View Full Version : Another NEW Team..Question ..melee
booker
03-15-2010, 04:54 PM
So,after i hit 80 with my DK + Rets Team and play Heroics..i decided to create a new Team.. My firt charakter was a rogue..and i love Rogues. So i wanna give a Warrior3x Rogues and a moonkin a Chance..but then i realize, that the Rogues dont bring something on the table ( buffs ) . Also the Warrior dosnt bring a good Buff.
Maybee i should take a Drui as a Tank,for the Powerfull " Leader of th Pack " which gives Melees 5% crit ? ..but always look @ a Bearbutt when tanking ? I like more the Oldscool with Weapon and Shield. Then i see the Mighty shamanas with Heroism,Totems ( Haste ) and Unleashed Rage ( 10% AP wow )....but a Enhancer ? Will this work ? Now im torn..dont know what to choose..what would you take ?
a) Warrior,3x Rogue , Moonkin Healer
b) Warrior,2x Rogue,enhancer,Moonkin Healer
c) Druidtank,Rogues,Druidhealer
d)Druidtank,Rogues,enhance and Druidheal ?
Maybee someone can give me some Input ?
Many many thanks
EDIT: Goal is Highend PVE ..and a little bit PVP..maybe with a Druid,rogue Stealthteam.
Shodokan
03-15-2010, 05:37 PM
The dps of rogues will be higher than enhance, but the haste and AP they bring to the table could be better.
Druid or shaman healer since both have great AOE heals. Honestly i'd go with...
Druid or DK Tank, 3x rogue, resto shaman.
The reason i say this team is as follows.
Resto shaman can provide haste, anti-fear, nature resistance (good for some fights), easy heals, heroism/blood lust, and once geared you can have them help DPS a bit too.
Chain heal + earth shield on tank = easy peasy heroic healing.
booker
03-15-2010, 05:40 PM
Thank you. I choose def. not again a Deathknight..i was pretty disappointed froh him in Heroics 5 man.
Ualaa
03-15-2010, 05:44 PM
I'll recommend:
Druid Tank, 3x Rogue DPS, Resto Shaman as the healer.
You get a lot of totem buffs, and bloodlust/heroism from the shaman.
Who also brings Chain Heal, Riptide, Earth Shield, Lesser/Healing Wave etc.
A druid is a strong tank, and it is different from the pallies you have on your first team.
I like pallies more then druids for tanks, but you already have four pallies and the druid is a good choice.
If you don't have either an Elemental (caster teams) or Enhancement (melee teams) shammy on the team, a Resto Shaman is a very strong option.
booker
03-15-2010, 06:01 PM
i have to say..i want to take the Druid Healer,because i thought he is the only Healer,who can Heal instant while moving with his Healdots. Im not firm in this Healermechanics..but this was my first thought.
Shodokan
03-15-2010, 06:06 PM
i have to say..i want to take the Druid Healer,because i thought he is the only Healer,who can Heal instant while moving with his Healdots. Im not firm in this Healermechanics..but this was my first thought.
healing on the go is all well and good, but for many heroics you will not be moving much if at all, plus your 4 melee range toons are close enough together that you can basically use 2 buttons to heal, plus all of the other buffs.
Fuzzyboy
03-15-2010, 06:14 PM
I'd advise against shaman healer also - mostly because of the lack of AE heals. Druids and priests both have a decent AE heal, but for chain heal to be effective, you need to target it, since it heals the first target more than the successive targets and it doesn't hit all group members.
With priests or druids, you can simply choose to have one party member as the static AE heal target - which means another decision you don't have to think about.
The thing about group synergy is that unless you're raiding, you don't need any synergies. It's nice with tremor and heroism and haste/flametongue/WoA etc etc, but it's not needed. You can faceroll-farm heroics with the current emblem gear with any tank / healer / 3 x dps (since you way way outgear the content), so the synergy is only needed for the first runs until you gear up and even then it's not required, it just makes things a bit easier.
