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Building Groups That Make Sense

« Previous Chapter   Primer: Raid Leadership

Building groups that make sense requires an artist’s appreciation of the balance between each role’s needs, the encounter’s needs, and the available buffs provided by the raid composition. The gains provided by building better groups carry meaningful weight in each area of raid performance, from tanking to healing. This article strives to provide an easy reference from which intelligent decisions can be made regarding the distribution of available buffs to your raid group.

Each group in your raid will be assumed to have a specific role, with at most one group left as a catch all group. The available roles to date are:

Healing
Melee Physical Damage
Ranged Physical Damage
Ranged Caster Damage
Tanking


Each role has its own needs, and desires. Needs should be given priority when building groups if they are available, with encounter specific needs shifting or taking priority over role specific needs where applicable. Some encounters are particularly rigorous tanking encounters that might encourage you to meet all of the optimal tank group’s desires at the cost of other groups needs. Other fights are particularly rigorous damage checks, which might require you to short your tanking group accordingly to squeeze out the last bit of damage from your raid. A good raid leader will know when to sacrifice one for the other, but before you can sacrifice one for the other, you must understand what the needs and desires of each group are.

 

Primer: Raid Leadership - Contents

[top]Group Needs and Desires


Healing: Needs

All: Enchant Weapon: Spellsurge
Druid, Priest: Atiesh, Greatstaff of the Guardian
Paladin: Concentration Aura
Restoration Shaman: Mana Tide Totem
Holy Priest: Circle of Healing

Healing: Desires

Shadow Priest: Vampiric Touch
Leatherworking: Drums of Restoration

Healing: Encounter Specific

Paladin, Shaman: Resistance Aura/Totem
Warlock: Blood Pact (From an Affliction Warlock if available)
Warrior: Commanding Shout (From an excess protection warrior, generally)

Melee Physical Damage: Needs

Warrior: Battle Shout
Shaman: Windfury Totem

Melee Physical Damage: Desires

Shaman: Bloodlust/Heroism
Draenai: Heroic Presence
Enhancement Shaman: Unleashed Rage
Feral Druid: Leader of the Pack
Marksmanship Hunter: True Shot Aura
Beastmaster Hunter: Ferocious Inspiration
Retribution Paladin: Sanctity Aura
Leatherworking: Drums of Battle


Melee Physical Damage: Encounter Specific

Hunter: Aspect of the Pack
Warrior: Commanding Shout
Feral Druid: Improved Leader of the Pack
Paladin/Shaman: Resist Aura/Totem

Ranged Physical Damage: Needs

Feral Druid: Leader of the Pack
Shaman: Grace of Air

Ranged Physical Damage: Desires

Shaman: Bloodlust/Heroism
Draenai: Heroic Presence
Paladin: Sanctity Aura
Feral Druid: Improved Leader of the Pack
Leatherworking: Drums of Battle

Ranged Physical Damage: Encounter Specific

Shadow Priest: Vampiric Embrace
Paladin/Shaman: Resist Aura/Totem

Ranged Caster Damage: Needs

Shadow Priest: Vampiric Touch
Shaman: Totem of Wrath

Ranged Caster Damage: Desires

Shaman: Bloodlust/Heroism (Fire Mages in particular at/below 20%)
Draenai: Inspiring Presence
Shaman: Wrath of Air
Balance Druid: Moonkin Aura
Leatherworking: Drums of Battle

Ranged Caster Damage: Encounter Specific

Paladin: Concentration Aura
Paladin/Shaman: Resist Aura/Totem
Shaman: Tranquil Air
Warlock: Blood Pact

Tanking: Needs

Warrior: Commanding Shout
Paladin: Improved Devotion Aura

Tanking: Desires

Draenai: Heroic Presence
Shaman: Grace of Air (for avoidance fights)
Shaman: Windfury Totem (for threat)
Restoration Druid: Tree of Life Aura

Tanking: Encounter Specific

Paladin/Shaman: Resistance Aura/Totem
Warlock: Blood Pact
Shadow Priest: Vampiric Embrace
Enhancement Shaman: Unleashed Rage

As you can see there is a fair bit of overlap. As each raid group will have limited classes which can supply each buff, it becomes a task of optimizing your group building to your raid. For reference, here is a sample raid composition, and a rational set of groups.

