target ranged. Although, I can't remember if that worked on heroic or not. I know we typically assigned certain people to be outside.

Chimaeron:
This attack is really not any easier on either group.

Valiona and Theralion:
This one is somewhat easier on melee given we have don't have to shimmy out of shit.

Cho'gall:
I don't see how this is really harder for anyone?

Lord Rhyolith:
Isn't this one only harder on ranged if you're doing it on heroic? They get different shit to kill and melee has to focus on moving him around.

Baleroc:
I can tell that you've never done this as melee, because it's flippin' annoying on heroic! There's so little room to move around and you need to avoid infecting other melee so they can grab the crystal next. It's even worse if the crystal spawns in melee range, which means you need to avoid it too. I ran through the boss a lot, which was a little dangerous, because going too far toward the tank meant infecting him. :eek:

Shannox:
Yet again, this fight is annoying for melee on heroic. The problem is that you almost never stop moving him! This is especially worse as a Shaman as attempting to drop my totems in the middle was just futile as they never were quite in range at all times, and the fight was long enough that I'd have to run to the middle again to redrop them. The only ranged that might have a hard time here is the person who has to break the non-tanked puppy off as he has to be very careful not to run him through a trap after hitting him or else he will be immune to traps.

Fandral Staghelm:
For shame... forgetting a minor lore character's name. :p He's harder on heroic for ranged, but it also depends on whether melee have to go help ranged with crystals. That should never happen in a perfect execution, because that causes melee to lose their damage boost.

Ultraxion:
This fight is slightly in ranged's favor because you're always in front of the boss. This was the fight that made me switch to Combat on my Rogue, because I was unable to use my finisher as Mutilate. Our Feral Druid is unable to use one of his moves because he's in front.

Warlord:
This depends a bit. Rogues are definitely beneficial on heroic, and other melee can be alright, but there are still target switching issues in phase 1. While melee have to run to the large swirly circles of doom and not attack anything, ranged can usually still hit things. Also, ranged have an easier time attacking the drakes. Ranged may have a harder time avoiding Blackhorn's shockwave if they're too far out.


Many melee unfriendly fights used to be either auras, or attacks that would only do damage in melee range. Along with bosses that couldn't get behind because of too big, or just how the map was set-up (Looking at you ragnaros... both times)

You can get "behind" Ragnaros. The Feral Druid and I would just shimmy over toward the healers when we took damage and then get on back.

Movement has always been my largest bane. My Shaman was given instant Ghost Wolf during Cataclysm to help with it, and my Rogue will be able to get Shadowstep. That's one of my Rogue's largest problems... he's completely unable to close the gap after having to run out to do something. I curse the Feral Druid every time he leaps back in!
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
You guys are simplifying "movement" too much, if anything the argument should be up-time.

Melee moving back and forth a few yards to avoid something can be tricky, but it won't lower their dps. Melee moving a bit with no target while they are moving kills their dps. Ranged moving back and forth a yards means they break their cast or cast an instant. If they are lucky they have an instant to use in their normal rotation. More than likely they substitute a lower dps spell. Ranged moving a lot will have some uptime as they can use instants while they travel.

All that matters is output and blizzard did good at matching ranged vs. melee (and furthermore made every class/role combination viable) this xpack with a few notable failures.
 

diesbudt

Diamond Member
Jun 1, 2012
3,393
0
0
I just like Fulmination. It's simple yet adds a lot more fun to the spec for me.



Problem is... I don't know which of these bosses that you're considering strictly melee friendly and more difficult on ranged versus which are easy for both. Frankly, I don't care which are easy for both. Fights are only annoying when it seems skewed against having melee in favor of ranged. It's rare to see a fight and think, "Ahh... having more melee would make this a lot better!"

It's been awhile that I've even done some of these fights, but let me see...

Magmaw:
This is probably one of the few fights where melee had it a bit easier than ranged. However, I'm pretty certain that there's a limit to the number of ranged that are required out of melee range to force the geyser to always target ranged. Although, I can't remember if that worked on heroic or not. I know we typically assigned certain people to be outside.

