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View Full Version : The Flow of Battle: Tips for Melee DPS players


jzuska
09-11-2008, 08:05 AM
Reposted from an earlier fellow. All credit to Duty.


After spending much time on the Marauder, and getting killed while trying to run down ranged characters, I've started to notice a certain "flow" to most group vs group encounters in this game, and learning this flow I've come to, in my opinion, be very successful in most RvR encounters. I share here with melee beta testers as too often I see them suiciding into a zerg and getting nothing done. This mini-guide is specifically made for MDPS (melee DPS: the Marauder, Witch Elf, Witch Hunter, and White Lion) that are in a pug situation, although tanks could easily get a few pointers out of it too.


Before I get to the beefiest part of this mini-guide, let me give a few basic tips which supercede the things I have to say:

Vital Tips:
1. Healers are your lifeline. For myself, the difference in having a healer is having a tier 1 game of 8-16k damage vs a game with 25-40k damage. Healing is vital to every melee on the field. We're the most likely to get hit as tab target hits us first.
2. Never run strait into the zerg unless all the melee run in together. You will get tab targeted and focused down unless there are other melee (especially a shield tank) to absorb part of the damage for you. Running in all together is very effective, but takes some coordination that most pug groups aren't willing to display.
3. See who others are focusing, and assist in damaging their target.
4. Resists are your most important stat. Stack them over strength, weapon skill, toughness, anything. As a melee DPS your primary role is axing ranged guys, and they won't like to see you coming. (Keep in mind that even archer types use many skills that are reduced in damage by stacking resists).
5. Always maintain what we call "situational awareness." This is basically being aware of your surroundings. Very often it is wise to pan your camera around to check if you're about to be flanked, or what your enemy is about to do. Don't get too caught up in the frenzy of battle.



The Flow: How a Normal Battle Takes Place:

Two armies come across the field, both sides anxious to spill the blood of mortal enemies, when after what seems like a lifetime of waiting they clash...in a fury of spells and swords they tangle until one emerges victorious...
There is, however, a method to the madness and chaos of battle. There are 3 distinct stages in a battle, and understanding these stages is key to success as a melee class. We don't have the luxury of sitting back safely, and running to the zerg to kill a ranged character is often suicide...as we're focus fired and killed so fast that often our healers can't even keep up.



Stage 1: The Skirmish

When 2 armies first meet, melee are at their weakest. There are many people that can easily tab target you and kill you before your healers (if you have any!) are able to help you. It is during this period that you must be most careful. It is never wise to go chasing kills into the enemy zerg during this phase. Instead, let your ranged teammates do most of the work. They can pick at the enemy players from a safe distance until the enemy melee get antsy enough to charge forth. See, you're already playing like a master: you're letting kills come to you, on your territory, instead of chasing them.

Don't get too excited yet, in this stage it is required for your ranged teammates to do their part and out maneuver the enemy. You're looking to weaken the enemy little by little at this point...and having ranged players to pick at them little by little is perfect for the skirmish type warfare. So, defend those ranged guys! Throw a snare on those foolish melee charging them, and proceed to dps them as much as possible. Even if they're a tank, they're the safest thing to beat on, and with many ppl focusing them, they'll go down eventually.



Stage 2: Mid-Battle

After most, and ideally all, the enemy melee are dead or otherwise preoccupied, it's your time to shine. You have 2 options here, and it will depend on if you can avoid attention or are already under some fire. Always keep in mind that as a melee DPS, you're a hit and run type...be prepared to get out of a bad situation with all your escape moves and detaunts when things go bad.

If you can avoid attention, and are unlikely to be killed, you're in a VERY ideal spot to rampage through the enemy backline. The true danger in stage 1 is not that the ranged will focus you, but that the more patient melee AND ranged will focus you. Remember how I said resists are your most important stat? This is why...because you're going to be in the backline against casters. My marauder, with a shaman or zealot buffing me, has (on the character sheet) 90% or more to all resists. I doubt that will last much longer due to balance issues (and I don't think I even get 90% damage reduction, it just says that on the character sheet). 50% is good and will ensure your survival in most situations once you get the hang of it.

When you aren't going to draw attention of enemy melee, and decide it's a good time to charge the back line...do it from a flank. Don't charge through the middle of battle, they'll see you and you WILL draw attention. The order of who to kill first: squishy healers first (Archmage/Shaman, then RP/Zealot), then Squig Herders/Shadow Warriors depending on your faction, then casters. Be prepared to retreat if things get ugly...you should get at least 1 kill if you waited for a good moment, but you should retreat well before you're in danger of dying. Use detaunts and sprints to quickly get out of harm's way.

If you will attract attention, your gameplan has to change a bit. Either you are already getting hit, or have to cross the middle of the field and can't safely get to the casters in time. In this case, keep killing melee/defending your casters, or get behind a tank that happens to charge the caster line. You just have to be more cautious.