[top]Example


Healers, 6 – 1 Druid, 2 Paladins, 1 Priest, 2 Shaman
Tanks, 4 – 1 Druid, 2 Warriors, 1 Paladin
Ranged Physical Damage, 3 – 2 BM Hunters, 1 Survival Hunter
Ranged Caster Damage, 7 – 2 Shadow Priests, 1 Shaman, 1 Affliction Warlock, 2 Destruction Warlocks, 1 Mage
Melee Physical Damage, 5 – 3 Rogues, 1 Arms warrior, 1 Shaman

That composition produces the following default groups:

Group 1 – Role: Tanking

Protection Warrior
Protection Warrior
Protection Paladin
Restoration Druid
Restoration Shaman

Group 2 – Role: Melee Damage

Arms Warrior
Enhancement Shaman
Combat Rogue
Combat Rogue
Combat Rogue

Group 3 – Role: Ranged Physical Damage

Feral Druid
Restoration Shaman
Survival Hunter
Beast Mastery Hunter
Beast Mastery Hunter

Group 4 – Role: Ranged Caster Damage

Elemental Shaman
Shadow Priest
Destruction Warlock
Destruction Warlock
Fire Mage

Group 5 – Role: Healing

Shadow Priest
Holy Paladin
Holy Paladin
Holy Priest
Affliction Warlock

« Previous Chapter   Primer: Raid Leadership

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Created by Anias, 02/05/08 at 2:19 PM
Last edited by Anias, 04/05/08 at 11:03 AM
12 Comments , 25665 Views
Old 04/16/08, 5:12 AM   #2 (permalink)
Glass Joe
 
Blood Elf Hunter
 
Shattered Hand (EU)
Rationality and preferences

Being interested in rationality and preference relations (and wow) I think this is an interesting idea. There are, however, some problems involved in such a project at least as you have stated it. And since you people are elitist jerks, then this is probably the only place I can vent my concerns.

The idea seems to be that we are supposed to derive a (group) decision from individual preferences or needs. We could state that a class' needs and desires are the indifference sets describing the alternatives of which the members would be indifferent between. And that all members of the need set are preferred to all members of the desire set.

Example:
if xIy describes indifference between alternative x and y, and xPy describes strict preference between x and y then we can describe a healers's preferences as following.
Healer: Restoration Shaman I Paladin, Shadow Priest I Drums of Restoration, Restoration Shaman P Shadow Priest, Paladin P Shadow Priest.

What we are interested in, once we have identified needs and desires sets, is to aggregate those into a raid-leaders decision. In order for any aggregation rule to be rational we might say that it should satsify some conditions, say:
Pareto condition: If all prefer x to y, then so should the group. For example, if everyone prefers that the resto shamans and holy pallas are in the same grp, then so should the grp.
Non dictatorship: It should not be the case that the grp prefers x to y whenever individual i prefers x to y. That is, i should not be a dictator.
Unbounded domain: The rule should be able to generate a rational group decision for all possible rational individual preference profiles. It should always be able to give us an answer. (Rational preference orderings require that they are complete and transitive).
Irrelevance of independent alternatives: The group decision should not be affected by independant alternatives. The raid leader might for example suddenly prefer to have Illidan in his group, but since this is an independent alternative it should not affect the group decision.

Ok, you probably see where I'm going with this: Arrow's impossibility theorem which states that it is impossible to create a group decision rule that satisfies the four conditions. Now, what relevance does this have to wow and assembling raid groups? Well, in wow we are not really interested in people's preferences. Or rather, people's preferences ought to reflect the needs of the raid group.

