having a 25 man shaman army would just own any type of PVP harrasment, almost like the hogger raid. I guess you need a few pallys for the 10+ raids.
I think leveling up more than 5x at a time would be hard though.
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having a 25 man shaman army would just own any type of PVP harrasment, almost like the hogger raid. I guess you need a few pallys for the 10+ raids.
I think leveling up more than 5x at a time would be hard though.
Well what he can do too, is get 40 accounts. that way he can lvl in 40 man raids. that will probably get him to around 65 hopefully. Or group with some other people to do 40 mans... I bet a couple of 70 will love to do the old stuff because they never did it before. Or roll on a server like mag and i bet some people in the zerg would love to go to 40 man.
IIRC, EQ allows 6 players per group, so that's probably why you have 24 account, and have 4 groups you can go through in 2 seconds.Quote:
Originally Posted by 'Sam DeathWalker',index.php?page=Thread&postID=91984#po st91984
I think the best approach to leveling 25 toons is doing quests 5x each as a group. You don't need a tank to do quests outside of instances. If you group together as raid of 25 toons, you can't complete quest objectives.
If I were to level 25 toons, I would level 5 gorups:
5x Blood Elf Paladins. 5 tanks! And maybe make 3 holy healers later.
5x Undead or Troll Mages. See Undead has this fear break, and troll have Spell Haste which will be good for PvE raiding.
15x Shamans? : Orc for +dmg racial, Troll for haste racial, Taurens not so much for PvE aoe stun/more hp.
or you can mix up some other class for raid buffs: Priest (hp, spirit), Druid (+stats, +armor, boomkin aura), and Warlocks (health stones, curse).
If you're talking about EQ1, then most of the bosses there are Tank and Spank. Bosses such as Nagafen, Vox is tank and spank.
The 25 man content in WoW such as High King Mulgar requires many tanks, with mobs doing a variety of crowd control and aoe damages: such as fears, stuns, cleaves.
Consider running 10-man perhaps first until you get a feel of how WoW runs?
According to WotLK, the content there will be made for 25-man and has a corresponding 10-man content.
Right well humm didnt know that resting takes like a week ... and that mobs are teathered so killing 50 at a time is out.
I am thinking of this server:
http://www.warcraftrealms.com/census.php?serverid=19
There is 14,000 enemy to attack, if I am horde
Ok just completly forget about raiding or being in raid formation, or being in a raid, all of that is complety out. There is no such thing as killing raid mobs without a tank ... With leashing maybe pbaoe is also out, humm.
Is it possible to camp spicific zones and get enough honor killing enemies in world pvp on that server? Shurly there will be some high level zones where enemy will be zoneing into on a regular basis.
Tagging exp will help actually as I can then get it into the group needed. Although as stated you will get less exp with others helping, because mobs HP is so low (made for solo), it may be that little outside help is needed and Ill just be running 5 groups in different areas (to help with repops), a bit from each other might be best way. Kill a bunch with one group, then let them regen mana, while I kill some mobs with the next group etc. This is really bad that you lose exp the more that help but I guess with the mobs having so low HP relitivly you don't need much help.
No Faction, No AA, No Keys humm ... WAY WAY less exp is needed then EQ. I know people can't stand the thought of leveling up Five times in seperate groups but to someone used to EQ this dosn't seems like much really lol ...
Given the almost zero advantage of having 25 for exp purposes maybe I have to do 5 at a time ... lots of reading to do for sure.
Ya the AV seems the only pvp zone Ill be doing in, or that new pvp only zone in WoLK.
Is cities possible? I better read about that.
Well if these totems do stack raid wide ... well thats why I posting first, seems there is a lot to learn for sure, maybe might have to wait untill December to start so that we will know what is nerfed and what made it live and what kind of environment will exist. Surly if all these totems do allow raid wide bonus then shaman will be casting spells that have as much damage as mages, I would think.
Reading through the different posts I am going to have to agree with the strat of leveling 5 pallys to start off. Once they hit 70 activate your other 20 accounts and level them with each pally as prot.
