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Guide to Ranged DPS: Gameplay Tips and Class Selection
2015/01/03 시간 12:53
에
Anshlun
에 의해 작성됨
Following our earlier
guide to tanks and tanking
, today we have a similar guide to ranged DPS. Like the earlier tanking guide, this is aimed at newer players, or players who want to try a new role.
Guide to Dealing Damage and Ranged DPS.
Dealing damage, or, in short, DPSing, is one of the most common roles in World of Warcraft, which can be separated in two large groups:
Those who do damage mostly to nearby enemies, or, as we call, enemies in melee range.
Those who do damage to enemies usually from a far distance.
This guide will cover the latter group, helping you pick within the options available from all the classes and explaining the basics that every DPS should know!
Dealing damage is the most competitive role in World of Warcraft. Ranged damage dealers have a few basic responsibilities:
Make sure to deal as much damage as possible.
Position yourself properly to make sure to be in range of your enemies and not standing in something bad.
Unless explicit told to, avoid to stay nearby other raid members.
Kill enemies quickly so tanks and healers can have an easier time.
This guide aims to give you the basics on how to deal damage, being a ranged DPS, and a summary of the six different ranged DPS options in Warlords of Draenor.
How to DPS
Warlords of Draenor
Overall, DPSing in Warlords of Draenor is the same as it was in past expansions, no major differences in the general scenario, all the changes the expansion brought were focused in how each class DPS's effectively. Those changes are usually focused in the level 100 talents, three new mutually exclusive talents that each class/spec gains when reaches level 100. In the general situation, each of those talents focuses in one different aspect of DPSing, being either more single-target focused or cleave focused, the level 100 talents are supposed to give each class more control on what kind of damage they want to excel at.
The science of Dealing Damage
Unlike in the past, nowadays there is no secret into dealing the highest amount of damage possible with a given class. If you're venturing yourself the first time with a class, the best place to start is actually outside the game. Reading basic guides is the best way to start learning a class, it will tailor the basics that you need to know to start and will make so that you have the best experience when actually playing the class!
Luckly for you we already have guides for all the different classes here at Wowhead, which you can check right here:
Balance Druids
by
@HamletEJ
Hunters
by
@BendakWoW
Mages
by
@ArcaneTactics
Shadow Priests
by
@Anshlun
Elemental Shamans
by
@Binkenstein
Warlocks
by
@_poneria
Please refer to those guides if you'd like to know class specifics as 'What stats should I aim for?' or 'What spells should I cast?'. If you have any class specific questions, feel free to contact the authors of each guide.
After knowing the basics of the class you're looking forward playing, there is only one thing to do: Play. There is no better way to improve your damage than playing and repeating it over and over, knowing what you need to do without thinking is the best way to perform in a raid or dungeon, making so that you can focus your attention to actual mechanics instead of your rotation.
The DPSer that everyone loves
Being a DPSer is not all fun and games. We usually will have less responsibilities than tanks and healers, but we have them as well and, if we do not acomplish them, we may cause a lot of trouble for tanks and healers or even wipes, which no one likes, right?
So, if you're a ranged DPS, what should you do?
Be respectful! - In your first journeys as a DPS it is normal that you won't be at your best shape. Don't be afraid to admit it, tell your group that you're new and would like advice if possible, there is nothing wrong in that! Just remember to keep that in mind in your next journeys, when the new guy might happen to not be you.
DO NOT STAND IN FIRE! - (As fire here, read 'Anything that damages you until you move out of it') You may have heard that hundreds of times and you may even survive a couple ticks of that fire, but don't do it! Why not? Well, the first reason is that a dead DPS does 0 damage and we don't want that right? Second reason is that, even if you don't die, you will need extra heals, which can lead to the death of someone else in the group, like a tank, which can cause a wipe. Third reason is that if you grow used to standing in it, when it actually matters and you need to get away from it, you won't because you're used to standing in it.
