FrancisCrawford wrote: »Could somebody please explain the limitations in trials on "melee slots"?
Is this for all trials, or just for specific fights with specific mechanics?
SmellyUnlimited wrote: »FrancisCrawford wrote: »Could somebody please explain the limitations in trials on "melee slots"?
Is this for all trials, or just for specific fights with specific mechanics?
@FrancisCrawford
A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).
Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.
FrancisCrawford wrote: »SmellyUnlimited wrote: »FrancisCrawford wrote: »Could somebody please explain the limitations in trials on "melee slots"?
Is this for all trials, or just for specific fights with specific mechanics?
@FrancisCrawford
A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).
Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.
So it's not some physical spacing issue? Rather, it's whatever number of team members are not healers, tanks, or ranged DPS?
SmellyUnlimited wrote: »As a general rule, Stamina dishes out higher single-target DPS, Magicka more AoE DPS. Both can dish out high DPS, just depends on your playstyle (up close, ranged, mix). What was said before is right on, can pick whichever class you like and get strong DPS.
I'll put below the types that are considered lower DPS/lower group utility: (THESE ARE RELATIVE TO OTHER CLASSES)
-Magicka DK (Has gotten significant nerfs, to the point where getting high DPS is harder as they don't have much class regen, and their best abilities are melee range which makes them more susceptible to damage.)
-Magicka Warden (Skill tree just isn't strong enough right now to achieve as high of DPS.)
-Stamina Warden (Can be strong tank classes, and very strong in PvP, but lack the level of DPS of it's fellow Stam chars).
-Stamina Sorceror (A class I love, but it shines more in VMA/Solo play. Any DPS class can play in groups, but Stam Sorc is very reliant on the weapon abilities - not many strong DPS output in class tree - fun class, just not much team utility. Jack of all trades.)
-(Arguable) Magicka Templar DPS (Similar problem to Magicka DK - better at close range, so more susceptible to damage. But more survivable than MDK with an array of backup healing. Adds a lot of group utility, though, so I definitely like having a few in a trial).
Anyway, I'm sure people will flame my post lol. I don't have a dog in the fight for any particular class, so this is all anecdotal, what I've read on the forums, what I've personally played etc.
SammyFable wrote: »FrancisCrawford wrote: »SmellyUnlimited wrote: »FrancisCrawford wrote: »Could somebody please explain the limitations in trials on "melee slots"?
Is this for all trials, or just for specific fights with specific mechanics?
@FrancisCrawford
A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).
Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.
So it's not some physical spacing issue? Rather, it's whatever number of team members are not healers, tanks, or ranged DPS?
Sometimes it is. vAA HM has a chain lightning mechanic, which can kill players if they stack to much. That's why no more than 2 players should be in the same spot. Also the first boss in vmol needs proper placement of players, if people stack more than 3 players will get the debuff which would result in too few purging fields to be active for the next debuff cycle.
FrancisCrawford wrote: »SammyFable wrote: »FrancisCrawford wrote: »SmellyUnlimited wrote: »FrancisCrawford wrote: »Could somebody please explain the limitations in trials on "melee slots"?
Is this for all trials, or just for specific fights with specific mechanics?
@FrancisCrawford
A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).
Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.
So it's not some physical spacing issue? Rather, it's whatever number of team members are not healers, tanks, or ranged DPS?
Sometimes it is. vAA HM has a chain lightning mechanic, which can kill players if they stack to much. That's why no more than 2 players should be in the same spot. Also the first boss in vmol needs proper placement of players, if people stack more than 3 players will get the debuff which would result in too few purging fields to be active for the next debuff cycle.
What's the current status of pets in fights where melee placement is an issue? I'm asking about both melee pets (Volatile Familiar, Maw of the Infernal spawns, etc.) and ranged (Twilight).
SammyFable wrote: »FrancisCrawford wrote: »SmellyUnlimited wrote: »FrancisCrawford wrote: »Could somebody please explain the limitations in trials on "melee slots"?
Is this for all trials, or just for specific fights with specific mechanics?
@FrancisCrawford
A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).
Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.
So it's not some physical spacing issue? Rather, it's whatever number of team members are not healers, tanks, or ranged DPS?
Sometimes it is. vAA HM has a chain lightning mechanic, which can kill players if they stack to much. That's why no more than 2 players should be in the same spot. Also the first boss in vmol needs proper placement of players, if people stack more than 3 players will get the debuff which would result in too few purging fields to be active for the next debuff cycle.