Ist off this will save you time and money. Aoe bombing instances with your pally tank is the fastest way to level, and you don't have to worry about quests, crappy exp from low level mobs... And with the 5 pallys you will learn how to play one of the more complicated classes. I definitely think starting with 25 chars is a bad way to go. just my opinion.
I say you give it a shot and see what happens. I want to see this!
Is there a good source of infromation as to pbaoe being done sucessfully?
Is there a source of info as to the exact exp forumula as to how it goes down the more people involved in the kill and what the bonus for group is etc.?
The reason I picked mages is becasue they have the best single nuke, if shaman can do more nuke damage with lots of totems stacking, why not then use shaman? If all have self rez thats save SO much time.
Agreed pretty much with what everyone else said. Only things I
can suggest.. level a pally. First it will give you a better idea
of wow leveling but it will also provide you with a toon that you can
use to boost your other groups. If you decide to have 5 groups then
using him you can boost your groups through SM/zolo. If the goal
is to reach max level as quickly as you can then within a month, you
could potentially have 5 groups that are at 60.
I've never played EQ but from what I gather one difference is the mob
respawn. In wow you can very quickly wipe the area of mobs; what
you're going to hit is the respawn timers. That's why boosting
with a pally is much more quicker method (although very boring; but you
can read/browse/watch tv :))
PVE: if you want to do any of the raid content, tank is needed (your
pally would be good for that). Some require quiet a bit of movement but
after seeing kara one manned I'll say anything is possible heh
PVP: atm AV is the only zone that can take 25+ players. You'll
have the burst power to kill everyone but eventually everyone on the
opposing team will go after you and zerg you. Gearing in pvp gear
will force you to play the 5/10 man bgs for tokens though.
I think the Pbaoe you're referring to is power levelling.Quote:
Originally Posted by 'Sam DeathWalker',index.php?page=Thread&postID=92272#po st92272
I would highly suggest to power level your Paladin tank to fast to 70, with the supporting group: 1 mage (for porting, and mana biscuits), maybe start 3 shamans (1 as a healer) to see how totems benefit.
Then search how Paladin tanks can be used to power level 4 other lowbies from level 10 to 55/60, sometimes referred to as "boosting" in instances.
No doubt Mages have the potential of being the best single target nukers: Pyro + Pom/Pyro. combo; provided that they won't steal agro from the tank.
Imagine this.Quote:
Originally Posted by 'Drizzit',index.php?page=Thread&postID=92207#post9 2207
Horde01: "South Tower burns in 1 minute.:
Horde02: "They on Drek @ 60%"
25Boxer: casts 100 totems.
You are disconnected from the server.
Using 25 shamans would just be awesome. For one they will survive better. They have healing totems (currently benefits the group). Mana totems as well. Also Fire Nova and Magma Totem would make for some great AOE. 25 of those would do some serious damage. And another thing to think about is the elementals you will get. Imagine 25 Fire elementals. Holy crap. lol. That would be 50 damage dealing entities at once.Quote:
Originally Posted by 'Sam DeathWalker',index.php?page=Thread&postID=92272#po st92272
I just went through and looked at some of the ranged/AOE for shaman and used math (i have a calculator :) ) to figure out what damage for 25 toons. It looks pretty impressive. I imagine it would be fun AOE killing groups of mobs with 25 shammies. I see running through mobs dropping earthbind/stoneclaws and running to a spot then dropping health totems and timing right for dropping the nova/magna totems would probably work pretty good.