Chimaeron:
This attack is really not any easier on either group.

Valiona and Theralion:
This one is somewhat easier on melee given we have don't have to shimmy out of shit.

Cho'gall:
I don't see how this is really harder for anyone?

Lord Rhyolith:
Isn't this one only harder on ranged if you're doing it on heroic? They get different shit to kill and melee has to focus on moving him around.

Baleroc:
I can tell that you've never done this as melee, because it's flippin' annoying on heroic! There's so little room to move around and you need to avoid infecting other melee so they can grab the crystal next. It's even worse if the crystal spawns in melee range, which means you need to avoid it too. I ran through the boss a lot, which was a little dangerous, because going too far toward the tank meant infecting him. :eek:

Shannox:
Yet again, this fight is annoying for melee on heroic. The problem is that you almost never stop moving him! This is especially worse as a Shaman as attempting to drop my totems in the middle was just futile as they never were quite in range at all times, and the fight was long enough that I'd have to run to the middle again to redrop them. The only ranged that might have a hard time here is the person who has to break the non-tanked puppy off as he has to be very careful not to run him through a trap after hitting him or else he will be immune to traps.

Fandral Staghelm:
For shame... forgetting a minor lore character's name. :p He's harder on heroic for ranged, but it also depends on whether melee have to go help ranged with crystals. That should never happen in a perfect execution, because that causes melee to lose their damage boost.

Ultraxion:
This fight is slightly in ranged's favor because you're always in front of the boss. This was the fight that made me switch to Combat on my Rogue, because I was unable to use my finisher as Mutilate. Our Feral Druid is unable to use one of his moves because he's in front.

Warlord:
This depends a bit. Rogues are definitely beneficial on heroic, and other melee can be alright, but there are still target switching issues in phase 1. While melee have to run to the large swirly circles of doom and not attack anything, ranged can usually still hit things. Also, ranged have an easier time attacking the drakes. Ranged may have a harder time avoiding Blackhorn's shockwave if they're too far out.




You can get "behind" Ragnaros. The Feral Druid and I would just shimmy over toward the healers when we took damage and then get on back.

Movement has always been my largest bane. My Shaman was given instant Ghost Wolf during Cataclysm to help with it, and my Rogue will be able to get Shadowstep. That's one of my Rogue's largest problems... he's completely unable to close the gap after having to run out to do something. I curse the Feral Druid every time he leaps back in!


Magmaw: Only 1 person had to be outside of melee range to be targeted. A Good strat had the melee stand there facerolling except to do chains, dodge the first half of the room, and change rotation to cleave/aoe attacks when the extra mob spawned on heroic. Easily melee favored. However stacking melee would cause issues with killing the slimes if you didn't use the DK kite them the whole time strat. (Even though it is melee friendly, fight requires balance of range and melee)

Chimaeron: Is easier on melee. Because the normal stack point is in melee. Since everyone is spread out, when it is time to stack, range have to stop all dps but maybe an instant spell as they run to the stack spot, melee never have to leave melee range to and from the stack point. Meaning, they have full uptime, unless they die in p2. (And if people cant move/run and dps well by pressing multiple buttons, that is because a player isn't good at that, not a weakness with melee dps.)

Valiona and Theralion: As you stated. Easier as they can just faceroll the one drake and don't have to dodge the stuff range does, OR watch for the great magic debuff facerolling your own team... the memories.

Cho'gall: On a good strat, normal or heroic, before people over geared this and any nerfs happened, melee was amazing. First they normally are better at interrupting w/o losing much in their rotation (Everyone should be stacked in melee), they shouldn't be the dps chasing down the add chogall spawns (Range should be) and the slimes that come out of the add. Which requires range to AoE and can take some serious stress seeing 16-20+ sliems coming at you and your not killing them fast enough. Melee friendly in many aspects in p1, however like magmaw, range is still required so you cant go "Oh we want more melee". P2 doesn't favor one or the other.

