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mtgap
03-10-2006, 03:22 PM
What do you think is the best 5-person group? This is a never-ending debate that I find interesting, so I am starting it up again.

I think it would be: {secondary talent tree}
1 protection{arms} warrior
1 holy{discipline} priest
1 marksmanship/survival hunter
1 frost{fire/arcane} mage
1 affliction{demonology/destruction} warlock

Does this sound good to you? Rate each of these things [crowd control, pulling, tanking, healing, damage, buffing, debuffing] on a scale of 1 to 10, 10 being all you'll ever need. I would give it:
CC: 7
pull: 10
tank: 9 (hunter's pet is off-tank)
heal: 7
dps: 8
buff: 5
debuff: 9

ArchAngelofDeath
03-10-2006, 03:41 PM
Personally, I think it depends on what you are trying to do.

We 5 man stuff all the time with a prot warrior, 2 rogues, mage and any healing class. The dps is sufficient that mobs die so fast the healer still gets bored. For things like 45 min runs, scholo, LBRS nearly any group will work provided they (like everyone says) understand how to play their class.

If you are talking about a perfect group for trying to set a record for speed through an instance, I could see maybe something like you listed, but I think I would personally take a rogue over the warlock. Warlocks do great damage but have no way to dump aggro. One of their benefits over a rogue is the soulstones and healthstones, but you said a perfect group (and a perfect group would be one that doesnt need a soulstone yes?)

oramac
03-10-2006, 03:52 PM
perfect group? me and my friends.

60 Ret {holy} pally
60 BM {MM} hunter
60 MM {Surv} hunter
56 Moonkin Druid (dont remember the name of the talent tree)


ok, so its only 4 man, but we had vent and are all good RL friends so it worked out quite well for anything up to and including LBRS.

mtgap
03-10-2006, 06:31 PM
For speed, definitely 5 mages. Extra stuff, sheep it. Kill other stuff fast.

My group is fast, and also very safe. That's what I meant. You have a healer, a tank, and wipe prevention, and 3 good DPS classes.

Grendo
03-10-2006, 09:22 PM
4 Hunters and a priest. Hands down the most fun/quick/safe/worthwhile makeup Ive been a part of for any 5man instance.

Pallas
03-10-2006, 11:25 PM
Myself and four others players who actually know how to play their toon and how the instance we are going to works.

Class doesn't matter.
Gear matters only a little bit.
How well you know how to play your toon is 90% of it.

Dynatos
03-10-2006, 11:32 PM
Depends where you're going and what you're doing.

The most fun I've ever had was with a 3 Druid + 2 Rogue group. Bear, Resto, and Moonkin Druid, and 2 Rogues. We stealthed to every boss in LBRS and took them down within 1 hour.

Fercil
04-10-2006, 09:48 AM
In general:
Tank
Healer
3 x dps

Classes don't matter too much, how good the player is does. Good feral druid is way better tank than sucky warrior for example. Place to go will also matter on the optimal group composition.

wesje
04-10-2006, 10:49 AM
5 mages, blizzkite ftw

Tiddly
04-10-2006, 12:03 PM
we did SM with 3 warlocks and 2 shadow priests all under 40 - lots of damage and chain fearing worked quite well :) Would like to try again at higher levels.. anyone tried this?

Twoflower
04-10-2006, 03:06 PM
i d take in a druid just for variability.

but as others said, classes dont matter, what matters is if people know how to play theyr class and if they concentrate.

high end raids are nothing different, btw, fill some key roles and fill the rest of the raid whit whatever you want.

Malentra
04-10-2006, 09:02 PM
A perfect group would be able to handle as many situations as possible, I would think.

Tank: Protection Warrior: greatest assortment of abilities to tank in different situations, and control the aggro of multiple mobs. Abilities such as Shield Wall and Last Stand can also make the difference in tricky situations.

Hybrid: Shaman, Druid or Paladin: Hybrid classes, offer secondary buffing and healing rolls, as well as off-tanking, and can physical OR magical dps from both range and melee when needed (obviously the shaman is the worse offtank, while the paladin is the worse ranged damage dealer). Pretty much, they shore up a groups weak points and emphasize its strong points.

