melee-dps

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  • Behind the Mask: The Force Unleashed

    by 
    Patrick Mackey
    Patrick Mackey
    12.22.2011

    Now that The Old Republic has hit the shelves, it seems like everyone has something to say about it. Cryptic seems to acknowledge it in its own unusual way: by lampshading it. Enter the Unleashed, Champions Online's newest free archetype. No, you're not misreading me here; the Unleashed is not a gold archetype. If you make an account right now, you can play the Unleashed from the moment you enter the character select screen, without spending a dime. Since it's the ninth free archetype, you'd think that he'd be a stable, bread-and-butter class. However, the Unleashed is nothing but. His wackiness approaches the Impulse, but where the Impulse is kind of ineffectual, the Unleashed is deadly efficient. Interested in a sword-wielding knight who slings force blasts? Hit the jump and we'll see what Cryptic's take on a Jedi can do.

  • SWTOR: So you want to play a Jedi Knight

    by 
    Bree Royce
    Bree Royce
    12.12.2011

    If it's true that gamers would rather play Luke Skywalker than Uncle Owen, then the Jedi Knight is the class to put that claim to the test in Star Wars: The Old Republic. The Knight is the Republic side's melee specialist and classic tank-mage, who supplements her melee attacks with taunts, buffs, and Force powers. She operates on the front lines of the war against the Sith, protecting her allies and representing the Jedi Order across the galaxy. Also, lightsabers. Two of them.

  • Is it time to kill mana?

    by 
    Matthew Rossi
    Matthew Rossi
    11.16.2011

    In your heart, you always knew we were coming here. Mana is one of WoW's biggest sacred cows. Paladins, shaman, druids, mages, warlocks, priests all make use of it, and hunters were once also on the mana teat, as it were. Every healer uses it, and when the monk class is introduced, they'll heal with mana as well. Every ranged caster uses it. It's the resource system the majority of WoW players are most familiar with, a pool that starts at full and empties as you use it. Over the course of its existence, stats like spirit and MP5 have filled it back up during combat, keeping those classes that rely on it supplied. Since it's the lifeblood for all healers, it effectively is the same for all tanks, even though only one tanking class actually tanks with it. Two classes use it to melee DPS, both hybrids, and these two classes effectively ignore the regeneration of the mana pool via talents and class abilities that make mana regeneration a non-issue. Mana is fairly easy to understand. You have it, you use it. There are various systems built in to make regenerating it easier. With the addition of runes and runic power for death knights and holy power for paladins, secondary resource systems (similar to the combo point system of rogues) have also been introduced to the game. Holy p-ower in particular is interesting to this discussion because it is a secondary resource added to a mana class and one that works for healing, tanking and melee DPS. (Everyone has their own opinion of how well it does so.) This leads us to the subject of this post. Do we need mana at all? As my intrepid coworker Michael Gray pointed out to me when discussing this article, mana serves many uses. It's not just that it's a resource for healing and DPSing, but the finite nature of the mana system serves to limit encounters in both PvP and PvE. Doing away with mana could have as many negative effects as positive ones.

  • Behind the Mask: Big weapons, big news

    by 
    Patrick Mackey
    Patrick Mackey
    04.28.2011

    It's an exciting time for Champions Online. Although there was a lot of speculation about the level of success of the Free-for-All expansion, we know just by the increase in content being output that the F2P launch has been a very big success. In the recent State of the Game, Rob Overmeyer announced all sorts of new content, including the Resistance Adventure Pack currently on PTS, the new weekly Comic Series, and the most asked-for feature: player housing! I could write a whole column speculating on the SotG, and while it'd be kind of a fun read, we all know I like writing informative stuff, and we have a lot of things to cover. Heavy Weapons has been live for a week now. Some of you guys have been waiting with bated breath for me to answer one question: Is Devastator worth buying?

  • Wasteland Diaries: Choose your weapon

    by 
    Edward Marshall
    Edward Marshall
    01.07.2011

    The new Fallen Earth combat system is sweet. I really don't have much to complain about. But there is a serious lack of balance between the weapon types (I almost said classes). I like the fact that when I shoot someone in the head with a shotgun, I see results -- not the kind you'd expect to see in an ultra-realistic tactical FPS, but very tangible results for an RPG. The focus on weapon damage (aka white damage) has made the combat system more intuitive and user-friendly. But it has also (despite a decent increase in everyone's health) made combat much more decisive. Making a shooter with firearms and melee weapons is a daunting balancing act. If you make the firearms too powerful, nobody will use the melee weapons. There will always be those who use the under-powered weapons, but in the competitive world of PvP, most PvPers will opt with the most powerful ones. The pendulum of balance has been swinging since Fallen Earth launched in September 2009, but more often than not, one weapon type has come out on top every time. In fact, one weapon is very popular and has been since launch. Oddly enough, that weapon isn't even a 180 weapon; it's a 164. That's right, you can be dual-wielding the most deadly weapons in the game at level 45. Most of you seasoned vets know what weapon I'm talking about, and after the cut I'll confirm your suspicions. If you are a new player, you should also read on.

