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Raiding with a static ten man group, some questions.
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Post by
GimlerNL
Hi there,
Wow is getting boring lately. It consumes much of my time and I grew tired of raiding with a 25 man group so I wanted to try something new. I tried pvp but I don't really like it, so I started to level a druid which is currently 66.
Now I had this "great" idea to start a 10 man raiding guild which I want to try and keep as small as possible. While only raiding for 1 or 2 days a week I want to try to get a good and solid raiding group. Seems hard to achieve but I'm going to try it anyway.
One of the problems I came across while overthinking this whole idea was the raid setup:
Tanks:
Warrior and Death Knight
Tank Healer:
Paladin
Raid Healers:
Priest, Druid
Melee DPS:
Shaman, Paladin
Ranged DPS:
Mage, Hunter, Warlock
This setup will provide all the buffs a raid needs but misses the Rogue class. While the Rogue does not provide any buffs for the raid it can do great dps.
Main Tank:
Warrior and Death Knight
Tank Healer:
Druid
Raid Healers:
Priest, Shaman
Melee DPS:
Rogue, Paladin
Ranged DPS:
Mage, Hunter, Warlock
Added the Rogue class instead of the second paladin which will result in a loss of a important buff.
Probably will be more "viable" setups but that is why I made this topic in the first place. Did I missed anything important? Would a Protadin or bear tank be a better choise or maybe adding a Boomkin or elemental shaman instead of a other class?
Thanks in advance,
Gimler
Post by
93026
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176080
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Post by
Billa
the Rogue does not provide any buffs for the raid
True, but they bring debuffs
you
know
:)
Post by
219211
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Post by
Lorkin
You are forgetting dual spec's in your equation. As the chicken guy has said, take the player, who ever you can get. But for pure Min/Max theory-crafting I would probably go with the following:
2x Tanks: Prot/Arms Warrior + Frost/Blood DK
2x Healers: Holy / Shadow Priest + Holy Paladin
3rd Healer / DPS: Resto Shaman / Elemental Shaman
DPS: Any Hunter, Feral Druid, Any Mage, Any Lock, Ret Paladin
Here's a summary list of what you end up with:
1 MT / 1 OT, OT can switch to dps for single tank encounters.
A tank with Blocking for those encounters with adds (Emalon)
A good CD tank (DK) for 3D OS
2 dedicated Healers, can be 3 healers if needed
A good AoE raid healer + a good tank healer
Class buffs: Fort, Spirit, Kings, Might/Wisdom, MotW, Arcane Brilliance, LotP, Horn
Unique class buffs: Table, Summons, Healthstone, SS, Bloodlust/Heroism, Bloodfrenzy, Scorch/Shadowbolt, Judgements, Totems, Battle Res
Someone let me know if I'm missing something, did this on the fly.
Post by
nicalapegus
Advice on this from somebody that is several weeks ahead of you on this - Take what you can get. You want people that are looking to have fun in the raids, not taking everything so serious that perfection becomes the only thing that matters.
While that's valid and all, that's not the OP's intentions. He obviously wants a 10 man hardcore raiding guild, set up to maximize class' buffs, etc.
You missed many things.
1) There's no need for 3 healers. Maybe (big maybe) for some fights you can use a 3rd one, but 99% of fights can and should be done with 2.
False. KT is much easier with 3, and some fights in Ulduar are near impossible without 3, even 4 healers. Plus, the more heals you bring, the smoother it goes. I *can* heal 10 Naxx solo, does that mean it's smart to do so? No. Just bring better stacked dps and take 3 healers.
3) Paladins give only 2 unique blessings - kings and sanctuary. Wisdom can be replaced by mana spring and might can be replaced by battle shout.
False since last patch. Mana Spring and Blessing of Wisdom now stack.
Other than that, I utterly disagree with his raid setup.
My "Ideal" raid setup for a 10 man group would look something like this:
http://raidcomp.mmo-champion.com/?c=2ejfc6hm9d000000000000000000000000000000
You could switch the Mage with a Warlock for the same essential group, if you don't find intellect necessary and want lock biscuits/soul stone.
Rogues are amazing dps, and their interrupts are quite handy in certain scenarios (KT, Assembly of Iron, etc). While they add no direct buff, Tricks of the Trade is not to be written off completely, and sacrificing buffs for raw damage is worth it, IMO.
::Edit:: Also, the group has been setup so that no piece of gear goes to waste.
Post by
Raleandris
False since last patch. Mana Spring and Blessing of Wisdom now stack.
Other way around. They stacked pre-patch (when Mana Spring pulsed). This is no longer the case. One can overwrite the other.
Post by
nicalapegus
http://www.worldofwarcraft.com/patchnotes/
Paladins
* Blessing of Wisdom and Greater Blessing of Wisdom: Now grant 92 mana per 5 seconds to prevent being overwritten by Mana Spring Totem.
L2read patch notes?
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157107
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331454
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Post by
TheMediator
Um... that change was made so that blessing of wisdom and greater blessing of wisdom instead overwrite mana spring as they have a longer duration and greater requires a reagent.
L2understand patch notes?
Yeah, they made BoW not get knocked off, they don't stack though.
Post by
331454
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Post by
skumbananer
This is the ideal :D set-up for most raids
disc priest, resto druid, resto shaman
prot pally mt, prot warr ot.
fury warr, retridin, combat rogue, enhancement shaman, arms warr.
Lots of disenchanted loot, but a really solid powerful mellee group rocks for absolutely everything, except KT pre-ulduar.
Post by
Zandranas
The average reading comprehension on these forums sickens me.
* Blessing of Wisdom and Greater Blessing of Wisdom: Now grant 92 mana per 5 seconds to prevent being overwritten by Mana Spring Totem.
There I'll post it a ton. Maybe if you read it enough times, something will click.
Fail. Posting it over and over doesn't change anything, they don't stack. L2read
http://www.worldofwarcraft.com/patchnotes/patch3p10.html
Mana Spring Totem: This totem has been redesigned. It now provides the same mana benefit as Blessing of Wisdom to the entire party or raid, but is exclusive with that effect.
http://www.merriam-webster.com/dictionary/exclusive
The change was to prevent imp mana spring from over riding un imp BoW since mana spring restricts movement if you want to keep the buff.
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357409
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