Prioritize your kill targets properly. - Most of raid and dungeon fights, there will be new enemies that will join throughout the encounter, those enemies - also known as adds - will usually die much quicker and will have more priority to die than the boss. That said, make sure you switch your main damage target to adds when they spawn, even that it means that you will lose some DPS by doing so.
Stand inside healing/beneficial zones - The direct opposite from the first tip. Most of healers have spells that they can lay in the ground and, if you stand inside of them, you will get passively healed. If you spot one of them nearby you, go stand right on it! Also, some encounters will have benefitial zones as well, make sure the check the Dungeon Journal before you start the fight to see if it has one of those!
Wait until you start DPSing a new target - Keep in mind that you're not a tank. Let the tanks pick up new adds and bosses as they show up during encounters, otherwise you may get aggro from them, ending up getting killed really quick. That said, you should be fine to attack a new target once they are attacking one of your tanks.
While doing everything listed above, deliver the highest amount of damage possible - Last but not least, we can't forget to do what we're intended to do. Even if you execute all fight mechanics properly, bosses still need to die within a reasonable amount of time, which means that doing as much damage as possible is always important.
What Ranged DPS should I play?
Bad news everyone. I can't answer that for you, I'm sorry. Good news everyone. I can help you in that decision! All options for Ranged DPS are a viable answer to that question. Even tho some people might say that x or y class/spec is bad right now, that won't be the case forever. So if I had to give you an advice to pick a class, I would suggest you to pick by the class that fits your playsytle and you enjoy the most, by any reason, because you like the spells, because you like the fantasy behind it, anything. Don't let the flavor of the month factor influence your choice, unless you enjoy changing classes every now and then.
Below you can find a summary of all the classes available to be ranged DPS and some basic information on them. If you seek something more in-depth in one of them, please refer to our class guides, listed above.
드루이드
드루이드
s are World of Warcraft's "jack of all trades" class -- that is, capable of performing in a variety of different roles and as such have one of the most varied playstyles. Selecting this class would mean that, if let's say you get bored of being a ranged DPS, you would be able to use the same character to be any other role in the game! From tank, to healer and even to melee DPS,
드루이드
s can do it all!
Major Mechanics
The major mechanic for
드루이드
is shapeshifting. Depending on what role the
드루이드
wishes to perform, there is a different animal form to it. Ranged DPS
드루이드
gain access to the
달빛야수 변신
that changes you into a Moonkin (You probably saw some of those while leveling and probably killed some of them too.) If you don't enjoy being a chicken, there is always
문양: 별
to change your form into an astral being.
Resources:
To attack, Moonkins use a variety of different spells, all tied to nature. Moonkin's spells have two flavors: Sun and Moon. Each of those flavors is enhanced at one point in the fight by Moonkin's exclusive mechanic:
일월식
.
Damage Enhancements:
By default, Moonkins have one big damage cooldown:
. Two more are unlocked by selecting their respective talents:
화신: 엘룬의 선택
and
Utility:
Moonkins bring some really neat utility to their groups:
환생
- In-combat resurrection;
쇄도의 포효
- Speed boost to all nearby allies;
태양 광선
- Interrupt that lasts while the target stands in the area;
나무 껍질
- Damage reduction cooldown to help keep yourself alive;
질주
- Speed boost that makes the druid unable to DPS, since you go to
표범 변신
, but can help you survive;
해제
- Spell that removes curses and poisons if your group doesn't have a healer that can do so;
달래기
- Removes enrage effects from targets, really useful if there is no
도적
or
사냥꾼
in the group.
Liked what you see? For detailed information, please refer to our
Balance Druid guide
You should play a Balance Druid if:
You enjoy
달빛야수 변신
. (Wait until you see it dancing!)
You enjoy having good mobility.
You enjoy bringing utility to your group.
You don't mind having almost no control on what defines your basic damage rotation.
사냥꾼
사냥꾼
s are a unique ranged DPS class in World of Warcraft. They are the sole non-magical ranged damage-dealers, fighting with bows and guns. Hunters have a number of different kinds of shots and stings, which can be used to debuff an enemy, and are capable of laying traps to deal damage or otherwise slow/incapacitate their enemy.