Lord Rhyolith: Its just harder on range in the fact that they have to control the adds. There is nothing more to kill on heroic. But before over geared, range can fall behind if not executed enough. Melee just have to focus a leg a caller should be doing. And dodge fire lines. A little easier then having to aoe and/or change from aoe and single target for all the different adds spawning.

Baleroc: Easy on normal. DPS doesn't have to mvoe outside a few steps for the crysal. And yes, I have done melee and range on Baleroc on heroic. Range have it tougher because they have to dodge not only melee dps that may be getting in the way as they have to move 5+yards around otehr melee/away from tank, but healers and other range dps. It takes more coordination for range to move around effectivly and not infect healers which when 2 healing can be as good as gg (Im looking at you certain mage in my guild). When melee usually have free range in the boss box, may have to do some manuevering around other melee or for link, but that hurts both groups dps, so melee slightly edges out here. (especially balerocs hitbox being pretty big)

Shannox: isn't that bad. and your totem example is just for shamans. Melee I have seen (ret pally, Feral druid, Fury warrior) found shannox much easier on melee. Tank always moved him? We never cheesed the strat like that. Tank did move him when spear was thrown by forcing the dog to run a lot (towards shannox - spear landed behind dog. Dog went to get spear, and when he started to run towards main tank, the tank took off running in the other direction through strifeing. After each spear throw we would move 5-10 yards), but once stacks reset, we continued. Sure moving with the tank can cut dps for melee if they are not as good at dps moving when still. But if you are moving quite often, that is less attention one needs to set for traps, as the tank normally won't kite shannox through an area with traps. Again this one was Iffy.

Fandral Staghelm: He is harder for range period. Cat phase is the reason for it. Always having to move and/or start moving before the leap, there is a lot of down tiem for range dps. (Plus unless you picked up a speed talant, most range were bad enough to get hit, forcing them to lose their focus bar) Melee, just dps's the boss. And for orbs, only 1 melee should ever have to take an orb. 1 orb = 2-3 range, 1 orb = MT and 1 melee. Otherwise except for seed (which is just a heroic leap, pally bubble or a 15yard run out then back in, melee never have to move outside the boss attack range, range though move so much melee destroy range on dps on this fight. This fight I would stack more melee than range anyday.)

Ultraxion: Yes, I forgot you always had to stand in front. My mistake on that. He isn't melee friendly.

Warlod: Wrong boss... again it has been a while but names have eluded me. I was talking about the boss Zonz, or w/e the shadow ball bouncing Pong boss. It is little, but range has to run in stack then run out and stack and change location depending if ball spawns oddly becasue of a tank fail. Melee never have to leave melee range, just change what side of the boss they stand on.

Ragnaros: Never said you couldn't get behind him in Firelands. Just that when it first came out the frontal hit box was so big melee literally couldnt get behind him. But this fight is not melee friendly, because of p3. They have a much easier time dealing with the meteors then melee does. Sure Rag has a huge hitbox and a melee dps never really has to be outside of melee range, but some melee (rogue/feral) don't deal with bouncing the meteors very well.
 

AznAnarchy99

Lifer
Dec 6, 2004
14,695
117
106
While Elemental is a lot more fun since Cataclysm, I would never drop Enhancement for it. :p

Also, there are definitely some rather annoying fights as melee in the raids. They've been good about not screwing over melee with melee-range-only AoE, but there's usually still tons of movement where ranged typically only swaps targets.

Recently leveled my ele shaman and finally got geared enough for RF last night. First run I get 4 pieces lmao. Compared to my mage who's been stuck in 352 gear for the past month. I absolutely hate playing my mage now after playing shammy. Mages are beyond boring. I havent tried enhancement yet but Ive stockpiled a ton of gear. Just a matter of respecing. This is my first caster dps that I played (unless you count boomkin in BC). My mains are a feral druid and a DK.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Recently leveled my ele shaman and finally got geared enough for RF last night. First run I get 4 pieces lmao. Compared to my mage who's been stuck in 352 gear for the past month. I absolutely hate playing my mage now after playing shammy. Mages are beyond boring. I havent tried enhancement yet but Ive stockpiled a ton of gear. Just a matter of respecing. This is my first caster dps that I played (unless you count boomkin in BC). My mains are a feral druid and a DK.

