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Deciding on a good Main 5 box team for Classic WoW.

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When building a dungeon clearing team for Classic WoW the most frequent question seems to be focusing on what is the "Best" party composition for farming dungeons...

Though I think that is only one factor a person should consider I will try to answer that single question generically first...

If we are strictly talking what is the theoretical best 5 boxing dungeon clearing team for any/all circumstances I believe Blizzard has the proto-typical design as:

-1 Tank;
-3 DPS;
-1 Healer;

With that in mind for strictly most efficient Dungeon clearing by the average multi-boxer doing all 3 of those roles I would recommend:

-1 Tank: Paladin (or Druid if Horde though Warrior may also be an option);
-3 DPS: Mages (though having at least 1 Warlock gives utility/buffs);
-1 Healer: Priest Dwarf/Undead (though Paladins & Shamans are good options with pros/cons);

The biggest thing I like about the above party composition is that it can clear every debuff, gives great Area of Effect (AoE) Threat, AoE Damage, and AoE healing options in addition to single target options and from a boxer perspective likely gives more simple & consistent timings, rotations, management, & positioning than other options.

I think the Alliance option is overall best because the Paladin tank seems the best for maintaining threat on the largest number of targets as well as being able to reduce the other party member's threat if that is an issue and the Paladin can self clear poison letting the Priest clear magic & disease and the Mages clear Curses.

I love druids and druids are probably my favorite overall class but, while they can be solid healers with a nice long cool-down combat rez, their lack of a regular rez makes me hesitant to have them as the party's single healer. I guess they can be a good option if you have things fully on farm and rarely if ever wipe and/or if you can leverage another team member as a rezzer (like a Paladin).

Druids Tanks also have strong AoE threat but on fewer targets and also can't reduce the aggro of their teammates and while they they can theoretically self-clear both Poisons & Curses I believe they have to shift to do so which can be dangerous...

In the end there are lots of options and what is theoretically best may not necessarily be the best for your personal play-style, preferences, and/or skill level and/or the specific content you are targeting. If you want to consider various options you may want to review the following chart regarding clearing debuffs:

https://cwl-forums.s3.amazonaws.com/...2fabb91c5c.png

TLDR:
The overall best dungeon clearing party for multi-boxers is:

-Paladin/3Mage/Priest (or Druid instead of Paladin if Horde);

Though personally I would at least substitute a Warlock for a Mage...

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All the above being said, unless your ONLY goal is most efficient dungeon clears (or your dungeon clearing party is separate from your main(s)), when building a dungeon clearing team I think the best thing to do is to first think about all your other possible long term goals by answering questions like:

1) For boxing in dungeons do you prefer certain play-styles and or group mixes?

2) Can you live without Warlock utility (summoning/stones/etc) in your main party?

3) Can you live without Mage utility (like water/food/portals) in your main party?

4) What class-role(s) would you like to take as a main(s) for 40 man Raiding, if any?

5) What class-role(s) would you like to take into smallscale &/or mass World PVP, if any?

6) Do you plan to go for High Ranking among the 14 PVP Ranks in Phase 2 for any/all of the team?

7) Assuming multi-boxing will not work in PVP BattleGrounds, would you have one or more main characters for BattleGrounds and if so which class-role(s)?

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Taking that approach for myself as an example I came up with the following answers for myself:

1) For dungeons I like Paladin Tanks the most and find ranged DPS the safest & like having an AoE DPS option. If running a single healer I prefer AoE healing and even better AoE healing with some HoT options. Flexible though and willing to move from any/all of those for the right reasons.

2) Normally no, but yes because I plan on having a second group of 5 level 20+ Warlocks that I park at up to 4 key locations which will include the instance(s) that I am farming; Personally I will likely farm mara/scholo/strat until I get everything I want from those instances and then I plan to move to BRD & LBRS (and hope to group for UBRS).

3) Normally no, but yes because my 5 Warlocks will help with Transportation and my party will have very mana efficient healing & my DPS won't require mana;

4) I plan to Progression Raid as a Paladin-Healer; Would love to also try a druid (any role/all roles) if allowed once some Raids are on farm;

5) Personally at least as a single client Paladin-Healer in a larger PVP raid and my brother &/or kids may join as Paladins or Warriors on their own PCs. I would like to have a hybrid Druid option to solo stealth scout out areas and/or to join stealth groups of rogues & other druids. I am wanting to try to multi-box up to 5 clients in world PVP though I am also fine with just playing a single client in a larger group if I don't enjoy the multi-boxing. If I duo instead of 5boxing one of the strongest Classic combos is Warrior+Healer-Paladin...

6) For my Paladin-Healer I want at least the Rank 6 Title (Knight). My stretch goal is to unlock PVP gear for most slots so ideally I only need to reach rank 8 as I don't care about the PVP Helm because once I get the Paladin Tier 2 Helm I am never taking it off ;-). Anything over that would be great but just gravy (and who doesn't want more gravy).

7) BattleGrounds are my favorite thing and Paladin-Healer would be my normal main though sometimes I may go "Tanky" Paladin in AV and lead a charge into the Horde or in WSG if no druid will carry the flag (so I plan on having at least 2 sets of Paladin gear on my main). I love WSG and if there are repeatedly no Druid Flag Carriers to carry the flag I would like to have the option to queue up a Druid Flag Carrier instead of having to carry the flag as a Paladin.

With the above in mind the group I am planning on running dungeons as either:

3 DPS-Warriors (no designated Tank but any could shift to defensive stance/shield);
2 Healer-Paladins (very mana efficient);

Notes: I find the lack of a designated Tank for this group interesting and see merit in trying it (it was recommended by Apathiest). Though Paladin's don't natively have AoE healing each warrior should help soften any damage spikes with dual Crusader Enchants giving self-healing and melee hits on the targets also giving heals due to Paladin seals/judgments. I would run both Paladins in melee range so they would regen both mana & health from melee hits. Even though the remaining healing is single target I have 2 Paladins doing quick efficient heals and plan to use ISBoxer's VFX features to make it easy.

OR:

1 Tank Druid (minimal mana);
2 DPS Warriors (no mana);
1 DPS Paladin (maybe bad mana, don't know);
1 Holy Paladin (most mana efficient healer in game);

OR:

1 Tank Paladin (bad mana -> lots of drinking);
2 DPS Warriors (no mana);
1 DPS Druid (minimal mana);
1 Holy Paladin (most efficient mana healer in game);

TLDR#2:

While I think Paladin/3Mage/Priest is most efficient for dungeons, with my goals in mind, I plan to run:

2Paladins/3Warriors (though I might swap a Druid for one Warrior);

If I don't include a Druid in my initial main group I may later level Druid or a mix of Druids/Rogues/Shadowmeld-Hunters for fun.

Updated 06-18-2019 at 08:56 PM by nodoze

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