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Question for raid leaders and experienced raiders


Rikiu

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That is a very bad question, it comes down to gear level, when content the raid is for and, if we are talking about TFB HM or/and EC Nightmare, your DPS during a 5min parser. If your gear matches the content I would say that it's alright regardless of what content we are talking about (expect EC Nightmare and TFB HM), however I demand a little more information on your skill level if you want to join on EC Nightmare and TFB HM.
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I meant purely from a AC perspective (all other things being equal). I understand that Sentinels, despite being melee get a slot because of what they bring to the raid, but the remaining slots seem to be filled with ranged DPS. Basically what I'm saying is; would you deny an AS Vanguard a spot because your preferred 30+ meter ranged DPS?
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Personally the way our guild does it, we value player skill and DPS over what ranged can bring to the table, we've gotten the EC Nightmare title with a group with all melee DPS (1 pyro PT, 1 jugg, 2 maras).

 

As far as that goes, Assault Vanguards are one of the top DPS classes in the game right now, and incredibly easy to play as well. Snipers, Maras, even Juggs can put up similar numbers but all are a bit tougher to play than an Assault VG/Pyro PT. So if you seemed like you know what you're doing we'd take you on a raid.

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Any more besides zorn and toth it does matter if you have 4 melee or not, it does matter if you have 4 range though. Range dps usually have slower interrupts then a melee, and at times may not parse quite as high in a burst situation.
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I'm a pyro specced PT and I knew have issues finding a spot in raids. For one if hes good he should be pushing your mara's to put out more dps because they never wanna be beat. For two behind the mara they're the second best dps(can argue snipers here also). To answer your question assuming he knows his rotation and can keep his heat down chance are he's going to improve your raid groups dps.

 

TBH warn the tanks, this person must be guarded and he his going to pull. As i said i play one myself and i also tank with one in my main raid group they def make things more exciting for tanks. No threat drop for them. In the long run it will make your tanks better because if they can hold aggro off one to start a fight they can hold aggro on anything.

 

..they are capable full geared of over 2k dps

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If we are talking from an AC only perspective, I would take four sentinels or three sentinels and one gunslinger, depending on the encounter and if there is a need for range DPS. Sentinels for Inspiration and Gunslinger for their shield that can be helpful sometimes. Edited by RikuvonDrake
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How likely would it be for an Assault Specialist Vanguard to get a slot in your raid party?

 

If gear is up to par for the content then for my raids it would not be an issue. The only current content that has a melee penalty is HM/NMM Toth and Zorn, and that only becomes an issue when you have more than 2 melee in an 8 man raid, which for my raid groups is not an issue as we are slinger and commando heavy. In fact we used to run with one regularly until he quit.

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If gear is up to par for the content then for my raids it would not be an issue. The only current content that has a melee penalty is HM/NMM Toth and Zorn, and that only becomes an issue when you have more than 2 melee in an 8 man raid, which for my raid groups is not an issue as we are slinger and commando heavy. In fact we used to run with one regularly until he quit.

 

Good point, however this fight can be glitched very easily by not breaking toth out of his frenzy(or what ever it may be called). I'm not a fan of doing it like this, but if you have 3 or 4 melee its really the only option that is viable. Also, when pugging it is much easier to do it the glitch way since 90% of people still seem to have issues staying out of range of fearfull.

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I'm mainly a tank on my PT, but run pyro as off spec and I'm matching or beating all our pure DPS players despite being in 61s while they're mostly in 63s. I don't bring the bloodthirst of a marauder or range of a sniper/merc, but I have the best burst (which is very valuable in 5/9 of the current end game bosses due to 4 having a soft enrage at low HP and 1 giving you a short amount of time every now and then to kill that walker), I have a taunt (useful for establishing threat at the start with taunt chains and some special cases in OPs), very good aoe, a complete lack of channeled abilities and max damage out to 10 meters range so movement doesn't hinder me at all and flexible range - I loose almost nothing from moving from 4m out to 10, and I still do about 1200 dps out to 30 (a real ranged class will of course do better there, but it's an advantage compared to marauders). I've cleared TFB HM 5/5 and EC NiM 3/4 with both spec.

Basically, yes, you should be very welcome assuming you know how to play your class.

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Current Ops group runs 1 Marauder, 2 PT (Pyro), 1 Sniper. Z&T, as has been mentioned, requires a little finesse.

 

Otherwise, no biggy.

 

I actually like PT more than Marauder due to two things primarily:

1) Insanely easy to play. By extension, insanely consistent. Does not require a great player on their A game in the same way a Marauder does.

 

2) Mobility. Pretty much anywhere within a 10m circle around a target, they do peak DPS. No channels, no 4m range restrictions, so provided that one doesn't have an issue keeping the GCD ticking while moving, they should never have issues keeping massive DPS provided they're not forced >10m from their target.

 

Plus, there are a few side benefits... taunt, grapple, decent AoE damage, shockingly passable (>1k DPS) at 30m in a pinch, short CD interrupt, etc.

 

I don't have to worry as much whether PT will be played well. I always have to worry whether a Marauder is good enough to out-do a PT. It's not very common to have players good enough to exploit a stronger class well enough to overcome the faceroll-friendliness of PT.

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