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Guide to Ranged DPS: Gameplay Tips and Class Selection
由
Anshlun
发表于
2015/01/03,12:53
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.
德鲁伊
德鲁伊
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,
德鲁伊
s can do it all!
Major Mechanics
The major mechanic for
德鲁伊
is shapeshifting. Depending on what role the
德鲁伊
wishes to perform, there is a different animal form to it. Ranged DPS
德鲁伊
gain access to the
枭兽形态
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
群星雕文
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:
日月之蚀
.
Damage Enhancements:
By default, Moonkins have one big damage cooldown:
. Two more are unlocked by selecting their respective talents:
化身:艾露恩之眷
and
Utility:
Moonkins bring some really neat utility to their groups:
复生
- In-combat resurrection;
狂奔怒吼
- Speed boost to all nearby allies;
日光术
- Interrupt that lasts while the target stands in the area;
树皮术
- Damage reduction cooldown to help keep yourself alive;
急奔
- Speed boost that makes the druid unable to DPS, since you go to
猎豹形态
, but can help you survive;
清除腐蚀
- Spell that removes curses and poisons if your group doesn't have a healer that can do so;
安抚
- Removes enrage effects from targets, really useful if there is no
潜行者
or
猎人
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
枭兽形态
. (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.
猎人
猎人
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
猎人
s, pets. While pets are not exclusive to
猎人
s, they are a huge part of the class as a whole.
猎人
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
猎人
and his/her group. From stat increases to in-combat resurrections, pets can bring it all.
Resources:
As stated before,
猎人
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
潜行者
and
武僧
's Energy, but it is restored at a slower rate. Because of that,
猎人
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:
群兽奔腾
,
夺命黑鸦
and
凶暴野兽
. If you pick Marksmanship, you will also gain
. And
狂野怒火
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;
假死
- Drops your aggro and make you leave combat. Doesn't make you immune to mechanics, like fire;
逃脱
- Jump backwards a great distance and can be used to prevent fall damage;
威慑
- Prevents nearly all incoming damage;
- Reduces the range that enemies will see you;
误导
- Redirects all the threat you generate to a target, useful to help tanks at start of fights or to pick up new adds;
主人的召唤
- Removes all slows and roots from your pet and other friendly target (can be yourself);
扰乱射击
- A short taunt that is really useful when there is a need to kite something.
照明弹
- Reveals all stealth units in an area;
反制射击
- Interrupts an enemy spell cast;
宁神射击
- Removes magical and enrage effects, really useful in some encounters;
震荡射击
- Dazes the target to 50% of their total movespeed;
冰霜陷阱
- 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.
法师
法师
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
法师
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
奥术飞弹
charges.
Fire:
Fire has no direct resource like Arcane, but instead, have
炽热连击!
, which is generated with a spell crit or with a
火焰冲击
cast.
Frost:
Frost also has no direct resouce, but have two procs that change its normal flow:
and
寒冰指
.
Damage Enhancements:
The only cooldown that all three specs have is
时间扭曲
. From talents, all three specs can get
and
镜像
. Besides those they have:
Arcane:
奥术宝珠
(talent),
,
奥术强化
and
唤醒
.
Fire:
流星
(talent) and
.
Frost:
彗星风暴
(talent),
冰冷血脉
and
寒冰宝珠
.
Utility:
法师
s bring utility both in-combat and outside of it:
闪现术
- A quick teleport a few yards away;
隐形术
- Drops all threat after a few seconds, making the
法师
invisible as well;
寒冰屏障
- Makes so you take no damage and clear all your debuffs, making your unable to move in the process;
龙息术
(Fire) - Disorient targets for a short period of time;
冰锥术
(Frost) - Slows all nearby targets for a short period of time;
法术反制
- Interrupts an enemy spell cast;
法术吸取
- Steal buffs from your enemy;
解除诅咒
- Removes all curses from an ally;
- Increases all healing taken by your group for a short period;
变形术
- Transform the target into a sheep, making it lose control;
冰霜新星
- Roots all nearby targets;
(Frost) - Freezes the target for a short period;
传送:达拉然 - 诺森德
/
传送门:达拉然 - 诺森德
- Teleports you/creates a portal to most major cities and locations in the game;
造餐术
/
召唤餐桌
- 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.
