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Old 02/17/07, 6:10 AM   #16
Northerner
Great Tiger
 
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Troll Mage
 
Mal'Ganis
We have a variety of class mixes for the runs I attend but they are hardly strange or anything. Prot Warrior and Feral Druid share tanky duties and we typically have one hunter, one mage, one warlock. If possible we'll bring a priest and a spriest, always at least one shaman and sometimes a second (enhance) and a real druid. I don't know, other than ensuring that we have a couple of tanks that like tanking and a few healers that can heal, we sort of cobble it together out of available people that can take on a raidID.

We did start up fairly late but progress has been reasonable. One thing I've definitely noticed is that most strats I've personally read (post-factum wherever possible) have been completely improper for our little mini-raids. It's not that the bosses are all easy, it's just that what works for us is not what will have worked for someone else necessarily. As well, once something dies there is a tendancy to wonder how it ever gave you any trouble to begin with. Moroes and the Curator are probably the easiest examples here in going from wipe-status to less trouble than half the trash pulls. I guess that's not really much different than many places but it does seem to be more pronounced here.

I'm definitely enjoying the zone, although for an initial ten-person it does seem to be tuned just a little tightly. I sure wouldn't want to go at the present Illhoof without a little raid stacking (hello again warlock and spriests... I see you are enjoying your stay!) and I will admit that some of the run-backs are starting to wear thin and the respawn rate is a bit annoying when learning certain fights. We also haven't gotten our Paladins quite ready for prime-time yet and perhaps because of this our healers are already complaining a bit that some encounters are potion-chuggers just like in the bad old days but frankly, I'm a Mage and don't actually care.

Overall I do quite like the zone but I would agree that the raid composition is a little too inflexible. It's not just that some classes have specific abilities that shine in certain fights either at this point, it is that some classes are definitely filling certain raid-roles better than others. I won't clarify that statement because that way leads to madness and class-envy mudslinging and such. I honestly don't care anymore but it's effects on balancing are becoming somewhat obvious I'd say. The raidwide dps or hps or sustained tanking or whatever metric you like to use is wildly varied based on class selections at this point. That's fine in the end but I think it's a little odd that the very first ten-person, filled largely with very minor upgrades, is quite so demanding (or at least encouraging) of specific classes and specs.

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Old 02/17/07, 7:30 AM   #17
Gronx
Glass Joe
 
Orc Warrior
 
Eonar (EU)
Originally Posted by mek
Let's generic-ize this thread to prevent it from being nuked. How many of you are actually running Karazhan with 9+1 (one of every class) raid compositions? If you're not, who gets benched?
We were a bit slow starting up karazhan, but for us at least, it seems like 9+1 is very very nice, with my group the last few weeks consisting of the following:

1 protection warrior
1 feral druid
1 holy priest
1 holy paladin
1 enhancement shaman
1 rogue
1 hunter
1 affliction warlock
1 fire mage

with the +1 being filled by a shadow priest.

This group composition have worked very well for us up to and including prince, but for nightbane it seems so very tempting to replace the melee dps with ranged, hybrids with pure healers, and the feral druid with a warrior for fear taking. I would normally not do so, and haven't done so before, but if Nightbane is continuing to be so very melee hostile, it seems like an idea for us to change the raid just for that specific encounter.

For the rest of karazhan though, this have seemed pretty nice for us, the shaman changing to healing at Netherspite, and both the druid and shaman healing at prince.

The rest of Karazhan goes down pretty fast, due to the high ammount of dps classes, compared to others with fx 2 protection warriors and/or 3-4 pure healing specced people. An example of this could be Curator, that went enraged before the 2nd evocate for us this week, which made the encounter even more trivial.

I really like the way things are turning out so far for hybrids, with us having great success with having a feral druid, enhancement shaman and shadow priest in the raid, shadow priests really being a nice addition at AoE heavy encounters like maiden, Curator, Aran and such, and a feral druid being a lovely offtank/dps for most of karazhan.

So, in my oppinion, 9+1 works very nicely so far, but for Nightbane, it might just require a bit more pure power + ranged dps for us to do.

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Old 02/17/07, 10:32 AM   #18
Lamaros
King Hippo
 
Orc Warlock
 
Dreadmaul
-Tanks-
Prot Warrior
Feral Druid

-Healers-
Priest
Pala
Shaman

-DPS-
Warlock
Mage
Rogue
Hunter
Shadow Priest

Has been the group makeup I've been in. Been very good so far.

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Old 02/17/07, 5:30 PM   #19
Thelyna
I park my feet under my desk.
 
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Night Elf Druid
 
Dragonblight
So far our group composition has been:

Feral Druid (MT on most encounters)
Prot Warrior or Arms warrior
2x Holy Priest
1x Holy Paladin
2x Warlock (one demo, one affliction or destro)
1x Hunter
1x Rogue
1x Mage (before we got one keyed, this spot was basically open)

Works out pretty well, we're still working on the Curator though.