In either case, be very careful not to overextend out of your healer range. Don't go chasing kills when there are plenty more back closer to your support! http://forums.eamythic.com/Smileys/classic/smiley.gif



Stage 3: End Game

By this time, one side usually has shown dominance and will clean up. Feel more free to be aggressive and run your enemies off the field, using snare when you notice them use Flee (or Charge! if you have it and need it to catch up). Still, keep your awareness and don't chase too much or it'll bite you without you expecting it. Be very wary of chasing into guards. It's frustrating dealing with guard huggers, but don't play on their terms...leave the area and help capture/defend another objective.

If both sides are relatively even still, then it's going to come down to focus fire. See who everyone else is hitting, and pick who is going to die quickest...then kill them. Overextending and staying behind tanks doesn't play nearly as big a role at this stage, as melee can't be killed quickly enough due to a lot of dps being dead. Just keep your focus fire, and play your best small group vs group game...because that is what this situation truly involves doing.




I hope you, the reader, have learned a trick or 2 here. A true master lets those kills come to him, he doesn't waste the energy and risk being destroyed by chasing kills. He patiently waits for the right moment, using cover and flanking for safety, to strike at casters at the right time. Happy hunting!

jzuska
09-11-2008, 08:07 AM
Request for Sticky.

scratchysealtttv
09-11-2008, 08:58 AM
Great guide, most people in beta could learn alot from this.

Duty
09-11-2008, 03:42 PM
http://www.warhammeralliance.com/forums/showthread.php?t=54163


I've already taken my earlier guide and expanded on it. Please delete this. :)

Marc_Hawke
09-18-2008, 08:57 AM
Nice summary. I truly intend to try it out.

I wonder about the great focus on staying alive however.

In a scenario that's determined by kills (ie DeathMatch) I can understand not wanting to give points to the other team. However, most scenarios have alternate 'point getting' methods that complete override any sort of death count. And in World RvR there's no points at all for deathmatch. (except reknown gain, and that's barely related.)

So, why do you spend so much time worrying about retreating. "There is no pain in death" except a couple silver on the heal.

Compare the two options:

1. I can run away if I get into trouble. That results in taking myself out of battle. Trying to shake anyone chasing me. Waiting to recover my health and action points. (granted that doesn't take long). It also means I stop what I was working on. (iE usually pummelling someone.)

2. I can stick to the task and do as much damage as possible. This results in my being taken out of battle. I get a free complete heal and AP refund. I then just have to run back to the battle field. (In scenarios, this is short. In world RvR this could be quite a jog.) However, those extra 5 seconds on beating on someone could have gotten them to the point where my buddies just come in and clean up. And heck, there's always the chance that I win and survive! (You never win if you quit!! )


I basically take a 'No Retreat, No Surrender!' attitude. That doesn't mean 'play stupid,' that just means the first priority is killing the enemy. The second priority is saving myself. I didn't get the same vibe from your description.

Nytalia
09-21-2008, 09:06 PM
I play the same way - I fully accept I WILL die at some point. The question is, do I take out their 3 casters sitting on top of the flag/artifact/whatever and die when the tanks realize what's happening, allowing an opening for someone to cap, or do I play it safe and pick off easy targets slowly, back out, pick off another, back out....

Abilities aren't the only things you can use to your advantage - knowing how the enemy will react to you, and how you can manipulate that to your teams advantage, can go a long way too.

WE is slaughtering the healers in the back, tanks realize that no heals = rest of the group is going to steamroll them, so they run and attempt to slay the thing that's threatening their survivability. Now you've interrupted their lifelines AND distracted them from other targets. Depending on your situational awareness and how kind your current map geography is to you, you can take a full group out of combat - either through death or leading them away from a defensive position and into a vulnerable one.

zoa
09-22-2008, 10:55 AM
Why is this guide still here, Duty has had his Melee DPS guide long before this one was posted...

Rachiia
02-23-2009, 03:07 PM
I wonder about the great focus on staying alive however.


Agree. It depends on what you believe your roll is and what your build is. I believe I have a duty to take down healers and rdps. Many times this will put me behind enemy lines where I'm easily swarmed. That's okay. I expect to die, but I hope to take one of those healers or BW with me and usually I do.

But much depends on your mastery path, too. Or should. A WE built for Carnage is probably better on the front lines where staying alive is more important. The Suffering and Treachery paths, not as much. In fact, I would say if you've chosen Treachery as you WE path you should probably be dying all the time. :cool:

On the other hand, I've noticed WH's are sometimes used to protect healers. In that case, they're not going to die much at all and should probably be built to "burn" anyone attacking their healers as fast as possible. That's a very defined roll and some guilds don't seem to let their WH's depart from it much. I would think that's not much fun, but maybe the WH's who do this can comment.

One last comment, if you have a good chance for a kill on a key player - healer or BW, for instance - chase it! Finish that kill. Just my opinion.

Roksana
02-24-2009, 06:43 AM
locked at Duty's request.