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Old 04/30/07, 12:19 PM   #1
Lupison
Von Kaiser
 
Night Elf Druid
 
Argent Dawn
MT Group Makeups

I"m fairly new to the site and have no clue if this has been discussed but...

I'm curious, what does everyone think the "best" MT group setup. Assuming you have 2 tanks in the group.

Tree = +150-200 healing on tanks
Warlock = +?50?ish stanima
Pally = armor
Shaman = buffs + threat

Someone gets the shaft, who?

And if you wanted to make a 3 tank group for some odd reason, who gets the shaft?

Personally I'm more wiling to disclue the warlock over ther other 3. Also it depends on length of fight and how hard the boss hits. This is all assuming you have enough of each class to go around. Our guild has maybe 2 active shamans, and we use one of htem to make our dps group shine and the other with the casters. But assuming we had an extra one, or a resto one...

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Old 04/30/07, 12:29 PM   #2
Drakul
Von Kaiser
 
Human Paladin
 
Shattered Hand
It's pretty much all situational.

A good amount of the time, our druids are out of the MT group due to the fact that they are not in tree form very often.

I always keep a Paladin / Warlock in the MT group regardless of the situation because in most cases they can't be used better elsewhere.

Currently, we have two shamans, which means one for our casters group, and one for melee group.

I personally think it's a waste to put a shaman in the MT group instead of one of the other 2 dps groups.

If it's obvious that tanks are struggling to build enough rage, then of course I will put a shaman in their group to improve the offtanking.

In your case with two tanks, I obviously would drop the shaman because of our shortage of them, str of earth and grace of air are nice, but I'd rather just have the extra healing from the druid.

But as I said before, it's all situational

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Old 04/30/07, 12:38 PM   #3
Nitz
Don Flamenco
 
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Draenei Shaman
 
Ysondre (EU)
From a healer point of view, what I want from a tank is mitigation, non-spiky, steady damage. And a large pool of hit points, just in case we healers are slacking some seconds. So I would go for paladin (for aura) and warlock (with Imp. Imp if possible) first, then go for the shaman (a bit of avoidance and/or threat generation) and tree in the last position.

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Old 04/30/07, 12:48 PM   #4
Lupison
Von Kaiser
 
Night Elf Druid
 
Argent Dawn
I just think having +150-200 heals from 3 healers spaming a tank over time, plus the hots = more hp than the benefits of stanima from the warlock.

As a tree I've found I can actually stay in tree form for almost the entierity of every fight we've done so far. The only one I can't is Aran. Boar Speed on boots helps tons as well as a quick reaction attitude. Also you can shift in and out and only lose 2 global cooldowns worth of spells and not that much mana, espeically with the talent.

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Old 04/30/07, 4:57 PM   #5
Nutron
Piston Honda
 
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Blood Elf Paladin
 
Mal'Ganis
^ i disagree...having more hp buffer on the tank is way more important than having some + healing on him.

Last edited by Nutron : 04/30/07 at 5:25 PM.

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Old 04/30/07, 5:22 PM   #6
Sirloin
Don Flamenco
 
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Tauren Druid
 
<Hat>
Gorefiend
Stam is king. Always give your MT a lock

My Steam Profile (Aether) Cherish the difference between 58° and 59°.

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Old 04/30/07, 5:26 PM   #7
Lunkhedd
Piston Honda
 
Dwarf Paladin
 
Perenolde
Originally Posted by Lupison View Post
Assuming you have 2 tanks in the group.
Have the paladin be the second tank. This just changes your problem from who to drop to how to gear up a paladin tank, but that might be a more interesting concern.

