September 25th release date for MoP.
Lucky I didn't actually put money on my bet. I was two months off![]()
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)
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.
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![]()
While Elemental is a lot more fun since Cataclysm, I would never drop Enhancement for it.
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...
Melee or melee and range friendly raid bosses (melee friendly means here range have to pay attention to more or dodge things melee doesnt)
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)
mounted combat might be a bit unbalanced for ranged classes. i mean seriously id just ride around in circles putting dots on everything loling into the sunset
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.
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.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!
While Elemental is a lot more fun since Cataclysm, I would never drop Enhancement for it.
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.
Magmaw: Only 1 person had to be outside of melee range to be targeted.
Chimaeron: Is easier on melee. Because the normal stack point is in melee.
Valiona and Theralion: As you stated. Easier as they can just faceroll the one drake
Baleroc: ...so melee slightly edges out here. (especially balerocs hitbox being pretty big)
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.
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.
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.
They have a much easier time dealing with the meteors then melee does.
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.
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.
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!
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.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.
Warlord... Warmaster... same diff!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
). 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?
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?
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.