牧师
Shadow
牧师
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
牧师
specs, they have the option to heal their allies' wounds, but not doing so enhances their damage and make them stronger. Shadow
牧师
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
牧师
that select the shadow specialization is their signature ability
, which gives the
牧师
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
暗影雕文
, that makes you lose the transparent component of the spell.
Resources:
Shadow's main resource is
, which work much like
圣骑士
's
神圣能量
and somewhat close to
潜行者
and
德鲁伊
'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
暗影魔
and plus
能量灌注
and
光晕
,
or
神圣之星
from talents.
Utility:
Since
牧师
other two options are healing specializations, shadow have many tools that remind one of a healer, plus a couple other neat ones:
吸血鬼的拥抱
- Converts all shadow damage you do into healing to your group;
群体驱散
- Removes negative magic effects from allies and good magic effects from foes in an area;
漂浮术
- Makes so members from your group can levitate, reducing fall damage and making them able to walk over water;
沉默
- Interrupts an enemy spell cast;
心灵惊骇
- Terrifies the target in place for a few seconds;
渐隐术
- Reduces all your threat, making enemies less likely to attack you for a few seconds;
驱散魔法
- Removes a helpful buff from an enemy;
消散
- You disperse into pure shadow awesomene... I mean, energy, reducing all damage you take;
- Protects a friendly target against the next fear effect.
信仰飞跃
- 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.
萨满祭司
Among
萨满祭司
s, those whom call themselves Elemental are those who chose the powers of Storms and Lightnings to struck their enemies down. Like other
萨满祭司
s they also have powerful spells attuned to the waters, to the earth and to the flames to aid them in their fights.
萨满祭司
s can also bind elementals to their will, using them against their enemies for short periods of time.
Major Mechanics
The signature for
萨满祭司
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
升腾
,
嗜血
/
英勇
,
and
.
Utility:
萨满祭司
s have a lot of innate utility, specializing into Elemental adds a little more:
灵魂行者的恩赐
- You're able to cast while moving for a few seconds;
- Reduces all damage taken;
风剪
- Interrupts an enemy spellcast;
治疗之雨
- Places a circle on the ground that will heal all allies inside of it;
治疗之泉图腾
- Drops a totem that will heal nearby allies;
- Drops a totem that will stun enemies after a short charging time;
净化灵魂
- Removes curses from allies;
- Summons a tank pet to help soloing or in emergencies;
地缚图腾
- Drops a totem that will slow all nearby enemies;
- Slows enemies affected by it;
幽魂之狼
- 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;
妖术
- Transforms an enemy into a frog for a short while, damage may break the effect;
净化术
- Removes an helpful buff from an enemy;
战栗图腾
- Drops a totem that removes charms, fears and sleep effects from nearby allies;
雷霆风暴
- Knocks enemies away from you;
水上行走
- 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.
术士
术士
s are casters who harness demonic energy, utilizing a variety of demon pets and offering unique utility.
Major Mechanics
The major mechanic for
术士
s are their demons. Like
猎人
s,
术士
s have permanent pets to help them destroy their enemies. Although, unlike
猎人
s,
术士
's ones are their demon slaves. A big part of a
术士
is to know when to use each demon and how to use it properly.
Resources:
Each of of three
术士
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
召唤末日守卫
/
召唤地狱火
. They will also have
大灾变
if talented for it.
Utility:
Once kings of utility,
术士
still have many tools in their kit, but not as powerful as before:
制造灵魂之井
- A cheap version of in-combat potions;
灵魂石
- Can be used as a pre-meditated resurrection or an in-combat resurrection;
恶魔传送门
- Place two gateways that can be used by group members to travel between them;
召唤仪式
- Used to summon other group members with the help of some group members;
不灭决心
- Reduces all damage taken by yourself;
/
- Self healing in exchange of damage;
恐惧
- Makes an enemy unable to control himself and run away in fear;
放逐术
- Banishes an enemy demon so it cannot act or be attacked for a while;
征服恶魔
- Controls an enemy demon to be your servant for a few minutes. Completing it will despawn your normal demon pet;
法术封锁
- Interrupt an enemy spellcast. Requires you to use
召唤地狱猎犬
;
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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