1. Original Post
2. Updates
3. Party Level
4. Raid Level
5. Additional Notes / Related Post (Good read)
1. Original Post
(Please be aware, the nature of this thread has been changed since the original post. This is only left in to allow new readers to make sense of the first few following posts.)
If this has been reviewed somewhere else or is pointless to the group at large, please let me know…I’ll get my post removed if someone else doesn’t first. I didn’t see anything else in this forum regarding it. Sorry for the bumpy start...
Question: What would some ideal group combinations be for WoTLK? This would be along the same lines as the
Building Groups That Make Sense but from a WoTLK perspective. For both 10 man and 25 man, with most of the focus on 25 mans.
Many effects, previously group only are now raid wide. This has a huge impact on how groups would be put together. Some examples include...
o Totems
o Unleashed Rage
o Paladin Auras
There has also been talk, though nothing official that I’m aware of beyond a brief blue post, of two talent tree sets. Depending on how this is implemented, it will allow that flexibility for more PvP oriented Specs and PvE specs. If anyone goes into this set of ideas, keep anything limited to one PvE spec to another PvE spec. (IE: Paladin, Resto to Protection)
Anyway, to open it up, what are your thoughts? What group combinations will be more successful stacked in WoTLK? I will try to keep the starting post updated if I can with any additional information mentioned.
2. Updates
I’m not going to mention that you will *need* to bring X classes (Which is how to beat an encounter that doesn't exist yet). Sections 4 titled 'Raid Level' is separate from the original intent, Building Groups. It is there to store a complete list of all the other abilities various classes may donate to a raid for quicker reference.
7/30 - Added in more missing abilities to the 'Raid De-buffs' section. Removed 'Group / Raid' tags attached to abilities. To do: Update the list with the current talent tiers for easier reference. This is low on the list with things changing every couple of days. I've started this in parth, and will do more once I have time.
3. Party Level
The following is a list of Party buffs to consider while making a group, to help establish group only synergies. All raid level buffs, or items that changed to raid level, have been moved to next section of the document to help establish raid synergies. This also removed the clutter of repeating abilities.
Healing: Needs
All: Enchant Weapon:
Spellsurge
Restoration Shaman:
Mana Tide Totem
Shadow Priest:
Vampiric Touch - Tier 10
Leatherworking:
Drums of Restoration
Druid, Priest:
Atiesh, Greatstaff of the Guardian . This desire is pending any update to the caster staff that may result from the WoTLK expansion. At level 80 this will not be nearly as useful.
Healing: Encounter Specific
Warrior:
Commanding Shout (From an excess protection warrior, generally)
Blood Death Knight:
Blood Aura
Balance Druid:
Moonkin Aura Or
Improved Moonkin Form
Protection Warrior:
Vigilance 30 Point Prot talent – ‘Group or Single target’
Melee Physical Damage: Needs
No group specific ‘needs’ currently established. Please see raid buff desires below.
Melee Physical Damage: Desires
Shaman:
Bloodlust/
Heroism
Draenai:
Heroic Presence
Enhancement Shaman:
Strength of Earth
Feral Druid:
Leader of the Pack or
Improved Leader of the Pack
Marksmanship Hunter:
TrueShot Aura
Beastmaster Hunter:
Ferocious Inspiration
Leatherworking:
Drums of Battle
Blood Death Knight:
Abominations Strength
Survival Hunter:
Hunting Party 45 Point Talent
Protection Warrior:
Vigilance 30 Point Prot talent – ‘Group or Single target’
Melee Physical Damage: Encounter Specific
Hunter:
Aspect of the Pack
Warrior:
Commanding Shout
Feral Druid:
Leader of the Pack or
Improved Leader of the Pack
Frost Death Knight –
Acclimation 40 Point Talent
Frost Death Knight –
Frost Aura 35 Point Talent
Ranged Physical Damage: Needs
Feral Druid:
Leader of the Pack or
Improved Leader of the Pack
Shaman: Grace of Air – Removed and replaced with Strength of Earth
Shaman:
Strength of Earth
Ranged Physical Damage: Desires
Shaman:
Bloodlust/
Heroism
Draenai:
Heroic Presence
Feral Druid:
Leader of the Pack or
Improved Leader of the Pack
Leatherworking:
Drums of Battle
Unholy Death Knight:
Unholy Aura 35 Point Talent
Survival Hunter:
Hunting Party 45 Point Talent
Protection Warrior:
Vigilance 30 Point Prot talent – ‘Group or Single target’
Beastmaster Hunter:
Ferocious Inspiration
Ranged Physical Damage: Encounter Specific
Shadow Priest:
Vampiric Embrace or
Improved Vampiric Embrace - Tier 5
Ranged Caster Damage: Needs
Shadow Priest:
Vampiric Touch
Ranged Caster Damage: Desires
Shaman:
Bloodlust/
Heroism (Fire Mages in particular at/below 20%)
Draenai:
Heroic Presence
Balance Druid:
Moonkin Aura Or
Improved Moonkin Form
Leatherworking:
Drums of Battle
Survival Hunter:
Hunting Party 45 Point Talent
Protection Warrior:
Vigilance 30 Point Prot talent – ‘Group or Single target
Elemental Shaman:
Elemental Oath 35 Point Talent
Beastmaster Hunter:
Ferocious Inspiration
Ranged Caster Damage: Encounter Specific
No group specific currently established. Please see raid buff desires below.
