DPS Timing and Clump Selection¶
DPS timing is the difference between a real engage and fake pressure.
Core idea¶
Damage must land while enemies are controlled, pierced, anti-healed, or unable to respond.
If DPS starts casting after the window is already visible, the damage may land after the enemy has escaped, cleansed, or stabilized.
Correct sequence¶
A clean engage often looks like:
- tank creates/holds the clump
- support utility lands before or with damage
- damage lands during the control window
- safe players keep Q/W pressure
- players spread or reposition after value
Clump selection¶
Do not wait forever for the perfect clump. Good DPS can hit:
- the called clump
- a smaller real clump
- overextended frontliners
- low targets
- enemies leaving defensives
- players trapped by terrain or tanks
Common failures¶
- starting cast at zero
- walking into the target before casting
- throwing E where the caller looked instead of where enemies are clumped
- waiting for a perfect clump until the fight is over
- landing damage after pierce/heal cut expires
- clumping with other ranged DPS while casting
Practice drill¶
For every engage, mark:
- when clump/lock appears
- when utility lands
- when damage lands
- when enemy defensives/heals respond
If damage consistently lands after enemy response, DPS timing is late.
Related pages¶
Melee timing risk¶
Melee burst timing is especially punishing. A late ranged DPS player may simply miss damage; a late melee burst player may enter exactly where the enemy counter-engage lands.