Ranged damage pale in comparison to melee damage. Let's just look at the comparison:
Melee damage over 10 seconds > ranged damage over 10 seconds...obviously melee is better than ranged.
Melee damage over 11 seconds < ranged damage over 11 seconds...wait, did someone's capping specials just refresh?
Melee damage over 22 seconds <<<< ranged damage over 22 seconds...ok where are my perks? Did those ranged guys just refresh their capping specials again? That burst special is almost refreshed a 3rd time too!
Melee damage over 33 seconds <<< ranged damage over 33 seconds...well at least my shades perks are up again, hopefully they land this time with my non-atrox shade.
Melee damage over 44 seconds <<<<<<< ranged damage over 44 seconds...OH SNAP, sneak attack bish, but if I use it now I can't use it in my alpha
Ok i'll save it for another 16 seconds and then I'm kicking your ass.
Need I go on? Aimed shot, Full auto, Burst are greater than melee damage over time, and kiting only widens that gap.
Sorry, you have to stop for a split second before taking 90% of a players health from 35m away
What you guys are not paying attention to is:
Code:
Name V.P. BM MM MC TS PM SI QL LvL NCU Nano Atc. Atc cap. Rech. Cool.
Clarion Call yes 117 24 8 54 1 2 30
100% PM vs 50% NR sec sec sec
Code:
Vp Bm Mm Mc Ts Pm Si Lvl Ncu Ql Nano Atc Cap Recharge Cooldown
Greater Prolong Encounter
571 754 47 152 643 2 1 10
sec sec
FC is giving melee an ability to get in range of a player once every 30 seconds, ranged single CC tools have a 10 second cooldown. What I also do not see is a shared cooldown for snares as well, which at the very least FC needs to limit the use of root and snare chaining on a single target.
2 times a minute melee gets in range of you (at the most so far), 6 times a minute CC professions stop melee professions. Stop whining about finally having to deal with a melee opponent besides enforcers.