Primary Healer: Holy/Disc Priest or a very well geared/speced Holy Paladin: Priests are the best and most versatile healer, bar none, especially when paired with a secondary healer. Awesome mana longevity, best group healing, threat reduction, Renews, Shields, and don't forget, the all-important Fort, Spirit, and Shadow Protection buffs. Combined with a Shaman, for example, you have +60 resistance buffs against 4 out of 5 elements. A good holy paladin can subsitute in this role, but they can lack the group healing element to heal through heavy AoE attacks. A strong secondary healer would make up for this.

Magical DPS/AoE: Mage or Warlock: A mage is the more clearcut choice: easier and more versatile AoE, simple-to-use polymorph, frost nova to stop mobs, ice spells in general to kite, and of course, incredible burst and sustained dps. Lets not forget the food and water =D

Warlocks can sustain their dps longer than a mage as long as they get healing, and can off-tank, CC, and banish as needed. Their AoE is limited, but still better than any but mages. Their debuffs are also helpful and they can be self-sustaining too. (life drain, healthstones, etc.) And they can summon in awkward situations inside instances when your rezzers die. And they can soulstone. =D

Physical DPS: Rogue, Hunter, or DPS Warrior: A rogue or hunter can sustain dps for long periods of time, and have other abilities to complement the rest of the group. A rogue brings Sap, stuns, incredible dps longevity, the ability to off-tank and save a healer in a pinch, interrupts, and all that jazz. A hunter has his traps, pet, and solid pulling skills. A DPS Warrior can become a rogue in plate, or a full secondary off-tank if needed.

Notice how, in my perfect group, every class is included, but some are mutully exclusive. A group that has both a mage and warlock sacrifices the physical dps, which means:

1) if a mob is immune to magic, things get tougher.
2) in long fights, bad pulls, mana burn situations, when a caster has run out of mana, you have very little sustained dps (like a hunter, rogue, or DPS warrior) to turn to.

A group that has 3 dps (e.g. rogue, mage, hunter) loses out on a secondary healer, meaning that if your healer draws aggro and has to heal himself, it makes it even harder to pull aggro off him, and he can die very quickly. Two healers can keep each other alive without building additional threat on themselves, and can therefore survive situations that single-healer groups cannot. Another problem is mind-control/CC. If your healer gets CCed, your group doesn't have much to turn to except consumables.

Finally, a group with a mage, priest, and shaman/druid can dispel curses, poisons, magic and diseases. Or just a druid/mage and paladin. The ability to dispel all debuffs is a definite criteria of 'the perfect group'

So I'll give some examples:
Warrior
Shaman
Priest
Mage
Rogue

OR

Warrior
Druid
Paladin
Warlock
Hunter

...would both be viable groups. A combo that would not be 'perfect' is:

Warrior
Shaman
Priest
Warlock
Rogue

Why? Well what happens if there is a very horrible curse in the instance. No easy way to remove it. But the problem with this 'perfect group' thing is not looking at the unique advantages this config would give you:
- Reincarnation and Soulstones for wipe control
- All but one class can tank in some manner, with pets or themselves
- Shaman, Warlock, Rogue and Warrior in conjunction with priest support, can dps for very long periods of time in extended battles

Anyway just my two (or fifty) cents.

rgirty
04-10-2006, 09:24 PM
Warrior
Priest
Mage
Lock
Paladin

Pounamu
05-10-2006, 05:17 AM
I did a Scarlet Monastery run (all four wings) with a group that felt very effective.

3 paladins
2 warlocks

P

Mallstrop
05-10-2006, 11:27 AM
I'd have to go with:

Warrior - Best tanking, druids can tank but I'd allways take a warrior as first choice.
Priest - Best healing, Resing (better than a druid) Health buffs, Shackle
Paladin - Buffs, DI and extra healing for when things do go wrong.
Rogue - Best single target DPS and I guess sap might be usefull
Mage - AOE and good single target DPS, also water and sheeping.

Jerkey
05-10-2006, 01:04 PM
Malentra basically summed up my view of it. As a side note the best group (PUG) I've ever been in was a SM Armory run. It was me (42 Shaman) tanking, a 39 shaman healing, two mages, and a 37 hunter. It was the most efficient instance run I've ever done. Since the biggest groups in Armory only cointain 3 elites, the two sheeps we could have at once meant an easy burning down of one mob at a time. Truly simple stuff.

There were no deaths.

infy
05-10-2006, 01:33 PM
any group with me in it is the best because i rock .