Major Mechanics
The first thing that comes to everyone's minds when they thing about
사냥꾼
s, pets. While pets are not exclusive to
사냥꾼
s, they are a huge part of the class as a whole.
사냥꾼
s can tame over 50 different unique types of pets in the game, each pet belonging to a different pet family and bringing different benefits to the
사냥꾼
and his/her group. From stat increases to in-combat resurrections, pets can bring it all.
Resources:
As stated before,
사냥꾼
s are the only non-magical ranged DPSer, having most of its attacks having no cast time. The only thing that limits a hunter is his main resource, focus. Focus works like
도적
and
수도사
's Energy, but it is restored at a slower rate. Because of that,
사냥꾼
have attacks that have a solely intention to restore focus.
Damage Enhancements:
Overall, hunters have three damage increase cooldowns that are accessible to all three specs, all unlockable by talents:
쇄도
,
저승까마귀
and
광포한 야수
. If you pick Marksmanship, you will also gain
. And
야수의 격노
if you go Beast Mastery
Utility:
Hunters are one of the classes with the most utility in the game:
- All nearby casters can cast while moving for a short period;
/
- Nearby allies/you move 30% faster, taking damage will ALWAYS daze you during it, be careful when to use it;
죽은 척하기
- Drops your aggro and make you leave combat. Doesn't make you immune to mechanics, like fire;
철수
- Jump backwards a great distance and can be used to prevent fall damage;
공격 저지
- Prevents nearly all incoming damage;
- Reduces the range that enemies will see you;
눈속임
- Redirects all the threat you generate to a target, useful to help tanks at start of fights or to pick up new adds;
주인의 부름
- Removes all slows and roots from your pet and other friendly target (can be yourself);
견제 사격
- A short taunt that is really useful when there is a need to kite something.
섬광
- Reveals all stealth units in an area;
반격의 사격
- Interrupts an enemy spell cast;
평정의 사격
- Removes magical and enrage effects, really useful in some encounters;
충격포
- Dazes the target to 50% of their total movespeed;
얼음 덫
- A trap that will slow enemies by 50% when triggered;
- A trap that will freeze whoever triggers it for 1 minute, any damage will break the freeze.
Liked what you see? For detailed information, please refer to our
Hunter guide
You should play a Hunter if:
You enjoy collecting different pets.
You enjoy having good mobility.
You enjoy bringing huge utility to your group
You don't mind having eventually to switch specs depending on the fight.
마법사
마법사
s are the classical Mage/Wizard from RPGs and other stories. They have mastery over Arcane, Fire and Frost, having their attacks based on those three schools of magic. Each spec – Arcane, Fire and Frost – has access to unique spells and mechanics, being every spec really different from the other 2. Out of combat, all three specs share a lot of useful perks, like portals and conjuring food for themselves/their groups.
Major Mechanics
Overall, there is not much that defines
마법사
s as a whole, each spec is really different from one another. Being one based on attacking solely with hard nukes, without leaving traces being. Another strong with few targets, having a nice passive cleave while leaving the targets slowed for a while. And the third one based on critical strike, dealing more and more damage as that stat grows, making your enemies burn when you hit them, easily spreading its damage around.
Resources:
Each spec has different resources and different ways to generate them:
Arcane:
is the main resource for Arcane, it dictates the spec rotation and ramp up time. Every spell cast also has a chance to generate
신비한 화살
charges.
Fire:
Fire has no direct resource like Arcane, but instead, have
몰아치는 열기!
, which is generated with a spell crit or with a
화염 작렬
cast.
Frost:
Frost also has no direct resouce, but have two procs that change its normal flow:
and
서리의 손가락
.
Damage Enhancements:
The only cooldown that all three specs have is
시간 왜곡
. From talents, all three specs can get
and
환영 복제
. Besides those they have:
Arcane:
비전 보주
(talent),
,
신비의 마법 강화
and
환기
.
