Friday, February 13, 2009

My Ideal (10-Man) Raid Comp

As a follow up to my previous post, here's my finely tuned, carefully crafted 10-man raid composition:

Tanks - 2
Death Knight (Frost) - Melee Haste, Attack Speed Slow Debuff, AGI/STR
Paladin (Protection) - AP (Flat), Damage Reduction (%), Healing Received (%), Attack Speed Slow Debuff

Healers - 2
Priest (Discipline) - Spell Power, Stamina, Spirit, Armor (%), Damage Reduction (%)
Shaman (Restoration) - Spell Haste, Heroism/Bloodlust, Spell Power

Ranged DPS - 3
Druid (Balance) - Armor Debuff (Minor), Spell Crit, Spell Vulnerability Debuff, Spell Hit Taken Debuff, Haste (%), Melee Hit Chance Debuff, Stats (Flat)
Hunter (Marksmanship) - AP (%), Melee Hit Chance Debuff, Healing Debuff
Mage (Frostfire) - Spell Crit Debuff, Intellect

Melee DPS - 3
Paladin (Retribution) - Damage (%), Crit Taken Debuff, Stats (%), Replenishment, Haste (%)
Rogue (Combat) - Physical Vulnerability Debuff, Armor Debuff (Major)
Warrior (Fury) - Melee Crit, Healing Debuff, AP Debuff, HP, Armor Debuff (Major), Attack Slow Debuff

I think I've covered all major buffs and debuffs. It's weird that I can leave out warlocks and still make a balanced raid. The raid has the capability for I'm pretty proud of myself right now, I stuffed an entire 25-man's worth of raid buffs into 10 people.

Think you can come up with a better 10-man raid composition that covers all the super-happy-fun time buffage? I'm interested to see what other possibilities there are.

EDIT: I originally had a resto druid and ele shaman instead of resto shaman and combat rogue. I think this covers the buffs better, but now I'm slightly overloaded on melee and a little inflexible when it comes to bringing in a 3rd healer. Hmmm... I'm open to suggestions.
EDIT2: To appease the mighty
Myze of LotP, I have crafted a second option that utilizes a feral druid. It doubles up 3 classes, but it covers all the buffs just the same -

Tanks - 2
Druid (Feral) - Armor Debuff (Minor), Melee Crit, AP Debuff, Attack Speed Slow Debuff, Bleed Debuff, Stats (Flat)
Paladin (Protection) - AP (Flat), Damage Reduction (%), Healing Received (%), Attack Speed Slow Debuff

Healers - 2
Priest (Discipline) - Spell Power, Stamina, Spirit, Armor (%), Damage Reduction (%)
Shaman (Restoration) - Spell Haste, Heroism/Bloodlust, Spell Power

Ranged DPS - 3
Druid (Balance) - Spell Crit, Spell Vulnerability Debuff, Spell Hit Taken Debuff, Haste (%), Melee Hit Chance Debuff, Stats (Flat), Armor Debuff (Minor)
Mage (Frostfire) - Spell Crit Debuff, Intellect
Warlock (using an Imp) - HP, Cast Speed Slow, AP Debuff/Spell Vulnerability/Armor Debuff (Minor)

Melee DPS - 3
Paladin (Retribution) - Damage (%), Crit Taken Debuff, Stats (%), Replenishment, Haste (%)
Rogue (Combat) - Physical Vulnerability Debuff, Armor Debuff (Major)
Shaman (Enhancement) - Melee Haste, AP (%), AGI/STR, Heroism/Bloodlust

EDIT3: MMO-Champ RaidComp Creator. My efforts are in vain. Here's attempt #3: 2 Healer 10-man Raid Comp. It does force the shaman to choose between Windfury and Wrath of Air though... the raid is not getting both melee haste and spell haste.

10 comments:

Anonymous said...

Having a fury warrior be responisble for sunder armor, thunderclap, and demo shout pretty much destroys any chance of them doing respectable dps.

One thing to note is that an Enhance shaman can provide all the mele buffs that it takes your hunter+DK to provide while giving an additional bloodlust so you can have 2 every fight if it lasts longer than 5 min.

