Raid/Instance Configuration
Posted: Sun Aug 01, 2010 2:14 pm
I wanted to write a brief note to start a discussion on our raid and instance configurations. We are starting to have many classes of various skills but I wonder if we are not focusing our talents, and by that I don not mean talent trees.
For instance, I feel partially responsible for Friday's difficulties - being late, not knowing the level, and not being able to heal across the team after a death or when people start dropping in front of a boss. I know that's not my responsibility, but I have some incorrect, or perhaps possibly correct notions about what our team might look like.
I posit a good team would be equipped (not talking about gear in any way) with a tank capable of keeping threat, for various instances perhaps a second "off" tank. We need a class specifically designed to heal with all the buffs that come with it, and for some instances two healers.
This means for 10 man we would have the ability to load up 2 tanks and 2 healers. My math indicates we would need then need six DPS classes.
On many of our runs we have a loadout that may not subscribe to this idea. In some instances having the 2nd healer and the 2nd tank would not be appropriate, so that is eight DPS classes needed.
I write to again posit perhaps we need to look at not doubling up specific skills that don't compliment, like having three healers in a raid versus 2 tanks leaving five DPS classes, with two of those slots empty - because we just didn't have the people to do it, etc. So for Friday we had 2 tanks, 3 healers, and 3 DPS classes with 2 slots empty.
I don't know. Perhaps we can spend time discussing what the best loadout is.
For me, I have double spec for the lock in Demo and Destruction. I am currently saving to spend $1000 on a Holy spec for the priest, so he will be spec'd discipline and holy.
Ideas?
For instance, I feel partially responsible for Friday's difficulties - being late, not knowing the level, and not being able to heal across the team after a death or when people start dropping in front of a boss. I know that's not my responsibility, but I have some incorrect, or perhaps possibly correct notions about what our team might look like.
I posit a good team would be equipped (not talking about gear in any way) with a tank capable of keeping threat, for various instances perhaps a second "off" tank. We need a class specifically designed to heal with all the buffs that come with it, and for some instances two healers.
This means for 10 man we would have the ability to load up 2 tanks and 2 healers. My math indicates we would need then need six DPS classes.
On many of our runs we have a loadout that may not subscribe to this idea. In some instances having the 2nd healer and the 2nd tank would not be appropriate, so that is eight DPS classes needed.
I write to again posit perhaps we need to look at not doubling up specific skills that don't compliment, like having three healers in a raid versus 2 tanks leaving five DPS classes, with two of those slots empty - because we just didn't have the people to do it, etc. So for Friday we had 2 tanks, 3 healers, and 3 DPS classes with 2 slots empty.
I don't know. Perhaps we can spend time discussing what the best loadout is.
For me, I have double spec for the lock in Demo and Destruction. I am currently saving to spend $1000 on a Holy spec for the priest, so he will be spec'd discipline and holy.
Ideas?