So, what is at issue is to construct a raid group that maximizes the chance of success in a given setting. And to do this we don't need to go via desires or needs. A more promising way to approach the problem is to specify and solve a optimization problem where healing, dps, and survivability are what we want to maximize. Thus, we might be able to deduce the optimal (rational?) raid composition. This is, however, nothing that I'm interested in doing, but I hope that there are some engineers out there who will head the call...
 
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Old 05/13/08, 11:57 AM   #3 (permalink)
Glass Joe
 
Night Elf Druid
 
Thorium Brotherhood
Confused

...
Healing: Needs

All: Enchant Weapon: Spellsurge
Druid, Priest: Atiesh, Greatstaff of the Guardian

I dont understand how Spellsurge is a necessity. Even if it IS a necessity, who would you put it on?
Neither do I understand why Atiesh, Greatstaff of the Guardian, a level 60 legendary with far from healing quality stats, is a necessity. The spell crit rating?

I understand the game has changed but TBC has been out for a while and I would beg to differ on the both of those stats. MAYBE those would be "wants" but there is no way those are needs. In TBC there are plenty of other procs that are more beneficial then spellsurge (i.e. set bonus' [namely druid] and/or Superior Mana Oil)
 
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Old 05/13/08, 2:28 PM   #4 (permalink)
Plan A
 
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Tauren Shaman
 
Mal'Ganis
Spellsurge can be put on a weapon that you swap in every 45 seconds until it procs. There are mods that do this semi-automatically. There is a very minimal opportunity cost in doing this and it provides not insignificant benefit for mana-heavy fights.
 
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Old 05/14/08, 2:10 AM   #5 (permalink)
Captain N
 
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Undead Rogue
 
Malygos
Have you considered putting 'Improved Expose Amor' into the encounter-specific section? On bosses being tanked by a Druid or Paladin, it provides more armor reduction than Sunder without the threat penalty imposed.

Originally Posted by Mark Levin
Liberals tell you the government sucks, and they want more of it!
 
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Old 05/20/08, 3:33 PM   #6 (permalink)
Glass Joe
 
Night Elf Druid
 
Ravencrest
Melee DPS and Tank desire

Might want to add the Balance Druid ability Improve Faerie Fire to the tank/melee desires list in the case that they are not hit capped.
 
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Old 05/20/08, 3:38 PM   #7 (permalink)
Bald Bull
 
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Blood Elf Paladin
 
Mal'Ganis
Improve Faerie Fire applies to the entire raid, and so has no effect on build groups.
 
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Old 07/13/08, 8:41 PM   #8 (permalink)
Glass Joe
 
Tauren Shaman
 
Elune (EU)
question

Healing: Needs
...
Paladin: Concentration Aura
Restoration Shaman: Mana Tide Totem
Holy Priest: Circle of Healing


I don't understand the common point between paladin & shaman (give buff for their group) and the circle of healing (holy priest). It's a heal for each group of the raid and not only the healer's group.

Can you explain ?
 
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Old 07/14/08, 6:28 AM   #9 (permalink)
Si Tibi Narraremus Te Interficere Debemus
 
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Human Warlock
 
Lothar
I can think of one of two things.

Either it should have been Prayer of Healing all along (which would fit because it's a group-only heal), or what I think is more of the case, at least one priest who is specced for CoH, because of its sheer utility. The second is how I'm actually reading it, because the 'needs' are what should be expected by 99% of the raid groups out there.
 
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Old 07/18/08, 4:31 AM   #10 (permalink)
Glass Joe
 
Night Elf Rogue
 
Arthas (EU)
I guess he meant that you should have the AOE-healing in mind while setting up groups.
Putting people in a group who will never stand reasonably close together makes it impossible to Circleheal them.
Prime example beeing Bloodboil where AOE-Healing is a major concern when you build groups you don't plan to heal with Chainheal.
 
