#3 DPS

1 messages · Page 1 of 1 (latest)

tropic wigeon
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Edit: So based on the information everyone has given me. I am indeed crazy for thinking of having 3 DPS for this game. I would like to add I'm okay with all the down votes. I understand people may not like my opinion. I guess I was thinking of what I usually go through when I do eternals but not in comms. But hey, that's why I am trying to find a group to interrupts are much easier to coordinate.

I feel it can be difficult to prioritize certain kicks when the tank just has to soak damage. But they can only soak so much until it becomes to much for the tank and healer can handle. Let's just say you're running a high eternal. Tank pulls 5 casters with each pack of enemies. Yes, they have some sort of CD but it only last so long.

IMO if you want to keep it 4. Maybe have a kick or some form of CC for the healer has well. Or shorten the kick timers. Maybe 5 seconds for tank and 10 for DPS. I have played all roles (eternal for DPS, Champion for healer, and just started tanking). It can become overwhelming for all roles because certain mechanics NEED to be kick. What happens if everyones kick is down. Yes, you can argue to manage the kicks better. But you can only do so much depending on the mob packs you pull.

Maybe I'm crazy for thinking this way.

maiden mist
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I don't think there's an issue at all with the amount of kick/cc needed in pulls. If you're struggling with this you're either pulling way too much or sub optimally or your tank and dps aren't using their kick/cc correctly.

Vigour does have a stun on 30s cd btw.

tropic wigeon
maiden mist
tropic wigeon
dawn warren
# tropic wigeon Well unless you show me proof that he can indeed interrupt. It has never worked ...

If you stun a target who is casting as vigour it interrupts that spell cast and they do not recast it right after. I do it all the time as vigour. Ashen Arsonists ooga booga cast is a good example. Let’s say u do 4 of em (like in tuxedo) in a pull I’ll mark the target (usually w the eye mark) and I can stun the first cast of ooga booga. We focus that mob down and the dps and tank take the other three. It may not be called an interrupt but it does sub as one in a time of need.

maiden mist
dawn warren
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But the kick problem you are siting is by design I think. They spread casters throughout the dungeon so it’s hard to pull a ton.

With dos kicks and stuns, Helena kick and GM, and vigs stun. You can do some pretty big pulls in a coordinated group

versed canopy
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Vigour stun
Ardeos blind
Tariq fear
Mara stun
Mieko stun/vortex
helena stun

All sorts of ways to stop
A cast on top of the actual interrupt spells

maiden mist
twilit fractal
# tropic wigeon Well unless you show me proof that he can indeed interrupt. It has never worked ...

To expand on what was already said, there are differences between a stun and a "real" interrupt regarding spells.

Mobs have 2 types of castbar, yellow and gray.

Yellow are spells that can be interrupted, gray cannot.

Some mobs are immune to stun.

Now that we clarified a few definition, let's see a few cases:

  • normal mob, yellow cast bar, both stun and interrupt works to stop the cast
  • normal mob, Grey cast bar, only a stun can stop the cast
  • immune to stun, yellow cast bar, only interrupt can stop cast
  • immune to stun, Grey cast bar, interrupt and stun do not work.

Then you also have multi target CCs (Grand Melee, Tornado, etc), and it's a bit more complicated with them.

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Also, do not forget that current dungeons are balanced around 3 interrupts and the CCs available, so adding a third dps will not mean that interrupts will be easier. Dungeon will have to be rebalanced and you'll have the exact same issue.

Also, the top teams currently run with 2 ranged dps, so the game is fine regarding interrupt cooldowns. It's easier with 2 melees regarding interrupts, but it's perfectly doable with 2 ranged.

quiet geyser
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Running 2 range, around e35-38. And usually there is no problem on trash in-between bosses, coz of mentioned above mass control abilities: monk mass-grip, monk stun, hunter mass-grip, rime mass-knockback.
We spread our direct interrupts, if casters more then it - we usually just focus some caster first. If there two and more simulationous casts - mass control called out instead of direct ones.

Situations where we struggle a bit and don't have space for any error is bosses like in Stormwatch. We need to don't stick persons for special casts (like groups usual do - tanks kicks only Dread Arc, 12 sec cd kick to interrupt cast that happens in ~30 sec, really?). We just kick as it available any cast, but only at very end of the cast, so other two teammates casts has more time to come back from cooldown, and its may be somtetimes that your interrupt become available just 1-2 seconds before oneshot cast comes in 😄
But still managable

heavy harness
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What we usually do is follow a priority system. Tank kicks on cooldown, 1st DPS (pref. Melee) kicks only when tank kick is on CD, and 2nd DPS only kicks when all other kicks are on cooldown. That way bosses like the last Boss in Wyrmheart or Stormwatch don't get a single cast off throughout the fight.

tropic wigeon
tropic wigeon
tropic wigeon
heavy harness
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Yeah it's definitely rougher to do in a Pug. The kick priority i explained is the most efficient, it basically gives you the max amount of kicks your group has and avoids situations where multiple people try to kick the same cast.