DPS Role Families¶
DPS should not be treated as one generic damage role. Different DPS tools create value in different ways.
Main DPS families¶
| DPS family | Main value | Core mistake to avoid |
|---|---|---|
| Ranged pressure / burst | angles, E-window damage, Q/W pressure, safe uptime | disappearing between E cooldowns |
| Melee burst / clap | short-window melee damage and fast conversion | entering late or staying clumped after casting |
| Melee pressure / DoT | sustained pressure, healer strain, forced movement | chasing one target instead of pressuring space |
| Support DPS | utility plus enough damage or pressure to matter | judging the weapon only by raw DPS |
| Execute DPS | finishing low or trapped players | diving without a real window or exit |
How to judge DPS tools¶
Ask:
- Does this tool create pressure or only look impressive?
- Does its damage land during the actual window?
- Does it need support utility first?
- Does it still do useful work between major cooldowns?
- Does the player have a safe exit after committing?
Lesson¶
A DPS weapon is valuable when it helps the zerg convert space, pressure, or kills. Raw damage is only one part of that value.