Quote Originally Posted by Nothv13 View Post
Yes, and most of them don't last long enough to be worth breaking your combo, thus you don't use your ranged. For example, the DRG's ranged ability is so bad guides literally tell you to take it off the bar.
I think I've been pretty clear that I am talking about niche situations ( AND SOLO CONTENT ), it's the same with Tanks pulling bosses far away from you when you need to stand somewhere else for a phase revolving around stacks for example.
A lot of these situations are just out of your hands and avoidable but happen anyway because people don't normally communicate with mics and min-max.
Sure in a min-max groups and groups with more communication it's going to be even more limited, but if you're pugging in particular you can't always rely on the tank positioning the boss perfectly for max uptime.
For example in Delubrum Reginae recently I had a tank that dragged the Phantom boss around way too early and all of the melee were being dragged behind missing out on Trick Attack window uptime even tho the movement phase was far away.

You also need to remember that you're not always in the middle of a combo either, a lot of the time when you're moving away from the boss you've just finished a combo.
So what's the point then in not attacking?


Quote Originally Posted by ssunny2008 View Post
Could you give some examples?

I personally can´t remember any mechanic of recent fights where some of the following steps is not possible and enough to "sit out" the disengage without any DPS loss.

- SSS
- SSS + dash
- SSS + chakra (especially if SSS is bad timed)
- GCD move out, move in, GCD
- GCD (best bootshine, move out, Formshift, move in again with DK to buff your BS again and to unleash it faster
- Chakra spam only for 0,5s gaps

Monk has probably the most different ways to deal with disengages, meanwhile all other melees has backjumps / teleport or their range attacks.

It might be another thing, if you play really old content sync without some of the new tools, but even there i can´t remember mechanics which force you sooo long away from the boss, that you would lose tons of damage.
I'll acknowledge that most of these cases where a projectile ends up being really beneficial are when the tank is pulling weird shenanigans but the difference is still that others have something for that.
Everything isn't perfect all the time, there's a lot of problems that are essentially player created because people don't play perfectly all the time.
My overall point is just that it's a utility tool that EVERY melee in the entire game tanks included has except Monk and that it'd also add some flavor and solo utility.
I am not saying that it's a super important thing that is going to make a really noticable difference in your damage, it's more about fun and a bit of extra rather than it being a super ultra necessary thing.