Tanking: Needs
Warrior:
Commanding Shout
Tanking: Desires
Draenai:
Heroic Presence
Shaman: Grace of Air – Removed and replaced with Strength of Earth
Shaman:
Strength of Earth
Restoration Druid:
Tree of Life Aura or
Improved Tree of Life
Tanking: Encounter Specific
Shadow Priest:
Vampiric Embrace or
Improved Vampiric Embrace
4. Raid Level
This removed the clutter of repeating abilities that are now raid wide. You Obviously as the Beta progresses these will change, and aren't something to consider in 'Group' make-up, but in 'Raid' make-up and what classes/talents will donate to other classes/talents. It is only placed in for possible reference desires. In no way is it designed to say 'Bring this class cus they're cooler lol' or anything akin. Consider it a compilation in progress of those extra things different class may donate to the raid as a whole.
Tank Needs
Resto Shaman:
Spirit Link - Two targets in Raid in additional the Tank (according to tooltip)
Tank Desires
Blood Death Knight:
Mark of Blood 20 Point Talent
Holy Priest:
Guardian Spirit 50 Point Talent
Paladin:
Improved Devotion Aura
Protection paladin:
Divine Guardian
Raid Buff Desires, Caster
Disc Priest:
Divine Spirit or
Improved Divine Spirit - Tier 5 (Both)
Disc Priest:
Power Infusion - Tier 7
Death Knight:
Frozen Rune Weapon (For Frost DPS)
Shaman:
Totem of Wrath
Shaman:
Wrath of Air
Paladin:
Concentration Aura Or
Warlock:
Fel Intelligence
Raid Buff Desires, Physical
Blood Death Knight:
Hysteria 30 Point Talent
Resto Druid:
Replenish - On heal
Retribution Paladin:
Retribution Aura and this - Tier 9 and Tier 5
Shaman:
Windfury Totem or Enhancement Shamans
Improved windfury Totem - Trained or Tier 5
Enhancement Shaman:
Unleashed Rage - Tier 9
Holy Paladin
Improved Concentration Aura - Tier 4
Warrior: Battle Shout – Raid
(Provided here)
Warlock:
Blood Pact (Talented Pref)(From an Affliction Warlock if available) – Raid (Anyone have source?)
Enemy De-buff Desires Caster damage to target
Demo Warlock:
Demonic Pact
Shadow Priest:
Misery - Tier 8
Shadow Priest:
Shadow Weaving - Tier 4
Death Knight:
Icy Touch
Balance Druid:
Earth and Moon
Balance Druid:
Improved Faerie fire
Mage:
Improved Scorch - Tier 4 Fire
Mage:
Focus Magic - Trained
Enemy De-buff Desires Physical damage to target
Unholy Death Knight:
Ebon Plaguebringer 35 Point Talent
Balance Druid:
Improved Faerie fire
Hunter:
Expose Weakness
Hunter:
Point of No escape
Affliction Warlock:
Malediction
Arms Warrior:
Blood Frenzy
Warrior:
Trauma
Enemy De-buff Desires Physical from mob to raid
Unholy Death Knight:
Crypt Fever 35 Point Talent
Feral Druid:
Infected Wounds (Most likely effective on Trash only)
Warlock - Frialty
Healing Desired Effects
Retribution Paladin:
Divine Storm -
Holy Priest:
Circle of Healing – AoE - Tier 9
Disc Priest:
Grace - Tier 9
Raid Encounter Specific Desires
Paladin/Shaman:
Resist Aura/
Totem – Raid (Resistance Totems link aren't finalized from the looks...the spell levels stop at 70)
Please note, ranges on Totems and Auras will result in needing more then one person with an aura or Totem up. This will most likely end up being done by position (IE, You go stand with the Melee, you go stand with the Ranged)
Mage:
Dampen Magic or
Amplify Magic or
improved
Paladin:
The Art of War
Warlock:
Consume Shadows (Voidwalker). (Pending encounter design)
Druid:
Glyph of Hurricane - AoE
5. Additional Notes / Related
I grabbed the original list created by Anias from the thread in the Think Tank and added in current skills and changes to the list. Since some of these may still be desired by the raid as a whole, they’ve been left in.
Please also review this link for a good list of the various abilities and how they may link together between characters and groups. - Thanks Caligula!