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Melee vs. ranged ...

dixonyu#2725 dixonyu Member Posts: 79 Arc User
Been farting around on my lock as DPS, and their at will is ranged/melee , and god damn is ranged ever easy mode .

Ranged you stand there most mobs/bosses that can't move , do silly little attacks that do jack diddly, and even most mobs in general, that can move only have area dmg off themselves .

Then melee , trying to Melee, I'm getting knocked back ( they favorite mechanic of these devs, they couldn't make a dungeon without it) stunned, Dot'd up, actually getting hurt, like it's a real fight .

Ranged is just way too easy .

Comments

  • vaultingfrog#2497 vaultingfrog Member Posts: 185 Arc User
    Question... why would somebody want to try a melee build on a magic casting character who wears cloth for armor?
  • pitshadepitshade Member Posts: 5,665 Arc User
    Neither the use of magic nor the type of armor are relevant to the usefulness of melee.

    Cloth or Plate makes zero difference because Armor Class no longer exists. Heavy armor doesn't provide more defense. Before m16 it was questionable. At m16 it was made irrelevant by design. A fighter dps and a warlock with the same stats have the same level of protection. It doesn't matter if this make sense, it is how the devs want it to be.

    Magic or physical attacks only matter insofar as one is buffed by Intelligence and the other by Strength. Any other consideration of hiw close you stand depends on the powers and synergies if the class. If the most effective powers are close ranged, then fighting close is the better option for dealing damage. If the most effective powers are ranged, the you stand wherever is most convenient or safest.

    Ranged is superior to melee when it comes to positioning and continued assault. Many mobs and bosses have AoE attacks that are either centered on themselves or have some sort of persistence, creating an Area Denial effect. Melee oriented styles suffer from these much more than ranged as they may not be able to simply reposition and continue attacking. If the boss generates a pool of magma and stands in (Pyrophenia in Karrundax is an example from the early game) then melee fighters either have to stand in the magma and hope to outheal the damage or they can back off and wait. Ranged characters can just back off and keep firing their attacks.

    Unlike many other games, Neverwinter doesn't have any penalties placed on ranged attacks. You can shoot a bow or cast a spell in melee without any chance of interruption (or else it would interrupt melee attacks as well) You don't provoke Attacks of Opportunity or have a chance at hitting a friendly target.

    The factors that benefit close up fighting have changed along with the game. Currently, the most important consideration is the skills you are using to attack. A warlock build utilizing cooldown reduction from Soul Scorch is much better of in melee range to benefit from the rapid spark gain if Hand of Blight Melee. Faster spark generation means more Soul Scorches and so more encounter powers. A warlock using that set up will want to stay close but will nonetheless still benefit from the fact that other slotted powers are ranged, when circumstances require them to move. (mod 19 changes Blades of Vanquished Armies to be thrown on an ally, increasing the possibilities for longer ranged combat as needed.)
    "We have always been at war with Dread Vault" ~ Little Brother
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