Wintrow
05-10-2006, 01:58 PM
any group with me in it is the best because i rock .
You win the thread ! :p

MellanCholera
05-10-2006, 03:50 PM
pre MC holy/shadow doesn't matter. You do not need all that extra heailng efficiency even to kill Drakk, and they have silence and VE. Silence is an awesome way to pull and can save you from tons of damage from casters if you can't sheep/seduce them all. I actually think shadow is better for the 5-10 man content because it adds so much versatility.

Another fun combo is a resto druid or shammy and me in shadowform. My VE keeps everyone at max health so the druid can dps, and only has to heal on bosses or bad pulls. If a lock is there too then that's even more dps.

In strat/scholo, my favorite combos involve 2 priests. talk about ezmode!

I have done DM with 4 locks and me. Now THAT is fun.

Long story short: people that have played a few classes and instanced a lot and know how to play will be the best no matter what.

yavvy
05-10-2006, 05:20 PM
Fastest instance I've ever done was:
Druid feral (me) tanking
Druid resto/balance healing
Warlock
Mage
Rogue

Strat UD took about 1 hour (no wipes, 1 death), we weren't even trying to go fast, none had epix... we could prolly have done it 45 min if we had tried :grin:

Skill > gear > spec in importance.

Seldom
19-10-2006, 06:58 PM
Best instance group I've ever been in was:

1 hunter (owl pet)
4 priests ... 2 holy and 2 shadow

Pet was main assist and he held aggro ... Well, screech can make some warriors jealous.

kanitathedruid
23-10-2006, 03:16 PM
the best (and also the least conventional) group i have ever done BRD with is:
Me a lvl 59 feral Druid on DPS
lvl 59 Hunter with tank pet
lvl 60 hunter with DPS pet
lvl 60 fury warrior
lvl 59 (and remember spec) pally as main healer

i did some assist healing but we cut through most of BRD with a great ease.
i have found that the least conventional groups often turn out to be the most fun groups too.

Pongle
25-10-2006, 04:47 AM
Warrior
Druid
Priest
Mage
Rogue

Druid tanks, Warrior does DPS, Priest heals, Mage/Rogue do what mages and rogues do, Warrior tanks stuff that needs 2 tanks.

Bouncy
27-10-2006, 12:07 AM
Greatest group ever? Well of course it will depend on the situation but its fun to list this kinda stuff. Its boring, but how can you go wrong with this group?

Warrior (tank, dps)
Paladin (short term buff, secondary healer, dps)
Priest (long term buff, primary healer)
Rogue (crowd control, single target, hi dps)
Mage (crowd control, aoe target, hi dps)

NOYB
27-10-2006, 12:24 AM
I think Bouncy has what I would consider the best cookie cutter group.

The Paladin brings a lot to the table as a hybrid. His damage mitigation, plus variety of buffs and healing ability make him preferable to a druid, IMO. I love druids, but if I need to have a hybrid in my party I want one that can use all of his abilities at any time. Plus, being able to rez more than once every 30 minutes is a benefit. (I realize the optimal party would never die, but that's just not realistic.)

Nitsujcm
02-11-2006, 08:45 PM
Preist {holy/dec}
Tank - Druid {dps}
Preist {shadow/dec}
Mage {Fire or Arcane}
Warlock {the damage one}

CC: 9 – two shacks, two mind controls, a sheep and a seduction
pull: 8 - Mind control pull FTW – 4 wands – only negative is no hunter for FD on bad pulls. But if a pull goes bad- let the puller die while everyone else hangs way back and then just rez them.
tank: 6 – not needed for A LOT of 5 mans (obviously some exceptions) – Druid can bear form when needed. Even if they aren’t speced for it- with your healing you can deal with it. Plus everything is going to die extremely fast. - imp can ot if you want– see the shadow priest tank post as an added bonus
heal: 10 - holy priest + vamp embrace = gold, plus ya got a druid just in case
dps: 10 – Shadow priests can out dps most anyway- throw a warlock on their shadow weaving and add a mage to this mix and you have crazy damage. You probably will not need a tank for scholo : )
buff: 7 – no pally buffs : ( - but druids/mages/priests are more than enough
debuff: 10 – lock + priests.. SW:Px2 +LockDots +shadow weavingx5

Fursphere
02-11-2006, 10:20 PM
The "holy trio" + extras.

That means

Warrior
Pally / Shammy
Priest
-whatever-
-whatever-

Seriously, with this group, and competent players, you can do just about anything. Whatever the instance is, adjust the -whatever- choices.