Fire:
유성
(talent) and
.
Frost:
혜성 폭풍
(talent),
얼음 핏줄
and
얼어붙은 구슬
.
Utility:
마법사
s bring utility both in-combat and outside of it:
점멸
- A quick teleport a few yards away;
투명화
- Drops all threat after a few seconds, making the
마법사
invisible as well;
얼음 방패
- Makes so you take no damage and clear all your debuffs, making your unable to move in the process;
용의 숨결
(Fire) - Disorient targets for a short period of time;
냉기 돌풍
(Frost) - Slows all nearby targets for a short period of time;
마법 차단
- Interrupts an enemy spell cast;
마법 훔치기
- Steal buffs from your enemy;
저주 해제
- Removes all curses from an ally;
- Increases all healing taken by your group for a short period;
변이
- Transform the target into a sheep, making it lose control;
얼음 회오리
- Roots all nearby targets;
(Frost) - Freezes the target for a short period;
순간이동: 노스렌드의 달라란
/
차원문: 노스렌드의 달라란
- Teleports you/creates a portal to most major cities and locations in the game;
원기 회복의 음식 창조
/
원기 회복의 식탁 창조
- Conjures food for you/your group.
Liked what you see? For detailed information, please refer to our
Mage guide
You should play a Mage if:
You enjoy having portals to major locations in the game.
You enjoy having different options on how to deal damage.
You enjoy bringing utility to your group.
You don't mind having eventually to switch specs depending on the fight.
사제
Shadow
사제
s are priests that use their faith and intelligence in order to cause pain and suffering to their enemies. Most of their spells are related to hits directly into their foes minds, weakening them at every blow. Like other
사제
specs, they have the option to heal their allies' wounds, but not doing so enhances their damage and make them stronger. Shadow
사제
s can also convert the pain of their enemies into salvation to their allies, using vampiric rituals in order to do so.
Major Mechanics
What defines
사제
that select the shadow specialization is their signature ability
, which gives the
사제
a translucent appearance and makes their shadow powers visible to the outside world. Well... if you don't enjoy that awesome look or you just want to show off that neat new transmog you just got, there is always
문양: 어둠
, that makes you lose the transparent component of the spell.
Resources:
Shadow's main resource is
, which work much like
성기사
's
신성한 힘
and somewhat close to
도적
and
드루이드
's Combo Points. A couple of spells generate
and others use them to enhance their effects.
Damage Enhancements:
As far as cooldowns goes, Shadow doesn't have many tools. Baseline you get
어둠의 마귀
and plus
마력 주입
and
후광
,
폭포수
or
천상의 별
from talents.
Utility:
Since
사제
other two options are healing specializations, shadow have many tools that remind one of a healer, plus a couple other neat ones:
흡혈의 선물
- Converts all shadow damage you do into healing to your group;
대규모 무효화
- Removes negative magic effects from allies and good magic effects from foes in an area;
공중 부양
- Makes so members from your group can levitate, reducing fall damage and making them able to walk over water;
침묵
- Interrupts an enemy spell cast;
정신적 두려움
- Terrifies the target in place for a few seconds;
소실
- Reduces all your threat, making enemies less likely to attack you for a few seconds;
마법 무효화
- Removes a helpful buff from an enemy;
분산
- You disperse into pure shadow awesomene... I mean, energy, reducing all damage you take;
- Protects a friendly target against the next fear effect.
신의의 도약
- Pulls a member from your group to your location. May cause move sickness and rage, beware.
Liked what you see? For detailed information, please refer to our
Shadow Priest guide
You should play a Shadow Priest if:
You love
. Seriously, how can you not like that?
You enjoy being able to help your group as a healer if needed.
You enjoy classes that can deal most of their damage with damage-over-time(DoT) spells.
주술사
Among
주술사
s, those whom call themselves Elemental are those who chose the powers of Storms and Lightnings to struck their enemies down. Like other
주술사
s they also have powerful spells attuned to the waters, to the earth and to the flames to aid them in their fights.