Elemental doesn't have much to them other than keeping up Flame Shock, and weaving LvB in between LB, but for me, it was really just Fulmination (using Earth Shock + 7-9 stacks of LS) that did it for me. It was something interesting to watch that was far more reactive than a cooldown.

Magmaw: Only 1 person had to be outside of melee range to be targeted.

Pretty sure we had to have multiple people outside on heroic.

Chimaeron: Is easier on melee. Because the normal stack point is in melee.

Well, it sounds like your raid had a far easier stack point on melee, because our stack point was barely in melee range. Sometimes, I had to stand about on the edge of the Healing Rain circle just to deal any damage. Although, as an Enhancement Shaman, I mostly dealt damage just to gain Maelstrom Weapon stacks so I could hit 5 within a 10 second interval to chain cast Healing Rain. I'd maintain a 1.5-2k HPS for that fight. :p

Valiona and Theralion: As you stated. Easier as they can just faceroll the one drake

You should see how fun it is to have to be in melee range when stupid ranged classes won't spread the fuck out and people are constantly in your 5-yard bubble. It's bad enough to make melee spread out, but adding in ranged into there. I just said "fuck it!" half the time! :colbert:

Baleroc: ...so melee slightly edges out here. (especially balerocs hitbox being pretty big)

Sheesh, trying to split hairs to make it sound like melee have a goddamn cake walk. My point wasn't that it was harder on melee on this fight but that it's annoying for both groups.

Shannox: ...Tank always moved him? We never cheesed the strat like that. Tank did move him when spear was thrown by forcing the dog to run a lot (towards shannox - spear landed behind dog. Dog went to get spear, and when he started to run towards main tank, the tank took off running in the other direction through strifeing. After each spear throw we would move 5-10 yards), but once stacks reset, we continued.

No, we used a circle strat with a radius of 30 yards (or maybe it was 20...). Shannox would be at 12 and Rotgrip would be at 6. Shannox throws the spear, Rotgrip comes to bring it back and we drag Shannox counter-clockwise back to 6. The circle continues for the next throw. Regardless of how you do it, dragging a boss is usually never clean. Sometimes he moved at a nice pace, and other times he'd stand still for awhile and then run off after the tank. The latter was usually the most annoying as a DPS. It could also be difficult if a trap just happened to be in your way, which caused you to lag behind (had to go around it). That happens a lot more than you might think... at least with the way we did it.

Fandral Staghelm: ... (Plus unless you picked up a speed talant, most range were bad enough to get hit, forcing them to lose their focus bar) Melee, just dps's the boss.

Yes, most ranged DPS would lose their focus bar multiple times throughout the fight. At least how I took it, the fight was designed for melee to be the main source of damage. This fight was also definitely designed to have a proper melee/range split, because Staghelm would target a ranged person for his leap regardless of where they were. We tested it once since we had a lot of ranged at one point (8/10 I think), and we wanted to see if a healer could stand in the middle. It definitely didn't work. Unlike most bosses that require x number of people to be outside, he simply targets people based on their spec.

Ultraxion: Yes, I forgot you always had to stand in front. My mistake on that. He isn't melee friendly.

It isn't that bad... honestly, that was my favorite fight as a Rogue. I pulled around 48k on that fight since you mostly just stood there and DPS'd the whole time. :D I also enjoyed seeing how far I could push the timers before using Heroic Will. Most of my group would chicken out at ~2s. I'd hit it after the DBM lady said 1. Any lag meant I was one dead wolf. :p

Warlod: Wrong boss... again it has been a while but names have eluded me. I was talking about the boss Zonz, or w/e the shadow ball bouncing Pong boss. It is little, but range has to run in stack then run out and stack and change location depending if ball spawns oddly becasue of a tank fail. Melee never have to leave melee range, just change what side of the boss they stand on.

