Ideal 10 Man Raid Composition:
- Tank
- Tank/DPS
- Healer
- Healer
- Healer/DPS
- DPS
- DPS
- DPS
- DPS/Tank
- DPS/Healer
Ideal Tank Team:
Two tanks who know what they're doing. 1 tank must have a DPS off-spec. While it might be ideal having 1 Plate and 1 Leather wearing tank, gear competition takes backseat to having two tanks that work well together.
Ideal Healer Team Composition:
- Pally or Disc Priest (Absorbs based) - Tank Healer
- Shaman or Monk (Synergy/Utility) - Tank and/or Raid Healer
- Druid or Holy Priest (HoT/AoE based) - Raid Healer
1 healer is greatly desired to have a DPS off-spec, increasingly so with progression.
For fights where one tank takes damage at a time, use one healer on tanks, two on raid.
For fights where both tanks take damage simultaneously, use 1 healer on each tank with overlap between them.
Healer assignments are priorities. All healers heal all raiders, prioritizing their assignments.
I don't know much about Monks other than what I've read on EJ, Noxxic, Icy-Veins, and WoW Insider.
Ideal DPS composition:
- Competent DPS that stays out of fire.
Having 1 DPS each with a tank and healing off-spec will greatly reduce raid delays or cancellations, but should not be required of DPS who don't wish to fill those roles.
Buff/Debuff Optimization:
Player performance comes before class consideration by far. This information is to help optimize any given group composition, not to guide recruiting.
Hunters should be prepared to bring a pet that has a buff/debuff otherwise missing from raid composition. A handy Flowchart can help.
TL;DR (BM only/all specs):
Core Hound>Quilen>5% Stats>Mastery>5% Crit>10% Stamina>assess caster/melee balance>
Caster Heavy: 10% Spell Power>8% Magic Damage>10% Physical Haste>4% Physical Vunerability>12% Weakened Armor
Melee Heavy: 10% Physical Haste>4% Physical Vunerability>12% Weakened Armor>10% Spell Power>8% Magic Damage
Buffs:
- 10% Attack Power
- Death Knight: [Horn of Winter]
- Hunter: [Trueshot Aura]
- Warrior: [Battle Shout]
- 10% Physical Haste
- Death Knight: (Frost, Unholy) [Unholy Aura]
- Hunter: (Pet) Hyena: [Cackling Howl], Serpent: [Serpent's Swiftness]
- Rogue: [Swiftblade's Cunning]
- Shaman: (Enhancement) [Unleashed Rage]
- 5% Increased stats
- Druid: [Mark of the Wild]
- Hunter: (Pet) Shale Spider: [Embrace of the Shale Spider]
- Monk: [Legacy of the Emperor]
- Paladin: [Blessing of Kings]
- 5% Critical bonus
- Druid: (Feral, Guardian) [Leader of the Pack]
- Hunter: (Pet) Wolf: [Furious Howl], Water strider: [Still Water], Devilsaur: [Terrifying Roar]
- Mage: [Arcane Brilliance]/ [Dalaran Brilliance]
- Monk: (Windwalker) [Legacy of the White Tiger]
- Mastery
- Hunter: (Pet) Cat: [Roar of Courage], Spirit Beast: [Spirit Beast Blessing]
- Paladin: [Blessing of Might]
- Shaman: [Grace of Air]
- 10% Spell Power
- Hunter: (Pet) Water strider: [Still Water]
- Mage: [Arcane Brilliance]/ [Dalaran Brilliance]
- Shaman: [Burning Wrath]
- Warlock: [Dark Intent]
- 5% Spell Haste
- Druid: (Balance) [Moonkin Form]
- Priest: (Shadow) [Shadowform]
- Shaman: (Elemental) [Elemental Oath]
- 10% Stamina
- Hunter: (Pet) Silithid: [Qiraji Fortitude]
- Priest: [Power Word: Fortitude]
- Warlock: (Pet) Imp: [Blood Pact]
- Warrior: [Commanding Shout]
Given the popularity of both Hunters and DK's, 10% AP is not a problem
10% Physical Haste is likely to be covered, but should be checked for.
5% Stats will almost certainly be covered. If there is no Druid, Pally, or Monk, that is a strange group comp indeed.
5% Crit should be checked for.
Mastery is likely be covered.
10% Spell Power likely to be covered.
5% Spell Haste should especially be checked for, since only 3 specs bring it.
Debuffs:
- Weakened Armor
- Effect: -12% armor
- Druid: [Faerie Fire]
- Hunter: (Pet) Tallstrider: [Dust Cloud]
- Hunter: (Pet) Raptor: [Tear Armor]
- Rogue: [Expose Armor]
- Warrior: [Sunder Armor]
- Physical Vulnerability
- Effect: +4% physical damage taken
- Death Knight: (Frost) [Brittle Bones]
- Death Knight: (Unholy) [Ebon Plaguebringer]
- Hunter: (Pet) Boar: [Gore]
- Hunter: (Pet) Ravager: [Ravage]
- Hunter: (Beast Mastery): (Pet) Rhino: [Stampede]
- Hunter: (Beast Mastery): (Pet) Worm: [Acid Spit]
- Paladin: (Retribution) [Judgments of the Bold]
- Warrior: (Arms, Fury) [Colossus Smash]
- Magic Vulnerability
- Effect: +8% spell damage taken
- Hunter: (Pet) Dragonhawk: [Fire Breath]
- Hunter: (Pet) Wind Serpent: [Lightning Breath]
- Rogue: [Master Poisoner]
- Warlock: [Curse of the Elements]
- Weakened Blows
- Effect: -10% physical damage done.
- Death Knight: (Blood) [Scarlet Fever]
- Druid: (Feral, Guardian) [Thrash]
- Hunter: (Pet) Bear: [Demoralizing Roar]
- Hunter: (Pet) Carrion Bird: [Demoralizing Screech]
- Monk: (Brewmaster) [Keg Smash]
- Shaman: [Earth Shock]
- Paladin: (Protection, Retribution) [Hammer of the Righteous]
- Warrior: [Thunder Clap]
Though Resto Druids can provide Weakened Armor, it's much preferable not to distract them. If there is no non-healing Druid, this should be provided by a Hunter before a Warrior or Rogue, unless another buff is needed as well..
If there is no Plate DPS, but there is a Hunter with a Rogue and/or Feral Druid, the Hunter should probably bring the Physical Vulnerability debuff, depending on group comp.
Magic Vulnerability is the moste likely debuff to be missing, as Warlocks and Rogues are less popular. If a raid is otherwise heavy on magic damage but missing these classes, a Hunter should provide this buff.
As all tanks bring Weakened Blows, this debuff is not a concern.
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