Horaxe
05-18-2009, 08:46 AM
Overview
Recently, I was considering the effects of dual-specs on raiding. This issue has become especially pertinent considering my guild is in the process of moving from 10 to 25 man raids. Since we are at a recruitment/build up phase, it was time for consideration of what classes we need. As such, spent a lot of time researching. So, I sat down and worked with mmo-champion's raid comp tool (MMO-Champion RaidComp (http://raidcomp.mmo-champion.com/)) and below is the result. This, is what I'm looking for when I'm looking at possible recruits. And I wanted to share my ideas with all of you, and explain why I'm thinking this way. See below for further explanation.
Goal Raid Composition: link (http://raidcomp.mmo-champion.com/?c=15euq00000jsf3ncai4mhod69god690000000000)
Tank Group:
[T] Death Knight
[T] Druid
[T] Paladin
[T] Warrior
[D] Warlock
* 2 (if not 3) of the tanks will be DPSing most of the time, and should have a second spec with appropriate gear.
* Warlock needs 3 points in Improved Imp.
DPS Group (Melee):
[D] [Rogue (Assassination)
[D] Warrior (Arms)
[D] Paladin (Retribution)
[D] Death Knight
[D] Shaman (Enhancement)
DPS Group (Ranged):
[D] Mage (Arcane)
[D] Mage (Arcane)
[D] Priest (Shadow)
[D] Druid (Balance)
[D] Shaman (Elemental)
Heal Group:
[H] Priest (Holy)
[H] Shaman
[H] Paladin
[H] Druid
[D] Hunter
Heal Group:
[H] Priest (Discipline)
[H] Shaman
[H] Paladin
[H] Druid
[D] Hunter
Legend:
[T] Tank
[D] DPS
[H] Heals
0==}======> Exposition v1.0 <======{==0
Stacking
You might be wondering, why this setup in particular? Why so many tanks, why so many healers? Etcetera. First, a big part of my method here is to future proof the roster. By that I mean, if DK tanks get nerfed into the ground, and become suddenly laughable for progression content. We have 3 other tanks to fill the gap. The same applies of course for the other tanking classes. Also, different tanks excel in different areas, if for instance we find Druids make the perfect tank for a particular encounter. We have one. Same goes for the others, this allows for great flexibility, the raid can adapt; unlike a guild stacked with 4 Warrior tanks.
This also allows for a breather, tanking can be stressful (progression tanking especially) and the last thing we want is our resident meat shields becoming burnt out. Having the four switching in different tanking configurations, allowing this or that tank the ability to DPS rather than tank keeps the tanks fresh.
Another valid point, is that having 4 geared tanks for 25s means we have 4 tanks to do 2 separate 10 man instances as well. Which is great in the event of new instances such as 3.1's release of Ulduar.
Similarly, healers are in the same boat. Some fights may be very healer heavy. In which case, it's possible and likely that all 8 healers would be employed, or even some of the DPS switching to their secondary heal spec to help. Conversely, other fights may be simply DPS races, in which case one or more healers may switch to DPS specs. Likewise, having such flexibility with specs allows for stacking DPS, etc for hard modes as needed.
The Spread
In setting up this goal list, I wanted to ensure a reasonably even spread in character classes. Admittedly, there are times where this falls short in the list. Only 1 Rogue, 2 DKs, but 4 Druids and 2 Mages? Well, the first consideration is the tokens used for tier armor:
I tried to make this as even as possible, 3x8=24. So someone has to be the odd man out with 9 people competing in their bracket.
Token A Breastplate of the Wayward Vanquisher (http://www.wowhead.com/?item=45634) - 1 Rogue, 2 Death Knight, 4 Druid, 2 Mage [9 people]
Token B Breastplate of the Wayward Conqueror (http://www.wowhead.com/?item=45632) - 4 Paladin, 3 Priest, 1 Warlock [8 people]
Token C Breastplate of the Wayward Protector (http://www.wowhead.com/?item=45633) - 2 Warrior, 2 Hunter, 4 Shaman [8 people]
My goal here is to present a balanced roster in every sense of the word, and minimize competition for loot. No one likes rolling against 12 DKs, 3 Druids, and 4 Rogues. And that kind of group isn't going to be adaptable either. So, if you are reading this and have any questions, corrections, or concerns: please let me know. Criticism is welcome, that's one of the reasons I posted it here. Thanks for reading, hope this was in some way helpful.
