Originally Posted by
thek3mp
Jin rokh heroic, you don't stack next to the boss. Or at least most groups opt out of doing it in favor of better survivability, losing uptime. also, ranged can maneuver themselves to the pool quicker whereas melee have to stay on the boss and the tanks get in position
Horridon, Moving between adds is lost uptime, constant aoe under adds prevents uptime
Council, Moving between bosses and/or keeping up with the guy who rolls is lost uptime
Tortos, melee have less uptime if they're assigned on shells(which is necessary if you're progressing and have more than 1/2 melee)
Megaera isn't too bad due to the boss temporarily disappearing between phases, Adds on heroic can be lost uptime if a melee has to help with them.
ji-kun, slime can make positional requirements taxing on melee, mainly on heroic. Ranged have less travel time between the boss and nests
Durumu, Slight uptime loss during light phase, Haven't done heroic but i hear there's more adds? Will create more uptime problems.
Primordius, dpsing slimes and switching between the slimes and the boss to smoothen buff transitions is easier for ranged, can create downtime for melee.
Dark animus, Haven't done heroic but more ranged can greatly speed up the first phase, once a melee drops their anima to 20% or so, they can't do anything but wait for the tank to get himself sorted. ranged can assist on other golems.
Iron Qon, first phase stacking, and all the elemental spear lines cause a great deal of positional requirements, Because our group is unfortunately melee heavy, as a ret paladin i have one of our druids give me symbiosis for wrath, because i almost always get cut off from my stacking group in the first phase due to fire lines, and i'd rather not put extra weight on the healers nor do i want to burn my bubble. Ranged can maneuver between them without losing uptime
Twin consorts, I can't really think of any off the top of my head, When does her fire charge thing, melee lose some uptime otherwise i don't think its that bad.
Lei-Shen, Also doesn't seem that bad, certain things cause problems though, like having an overcharge mid ranged, You can't outrange it while still being in range of the boss and getting under it will likely reduce boss uptime. last phase with the wind and thunderstruck and various other things can create problems for melee when they're at the same time.
It's all little things, true. But as it stands currently it's kind of a one way street, We don't get anything to outweigh the problems we have as melee, I see a lot of groups only taking one melee or whatever they need for buffs because it's easier