Originally Posted by DeeNogger View Post
The other day I accidentally a fire ball 10 feet high.

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Old 02/17/07, 9:14 PM   #20
Gorb
Von Kaiser
 
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Tauren Shaman
 
Bonechewer
My group (one of 2 guild groups) is running the 9+1 setup. It has worked really well so far.

We have an extra warrior to offtank when necessary. The druid/pally/priest are pure healing spec. I'm an elemental/resto hybrid spec. So far I heal on about 1/2 the fights and dps the others, or some combination of both. We're currently on Nightbane.

I also blow 100g to spec resto once a week for Gruul's lair, though we haven't seriously gone after Gruul it's necessary for farming the Ogre Council I think. I easily make up the 100g by being able to farm/quest tons faster for the rest of the week.

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Old 02/17/07, 9:50 PM   #21
Thebeat
Von Kaiser
 
Tauren Shaman
 
Hakkar
We usually run with the following group:

2 prot wars
1 feral druid
1 enhance shaman
1 resto druid
2 holy priests
1 warlock
2 mages or 1 mage/rogue

We killed everything but netherspite/nightbane so far with this group composition. If you don't take a shaman you are really missing out. I am usually 1 or 2 in dps on trash and bosses. Also bloodlust is amazing. Still haven't run it with a paladin but it would probably make things easier.

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Old 02/17/07, 10:29 PM   #22
kais[bo]
Piston Honda
 
Murloc Priest
 
Neptulon (EU)
A paladin makes quite a few karaz encounters a lot easier, yeah. We hardly go with less then two priests, this week my group had 2 holy priests and one shadow priest. also has something to do with all druids being feral and shamis being fairly inactive, so when we want three healing specced healers, we have to turn towards priests.

Generally the 1-of-each approach is okay, but if you go for pure power, I don't see a huge reason to take a hunter and a rogue. Mages and warlocks outdps them anyway badly and if you add a shadow priest to the mix, the amount of damage a warlock deals compared to a rogue/hunter is laughable. The only good reason for a hunter is misdirection, which helps a lot in a few situations.

We run two groups that are like this:
prot warrior
feral druid
1 holy priests (2 if no shaman)
1 holy paladin
1 resto shaman
1 rogue
1 hunter
3 mages/warlocks or 1 mage & 1 lock & shadowmage

Every encounter up to nightbane is very doable with that setup. On nightbane we either take a 4th healer or the druid respecs. Haven't killed him yet, if we get some practice there, I am sure three resto healers and 1-2 non-healing specced healers will do the trick as well.

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Old 02/17/07, 11:39 PM   #23
Mist
Don Flamenco
 
Blood Elf Paladin
 
Shattered Hand
Absolutely demolished the instance up to Nightbane in ~4 hours the past week with:

3 Rogues
1 Paladin
1 Priest
1 Druid
1 Warlock
1 Mage
1 Warrior
1 Shaman

Had to switch one rogue out at Prince for a Hunter, mostly because the hunter wanted the bow.

Then we got to Nightbane and called it. :P

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Old 02/18/07, 2:27 PM   #24
PsiVen
Don Flamenco
 
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Dwarf Paladin
 
Kilrogg
We've got the Prince and his obnoxious Enrage bug down with 2 slightly different compositions:
1 Paladin (MT)
1 Druid (feral)
4 Priests (2 shadow)
2 Rogues
1 Hunter
1 Warlock

and

2 Paladin (1 holy)
2 Druids (feral)
3 Priests (1 shadow)
2 Rogues
1 Warlock



We rotate members around with 2 groups and spend a fair amount relearning encounters, and I assure you that every boss in the instance short of Nightbane (you'll likely need to bring a shaman/warrior for fears) is doable with the OP raid composition. A lot of people discount Paladin tanks offhand, but I think that mentality comes from 95% of the playerbase never actually having played with a good Prot Pally.

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Old 02/18/07, 2:44 PM   #25
Prague
Von Kaiser
 
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Undead Priest
 
Maelstrom
We've been running two groups that are formed every other reset and should be able to push a third group by next rotation.

Group1
2xWarrior
2xPriest (both Holy/Disc)
Shaman (Enhancement, I believe)
Druid (Resto)
Rogue
Warlock
Mage
Hunter

Group2
2xPriest (1 Holy/Disc, 1 Shadow)
2xDruid (1 Resto, 1 Feral tank)
Warrior
Mage
Rogue
Hunter
Warlock
Shaman (Resto)

Group 1 is working on Shade of Aran, Group 2 downed Shade and had Prince low on our last wipe and then he became untargettable.