Warlord... Warmaster... same diff! :p Zon'ozz might be slightly more annoying on normal for ranged (yet again, splitting hairs) but you can argue that melee had to attack from the front during the black puddle phase (none of us did though :p). However, this fight is really annoying for melee on heroic. You have to move out of melee range whenever you get the debuff. It's not as bad if you turn around before being dispelled as it will knock you back into melee range. The worst part is probably the tentacles. As a DPS, they just die too fast for me to do much on them, and you gotta spend all the time moving between them. I would imagine that ranged has to move somewhat as well, but it's probably slightly easier if their positioning is good.

They have a much easier time dealing with the meteors then melee does.

Well, I was on my Enhancement Shaman, which made it pretty easy (shock ability). But I can't imagine that rogues would have a terrible time given they can just use Throw (not Deadly Throw). It's an ability they don't use much, but it isn't terribly difficult. Does Faerie Fire work for a Feral Druid?
 

AznAnarchy99

Lifer
Dec 6, 2004
14,695
117
106
Elemental doesn't have much to them other than keeping up Flame Shock, and weaving LvB in between LB, but for me, it was really just Fulmination (using Earth Shock + 7-9 stacks of LS) that did it for me. It was something interesting to watch that was far more reactive than a cooldown.

Yup. My mage is all random waiting for procs. I really like the rotation of my feral kitty since setting up bleeds to match cool downs and procs is IMO fun. My frost or unholy DK is waiting for procs too but the rune management makes it interesting rather than boring compared to my mage. Ret Pally IMO is just horrible to play right now. I miss Wrath Ret.
 

diesbudt

Diamond Member
Jun 1, 2012
3,393
0
0
Elemental doesn't have much to them other than keeping up Flame Shock, and weaving LvB in between LB, but for me, it was really just Fulmination (using Earth Shock + 7-9 stacks of LS) that did it for me. It was something interesting to watch that was far more reactive than a cooldown.



Pretty sure we had to have multiple people outside on heroic.



Well, it sounds like your raid had a far easier stack point on melee, because our stack point was barely in melee range. Sometimes, I had to stand about on the edge of the Healing Rain circle just to deal any damage. Although, as an Enhancement Shaman, I mostly dealt damage just to gain Maelstrom Weapon stacks so I could hit 5 within a 10 second interval to chain cast Healing Rain. I'd maintain a 1.5-2k HPS for that fight. :p



You should see how fun it is to have to be in melee range when stupid ranged classes won't spread the fuck out and people are constantly in your 5-yard bubble. It's bad enough to make melee spread out, but adding in ranged into there. I just said "fuck it!" half the time! :colbert:



Sheesh, trying to split hairs to make it sound like melee have a goddamn cake walk. My point wasn't that it was harder on melee on this fight but that it's annoying for both groups.



No, we used a circle strat with a radius of 30 yards (or maybe it was 20...). Shannox would be at 12 and Rotgrip would be at 6. Shannox throws the spear, Rotgrip comes to bring it back and we drag Shannox counter-clockwise back to 6. The circle continues for the next throw. Regardless of how you do it, dragging a boss is usually never clean. Sometimes he moved at a nice pace, and other times he'd stand still for awhile and then run off after the tank. The latter was usually the most annoying as a DPS. It could also be difficult if a trap just happened to be in your way, which caused you to lag behind (had to go around it). That happens a lot more than you might think... at least with the way we did it.



Yes, most ranged DPS would lose their focus bar multiple times throughout the fight. At least how I took it, the fight was designed for melee to be the main source of damage. This fight was also definitely designed to have a proper melee/range split, because Staghelm would target a ranged person for his leap regardless of where they were. We tested it once since we had a lot of ranged at one point (8/10 I think), and we wanted to see if a healer could stand in the middle. It definitely didn't work. Unlike most bosses that require x number of people to be outside, he simply targets people based on their spec.