Rogue
Druid
Warlock
Mage
Hunter

All of these five choices are sort of task specific, so pick the ones you need, and go.

shifttusk
06-11-2006, 08:25 PM
Warrior
Sham
Druid
Hunter / Rogue
Mage

CC: 6 – have an earthbind as well as druid sleep and 1 sheep. Hunter is also able to frost trap or ice block. In the case of rogue sap is available at the expense of more healer need on aoe bosses/mobs.
pull: 10 - Don't care what any war says, i'm a hunter between pet pulling (prowl cat) and a survival hunter's utility there is no better. I should know this is me :). This is where i feel the rogue weakens the group some.
tank: 10 – War, druid + hunter pet ftw.. group can handle 2-3 plus adds without CC for short durations.
heal: 7 - Druid's aren't priests but a good druid is more than enough with a sham backing them up. (as long as 1 is resto spec)
dps: 10 – Hunter + Mage + grace of air + mana totem ftw
buff: 6 – no priest but have motw plus totems
debuff: 5 - hehe stings and moonfire baby

omicronshrike
06-11-2006, 10:11 PM
Im so surprised no one mentioned this:
5 druids.
What does this party offer:
5 tanks
5 dps ranged and melee
5 healers
5 aoe's (kind of reaching here)
when patch 2.0 comes out with the stacking HoTs would make it even better

Honestly I did an ST with the following group and we did an awesome job.
2 druids
1 priest (shadow)
1 pally
1 hunter

cc 8: 3 sleeps(hunt had wyvern), shackle, mc, icetrap, for anything outside (ZF, SMGY, world pvp) you also have 2 roots(4 with that druid self buff natures grasp i think)
pull 10: hunter, mc, silence
tank 10:2 bear forms, pally, pet
heal 10: frenzied, druid, pally, priest VE
dps 8: we were downing mobs rather quickly sleeping shackling icing mobs allowed everyone to dps besides tank
buff 10: no arcane brilliance but MotW, Auras, Blessings, Fort, Shadow res, Aspects, 2 inervates,
debuff 6: ff, stings, moonfire, hunters mark, SW:P shadow weave, and what ever pallies do

in addition 2 battle rezzes, divine intervention, hunt with cables

or any party with 2 or more shadow priests.

Celestia
13-11-2006, 11:30 AM
My perfect group would consist of the following:

1 Warrior (Arms/Fury)
1 Priest (Holy/Disc)
1 Paladin (Holy)
1 Rogue (Combat)
1 Mage (Frost)

I'm assuming the Warrior will be tanking with a 2H in epics from BWL or higher tier. We are talking about the perfect group after all, therefore gear should be up to par. Having done countless 5 mans with almost every conceivable group combination I have come to the conclusion that a Warrior is capable of holding aggro on many more mobs if he is specced for damage, rather than protection.

Pulls usually look like this:
Warrior charges in, SS, Cleave, Sunder Armor while switching targets with TAB, Mage casts frost nova to freeze the mobs in place over the warrior and the Rogue can almost immediately commence DPS with AR, BF etc.

The Paladin and the Priest remain in the background healing, dispelling, BoPing the Mage and Rogue when necessary.

The Rogue and the Mage can CC humanoids, the Priest and the Paladin have skills to combat undead. I always chose a support healer, Paladin in particular, over another DPS class because it allows the Priest more time during pulls in the 5 second rule while adding utility in the form of Blessings and Judgements that another DPS class could not.

If the group is working properly the Warrior should be on top of the damage meter, followed by the Rogue and the Mage. The Priest and Paladin can complement one another to allow both some time to regenerate during pulls and reduce downtime to a minimum. The Paladin can keep everyone topped off with FoL and cast HL to assist the Priest on the Warrior if he anticipates a damage burst.

Finally I should make the disclaimer that this group is built for speed, not safety and that as a healer you will need to be on your toes. I am also presupposing gear higher than Tier 1 but I guarantee you can run Undead Stratholm in 20 minutes given that all 5 members are attentive and able players.

xxlebox
13-11-2006, 01:15 PM
5 druids is the best group I can possibly imagine :)
you have a tank; healer; rogue; and spellcaster
Wh000t!
although I play a warrior

Yrkoonia
14-11-2006, 09:36 AM
My favorite team:

Shadowspecced Priest
DPS warrior
Mage
Feral druid
Enhancement shammy

Celestia
18-11-2006, 03:49 PM
My favorite team:

Shadowspecced Priest
DPS warrior
Mage
Feral druid
Enhancement shammy

I sure hope the priest has improved VE...

cdalman
18-11-2006, 06:16 PM
Well, since any good group . .even PUG's don't really need the perfect group to do a 5 man, I say go with friends.