주술사
s can also bind elementals to their will, using them against their enemies for short periods of time.
Major Mechanics
The signature for
주술사
s: Totems. Some of Elemental's abilities are based on or are actual totems placed on the ground.
Damage Enhancements:
Elemental has a lot of different cooldowns that can be really powerful, like
승천
,
피의 욕망
/
영웅심
,
and
.
Utility:
주술사
s have a lot of innate utility, specializing into Elemental adds a little more:
영혼나그네의 은총
- You're able to cast while moving for a few seconds;
- Reduces all damage taken;
날카로운 바람
- Interrupts an enemy spellcast;
치유의 비
- Places a circle on the ground that will heal all allies inside of it;
치유의 토템
- Drops a totem that will heal nearby allies;
- Drops a totem that will stun enemies after a short charging time;
영혼 정화
- Removes curses from allies;
- Summons a tank pet to help soloing or in emergencies;
속박의 토템
- Drops a totem that will slow all nearby enemies;
- Slows enemies affected by it;
늑대 정령
- You transform yourself into a wolf. You're unable to attack in this form, but increases your speed slightly;
- Drops a totem that will absorb the next enemy spell aimed towards you;
사술
- Transforms an enemy into a frog for a short while, damage may break the effect;
정화
- Removes an helpful buff from an enemy;
진동의 토템
- Drops a totem that removes charms, fears and sleep effects from nearby allies;
천둥폭풍
- Knocks enemies away from you;
수면 걷기
- Allows the target to walk on water.
Liked what you see? For detailed information, please refer to our
Elemental Shaman guide
You should play an Elemental Shaman if:
You enjoy using shamanistic abilities to destroy your foes.
You enjoy being able to bind elementals to your will.
You enjoy bringing a lot of utility into your group.
You don't mind positioning limitations from your totem spells.
흑마법사
흑마법사
s are casters who harness demonic energy, utilizing a variety of demon pets and offering unique utility.
Major Mechanics
The major mechanic for
흑마법사
s are their demons. Like
사냥꾼
s,
흑마법사
s have permanent pets to help them destroy their enemies. Although, unlike
사냥꾼
s,
흑마법사
's ones are their demon slaves. A big part of a
흑마법사
is to know when to use each demon and how to use it properly.
Resources:
Each of of three
흑마법사
specialization has a different resource, that works differently:
Affliction:
- Used to empower specific abilities (
). Replenished by killing enemies or rarely from your damage abilities.
Demonology:
- All spells outside
and demon attacks generate it, while spending time and casting spells in
spends it.
Destruction:
- Generated by light hitting spells, used to cast big nukes or to make your spells hit multiple enemies with
.
Damage Enhancements:
Baseline, all specializations have
and
파멸수호병 소환
/
지옥불정령 소환
. They will also have
대재앙
if talented for it.
Utility:
Once kings of utility,
흑마법사
still have many tools in their kit, but not as powerful as before:
영혼의 샘 창조
- A cheap version of in-combat potions;
영혼석
- Can be used as a pre-meditated resurrection or an in-combat resurrection;
악마의 관문
- Place two gateways that can be used by group members to travel between them;
소환 의식
- Used to summon other group members with the help of some group members;
영원한 결의
- Reduces all damage taken by yourself;
/
- Self healing in exchange of damage;
공포
- Makes an enemy unable to control himself and run away in fear;
추방
- Banishes an enemy demon so it cannot act or be attacked for a while;
악마 예속
- Controls an enemy demon to be your servant for a few minutes. Completing it will despawn your normal demon pet;
주문 잠금
- Interrupt an enemy spellcast. Requires you to use
지옥사냥개 소환
;
Liked what you see? For detailed information, please refer to our
Warlock guide
You should play a Warlock if:
You enjoy demon pets. That's the main reason a lot of people start playing it, don't be shy.
You enjoy
. It is one of the best transformations in game!
You enjoy bringing some utility into your group.
You don't mind having eventually to switch specs depending on the fight.
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