Am I missing something here? Going through Roulette, I've encountered many DPS who become very frustrated when I don't mark targets. This is especially annoying when they don't use AoE when we pull 3 or more targets, and focus down one at a time (subsequently risking pulling enmity).
Damage over time abilities (e.g. Fracture, Touch of Death, Venomous Bite) yield superior DPS, so it's ideal to apply every available DoT to every enemy (unless you're using AoE), at least once at the start of each pull. Marking targets and using only single-target combos yields inferior damage.
Of course, as the pull progresses, re-applying the DoTs may not always be the best idea (since DoTs usually take between 9-18 seconds to achieve efficiency).
This is especially true when we are level synced down to a dungeon that locks out the 3rd weaponskill in the combo (bringing the single-target rotation from average 210 DPS to about 170 DPS).
----------------------Let's use BRD and DRG as case studies.----------------------
BRD options:
Heavy (150) + bonus critical chance for Straight Shot = about 180 potency
Venomous Bite = 100 initial potency + (35 x 6 [ticks over 18 seconds]) = 305 potency
Windbite = 60 initial potency + (45 x 6 [ticks over 18 seconds]) = 330 potency
DRG options:
True (150) + Vorpal (200) + Full (330) = average 226 potency
Phlebotomize: 170 initial + (25 x 6 [ticks over 18 seconds]) = 330 potency
Damage over time is simply better damage per global cooldown.
I've only encountered a handful of DPS who will follow my suggestion when I ask that they apply DoTs to secondary targets.
The only exceptions to this that I can see are:Has anyone else dealt with this before? What's the most effective way to get DPS to play their role to fit this style?
- The healer may fail to keep up with cures
- The tank is undergeared, inexperienced, or not dodging red-AoE attacks
- You're in a party with two melee and it's imperative to reduce the amount of dodging that needs to occur so that enemies stand still.