To take it more seriously, I just wanted to point out a HUGE feature in the upcoming patch / expansion . . . pet scaling. Pets will soon get a % of the master's armor, +damage, + spell damage, +crit, + hit, and stats. That means overnight, all hunter and warlock pets get an amazing buff.

Take a look on the net and you can find stat comparisons to pets now vs pets after patch and the differences are fantastic! Hunter pets will become much more viable in parties as they will be hitting harder and lasting longer . . . same with the locks. On top of that, with the new felguard warlock pet showing HP over 4k and armor over 6k in many cases . . . it's like having a high lvl warrior as your personal pet! We may just see us warlocks be the pullers and tanks in 5 mans . . . or better yet, give the pulling job back to the hunters and let their pets tank.

Interesting times . . . . very interesting

Celestia
20-11-2006, 11:52 AM
Anyone can pull, all it takes is a ranged weapon or spell and experience with the instance you are running. I put aside the stereotype that hunters must be pullers around level 30 (Gnomergan and SM). As long as the person in question is familiar with the instance, possesses knowledge about how difficult pulls can be split and can keep a steady pace which makes allowances for the varying degrees of skill and gear in the group then any class will work.

Pwnzaurs
07-01-2007, 09:09 PM
depends
dps grp:
resto druid or holy priest
arms/prot speced war
2 rogues
1 lock

survivability:
2 resto druid or 2 holy priest,any combo
1 war,1 pally
1 lock or mage

waht i like:
2 healers
1 warr
1 rogue
1lock or mage

Suave
08-01-2007, 12:52 PM
Well some good of the best instances I've run haven't even had 5 (blue-geared) people in the group. Some examples:

1 feral druid, 1 enhancement shaman, 1 rogue

2 feral druids, 2 ice mages

1 shadow priest, 1 ice mage, 1 feral druid, 1 rogue

morbomage
08-01-2007, 01:01 PM
We do 5 mans as much as possible in our little group, my fav has to be BRD, so easy to 3 man, Fav group setup has to be:-

Magex2
Priest/Pala
Rogue
Warrior (our guild MT, thunderfury and wrath/might set ftw)

All in T1/T2 and fully epiced out, alot of fun and alot of shards lol

rottentomato
08-01-2007, 11:12 PM
5 rogues....so much dps and crowd control you dont need a healer or tank...if you all are good...you probably wont even need vanish...only occasional evasion, and take turns with who tanks...most instances dont take very long either...you assign someone to sap constantly when there are two mobs grouped when there are three you have a 3rd person sap, and then all congregate onto the single mob left. usually takes 5 rogues under 5 seconds for most mobs and 10-15 seconds for bosses.

Jerkey
09-01-2007, 03:03 AM
The easiest instance run I've ever been in was an SM armory run with my shammy alt. Me (enhancement) tanking, with two mages, a hunter (like a level 34 one at that, don't know what he was doing in there lol) and another shammy healing. With two sheeps we would often only fight 1 mob at a time, and we were free of any bad pulls that whole run. The only death we had was when one of the mages got some ridiculous pyroblast crit on the last pull of mobs :laugh:.

Stigg
09-01-2007, 07:25 AM
5 rogues....so much dps and crowd control you dont need a healer or tank...if you all are good...you probably wont even need vanish...only occasional evasion, and take turns with who tanks...most instances dont take very long either...you assign someone to sap constantly when there are two mobs grouped when there are three you have a 3rd person sap, and then all congregate onto the single mob left. usually takes 5 rogues under 5 seconds for most mobs and 10-15 seconds for bosses.

On a definite other side, 5 mages is awesome. We did LBRS with 5 mages...I think it was the fastest I'd ever done it.

There was a video of something like 1warrior, 1 priest, 1 druid, 1 shaman, 2locks, then 34 mages that did a record run of MC. Took Rag down in 1.14 mintes.

clouds
09-01-2007, 08:50 AM
5 rogues....so much dps and crowd control you dont need a healer or tank...if you all are good...you probably wont even need vanish...only occasional evasion, and take turns with who tanks...most instances dont take very long either...you assign someone to sap constantly when there are two mobs grouped when there are three you have a 3rd person sap, and then all congregate onto the single mob left. usually takes 5 rogues under 5 seconds for most mobs and 10-15 seconds for bosses.