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Old 04/30/07, 5:45 PM   #8
constantius
Soda Popinski
 
Pandaren Priest
 
Windrunner
With a single tank, on a hard-hitting boss, stack every conceivable amount of mitigation you can get:

- enhancement shaman (+threat, +dodge)
- warlock with 3/3 Imp Blood Pact (+hp)
- paladin with Imp Aura Range (40 yard +AC, or +resist)
- MT him/herself
- second paladin for another aura, tree druid, or even (if you have a reason for it) a shadow priest (if there's an AE stun, this healing could help save the day, i.e. Maexxna before we all had crazy gear) or feral druid (feral is +threat (crit) and healz)

With 2 tanks, it's an easy call:

- enhancement shaman
- warlock with 3/3 Imp BP
- paladin with Imp Auras
- MT
- OT

Our raid runs with 2 enhancement shamans. We don't have quite enough melee to justify forming two full groups around them, so we stack one shaman with the tanks, and the other with 2 rogues, a dps warrior, and a hunter.

In a perfect world, let's assume you're running with a feral druid tank, a paladin tank, and a warrior MT. Then you get:

- warlock (3/3 Imp BP)
- shaman (GoA, GoE)
- MT (warrior, Imp Comm Shout)
- feral druid (LotP)
- paladin (sanctity for +threat, or devotion for +AC)

Win.

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Old 04/30/07, 6:45 PM   #9
Gomer
Glass Joe
 
Dwarf Paladin
 
Eredar
Just a quick question, currently we use in our MT's group:

A Paladin (Devotion Aure)
A Tree Druid (Extra Healing)
A Warlock (Stamina)
The MT
The OT or whatever

We have a Resto Shaman that comes with us everyonce in a while, what specific totems should they be dropping during a fight like Mag or a fight like Gruul?

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Old 04/30/07, 6:48 PM   #10
Lumi
Don Flamenco
 
Blood Elf Hunter
 
Kil'Jaeden
Tree is pretty insignificant compared to a shaman in the MT group. Also two warriors lets the MT have battle shout and commanding shout. Best setup here would be MT/OT/Shaman/Paladin/Warlock.

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Old 04/30/07, 7:35 PM   #11
Xoya
Bald Bull
 
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Xoya
Orc Shaman
 
No WoW Account
Slightly off topic, but being the only shaman in our guild currently, I find it terribly frustrating being in the MT group. Usually I am placed on duty to top off the raid, and being in range of the MT on many fights in addition to being close enough to the raid makes this quite difficult (Lurker comes to mind, as does Gruul). So what do you guys think? One shaman in the raid, where does it go?

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Old 04/30/07, 8:29 PM   #12
Whiteknight
Bald Bull
 
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Night Elf Warrior
 
Proudmoore
We have one shaman (enhance), and we typically put him in the melee dps group, not the tank group.

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Old 04/30/07, 9:41 PM   #13
Darkmantle
King Hippo
 
Gnome Warlock
 
Spinebreaker
If you dps is agro capped then give the MT a shaman. Otherwise give them to a dps group, especially if they are enhancement.

A basic imp is 70stam with improved imp its 91 stam with kings and vitality its 105stam or 1050 hp. Its worth it.

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Old 05/01/07, 11:59 AM   #14
Lupison
Von Kaiser
 
Night Elf Druid
 
Argent Dawn
Didnt know kings affect imps. Yeah 1050 more max hp is worth more then a druid.

We only have one enhacement shaman ourselves and she always goes into the dps group. I know one of our better equiped rogues says he holds back, I'm curious about the others.

And we always put melee dps vs. a hunter in the dps group. Yeah true shot aura but we think having one more melee with the dps group vs. aura is better. Also we usually put our one feral druid in that group.

As far as the argument to put 2 pallies into the MT group I disagree. If you have 2 pallies one should be running conc aura for the casters. Let the tree be in the MT group.

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Old 05/01/07, 12:33 PM   #15
Russta
King Hippo
 
Human Paladin
 
Argent Dawn (EU)
It's been pretty much covered now but our consistent MT party is usually;

MT
OT
Warlock
Paladin

Paladin for Devotion Aura, Warlock for Imp. The fifth spot is dependent on the fight. Sometimes a Shaman is needed for Windfury hate, sometimes for added survivability from GoA, sometimes not at all.

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