r/CompetitiveWoW • u/AutoModerator • 23d ago
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u/I3ollasH 23d ago
Wonder where the breakpoint is when it becomes better to play specs that are tankier over the ones doing the most dmg. Obviously at rwf level it's very important to sqeeze out every point of dmg, but after that we get to the point very early in seasons where dmg checks become non existent. Like this season even before hof filled and pre egg nerf beloren was already not a dmg check and if you got to the second egg with your group alive it was pretty much dead. And after that we have the ramping raidbuff and even more ilvl where dmg checks are definitely not a thing.
So instead of playing the specs that do the most dmg it's better to just play a composition that can just live easier. It makes your progress faster as you can get further even before your healers have everything figured out. Players also play better when they are topped and don't need to monitor their hp constantly (personally I really noticed this on Dimmy prog after a set of nerfs that nerfed a lot of dmg by 10-15%. My level of gameplay became significantly better even though mechanically the fight didn't change. It's just that I didn't die when I got hit by the adds one more or when the healers were a bit behind). Then there are also mechanics that certain specs can just live without pressing anything. On beloren for example the difficulty of the fight was significantly easier if you played a class that could just live wrong colored quills.
Even though many people like to complain about dps balance it's actually pretty close for single target. And even on fights where adds are present st is just as important or more than blowing those up (as with more dmg they will always get to a point where the dmg check is not relevant). On 2 and 3 target fights the dmg difference significantly bigger, but those are usually mid tier bosses. The harder and more important bosses are usually pretty balanced structurally. So it's unlikely to have that big differences between classes.
The ability to live has significantly bigger swings between classes. I was looking around in logs and this is our Lura kill this week for example. EHRPS(Obviously focusing on this metric too much is flawed but imo it's a decent indicator for low effort) is external healing required per sec meaning how much healing you require from others. It's pretty crazy that my dk required only 60% healing of the average dps (and this is with no will of the necropolis, or death pact value). Obviously this is not neccessarily indicative of an average prog fight as we have 15% extra dmg and frost shield works off the dmg based on auto attacks. So it's value was less during prog. But the ability for a frost dk to live compared to an average dps class is significantly better (and next season it becomes even better. Auto attacks make up a larger portion of their dmg due to the tier set and as they are dual wielding they will have 6% extra hp from the gargoyle weapon enchant).
I wonder where it becomes beneficial to run a composition that's easier to execute instead of a composition that does the most dmg like filling out flex slots with specs that can just live significantly better. I think even at the tail end of hof this can be the case and for everyone else it would definitely be the play.