Ok... you are still in SM mode i think..

... and you are WRONG, most of the bosses are IMUNE to stunlock, and have fun with bandage healing, rofl...

leonhead
09-01-2007, 12:28 PM
HEY! where are the rogues!? :cry:

earindur
09-01-2007, 02:23 PM
HEY! where are the rogues!? :cry:

they're bloody everywhere, stunlocking warlocks...

Stigg
09-01-2007, 04:22 PM
Ok... you are still in SM mode i think..

... and you are WRONG, most of the bosses are IMUNE to stunlock, and have fun with bandage healing, rofl...

Don't underestimate an evasion tanking rogue. They are magical. And with 5 rogues thats 75 seconds f tanking with a fairly high miss ratio. BUT bosses in 15 seconds? No way. Unless your in (like you said) SM.

Xmcdaniel
10-01-2007, 04:36 PM
What do you think is the best 5-person group? This is a never-ending debate that I find interesting, so I am starting it up again.

I think it would be: {secondary talent tree}
1 protection{arms} warrior
1 holy{discipline} priest
1 marksmanship/survival hunter
1 frost{fire/arcane} mage
1 affliction{demonology/destruction} warlock

Does this sound good to you? Rate each of these things [crowd control, pulling, tanking, healing, damage, buffing, debuffing] on a scale of 1 to 10, 10 being all you'll ever need. I would give it:
CC: 7
pull: 10
tank: 9 (hunter's pet is off-tank)
heal: 7
dps: 8
buff: 5
debuff: 9

LOL...i'm in the school of "as long as you have a priest you can own" and that was validated last night on an Uldaman run. We had 3 warriors, a mage (me) and a priest and we tore the place down...the wars were lvl 40-43, I am lvl 43, and the priest was lvl 46.

Xmcdaniel
10-01-2007, 04:53 PM
Well, since any good group . .even PUG's don't really need the perfect group to do a 5 man, I say go with friends.

To take it more seriously, I just wanted to point out a HUGE feature in the upcoming patch / expansion . . . pet scaling. Pets will soon get a % of the master's armor, +damage, + spell damage, +crit, + hit, and stats. That means overnight, all hunter and warlock pets get an amazing buff.

Take a look on the net and you can find stat comparisons to pets now vs pets after patch and the differences are fantastic! Hunter pets will become much more viable in parties as they will be hitting harder and lasting longer . . . same with the locks. On top of that, with the new felguard warlock pet showing HP over 4k and armor over 6k in many cases . . . it's like having a high lvl warrior as your personal pet! We may just see us warlocks be the pullers and tanks in 5 mans . . . or better yet, give the pulling job back to the hunters and let their pets tank.

Interesting times . . . . very interesting

Wow, who would have thunk it? Blizz making hunters and locks even more powerful? Mages are dead in PvP until Blizz does something to level the playing field a little more.

Lock: "But we have to create soulstones! And, our training is expensive!"
Me: "What about that free mount you got a lvl 40?"
Lock: "umm..."
Me: "Or the fact that you can place 2 DoT's on me and spam fear on me and I'm dead?"
Lock: "umm..."
Me: "Or the fact that even if I'm lucky enough to kill you, you're DoT's are still in effect and I die anyway"
Lock: "well i have to buy water and food"
Me: "STFU imba lock...you don't know how easy you have it"

siegeszug
14-01-2007, 05:46 PM
Warrior (Protection/Arms)
Paladin (Protection/Holy) *ME*
Mage (Any flav)
Priest (Holy/Disc)
Warlock (Affliction/Destruction)

Warrior maintank with Paladin offtank, AOE tanking, buffing (Salvation!), and off healing, DI to prevent wipe. Mage and Warlock DPS and nuking, with Mage as crowd control as well. Priest healing.

Yum.