The way we do invites is by inviting everyone into one big raid and then making raids out of groups 1&2 and 3&4 with the rest being on a waiting list. When forming groups, we generally go for 2 tanks and 2 priests in each group and then go from there. Generally it is 3 healers, 2 tanks, and 5 dps and that seems to work out well.

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Old 02/19/07, 11:11 AM   #26
Drelegon
Von Kaiser
 
Tauren Druid
 
Blackrock
We've given everyone a month to get to 70 and get keyed so we haven't really run balanced raids the last few weeks (this will be our first week for everyone at 70). With this it has allowed us to experiment some and most of the encounters up to and including the Curator (we got there and with 1 tank in the raid and nobody with an Arcane Resist set to sponge the bolts it was time to call it after a couple of attempts) are doable with any group of 1-3 tanks, 2-4 healers and the rest DPS regardless of the classes.

Ideally we're planning to run groups with 2 tanks (1 druid, 1 warrior), 1 mage/warlock/hunter/rogue, 2 priests (1 could be shadow, we also have a couple that seem to be finding some good "holy mage" DPS specs that let them heal a quite a bit better in the 4th healer required situation), 1 resto shaman, 1 paladin. After we get to higher gear levels (1500+ heal, 150-200 MP/5, caster DPS with 1000+ damage, etc) we may try moving to 2 healer raids to speed things up allowing more time for the content beyond Karazhan.

By stacking some classes you'll make certain fights easier but you risk turning upgrades into Void Crystals and you also may make other fights harder than they need to be.
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As an example 2 Shaman healers make Maiden very easy with Grounding Totems to suck up Holy Fire but they make Moroes harder as managing the Garrote healing without HoTs is much more tricky.


Rogues/DPS Warriors are by no means useless now but they are much more difficult to play. For ranged classes the level of difficulty increased from a 2-3 out of 10 in game complexity to maybe a 5 where as the melee folks went from a 3-5 in difficulty to a 7 or so, a lot of people that are perfectly capable of playing a ranged DPS class to its full potential will end up face planted/well below their DPS potential on a melee character. The difficulty comes in the required reaction time to circumstances and the number of different reactions they need to make in order to maximize their DPS and survive. To provide some generic examples to rate the scale I would rate playing Tetris(tm) at level 1 a 1 in difficulty as you have a "gaming eternity" to decide where to drop the next piece and completing Minesweeper on Expert in 45 seconds or under a 10 (now the decisions are a lot more complex, you have to make them much faster, and one wrong decision and you're dead rather than just having a pocket of air you'll fix later).

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Old 02/19/07, 11:33 AM   #27
Glass
besides... it's all in the reflexes.
 
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Glassjaw
Orc Rogue
 
No WoW Account
Originally Posted by Drelegon View Post
The difficulty comes in the required reaction time to circumstances and the number of different reactions they need to make in order to maximize their DPS and survive. To provide some generic examples to rate the scale I would rate playing Tetris(tm) at level 1 a 1 in difficulty as you have a "gaming eternity" to decide where to drop the next piece and completing Minesweeper on Expert in 45 seconds or under a 10 (now the decisions are a lot more complex, you have to make them much faster, and one wrong decision and you're dead rather than just having a pocket of air you'll fix later).

This is an interesting point concerning rogue/dps warrior damage. I am starting to wonder if my below average ping times will come into effect with my class. I believe I'm a decent enough player, our guild's alpha rogue and the class lead and leading melee damage dealer, however, my average ping time is in the area of 250-350ms. I'm wondering how much it will affect my survivability in these fights down the road.

I do have an alt shadowpriest who would probably be more latency friendly, but the way blizzard has cockblocked alts with ridiculous attunement and rep grinding I don't know if it's feasible at this point to try to make a jump.

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Old 02/19/07, 2:06 PM   #28
Plea
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
How come is a rogue not latency friendly? All of rogue abilities are limited by energy regen, something I always admired as a warrior with high latency. If you bloodthirst every 7 secs instead of 6, that's quite a dps loss; even more sensitive for a caster. Rogue doesnt have that problem, it doesnt matter if you ss 2 secs later.

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Old 02/19/07, 2:23 PM   #29
Glass
besides... it's all in the reflexes.
 
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Glassjaw
Orc Rogue
 
No WoW Account
Originally Posted by Plea View Post
How come is a rogue not latency friendly? All of rogue abilities are limited by energy regen, something I always admired as a warrior with high latency. If you bloodthirst every 7 secs instead of 6, that's quite a dps loss; even more sensitive for a caster. Rogue doesnt have that problem, it doesnt matter if you ss 2 secs later.
It matters when you're trying to get out of a whirlwind and you've already eaten a tick of it before the casting bar shows up on your screen. I'm talking about damage *taken* not damage dealt.

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Old 02/19/07, 2:32 PM   #30
Plea
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
My bad

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