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Melee DPS and Soa fight


Gyakujou's Avatar


Gyakujou
01.09.2012 , 01:09 PM | #1
Anyone else see the problem with melee dps and the Soa fight?

We spend more time running between mind traps and Soa (Soa cannot be force charged against in the last phase), running away from orbs than actually DPSing the boss.

On the other hand, the ranged dps if stationed correctly will never run into an orb unless the orb is targeting him, be in range of both Soa and mind traps.

My experience with Soa so far is if you bring too much melee DPS, you'll never down the boss before it enrages and wipes the group. Boss fight is just way too melee-unfriendly.

What are your experiences?

Exertim's Avatar


Exertim
01.09.2012 , 01:20 PM | #2
Endgame content in general in this game (whether it be HM Flashpoints or Operations) are melee unfriendly. There's a reason why most of the nightmare mode guilds are stacking ranged dps.

So to answer your question: yes, Soa is melee unfriendly. I wouldn't be surprised if Bioware retuned some of the content later on in regards to it when more of the playerbase reaches 50 and starts plugging away at operations / HM flashpoints.

As it stands, I'm having fun getting pushed back, knocked back, hit by secondary attacks that only hit melee, running out of fight mechanics (causing me to lose DPS time while ranged don't even have to worry about it), and generally having a jolly time getting instant knocked back on "certain" bosses when I try to force leap to build focus. The only reason I'm even getting into raids is because I run mine and entice my ranged dps with the thoughts of "but you'll get Inspiration during the burn phase..." as my excuse for not rerolling to a Gunslinger.
Sakarai - 50 Jedi Sentinel
Canderous Ordo

GenericBadGuy's Avatar


GenericBadGuy
01.09.2012 , 01:24 PM | #3
I have this experience with Soa as well, and yes it is easy to see how ranged DPS have an easier time of it - even with mechanics like being closer to the outside ring before the ground falls.

This is not limited to Soa though. I get the feeling (and the other melee dps in the guild do too) that a lot of the current PvE content favors ranged dps over melee dps. Encounters are often rife with knockbacks, cleaves, AoE damage, and travel times that make having mostly melee dps a liability - not just a hassle. Take a look at the very start of Eternity Vault: Melee cannot target the turrets. They have to faff about with the power cells at the base which is a lot more inefficient than just killing the turret itself, and on hardmode killing the power cells bugs the boss! Yay!

Factor in enrage timers and who do you want dpsing? The guy that has to run around or the one that can stand in one spot and dps all he wants? Scoundrels/Operatives don't even have a gap closer of any kind, they have to hoof it around (I'm not saying force speed or force leap is a sufficient band-aid).
Chewie and I have gotten into pants more heavily guarded than this.

Ashorian's Avatar


Ashorian
01.09.2012 , 01:36 PM | #4
Quote: Originally Posted by GenericBadGuy View Post
Scoundrels/Operatives don't even have a gap closer of any kind
hey, our gap closer is rifle shot.

(says the operative who was required to heal to raid and is rerolling sniper)



hi

kidbs's Avatar


kidbs
01.09.2012 , 01:37 PM | #5
Yet another thing that Bioware failed at with this game.
*** The Shadowbane Legacy ***
Darth Nether - Vulknar Highway

Gyakujou's Avatar


Gyakujou
01.09.2012 , 01:42 PM | #6
I'm glad I'm not alone in this.

What I want to know from BW is this... is this trend going to continue? I haven't seen any official response from BW about this melee dps vs ranged dps issue.

I don't like having ranged DPS literally 'carry' me. I have +1400 strength and I need to be carried by my ranged DPS counterparts that are way less geared. It's embarrassing.

I'm actually working on rerolling mercenary at the moment as an escape route from melee dps cause there's no word on this issue and playing melee DPS is just plain frustrating and unrewarding.

GenericBadGuy's Avatar


GenericBadGuy
01.09.2012 , 03:47 PM | #7
Quote: Originally Posted by Gyakujou View Post
I'm glad I'm not alone in this.

What I want to know from BW is this... is this trend going to continue? I haven't seen any official response from BW about this melee dps vs ranged dps issue.

I don't like having ranged DPS literally 'carry' me. I have +1400 strength and I need to be carried by my ranged DPS counterparts that are way less geared. It's embarrassing.

I'm actually working on rerolling mercenary at the moment as an escape route from melee dps cause there's no word on this issue and playing melee DPS is just plain frustrating and unrewarding.
Yeah if this was acknowledged we could both know that they see it as well and recognize it exists and perhaps we could also know future content would keep it in mind.
Chewie and I have gotten into pants more heavily guarded than this.

ValaxDarkseer's Avatar


ValaxDarkseer
01.09.2012 , 03:54 PM | #8
This is the standard in raids since WoW and the indroduction of more "actioney" and simon sez style raiding.

The ONLY way to fix this problem (since Dev's cant seem to come up with enough boss fights which punish ranged in ANY way) is to significantly buff melee DPS to close the gap between ranged DPS's ability to easily do sustained and uninterrupted DPS and melee's inability to do both.

Of course if Bioware does this then you will see endless QQ from people playing ranged DPS because melee can do more DPS on a stationary target which doesnt fight back.

I find it particularly ironic Bioware didnt try to address these problems in a game where the Jedi/Sith lightsaber users are melee DPS LOOOOOOOOOOOOL! /facepalm

conezero's Avatar


conezero
01.09.2012 , 04:26 PM | #9
Melee DPS is definitely at a disadvantage to Ranged DPS in a lot of the end game fights. However, if you use your gap closers properly or your raid is set up properly Melee DPS works fine.

That said, I feel Melee DPS is more challenging and more rewarding which is why I play it.

(Lvl 50 Jedi Shadow)
▌█║▌Nerf Dialogue║█║▌
PVE-Progression-Raiding.

MetalT's Avatar


MetalT
01.09.2012 , 04:42 PM | #10
As a melee I think cleaves and knockbacks are fine. However, I do think that on bosses that require a lot of movement from melees should also require equal movement from ranged to balance things out.

Examples:

On Gharj: Melees have to get out of his ground pounce ability, whereas ranged can just stand at the edge of the platform and never move. Give Gharj a cave in ability that affects everything outside of 10 yards from him so that ranged have to move at times when the melee get to stay put.

On Soa: Make Mind Prisons/Traps spawn in the center of the room so that melee are not at a disadvantage.