LoopyLegend
23-01-2007, 07:18 AM
I gotta say my best group ever is me and 4 of my guild officers worked out really good

1 Protection(fury)-Worroir
2 Arms-Worroir
3 Balance-Druid
4 Holy-Priest
5 Marks(BM)-Hunter

CC-7(we all taurn warstomp lol)
Pull-10
Tank-10 (if could go higher would healers hardly ever hit and when they do no more the 1 or 2 hits before taunted off)
Heal-10
DPS-7
Buff-9 (Mark of wild plus Stam plus thorns with brambles made all dif)
Debuff-9

This might not be the fasted DPS group round but we cn defitly hold out againt massas of monsters. We are all lvls 40-42 we all did ulda one point we had a fight that lasted 6min and included 7 groups of monsters (bout 4 monsters a group) loo it happened when a passing patrol comes and some runn off to get there friends to but not 1 of us dieded and we pulled throw lol i would trade these guys for anything

Zaratustra
23-01-2007, 01:44 PM
Wow, who would have thunk it? Blizz making hunters and locks even more powerful? Mages are dead in PvP until Blizz does something to level the playing field a little more.

Lock: "But we have to create soulstones! And, our training is expensive!"
Me: "What about that free mount you got a lvl 40?"
Lock: "umm..."
Me: "Or the fact that you can place 2 DoT's on me and spam fear on me and I'm dead?"
Lock: "umm..."
Me: "Or the fact that even if I'm lucky enough to kill you, you're DoT's are still in effect and I die anyway"
Lock: "well i have to buy water and food"
Me: "STFU imba lock...you don't know how easy you have it"


omg is it piossible at least one thread that does not have 'nerf warlocks' posts???

earindur
23-01-2007, 03:30 PM
Lock: "But we have to create soulstones! And, our training is expensive!"
Me: "What about that free mount you got a lvl 40?"
Lock: "umm..."
Me: "Or the fact that you can place 2 DoT's on me and spam fear on me and I'm dead?"
Lock: "umm..."
Me: "Or the fact that even if I'm lucky enough to kill you, you're DoT's are still in effect and I die anyway"
Lock: "well i have to buy water and food"
Me: "STFU imba lock...you don't know how easy you have it"

QQ more water boy, seriously, QQ more.

darkcaliph
24-01-2007, 07:34 AM
well a group i was in owned coifang resevoir. we were all 61/62.

-warrior (don't know spec but he used the requisite sword and board)
-holy priest
-hunter (don't know spec)
-me warlock 46 demo 7 aff
-shadow priest.

we used seduce, fear on rotations for pats and bad pulls, ve for extra healing, freezing traps, pets for tanking and xtra dps.

we had several bad pulls because it was our first time in instance, and also because we were so cocky and confident. we wiped the floor with that place.

like to see how it works in the higher 5 mans.

hmm

amciksulfat
28-01-2007, 09:20 AM
First preference --> Warr (MT) , Pally (OT, 2nd heal, buffs) , Mage (AoE , cc, dps), Rogue (CC , dps and rogues FTW!) , Priest (1st heal)

Second preference --> Warr(MT), Shadowpriest, priest, 2xRogue

Third preference --> Warr(MT) , Shadowpriest, Lock, Priest, Rogue

I never ever like hunters with pets because they always make the game complicated. Almost in all PuG s i ve been to, mostly of the hunters don't care about what is told to them. I love a hunter when his pet is, well, not existing there. But otherwise, those stupid pets taunt and pull and stuff. If you dont know how to control it, then dont summon it. You know what they say, Uncontrollable power does not count as power. No offense, there are very very good hunters that make very good use of their pet tho. I would like to congratulate them.:)

And yes i am a rogue, thats why i included a rogue in all classes :evil: :evil:

Kerosene
07-02-2007, 01:18 PM
after playing in the mana tombs last night with this group - we decided to make it a nightly event & run 1 instance together every night. It was THAT successful. here's what we had:

65 warrior, dinged 66 mid-instance (me)
66 warlock
67 warlock
68 hunter
69 priest

we ran through the mana tombs like we were farming SM. at one point we had a bad pull with 7 mobs and it went down like this:

trap 1, seduce 1, seduce another 1, i tanked 1 & pulled CC breaks off casters when needed, pet off tanked 1, and each warlock fear kited 1. "More dots, more dots!!" we got out of that with barely a scratch and were ready for the next pull in no time. i had never been in mana tombs before that point but i had watched a video or two on the bosses of it - so i heard pandemonious (sp?) was hard... yet he went down in under a minute and a half. unbelievable how easy that was, we were even debating stopping there and farming him for a couple hours for one of the warlocks to get that 103 dps wand from him.

granted, we were on TS & from the same guild :) although i find during fights like that no one talks, they just play their roles and that's when we are most successful. the most talking that goes on during a fight is "watch out for XXX." oh and when we didn't have 2 succubus out, imp + fort = serious stamina buff (1.5k?)