This is probably not comprehensive, but I wrote this for my guild yesterday:
With Cataclysm come new challenges which require new responsibilities from raiders and 5 man heroic-ers. Gone are the days of "Show up on time with flask and food and just maximize your dps/heals and know the fights." Now there are far more responsibilities, and they need to be spread out among the players. To that end, I'm creating this thread to discuss the different responsibilities for the different members and class/specs.
First of all, mana matters now, which has several results:
1. CC is needed.
CC is needed now more than ever. It's important that all raid leaders know who can CC what for each player to know all of his or her own CC capabilities, things we may have forgotten over WotLK. To that end:
Beasts
Druids (lvl 48)- Hibernate 40 seconds (breaks on any damage) No CD
Mages (lvl 14)- Polymorph 50 seconds (breaks on any damage) No CD
Shamans (lvl 80)- Hex 1 minute (may break on damage) 45 second CD
Rogues (lvl 10)- Sap 1 minute (breaks on any damage) Only usabe out of combat
Demons
Warlock (lvl 32) Banish 30 seconds (won't break on damage) No CD
Warlock (lvl 30) Enslave Demon 5 minutes (won't break on damage) No CD
Ret Pally- Repentance 1 minute (breaks on any damage) 1 minute CD
Rogues (lvl 10)- Sap 1 minute (breaks on any damage) Only usabe out of combat
Dragonkin
Ret Pally- Repentance 1 minute (breaks on any damage) 1 minute CD
Druids (lvl 48)- Hibernate 40 seconds (breaks on any damage) No CD
Rogues (lvl 10)- Sap 1 minute (breaks on any damage) Only usabe out of combat
Elementals
Warlock (lvl 32) Banish 30 seconds (won't break on damage) No CD
Shaman (lvl 64) Bind Elemental 50 seconds (breaks on damage) No CD
Giants
Ret Pally- Repentance 1 minute (breaks on damage) 1 minute CD
Humanoids
Ret Pally- Repentance 1 minute (breaks on damage) 1 minute CD
Shamans (lvl 80)- Hex 1 minute (may break on damage) 45 second CD
Rogues (lvl 10)- Sap 1 minute (breaks on any damage) Only usabe out of combat
Mages (lvl 14)- Polymorph 50 seconds (breaks on any damage) No CD
Priests (lvl 38)- Mind Control 30 seconds (won't break on damage) No CD
Warlock (lvl 20) Seduction 30 seconds (breaks on damage) No CD
Undead
Ret Pally- Repentance 1 minute (breaks on any damage) 1 minute CD
Priests (lvl 32)- Shackle Undead 50 Seconds (breaks on any damage) No CD
CC FOR ANY MOB (or nearly every mob)
Survival Hunters- Wyvern Sting 30 seconds (breaks on damage) 1 minute CD .. any mob except undead
Hunters (duration depends on level)- Freezing Trap 20 seconds (26s for survival) 30 sec CD.. used on any type of mob
Druids (lvl 10)- Entangling Roots 30 seconds (breaks on some damage) No CD... don't use on caster mobs
Warlocks (lvl 25 GLYPHED) Fear 20 seconds (breaks on some damage) 5 sec CD
2. Dispells
Most classes have a way to deal with debuffs. The problem is, dispells now cost incredible quantities of mana. If we leave dispelling up entirely to the healers, they will go OOM halfway through fights. DPS and tanks also need to help when possible.
Warriors:
Warrior tanks have Shield Slam, which dispells one magic effect from enemies.
Rogues:
Rogues have Cloak of Shadows to remove most debuffs from themselves, and anesthetic poison to remove enrages from mobs.
DKs:
DKs have no dispells, as far as I know.
Paladins:
All paladins may use Cleanse, which removes poison, disease, and magic.
Druid:
Druids may remove poisons and curses, and resto can also remove magic.
Shaman:
Clease spirit removes poisons and diseases, and resto can also remove magic. Shaman also have the unique advantage of having a cleansing totem.
Hunter:
Hunters may remove an enrage or magic effect from a target with Tranquilizing Shot.
Mage:
Mages may remove curses from friendly players and spellsteal magic effects from enemies.
Warlock:
Devour Magic can dispell a harmful magic debuff from an ally or a beneficial magic debuff from an enemy.
Priest:
Priests can dispel harmful magic effects from allies and beneficial magic effects from enemies. They can also cure disease.
Dwarves: Stoneform racial will dispel a bleed or poison effect.
Remember, if you are a healer or DPS, it doesn't matter. It is NECESSARY to involve yourself in dispelling in order to reduce the load on the already mana starved healers.
3. Interrupts
All classes have some sort of interrupt available to them. These can range from short cooldowns like Wind Shear to kick-like mechanics like Kick, Rebuke, Shield Bash, Mind Freeze, Pummel on a 10-12 second cooldown, to longer cooldown interrupts like Silencing Shot, Hammer of Justice, Heroic Throw, etc. But it's important to note that these are not the only interrupts. Many classes have other mechanics which can offer the same result. Priests have Psychic Scream, warriors have various stuns and Intimidating Shout, warlocks have several stuns and Death Coil, among others. Know all the abilities you have available for interrupts because interrupting casting has become incredibly important in heroics and raids. Not interrupting means a failed run and an angry healer.
4. Self Heals
Most classes have a way to self heal now. This is yet another way you can help take the mana pressure off healers. I kind of include damage reduction in this as well, because it ends up having the same effect:
Warriors:
Enraged Regeneration and Victory Rush. Shield Wall, Shield Block, Spell Reflect, Demoralizing Shout.
Rogues:
Recuperate. Cloak of Shadows, Evasion, Smoke Bomb, Vanish, etc.
DKs:
Death Strike, Rune Tap, Sacrifice Ghoul. Anti-Magic Shield, Icebound Fortitude.
Paladins:
Word of Glory (non healer applications), out of combat Holy Light if your healer is running lowish. BoP, Divine Protection, Divine Shield.
Druid:
Pretty much all the standard healing spells. Barkskin, Bearform.
Shaman:
Pretty much all the standard healing spells. Shamanistic Rage...
Hunter:
Deterrence, Feign Death.
Mage:
Ice Barrier, Mana Shield, Invisibility.
Warlock:
Drain Life, Siphon Life, Demonform.
Priest:
All the standard Healing Spells. Fade, Dispersion.
In addition to all these, ALL classes can use Healthstones and Bandages. Healthstones are no longer things you just put in your bag and ignore. They are important things to use. If you know your healer is struggling, and you're low on HP or in a phase transition, stepping out of damage areas and bandaging IS a good option, regardless of class. Finally, if you don't click the Lightwell, and you die, it's your own damn fault.
Any other input or comments is appreciated.
Last edited by Reev; 12-16-2010 at 07:02 AM.
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