On the other had, a group that plays well in terms of mechanics and require less micromanagement is more enjoyable to play (IMO), since it less you focus more on the encounter and less on pressing the right buttons.
I've done paladin, priest and 3 x rogues and had aboslutely zero problems except for a few annoying encounters with AE mechanics (and boy was I glad I had a priest at that time) - like that heroic-only boss in nexus who does an insanely annoying combo of AE fear and whirlwind that will one-shot blue geared melees.
booker
03-15-2010, 06:24 PM
Yes..a AOE Heal is for me very important. so i should take a second look at a Priest. I know that you outgear any 5 men heroics, but maybee then i can try some 10 men content..or start @ Grim Batol and do 25 men :D
Shodokan
03-15-2010, 07:21 PM
I'd advise against shaman healer also - mostly because of the lack of AE heals. Druids and priests both have a decent AE heal, but for chain heal to be effective, you need to target it, since it heals the first target more than the successive targets and it doesn't hit all group members.
With priests or druids, you can simply choose to have one party member as the static AE heal target - which means another decision you don't have to think about.
The thing about group synergy is that unless you're raiding, you don't need any synergies. It's nice with tremor and heroism and haste/flametongue/WoA etc etc, but it's not needed. You can faceroll-farm heroics with the current emblem gear with any tank / healer / 3 x dps (since you way way outgear the content), so the synergy is only needed for the first runs until you gear up and even then it's not required, it just makes things a bit easier.
On the other had, a group that plays well in terms of mechanics and require less micromanagement is more enjoyable to play (IMO), since it less you focus more on the encounter and less on pressing the right buttons.
I've done paladin, priest and 3 x rogues and had aboslutely zero problems except for a few annoying encounters with AE mechanics (and boy was I glad I had a priest at that time) - like that heroic-only boss in nexus who does an insanely annoying combo of AE fear and whirlwind that will one-shot blue geared melees.
When i played my shaman healer solo before i started boxing again... 1 chain heal was healing a group of people to full and was incredibly mana efficient. Sure you can't target yourself too but how often is the druid going to be on top of the 4 melee to actually get the AOE heal themself as well? Also, druid's AOE heal is on a 6 second timer opposed to a shaman who can get 2 whole heals off in the time it takes a druid's stuff to tick.
Khatovar
03-15-2010, 10:56 PM
I'd advise against shaman healer also - mostly because of the lack of AE heals. .
I do just fine with a shaman healer, they work very nicely with a melee group. Riptide can be rolled on 3 targets and chain heal can be glyphed to hit 4 targets. Plus Earth Shield. ES on the tank, roll Riptides on DPS if needed, 1 chain heal takes care of the whole group. Plus you're sitting on a healing stream totem the entire time. I have never had any problems with the shaman as my healer and I can't think of any other class I would put in there instead.
Ualaa
03-15-2010, 11:16 PM
For a highly mobile group, such as Affliction Warlocks... a shammy has a lack of mobility.
The only real choices are Druid or Priest.
For a group with any kind of tank, by definition the tank will be tanking.
Which means you won't need to be mobile for the vast majority of the time.
But the shammy brings:
- Air (Melee Haste or Spell Protection or Nature Resist)
- Earth (Fear Protection or Strength & Agility)
- Fire (Spell Power for the Shammy or AoE damage or Cold Resist)
- Water (Passive AoE Heals or Fire Resistance or Disease/Poison cleansing)
- Bloodlust/Heroism for almost every boss.
Riptide is a decent heal on the move.
And Earth Shield on the tank will proc when hit, even if moving.
Chain Heal is not instant, but it is absurdly efficient and will hit everyone in melee (glyphed) or almost everyone otherwise; and it intelligently jumps from the initial target to the most hurt in order.
Plus you have a quick heal and a big heal, and Nature's Swiftness for an emergency heal.
And can self rez for wipe recovery.
And bring Water Walking (like Path of Frost) or Water Breathing.
For a group without a shaman in a dps role, a resto is a very strong option.
And any tank & spank group, isn't built on being mobile... ie read almost never stopping movement.
Play what you want...
It is your group.
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