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The perfect 10-man raid setup??
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Post by
123701
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Post by
80968
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123701
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Post by
Lemma
I'm assuming this is for progression and not farming because in farm-mode it doesn't matter what the setup is to a certain extent. Of course, the perfect raid setup changes with each encounter but...
Prot Warr
Prot Paladin
Holy Paladin
Holy Priest
Resto Druid
Rogue
Enh Shaman
Hunter
Warlock
Mage
Post by
Qlix
im am almost positive this has been discussed in quite some detail in another thread.... i just cant find it =(
Post by
Strye
I'm assuming this is for progression and not farming because in farm-mode it doesn't matter what the setup is to a certain extent. Of course, the perfect raid setup changes with each encounter but...
Prot Warr
Prot Paladin
Holy Paladin
Holy Priest
Resto Druid
Rogue
Enh Shaman
Hunter
Warlock
Mage
You would bring an Enh shammy with no Fury warrior and no REt Paladin?
you must be joking.
Prot War, Prot Paladin, Holy paladin, Holy Priest, Ret Paladin, Mage, Warlock, Enh Shammy, Hunter, Fury warrior.
Forget rogues if you're stacking windfury and an MM hunter.
Rogues bring NO utility. absolutely 0. Just raw damage that doesn't scale as well with buffs like Fury warriors and Ret paladins.
Post by
95537
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Post by
Pukah
I agree you must bring a shadow priest :)
But seriously, there is no "perfect make up"
Just have enough healers to keep the raid alive and enough tanks to keep the mobs off of the dps and enough dps to kill the mobs before the healers run out of mana... that is unless you have a shadow priest then I will hook you up with some fat mana!
Gotta love the old school 40 man raid on ony with only priests!
Post by
Kramp
Get a Feral druid instead of the prot pala.
Post by
95537
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Post by
Celly
Group One
Bear
Arc/Frost Mage
iDS/Holy Priest
MM/Survival Hunter
Rogue
Group Two
Prot Pally
Restro Shammy
Enh Shammy
Retzilla
Fury Warrior
Post by
56667
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Post by
CoroHD
I'm assuming this is for progression and not farming because in farm-mode it doesn't matter what the setup is to a certain extent. Of course, the perfect raid setup changes with each encounter but...
Prot Warr
Prot Paladin
Holy Paladin
Holy Priest
Resto Druid
Rogue
Enh Shaman
Hunter
Warlock
Mage
You would bring an Enh shammy with no Fury warrior and no REt Paladin?
you must be joking.
Prot War, Prot Paladin, Holy paladin, Holy Priest, Ret Paladin, Mage, Warlock, Enh Shammy, Hunter, Fury warrior.
Forget rogues if you're stacking windfury and an MM hunter.
Rogues bring NO utility. absolutely 0. Just raw damage that doesn't scale as well with buffs like Fury warriors and Ret paladins.
If you seriously think taking a fury warrior or a ret pally is better than taking a rogue, you need to read up more about wow. Fury warrior buffs only matter for melee, and you only have 4 melee classes in your group, 2 of which are prot, and one of which is a prot pally so his spell damage is infinitely more important than his melee damage.
Ret pally buffs (3% crit and +2% dmg i believe it is, but i must admit I dont know much about ret's), are more viable than the Fury warrior's, but again, their use is limited in the 10 man setting, as you have 2 people healing and the prot pally thing again (for the crit), and only 5 people are going to benefit from sanctity aura.
Just because rogues don't bring CC to the table in a 10 man doesn't mean you shouldn't take them, especially considering that (as far as i know) most or all mobs in raids are CC immune. Fury warriors can do DPS, but at a teir 6 level a rogues DPS will blow them out of the water. Fury is fine, and possibly even good (if you have a skilled player, my experience with fury isn't very positive), for a 25 man where you have a melee specific group, but for a 10 man not enough people are going to benefit from their buffs. Same (though to a lesser extent) goes for ret, and considering you already have 2 pallies in your group your starting to get into the less useful pally buffs for each class.
Post by
Meeks
Lets see...I'd say
Tanks
1. Paladin Tank (Aoe Tank, and can MT most bosses with ease)
2. Druid Feral (Good threat pick up for adds, can tank most bosses that pally can't)
Healer
3. Shaman Resto (Mana Tide Totem, Chain Heal, Totems and Heroism )
4. Holy Priest (Shackle (More of a kara thing), Spirit Buff (More spell damage for casters), AoE heals, and Fort)
5. Holy Paladin (another round of paladin buffs, another aura for resist/interrupt, Incredible mana efficiency, incredible 1 target healing)
Dps
6. Rogue Combat (take more damage, but NEVER underestimate the usefulness of a kick or a melee, +situational poison use)
7. Warlock Destro Imp Shadow bolt (Good DPS, Shadow damage buff for Shadow priest, Curses, Situation pet use, SoC, and well Caster tanking (Rare situation))
8. Shadow Priest (MANA BATTERY!!!!, +misc debuffs)
9. Mage (Arcane Brilliance, Sheep, Tables, good damage overall)
10. Hunter BM/MM (MD, Traps, etc, and usually very good damage)
In terms of Group set up
Group 1
Paladin Tank
Druid Tank
Rogue
Hunter
Priest
Group 2
Warlock
Shaman
Shadow Priest
Paladin
Mage
Other option is switch Lock and Priest (if priest has regen issues I highly recommend group 2. lock takes damage hit, big deal, he can suck it up)
Almost had this group other day in ZA, extra lock instead of Mage.
Now while I know I may get flamed saying "LOL you dontz needs 3 healz for kara." My guild clears it easy every week with 2 heals, but as for ZA unless you're in BT/MH gear I'd say you need about 3 heals for most fights, (certainly helps on phase 3 Zul'jin)
My ideal party nonetheless
Post by
65116
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109094
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Post by
omglaserzpewpew
Ret pally buffs (3% crit and +2% dmg i believe it is, but i must admit I dont know much about ret's), are more viable than the Fury warrior's, but again, their use is limited in the 10 man setting, as you have 2 people healing and the prot pally thing again (for the crit), and only 5 people are going to benefit from sanctity aura.
Just because rogues don't bring CC to the table in a 10 man doesn't mean you shouldn't take them, especially considering that (as far as i know) most or all mobs in raids are CC immune. Fury warriors can do DPS, but at a teir 6 level a rogues DPS will blow them out of the water. Fury is fine, and possibly even good (if you have a skilled player, my experience with fury isn't very positive), for a 25 man where you have a melee specific group, but for a 10 man not enough people are going to benefit from their buffs. Same (though to a lesser extent) goes for ret, and considering you already have 2 pallies in your group your starting to get into the less useful pally buffs for each class.I could be wrong here, but the +3% crit and +2% dmg provided by paladins affect all attacks and all damage done by party members, i.e. Sanctity Aura and Imp. Judgment of the Crusader improve caster damage as well as melee.
Also, the ability to bring another blessing along with that 2% increase to damage is pretty helpful. Some people may consider that extra blessing to be fairly useless, but consider this: if you already have 2 paladins in your raid, Prot and Holy, providing Kings and Wisdom respectively, that Ret paladin can give all the DPS and Healers Salvation, effectively increasing the safe damage output by 10% for DPS and reducing threat by 10% for healers. You would be right in saying that Ret paladins don't really blow people away with their amazing DPS. It is certainly acceptable, but really Ret paladins are all about the utility, helping everybody else do their jobs even better. At least, that's the way I see it.
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