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.
[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.
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