View Full Version : Optimal 10 man team
Coranthium
07-05-2009, 01:36 PM
I already have an 80dk and 70 hunter. Trying to decide what the other 8 should be.
My best guess from reading posts:
2x holy priest
1x shadow priest
1 prot pally
1 balance druid
2 shamans(dual specced elemental/resto?)
Possibly 1 warlock(not sure about how to spec him) for summons/soulstone
I want a team that has good buffs/debuffs and isnt too hard to run. Any advice/links to good threads on the topic are appreciated!
Multibocks
07-05-2009, 01:59 PM
Best raid team see mmo-champion for its raidcomp utility. Other than that I got's no input :D
Ruodhaid
07-05-2009, 02:22 PM
You want a mage for sure, food and int buff !
Littleburst
07-05-2009, 03:05 PM
4 shaman, 4 mages/boomkins/warlocks and 1 MT and 1 possible OT.
The more different classes you pick the less efficient you can play them. A simple buff is hardly a gain compared to that loss. The only upside is that you could use all loot imo(and it's challenging, if you like).
Smoooth
07-05-2009, 03:59 PM
I wouldn't use a shadow priest if you are going to use 2 holy priests and a balance druid. It won't add anything to the group. I'd take an arcane mage instead. It adds alot plus its better dps for my group at least.
Ualaa
07-05-2009, 04:44 PM
For a 10-man group there are several considerations.
As you add a more diverse mix of characters, your efficiency per toon goes down.
At the same time, you gain additional buffs/procs and tools to tackle more challenges.
You could easily run...
2x Prot Pally
8x Shaman, some dual-spec'd to Resto too.
It would be a very simple group as far as macro's and such go.
The team would run much closer to maximum efficiency then one of every class.
Personally, if I was going with a mixed (10-box) team, I'd look at:
- Covering as many buffs/procs as possible.
- Desired loot, so there's little overlap/competition, and not much is wasted.
- Which classes can be macro'd for close to full strength on the fewest keys.
Stabface
07-05-2009, 04:48 PM
Raidcomp has a few inaccuracies so best to double check things.
Mercurio
07-05-2009, 08:54 PM
Here's a reply I made to another thread on this topic a number of months ago. It's just based on my personal experience 10-boxing. Hope it helps.
Here is what I'd add to your DK + 4 Shammies (I'm assuming your DK will be tank spec, 3 shammies will be ele and 1 will be resto for most of the raids). This is in order of importance:
#1 Holy Priest. I really only use two healing macros on mine - greater heal the tank and a /castsequence of Prayer of Healing, Circle of Healing, and Holy Nova. Either my tank gets damaged or someone else does. For someone else I spam the AOE heal till everyone is full health. I can't be bothered to single target heal most of the time and this simplifies things greatly. In fact, now that Prayer of Healing can be targeted to other parties, my priests (one per 10-man team) solo heal Loatheb. We always end up at 100% health across the board and my priest at 50%+ mana. Just amazing healers. Oh, and two fabulous buffs that are perfect for caster-heavy teams.
#2 Prot Paladin. Much easier to run as a main tank than a DK (as I've been told by a couple of people who know both classes inside and out). There are some on these boards that can manage them as heroic MTs, but for 10-boxing? You want each class as much on autopilot as possible - way too much going on to micromanage one. Also gives kings - a great buff for every class. Give the option of daul-speccing and respeccing to healing for single tank bosses (of which there are many).
#3 Warlock. I have never run a DK, so don't know if they can use the +13% damage buff in any spec, but if not, you'll always have it with a lock around. They are my highest DPS toons in similar or even worse gear. They can soulstone, and even with all those shammies the lock can rez the team more times per hour than any of them. Summoning portals are awesome - need to repair? No problem, drop a stone, hearth out to repair, get summoned back. No biggie. Want to change out a toon or two? No problem. Want to get a friend to help out? He's there in 30 seconds.
#4 Balance Druid. Though many of the great caster buffs provided by the moonkin form are just repeats of (and don't stack with) elemental shammy totem buffs, balance druids are fabulous for one thing: +3% hit from Improved Fairie Fire. It's a talent all Boomkins should have. The amount of +hit you DON'T need on every single one of your toons if you don't have a boomkin around is crazy. I'd have to swap out 2-3 items on every toon for inferior damage gear that had more hit if my druid wasn't around.
#5 Hunter. There is a TON of non-caster DPS gear that drops in Naxx (and every major dungeon). It would be very inefficient to have all of it sharded and have yet another caster on your team languishing in blues b/c there just isn't enough caster stuff to go around. If you bring a hunter he'll have lots of epic gear in no time and will be doing much more DPS than another caster in blues. The major plus to them in my book is the replinishment you get from survival (which all 3 of my hunters are). Also brings misdirect and aspect of the pack for those few times that you need to run a ways inside a dungeon.
IMHO there are major reasons to bring all five of these classes. Leaving any of them out would be a major loss. That's good news b/c the three you are leaving out don't bring much:
Mage? Int is a nice buff, but that's about it. I have one and never put down a table. Buying 80 teas for every character when I go back to town to repair is a simple thing and costs nothing compared to the cash we boxers get doing a few dailies. Putting down a table and getting all my toons to get food is just another thing to do to "buff up" when you enter a dungeon - buying stuff in town seems less of a hassle to me and I'm never in that situation some of my buddies get in where there is no mage around and they have to beg tea off others. Though I think the + crit from scorch or frostbolt stacks with a boomkin's. Portals? I never remember to use mine. With 30 min hearth now it isn't a big deal.
I agree with you and Fur on the other two:
Warrior? They can't hold threat nearly as easily as pallies and are more complex to run.
Rogues? I have a 70 rogue on my alliance server. LOLZ - why would a boxer even consider this?
Have fun!
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