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			#11  
			
			
			
			
			
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 I feel your responses can be attributed to poor tactics and/or playing (not judgeing specifically you 2 I quoted, I'm sure you play well and have great tactics and are only talking about others). Balance can be achieved by equally splitting melee on either side of the mob as front is only 180* as the mob is facing. You can achieve both dps and balance by doing so. If that's hard... well.. okay. Krey 
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			#12  
			
			
			
			
			
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 However, mob push during raids is more undoubtedly more important and a monk-- all dps for that matter-- should be conscious of their positioning and the general push of the mob and how the raid desires said target to be handled. Edit: In terms of the OP's original question, it is very rare when a monk needs to pull out the 2hb. Only times I would use a 2hb is when I'm soloing or tanking or pvp, but these situations are rare as monk soloing 50+ is difficult without raid gear and monk can tank but its just not preferable. Epic+sos is just such good dps right now that I can't see why one would want to use 2bh except to mix it up on a fight or two. If I'm not mistaken, innerflame benefits dual wield more than it does 2hb. In terms of damage shields and eating rage, yea 2hb will be better; but you should NEVER eat rage and there are usually casters present to remove DS. | |||
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						Last edited by fiveeauxfour; 02-23-2015 at 03:36 PM..
					
					
						Reason: OP's concern
					
				
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			#13  
			
			
			
			
			
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 |   it is insanely moronic to think that any melee other than the tank shouldn't be behind a mob until sky fists(which shouldn't even be in-game), trorsmang + offhand hits is best DPS but it's insanely tedious tstaff pulls way too much aggro epic fist + stave of shielding is only marginally worse than the aforementioned trorsmang method | ||
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			#14  
			
			
			
			
			
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 |   I guess I'm just saying it doesn't matter if you min-max your damage, because you're a moderate damage dealing class regardless of where you stand. I'd rather you not brain dead push mobs into annoying spots than add 2-3 dps. | ||
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			#15  
			
			
			
			
			
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 If someone is brain dead enough to push the mob into annoying spots, are those not the same peeps who are going to eat rage? I just don't see your fix being effective 100%. I'm sure you can argue the finer points of which two ineffective ways are more damaging to the raid over all, but that's not my point to start with. My point is train all raid peeps to not do either. Don't get me wrong, I know for a fact people in general can be/do some real dumbass things. It's my opinion though that a good raid force is one that's trained, the right way... in all aspects, to maximize their success. I do think a raid force should be min/max on raid tactics. Lots of people want to talk about gear... yet I've seen first hand a properly working raid force recover mid fight from a mistake, half the force not looting all their gear and with res effects still on, to drop the mob. Properly trained even if you have 1 dumbass work their magic, the rest of the raid can recover because they are trained well. I remember many a raid fight (raid guild on live) where the difference between Woot! and "F@#K!" was only that last 5% of mob health. So I challenge your assessment that it's only 2-3 dps difference. I don't think that's right and would love to see some parsing to back that statement up. I feel those were numbers you guessed at intentionally low to make your point. Similar to how people make up percentages in mid conversation. Not meant to be accurate, but to express an idea or concept. BUT... even if that was the case, and since we are talking a raid party here... lets go with that guesstimate for a moment and also guesstimate the raid party is 50% melee for a raid party of 60 peeps. 30 X 2-3dps = 60-90 dps. That alone can be the difference of a raid party nullifying the innate mob regeneration to make it a successful fight... or one where the clerics run OOM in that last 5% of mob health. I know Velious isn't out yet, and that raid tactics will change when it does come out for some guilds. Perhaps now it's not as important to min/max every tactic. I also know players can still be successful with out giving 100% every time. I would suggest that if the raid goal IS to be as efficient as possible every time, then it is much easier to recover from mistakes when they do happen. To me, that approach is what set my live server Raid guild (in the days of Kunark and Velious) apart from the rest of the 99%... ranking them in the top 3-5 raid guilds for the server at the time. Honestly though... this discussion could be simply the difference of our outlook on the situation. An optimistic vs pessimistic view. Besides, it's all hugely situational anyways. [You must be logged in to view images. Log in or Register.] Krey 
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			#16  
			
			
			
			
			
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 |   Why do you think I think you're picking on me. Go ahead and challenge those 2-3 dps I made up lol. Just know I don't consider monks a real DPS class. They are better used to maintain push than DPSing from rear in the small number of situations that would call for it. I mean, yes, they do deal some damage. But it's cute in a ranger sort of way compared to rogues and wizards. | ||
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			#17  
			
			
			
			
			
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			#18  
			
			
			
			
			
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 When every melee attacks from behind the mobs gets pushed all around the room and through the tank causing it to turn around and face the raid. And on mobs with small hitboxes once they are pushed out of melee range it can be difficult to get back in range because of the collision between the players crowding the back of the mob. It is actually hilarious watching a raid that does not control push. | |||
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			#19  
			
			
			
			
			
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 |   my guild raids with upwards of 90 people and the massive push in one direction is really a non-issue there is zero reason to attack from the front as anything but the tank why lower your damage output and subject yourself to ripostes from raid mobs that hit for 20% of your max hp? because your tank can't move with the mob and your rogues are also that bad? | ||
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			#20  
			
			
			
			
			
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 |   Yeah, 90 person zergs pushing in the same direction don't make much of a difference in Kunark.  90 people to kill anything in Kunark is pretty lol btw (355.55 damage per person), but GL with that in Velious. | ||
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