  • Waging WAR: A healer's advice for melee-DPS

    by 
    Greg Waller
    Greg Waller
    08.07.2010

    Waging WAR starts the month of August with a look at archetypes in Warhammer Online: Age of Reckoning and the way they work together in RvR and scenarios. Although Greg's rules apply to pretty much any class-based, group-based, PvP-centric game, he prefers to think of them as particular to WAR, since there's a bunch of game-specific slang in there that he's too lazy to change. Having a role to play is integral to the massively multiplayer online experience, but when the term "roleplay" comes up, it usually means something very specific and closely related to dramatic acting. Taken in a broader sense, it means that we choose our roles when we project the most imaginative aspect of our psychic selves and ask the question "who (or what) do I want to be?" Thus, our vicarious adventures begin. For the purposes of social gaming, it should come as no surprise that those classes usually fit another staple in the MMO universe -- the role trinity of tanker, healer, and damager. While the bond between the healer and tanker is obvious, the unspoken pact between healer and damager is just as sacred and yet all too easily forgotten. For those who were unaware such a promise existed, it goes something like, "I, the healer, promise to keep you alive so you can kill stuff in the face (better)." However, in many cases, the damaging character is delegated an expendable role, compared to the tank's priority or the healer's own survival. These are exceptions that the melee-damager is usually aware of and even comfortable with. But today I'm not here to challenge those roles like I normally would when talking about damage-healer hybrids. As a specialized healer, I've defined a few, easy-to-remember rules that I believe every melee-damage player should follow in group situations (PUG or premade – there is little difference when it comes to these rules). Solo play is an entirely different realm and beyond the scope of this column; I want to focus on the special synergy between healer and melee-damager, and to dispense advice to those brave, wayward souls in their never-ending quest to face blades as they bring their own to bear. I'll bestow these tidbits of wisdom after the break.

  • Totem Talk: Enhance DPS on the move

    by 
    Rich Maloy
    Rich Maloy
    07.10.2010

    Rich Maloy, master of the turn-around-Frost-Shock, nerd-rager of the Big Crits (week 7 coming next week), and blogger of the enhancement variety prides himself on keeping the pressure on the boss at all times. He encourages you to work on your turn-around jump shot this week. I love being melee. I love being up in the middle of the fray right on the boss' heel, breathing in the fumes of battle and mashing my abilities as fast as global cooldowns will allow. But the cost of being in the heart of the action are cleaves. And whirlwinds. And tail swipes, dragon breaths, shock vortexes, running around the room chasing ads, and oh yeah, dodging cleaves. Did I mention whirlwinds yet? Granted, there's not as much hate on melee in Wrath as there was in The Burning Crusade, but our DPS is still limited by time on target. We are after all, melee. Yet the great thing about enhance is when we're not in melee range, we can still lob some spells and drop some fire bombs all while running around dodging those whirlwinds. It was Sindragosa's Permeating Chill that first got me thinking about maximizing my damage output while I'm not doing melee attacks. Also, her Blistering Cold got me wondering about ways to keep damage on boss even while running in the complete opposite direction. What follows are some of my simple strategies for maximizing time on target and keeping the damage pumping even while running around.

  • Behind the Mask: Taking a knife to a gun fight

    by 
    Patrick Mackey
    Patrick Mackey
    06.10.2010

    In the long history of MMORPGs, there have been two mighty class divisions vying for supremacy. The melee damage dealers, lead by the mighty rogue (and in the olden days, the monk) showed us that the raw speed and power of melee damage output was of dire importance. The ranged damage dealers, led by the mages and wizards, did not have the staying power of a rogue who might be subject to random AoE at close range. They had to rely on the incredible fury of their spells and the relative safety that distance brings in a battle. In Champions Online, that division is magnified. Ranged and melee characters can select all the same defensive powers, meaning that melee characters must, by the very nature of close combat, expose themselves to more risk. The advent of superhuman mobility multiplies the divide even further -- while a ranged character can flee at incredible speeds, melee characters require special advantages to get in close and stay there. The Super Power Pack came out a while ago and while I talked a lot about it in its early stages, I didn't get a chance to cover how the devs' final answer to these problems worked out or what the landscape of melee is today. That's changing now.