Recently, I was considering the effects of dual-specs on raiding. This issue has become especially pertinent considering my guild is in the process of moving from 10 to 25 man raids. Since we are at a recruitment/build up phase, it was time for consideration of what classes we need. As such, spent a lot of time researching. So, I sat down and worked with mmo-champion's raid comp tool (MMO-Champion RaidComp (http://raidcomp.mmo-champion.com/)) and below is the result. This, is what I'm looking for when I'm looking at possible recruits. And I wanted to share my ideas with all of you, and explain why I'm thinking this way. See below for further explanation.
Goal Raid Composition: link (http://raidcomp.mmo-champion.com/?c=15euq00000jsf3ncai4mhod69god690000000000)
Tank Group:
[T] Death Knight
[T] Druid
[T] Paladin
[T] Warrior
[D] Warlock
* 2 (if not 3) of the tanks will be DPSing most of the time, and should have a second spec with appropriate gear.
* Warlock needs 3 points in Improved Imp.
DPS Group (Melee):
[D] [Rogue (Assassination)
[D] Warrior (Arms)
[D] Paladin (Retribution)
[D] Death Knight
[D] Shaman (Enhancement)
DPS Group (Ranged):
[D] Mage (Arcane)
[D] Mage (Arcane)
[D] Priest (Shadow)
[D] Druid (Balance)
[D] Shaman (Elemental)
Heal Group:
[H] Priest (Holy)
[H] Shaman
[H] Paladin
[H] Druid
[D] Hunter
Heal Group:
[H] Priest (Discipline)
[H] Shaman
[H] Paladin
[H] Druid
[D] Hunter
Legend:
[T] Tank
[D] DPS
[H] Heals
0==}======> Exposition v1.0 <======{==0
Stacking
You might be wondering, why this setup in particular? Why so many tanks, why so many healers? Etcetera. First, a big part of my method here is to future proof the roster. By that I mean, if DK tanks get nerfed into the ground, and become suddenly laughable for progression content. We have 3 other tanks to fill the gap. The same applies of course for the other tanking classes. Also, different tanks excel in different areas, if for instance we find Druids make the perfect tank for a particular encounter. We have one. Same goes for the others, this allows for great flexibility, the raid can adapt; unlike a guild stacked with 4 Warrior tanks.
This also allows for a breather, tanking can be stressful (progression tanking especially) and the last thing we want is our resident meat shields becoming burnt out. Having the four switching in different tanking configurations, allowing this or that tank the ability to DPS rather than tank keeps the tanks fresh.
Another valid point, is that having 4 geared tanks for 25s means we have 4 tanks to do 2 separate 10 man instances as well. Which is great in the event of new instances such as 3.1's release of Ulduar.
Similarly, healers are in the same boat. Some fights may be very healer heavy. In which case, it's possible and likely that all 8 healers would be employed, or even some of the DPS switching to their secondary heal spec to help. Conversely, other fights may be simply DPS races, in which case one or more healers may switch to DPS specs. Likewise, having such flexibility with specs allows for stacking DPS, etc for hard modes as needed.
The Spread
In setting up this goal list, I wanted to ensure a reasonably even spread in character classes. Admittedly, there are times where this falls short in the list. Only 1 Rogue, 2 DKs, but 4 Druids and 2 Mages? Well, the first consideration is the tokens used for tier armor:
I tried to make this as even as possible, 3x8=24. So someone has to be the odd man out with 9 people competing in their bracket.
Token A Breastplate of the Wayward Vanquisher (http://www.wowhead.com/?item=45634) - 1 Rogue, 2 Death Knight, 4 Druid, 2 Mage [9 people]
Token B Breastplate of the Wayward Conqueror (http://www.wowhead.com/?item=45632) - 4 Paladin, 3 Priest, 1 Warlock [8 people]
Token C Breastplate of the Wayward Protector (http://www.wowhead.com/?item=45633) - 2 Warrior, 2 Hunter, 4 Shaman [8 people]
My goal here is to present a balanced roster in every sense of the word, and minimize competition for loot. No one likes rolling against 12 DKs, 3 Druids, and 4 Rogues. And that kind of group isn't going to be adaptable either. So, if you are reading this and have any questions, corrections, or concerns: please let me know. Criticism is welcome, that's one of the reasons I posted it here. Thanks for reading, hope this was in some way helpful.