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Old 07/19/08, 5:04 AM   #11 (permalink)
Solution complicated; Dispense enlightening graph.
 
Anias's Avatar
 
Blood Elf Warlock
 
Mal'Ganis
Originally Posted by Rilias View Post
I guess he meant that you should have the AOE-healing in mind while setting up groups.
Putting people in a group who will never stand reasonably close together makes it impossible to Circleheal them.
Prime example beeing Bloodboil where AOE-Healing is a major concern when you build groups you don't plan to heal with Chainheal.
This.

You gain a lot of utility from the existing game by paying attention to things of this nature. Small changes like "stand near this symbol" make big differences in healing requirements in a lot of places.

Originally Posted by Vectivus View Post
Alternately, the "epic quest line" should require mouse turning, max distance camera, key-bound macros, strafing, and the ability to correctly spell ridiculous.
 
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Old 08/24/08, 1:30 PM   #12 (permalink)
Glass Joe
 
Orc Hunter
 
Gnomeregan
The most interesting portion of this article is also the hot spot of contention in my guild.

Melee vs. Hunters getting Leader of the Pack (LOTP).

It would seem that Hunters and Warriors both have abilities that are keyed to critting, so those two classes are going to get the biggest benefit from the buff. If we were building an optimal raid with only one feral druid, which group gets it??

I have seen the melee automatically get it and the hunters have to pray for melee players not coming so one of us can get pulled into the melee group. Is it more advantageous to have the LOTP buff in a "hunter" group and let the melee be composed of a retadin and enhance shammy? Or are the melee going to be greatly gimped and we would miss the prime optimization of the buff?

Or, should the group be stacked with top dps from the 3 classes regardless?

Ehance shammy
Feral Druid
Combat Rogue
Fury Warrior
BM Hunter

I have also heard much talk of Hunters being content (or even preferring) a shadow priest in place of LOTP.
This is garbage in my opinion. Use potions, mana oil and get your pally tank to judge wisdom. Learn to switch Aspects until a pot CD is up and keep on the pally to get wisdom on the boss as much as possible (easily done with a ret pally in the group). My mana concerns are rarely enough to warant a shadow priest. My main concerns are always LOTP.
 
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Old 08/25/08, 12:46 PM   #13 (permalink)
Piston Honda
 
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Blood Elf Hunter
 
<Bad>
Dragonmaw
Your melee group should be

Enh Shaman
Ret Paladin
DPS Warrior
Rogue
Rogue

There's no room for a feral. The 5% crit is more of a novelty than anything else. Windfury is wasted on the druid, so that's already a dps loss compared to giving WF to your Ret pally. A Ret Paladin allows JoW to be up near 100% thus means the hunters will not need a shadow priest (as a side note, switching to aotv is not viable for maxing dps and is not worth bringing up).

It seems that many lesser guilds do not like giving their hunters proper support. Perhaps they are caster heavy, or perhaps they do not understand group composition, I don't know.

In a 3 hunter raid, giving them a feral druid and resto shaman is key. They are the only two "group buff" classes that really benefit them. LotP will allow for higher Expose Weakness uptime (from the survival hunter), thus benefiting the melee already. For BM hunters, it means their pets will crit more, giving their group higher uptime on ferocious inspiration, giving the group more dps overall. Plus, with more crits, the hunters get more gftt procs allowing their pets more damage (if they are able to dump all the focus).

For a 2 hunter raid, it's still preferred to give them the feral, and perhaps throwing a protection warrior into the group in place of the 3rd hunter.

Even totem twisting, it's not a big increase for a hunter to get an Enh shaman over a resto. Yes, the pet gets unleashed rage (more ap, yay!) and the totems are stronger (twisting enhanced agi is not considerably better than straight normal agi totem) but you lose out on mana tide (which helps for BM in mana intensive fights such as mommy shahraz or council).

Long story short: Don't ever put your single feral with the enh shaman when you've got melee who can benefit from WF.

 
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