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Go Back   Unofficial World of Warcraft Forums > WoW Community Forums > Raids & Instances

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Old 22-10-2006, 06:05 PM   #1
gillmacca
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Guild raiding advice

Hi,

My guild's getting ready to start doing end-game instance (ZG, MC, etc). I have found some good strategies sites for these places, but what I am looking for is a site that recommends what classes and how many of each you should have for the raid

Any one know of a site?
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Old 23-10-2006, 03:31 AM   #2
Cerberus
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Hm.. a pretty big question really. Most fights will vary somewhat, but I think you'll get far with a mix of common sense and what you have available.
Guilds usually have strengths and weaknesess based on what classes are most geared and has most attendance.

I'll just add that dps matters a lot and getting more healers won't allways be the key to less wiping. Let's hope we can get a person with more experience in leading raids than me to give you some actual numbers. Think this site is as good as any :)

Would help a bit of you posted if you're horde or alliance btw. Blessings, totems and that kinda stuff you know ^^
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Old 23-10-2006, 08:23 AM   #3
gillmacca
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Forgot that....lol
We are alliance
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Old 23-10-2006, 11:00 AM   #4
Tiddly
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if you are just starting to get ready then I would suggest taking what you can get :)

When we started we never had enough players to pick and choose from, once you start downing bosses word will spread and you will start getting more and more to choose from.

For ZG we usually take 2-3 rogues - 3-4 druids, 2-4 palas a few hunters 3 tanks for thekal 1 or 2 priests, 2 warlocks and 2-3 mages
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Old 23-10-2006, 02:53 PM   #5
Loriel
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A lot of different combinations could work, ofc within reason, it's often just a matter of adapting to whatever you have available. A minimum of 5 Warriors is usually recommended for MC, for tanking Core Hound Packs and also Garr adds, but beyond that it's usually a case of finding some kind of balance. Bring the minimum amount of tanks and healers, and fill the remaining slots with dps - encounters in ZG and MC can be a lot easier if you have enough dps to nuke your way through them.

I don't know if it helps, but my guild uses a pretty standard template in which the recommended distribution in MC is simply 5 of each class (8x5 = 40). Sometimes we go in light on Warlocks, other times heavy on Priests etc - with experience we usually manage just fine by adapting to what we have available. The one exception would possibly be Raggy, in which a lot of dps is required. We had only 3 Mages last time (including me), and we struggled a bit. Normally Raggy is down to 6-7% before Sons, this time it was 35%.. We still got him down, though - adapt and conquer.

The equivalent ZG/AQ20 template is 3 Warriors, 3 Priests, 3 Paladins, 3 Mages - and 2 each of the remaining 4 classes - for a grand total of 20. Extra Warriors are nice for (off-tanking), Priests are somewhat useful healers :), 3 Paladins gives you more Blessings on your raid, and an extra Mage is nice for Sheeping and (again) more dps.

Good luck :)
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Old 23-10-2006, 04:30 PM   #6
Redmumba
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To be honest, there's really no set given amount... just go with what you have. Obviously, if you're walking into ZG with 2 healers, you're going to have problems, just as if you walked in with 2 DPS. The most important types are going to be tanks (just look at which boss fights you're going to do), healers (just have "enough"), and DPS. Warlocks are nice for SS. There's no real set number at all, however...
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Old 24-10-2006, 03:51 AM   #7
Houdy
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For your first few runs in MC, I'd suggest going heavy with the healers just so you can stay alive long enough to see what the fight mechanics look like.
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Old 24-10-2006, 03:53 AM   #8
Cerberus
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Enough paladins to cover all the blessings in a 40-man raid at least ;)
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Old 24-10-2006, 03:57 PM   #9
JFoobar
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Quote:
Originally Posted by Loriel View Post
A minimum of 5 TANKS is usually recommended for MC, for tanking Core Hound Packs and also Garr adds, but beyond that it's usually a case of finding some kind of balance.
Fixed. My druid (and others) tank on hound packs and Garr adds all the time.

For Garr you need enough tanks and/or warlocks for the guards. It is best to have at least at least 4 warlocks to keep some of the guards banished (blue boys out). Also, have hunters put their pets on the banished guards as well to help isolate aggro and buy the locks extra time when banish breaks.

What Cerberus said about having enough dps is very, very true. Have enough healing. Do not have too much healing. These are often not like 5-man bosses that only need a tank and a healer still up to beat. Many of these bossfights need to be over quickly.

Last edited by JFoobar; 24-10-2006 at 04:00 PM..
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Old 24-10-2006, 04:55 PM   #10
Loriel
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Quote:
Originally Posted by JFoobar View Post
Fixed. My druid (and others) tank on hound packs and Garr adds all the time.
Fair comment, and I certainly was not implying that Druid can't tank in MC - Druids can get so sensitive about this sometimes ;) My guild often lets one of our better equipped (and skilled) Druids tank Molten Destroyers, and it works like a charm.

Quote:
Originally Posted by JFoobar View Post
For Garr you need enough tanks and/or warlocks for the guards. It is best to have at least at least 4 warlocks to keep some of the guards banished (blue boys out). Also, have hunters put their pets on the banished guards as well to help isolate aggro and buy the locks extra time when banish breaks.
The typical "just starting out in MC" pattern is to have 4 Warlocks and 5 TANKS ;) - so you can Banish 4, off-tank 4 adds and one MT on Garr himself. With more experience this fight can easily be done with 1-2 Warlocks, or even none - although that is pretty rare.

Quote:
Originally Posted by JFoobar View Post
What Cerberus said about having enough dps is very, very true. Have enough healing. Do not have too much healing. These are often not like 5-man bosses that only need a tank and a healer still up to beat. Many of these bossfights need to be over quickly.
Yeah, it's usually quickly evident when you're a bit heavy on the healing (and equally lacking in dps), as the fights drag on for quite a bit. You can get by with being light on dps on the first few bosses, but you'll struggle against Domo and certainly against Raggy - which is a timed encounter.
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