Josh said...

@Anonymous
The T-Clap effect will be covered by the tanks (Icy Touch, Judgements of the Just). With the addition of the combat rogue, I can have the rogue keep Expose Armor up if Sunder is a huge problem. That leaves Demo Shout. If a fury warrior can handle Demo Shout and Commanding Shout in his usual rotation, we're good to go.

The reason I don't have an enhance shaman in there is to avoid going too melee heavy. If I brought in the enhancement shaman, I'd want to flip the hunter to BM, flip the mage to deep frost for Replenishment, and get the ret paladin out for an elemental shaman. That might be better, I'm not sure.

Myze said...

Again, I have to recommend a Feral Tank over a frost death knight. The DK's buffs are basically Windfury and Strength of Earth and the attack slow debuff can be found on any tank (Thunderclap, Judgments of the Just, Infected Wounds) whereas the Druid again brings higher DPS, threat, mitigation and stamina, plus another battle rez and innervate on fights that only require one tank (and sometimes during fights where he is tanking.)

Josh said...

@Myze
If I were to bring a feral instead of a DK in this setup, here's what would happen:
I'd now have 2 druids, which isn't a huge problem, but class diversity is further skewed.
I'd want to bring an enhancement shaman for Windfury/STR of Earth, which means I'd bump the MM Hunter out because I've doubled his +AP% buff.

Now you're staring at a DPS group of ret, rogue, warrior, enhance, boomkin, mage. 4 melee.

That's a bit too melee-heavy for my taste. I'm all ready not happy having 3 dedicated melee.

I could sub out the fury warrior for something ranged since I'd be getting Leader of the Pack and Demo Roar from the feral and the rogue is doing Expose Armor... then I'd have to bring an imp-using warlock for Blood Pact to replace Commanding Shout.

I'll edit in an alternate setup with a feral.

Josh said...

Alternate version posted, but now I'm lacking Death Knight, Warrior, and Hunter representation, I'm still inflexible on the heals (I could sub out the warlock for an additional healer, but then I'd lose my HP buff), and I'm still rolling with 3 melee DPS which is a bit crowded.

Myze, I appreciate that you're a feral and you want to protect your turf, but the class diversity in this raid is abysmal. Nearly 1/3 of all classes are unrepresented.

Myze said...

Well the resto shaman is going to be laying Strength of Earth anyway, and in this comp drop Windfury since Improved Divine Spirit will cover for Wrath of Air. You can just swap out the DK for the Druid in your original setup and lose zero buffs.

http://raidcomp.mmo-champion.com/?c=2egob48fkt000000000000000000000000000000

vs.

http://raidcomp.mmo-champion.com/?c=5egob48fkt000000000000000000000000000000

It isn't about "protecting my turf." DKs are Shaman tanks without Heroism. And they don't provide some of the other benefits found with a more flexible tank.

Josh said...

Holy crap, I didn't know about that MMO Champ raid comp feature.

Well, that just renders my last day's worth of posting pointless.

Anonymous said...

If you think THAT renders your post pointless, here's my ideal 10-man raid comp:

2 Tankadins
5 Ret
3 Holydins

I realize that you only need 2 healers for most 10-mans, but since these guys are mostly single-target healing (well, bacon etc. eases that a bit), I wanted more to make sure we had our bases covered. And the Ret Pallies are going to be doing such high DPS that 5 will be plenty. ;)

Obviously, KT is going to be tough.

XD

Fedaykin98

Myze said...

I actually wouldn't be surprised if that raid comp were ideal on a fight like Gothik.

Actually, if Gothik wasn't designed in the age where Paladins only healed, I'd say it was built for a raid of 10/25 Paladins.

McBrown said...

Don't forget that the Prot pally can give Blessing of Wisdom to the casters, as well as the resto shaman dropping a mana tide totem. With the nerfs to mana regen, these are going to be gaining in usefullness.

Overall, I like these comps, and I'm glad that you've fit a ret pally and a prot pally in each =D