It isn't that bad... honestly, that was my favorite fight as a Rogue. I pulled around 48k on that fight since you mostly just stood there and DPS'd the whole time. :D I also enjoyed seeing how far I could push the timers before using Heroic Will. Most of my group would chicken out at ~2s. I'd hit it after the DBM lady said 1. Any lag meant I was one dead wolf. :p



Warlord... Warmaster... same diff! :p Zon'ozz might be slightly more annoying on normal for ranged (yet again, splitting hairs) but you can argue that melee had to attack from the front during the black puddle phase (none of us did though :p). However, this fight is really annoying for melee on heroic. You have to move out of melee range whenever you get the debuff. It's not as bad if you turn around before being dispelled as it will knock you back into melee range. The worst part is probably the tentacles. As a DPS, they just die too fast for me to do much on them, and you gotta spend all the time moving between them. I would imagine that ranged has to move somewhat as well, but it's probably slightly easier if their positioning is good.



Well, I was on my Enhancement Shaman, which made it pretty easy (shock ability). But I can't imagine that rogues would have a terrible time given they can just use Throw (not Deadly Throw). It's an ability they don't use much, but it isn't terribly difficult. Does Faerie Fire work for a Feral Druid?


A lot of the things we have said had 1 thing in common. Splitting hairs. I never said melee would be so much more amazing than range on these fights. Just when you compare the 2, melee very slightly edges out range on who has the easier job.

And you would think rogues and druids would be able to hit the meteors (but ours swear they couldnt.) and idk about FF working, as I am unsure if it does damage in cat form. I know bear form it does a little. IF not, then our druid must have just shape shitfed to caster, Moonfired, and then back to cat.

I also hit that button at the very last second (I normally heal fights, as I have healed since vanilla).

And I did find out the hard way about not being able to stand in melee with staghelm... Heroic Stag was hard to dodge with 0% speed increase and healing. So I had to respect to pick up a speed boost just for him -_-.

But anyways back to the real topic. Cataclysm has pretty much done away with fights that royally screw over the melee. And a lot of fights have become a balance needed, otherwise a part of the fight starts lagging behind. (No range on magmaw to take care of worms that spawn and so on)

I also feel like elemental shaman dps is fun, I love it. But I swear you have to hit certain mastery and haste thresholds before your dps really jumps up.
 
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Josh123

Diamond Member
Aug 4, 2002
3,030
2
76
I posted this on the official forms. I really wish a Blue would read and push it through to the developers.

I'd like Blizzard to bring the leaders of both Alliance and Horde out into open territory. They should create some type of meeting each leader is scheduled to make which would leave them open for attack.

For example, have Garrosh set out to Thunder Bluff to meet with Baine. Naturally he would be escorted with close guards but it would give the Alliance the chance to attack him outside of the walls of Orgrimmar.

Could you imagine an army of Alliance charging in and the horde fighing to defend him while on the road to Thunder Bluff?

The way it is right now, not only are you fighting the leader/guards but you're fighting the entire city. If this took place outside the city then the opposing faction would have a chance and it would give the supporting faction something to try to prevent.

I'm sure this has been thought of before but I don't know. Your thoughts?
 

cronos

Diamond Member
Nov 7, 2001
9,380
26
101
I don't think Blizzard is going to do anything if your reasoning is 'so the opposite faction would have a chance', because killing leaders is already too easy to do as it is right now.

You might get a response (and support from other players) if you mentioned something about encouraging more open world PvP or something along those lines.
 

Josh123

Diamond Member
Aug 4, 2002
3,030
2
76
I don't think Blizzard is going to do anything if your reasoning is 'so the opposite faction would have a chance', because killing leaders is already too easy to do as it is right now.

You might get a response (and support from other players) if you mentioned something about encouraging more open world PvP or something along those lines.

It's too easy right now? Definitely isn't easy on Korgath.
 
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