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The Difference In Melee DPS And Range DPS

Author: inwowgold Source:

Are you familiar with melee DPS and range DPS? Do you know the difference between them? If no, you are coming the right place, we are ready to talk about both of them for a while. It is the time for all of you to focus your attention on this topic.
In part, melee DPS means that that you are right next to the enemy you are damaging. Think of it like being in a fist fight. If you are not close enough to hit the guy with your fists you can not damage him. But range DPS means you can hit your enemy from a far, like a gun fight. Range does not play a factor in the amount of damage your weapons or spells do. While you can shoot the guy standing right next to you, Range DPSers have a lot less armor then meleers so you will take a lot of damage with them standing next to you.
Melee DPS: your primary job in Mourkain Temple is to keep the enemy off your Ball carrier. It's tempting to want to grab the Ball, but tanks are better at this than you are, and your talent is wasted if you aren't fighting.
You should only grab the Ball, if and only if, there is no tank around to do it. You make a decent back up for the Ball carrier, but if there is a tank there, let them grab it. If your side has the Ball, and is in the safe hut, or behind the safe wall, make sure the tanks are plugging the entrances, and then your job is to kill any enemy player that gets close. The further back you can keep them from the Ball carrier the better chance of your side winning. If your enemy has the Ball, things change a bit. While you should also charge in there and get it back, this is one time that it's fine to take the Ball. If you have a really good group with you, use /assist to concentrate your attacks on the Ball carrier. With the damage you do, you are likely to be the one who kills the enemy carrier, don't wait for a tank! If there are enemy players all around you, grab the Ball and run back to the safe hut or wall.
Ranged DPS: your primary job in Mourkain Temple is to kill any enemy players that get close to your Ball carrier. Hit them fast and hard, and keep hitting them until they back up. Don't get to carried away with chasing them though If they decide to run, let them. Your job is to protect the Ball carrier, and while you are off chasing down that wounded Bright Wizard, or Orc Shaman (getting your side 2 points), his buddies are killing your Ball carrier (getting them 20 or more points). The idea of the game here is to stay together and keep the enemy away from your Ball carrier. Do not bother trying to go for the War Ball unless you have no choice. While everyone thinks it's fun, and wants it, not everyone is good at it. You are the worst! Between taking damage over time from simply holding the ball (and the damage gets really, really high) and every enemy player doing their best to kill you, you stand little chance of doing anything more than dieing 50 feet over there. If the enemy has the Ball, back up your tanks and Melee DPS, by concentrating your attacks on the Ball carrier. If you have a good group with you, use /assist to concentrate your attacks on the Ball carrier.
Range have abilities to root their enemies in place, slow their forward progress and even knock them back. However, meleers get abilities to overcome those abilities, so it becomes a game of act. As usual, a range guy can stand back and fire into the battle, then meleers will come after to kill you. If they can catch you with your limited armor you are going to take lots of damage. Meleers and ranged DPSers should be pretty even, however I would usually give the ranged a slight advantage. Most non-player mobs do not have the ability to overcome the range DPSers roots, slows and knock back.
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