Starting to do damage: DPS Starter

druid-cat-dps

As many of you know, I am a huge fan of the official forums, and usually I find many posts that ask the same thing, and almost always sin in the same things. The groups, both those of Band and the normal ones, have three functions: Tank, DPS and Healer / Healer. In this article we are going to talk about DPS.

First of all, what kind of dps are you? It is not the same to be a ranged dps than melee, each one has different values ​​to achieve, let's see them.

Melee DPS

They are the brave ones who attack the boss directly, close to his body (or what his body is supposed to be, because ... Rotface y bellychancre They are nothing like any body I have ever seen: S). The great advantage of these damagers is that you can move to the rhythm of the boss without your damage suffering, but the change of objective is more complicated. Here the indices take on a lot of importance, as well as the positioning, let's look at this a little more closely:

  • SEO: Always attack the boss either on one side or behind, but never, never ever, in front.
    There are three reasons for this; if you attack from the front the boss can stop you, block and dodge your attacks, which lowers your dps considerably. On the other hand, many bosses have a slit or “key”, Which attacks everyone in front of him, so if he pillages you with that attack, you will leave a nice stain on the ground, but it won't do much dps, really. The third reason, and almost more important than any other, is that every time a boss makes an attack, the next one is 40% faster, which can put the tank and healers in serious trouble (take 40k damage every 3 seconds is bearable, do the same every 1.80 not so much). Remember, ALWAYS from behind or sides, that way you will only have the option to dodge us, which is easily avoided if you read the next paragraph.
  • Skill Index: It is very important to have a proficiency rating of 26, whether it is supporting us with talents, glyphs or food. In this way the boss will not be able to dodge our attacks and our dps will go up a lot, then I explain exactly why this is.
  • Hit rate: As important as expertise. There are 3 values ​​that we have to take into account. 8% (262 hit rating) is the hit probability for primary hand weapon white hits, 17% (446 hit rating) for magic attacks (rogue poisons, Death Knight diseases ...) and 27 % (885 hit rating) for secondary hand attacks (if you use a single two-handed weapon, this last value does not affect you). Keep a couple of things in mind as they are important. These values ​​are before the talents are applied, so a rogue with 5 points of Accuracy will only need 315 hit rating (12%) to have the hit rating with poisons capped; It is also important to know that if there is a Draenei in your group (only alliance, of course) it gives a 1% chance of hit, and that if there is a Shadow Priest or a Balance Druid, with the talents set, they give a 3% probability suddenly with spells and magical effects, (poisons, diseases ...). The hit rate to "weather" is that of magic attacks, 17%, since attacks with the secondary hand only deal white damage.

It is very important to have both your hit rate and proficiency trained, as this can be a very high dps loss, We are going to put an example. A rogue starts its normal rotation and fails to use a special attack, so it has lost energy and has not put any combo points on its target, or worse, it has not been able to refresh Rupture, so its dps has been dropped more than if only the attack had failed.

Ranged DPS

Normally they need to be still to be able to do damage since they need to cast the spell, so following the boss, if he goes out of range, costs them a lot, but changing the target, if he is in range is very easy for them. Ranged Damages have less to worry about when it comes to rates, as they don't have the expertise, not even Hunters, let's see what they need to worry about.

  • SEO: Although it is not as important as in the case of melee damage, it is important for your own survival to know where they need to be. The most normal thing is that they are separated from each other and in the middle range, although this depends a lot on the meeting in question (Lord Marrow requires that this be at minimum range, Halion midrange and sindragosa a Maximum range, for example). Unable to parry, dodge, or block ranged or magic attacks, they don't need special positioning to deal damage.
  • Hit rate: 17% hit rating is required for any ranged damage dealer (except hunter, who only needs 8%). If in the case of melee damagers it is important, in the case of ranged damagers even more, since their attacks are with casting time and that is time, sometimes very high, which supposes a considerable loss of damage. pronounced.

And that's all. Although there is a lot of text, there is really little information needed, and as a start it is enough. Now, if what you want is to maximize your damage, I recommend that you visit one of our guides, the official forums or a Web page dedicated to Theorycrafting (that is, dedicated to calculating each of the statistics in which way they can do more damage ).

I hope it has served, and you know, if you have any questions ... Leave a comment!


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