  • Armor Penetration to be capped at 100%

    by 
    Eliah Hecht
    Eliah Hecht
    05.16.2009

    I'll admit it: Armor Penetration has always confused me. I understand it moderately well - it makes your attacks act as if your opponent had less armor. The conversions from numbers to percentages, and the corresponding DPS increase, can be found at various places on the internet. But due to the fact that armor doesn't scale linearly, neither does ArP: going from 50% to 51% ArP helps you much more than going from 10% to 11%. This makes it pretty hard for me to get a good feel for. As a consequence of the non-linear nature of ArP, getting very high amounts of it can lead to insanely boosted damage - as an unattainable example, I'm told that 300% ArP would mean thousands of times more damage. To keep ArP from getting out of control, then, Ghostcrawler has announced that they plan on capping ArP at 100%, meaning armor could no longer go negative (which it can now). This was made with an eye towards future tiers; at the moment, it's impossible to get to 100% unless you have very specific gear and two trinkets proc at the same time. So this should have very little impact, if any, on current DPS. However, we may see a day in Icecrown when ArP, like Hit, is a completely worthless stat after you have enough of it. This strikes me as an awkward situation, but short of removing the stat entirely (which, sadly, I don't think they're going to do), I can't see a much better solution.

  • Rogue, cat, arms warrior DPS to be buffed

    by 
    Eliah Hecht
    Eliah Hecht
    02.03.2009

    As of WoW 3.0, all DPS specs are supposed to be providing competitive DPS; this is one component of "bring the player, not the class." Overall I'd say this has turned out pretty well, although within class it still has some issues - almost every mage seems to be Frostfire right now, for instance, and Mutilate rogues are far and away out-damaging other rogue specs. To a certain extent this is probably by design; Subtlety's strengths in PvP, for instance, might make up for its lower raid DPS. However, there are some melee that Ghostcrawler has just said are "a little low" in DPS: Rogue Cat Druid Arms Warrior The more awake among you may have noticed that "Rogue" is not a spec. However, I'm reading that as "Combat (and possibly Subtlety) rogue," since the blues have said in a few other places that they're pretty happy with where Mut is right now and that Combat is underperforming. Ghostcrawler goes on to say that changes are coming to these classes/specs, although of course we don't have specifics to share with you at this time. When we do, you know where to find us. But until then, what changes do you think would help even out the low DPS? And no, "reroll Death Knight" doesn't count (as much as I love mine).

  • White Lion confirmed as final High Elf career

    by 
    Chris Chester
    Chris Chester
    05.28.2008

    At long last, Mythic has finally confirmed the last of the High Elf careers for Warhammer Online. After months of speculation and lots of hints, they've finally confirmed that the White Lion class will round out WAR's robust list of player careers. The White Lion will be fulfilling the melee DPS niche on the side of order and will focus on the dynamics between the hardy White Lion and his war lion pet.Unlike his Destruction counterpart the Squig Herder whose Squigs are relatively expendable balls of sentient fungus, the White Lion's bond with his pet starts at level one, and there will be a good degree of customization available so that each player's pet will be relatively unique. War lions will grow and change as their master grows in power, and will even be capable of fighting in a feral capacity if you fell his master in battle first.We're excited to see the last of WAR's careers fall into place. Here's hoping we're only a few steps away from the open beta!

  • Shifting Tanzanite shifts

    by 
    Alex Ziebart
    Alex Ziebart
    02.23.2008

    A minor(but interesting) change was included in the last PTR push: The Shifting Tanzanite has had its stats changed up a bit. Previously a Strength/Agility gem, it is now Agility/Stamina, as you can see above.Previously, this was arguably the best blue gem in the game for melee DPS classes. With the introduction of the Heroic gems no longer being Unique in patch 2.4, it was a little exciting to be able to slot more than one of these at a time, even if blues aren't the most desirable color for physical damage dealers. Now, the Shifting Tanzanite is still desired, but not necessarily to fill that same role or by the same people. One of the few highly sought after Heroic gems has been gutted.Why? Nobody knows but Blizzard. One of my theories is these Heroic gems are not meant to be a "best in slot" but an alternative option, even now that you can socket multiples in your armor. It probably won't bother too many melee DPS because as good as that gem was, it was only the best blue for melee. Most melee do not stack blues at all. Tanks do stack blues, however. While this gem has become a little better for the tanks, it most likely does not outweigh Solid Stars of Elune and most certainly is not better than Solid Empyrean Sapphires for the raiders among us.