Level 1
Lightning Bolt
13 to 15 Nature damage
14 X 25 = 350
Level 4
Earth Shock (instant cast 6 second cool down)
17 to 19 Nature damage
18 X 25 = 450
Level 8
Lightning Bolt Rank 2
26 to 30 Nature damage
28 X 25 = 700
Earth Shock Rank 2
32 to 34 Nature damage
33 X 25 = 825
Level 10
Flame Shock
21 Fire damage immediately and 28 Fire damage over 12 seconds
21 X 25 = 525 (on contact damage)
28 X 25 = 700
Total one shot damage 1225
Level 12
Fire Nova Totem (lasts 5 seconds)
48 to 56 fire damage to enemies within 10 yd
52 X 25 = 1300
Level 14
Lightning Bolt Rank 3
45 to 53 Nature damage
48 X 25 = 1200
Earth Shock Rank 3
60 to 64 Nature damage
62 X 25 = 1550
Level 18
Flame Shock Rank 2
45 Fire damage immediately and 48 Fire damage over 12 seconds
45 X 25 = 1125
48 X 25 = 1200
Total 2325
Like everyone is saying lvl 1 team of 5... Or to save a little money dual box. The reason i say duel box is have a pally and mage. Even though a pally can power rush your team quick a mage will be able to power rush you though the early easy instances like RFC and SFK and maybe even SM. But your first team should have pally and mage and the other 3 can be what ever, you just need those 2 for quicker power lvling.
"Specific zones" are called instances or dungeons. Some are 5-man, 10-man, 25-man, and 40-man capped.Quote:
Originally Posted by 'Sam DeathWalker',index.php?page=Thread&postID=92252#po st92252
Most leveling instances are 5-man. If you go over 5-man, you turn that into a raid, and you can't complete quest unless they are raid-specific quests.
"Tagging mobs" work, as long as the higher level player helping out "cons" green (meaning, the mob is green to the higher players.) Search wowwiki about it. It works out actually.
For example, I'm level 63 and fight a level 63 mob solo. I "tag" this 63 mob, and a level 70 dies 99% damage. The result is, I gain 100% exp as if I soloed the mob.
However, I've leveled a bunch of 70s already, and my experience it at level 68. I kill a mob "solo" via tagging. I need to kill like 30 or so mobs to get 1 bubble worth of exp (5%). Completing a quest at that level give about 30 mobs worth of exp. So grinding is least productive, especially when grinding mobs for 5-man groups. It's better to just complete quests.
However, a level 70 with 4x level 10 lowbies is "comparable" in exp/hour grinding and clearing instances. This is because mobs in instances are elites and gives more exp that non-elites. And the most important part is the "group bonus." Even though a level 10 mob inside give 10 exp, the group bonus can yield up to 35 exp per mob kill. You gain more exp for having a full 5-man group. So, all you need is to get a high level capable of clearing low level instanes: Paladins are the best choice since they can be used to clear even level 60 dungeons in outlands.
A Mage, Warlock, Warrior and Shamans can do the job, but it gets harder when you reach level 40+ instances where the mobs have more health and armor.
Mob respawn is a major difference between EQ and WoW, and it is related to how they are played. Not in terms of the timers (those vary from zone to zone and mob to mob, for both games) but in terms of certain mechanics. (Bear in mind that I haven't played EQ since late 2004, so much of this may have changed)Quote:
Originally Posted by 'Bena',index.php?page=Thread&postID=92286#post9228 6
- Everquest zones, even the non-instanced ones, require you to "zone in". Outdoor zones in WoW do not. In Everquest, you will be running through a zone and suddenly your screen will freeze and the words "LOADING, PLEASE WAIT..." will appear for a few seconds. And then you are in the adjacent zone.
- Everquest mobs will follow you across an entire zone until such time as you enter another zone. EQ outdoor zones work like WoW instanced zones in this case. What this means is that an AoE group could theoretically pull an entire zone's worth of mobs for killing. Mobs in WoW will follow you a specific distance and then de-aggro and return to their patrol route.
- Everquest respawn timers were tied to each specific mob spawn location. WoW respawn timers are tied to a specific area. In other words, when you clear an area in EQ, the mobs will respawn in exactly the same order that you killed them. In WoW, when you clear an area, the mobs will respawn in random order. This allowed for "breaking a camp" in EQ, where you would purposely stagger the mob deaths in order to have an area where you could safely pull and kill mobs as they spawned.
- Camping an area in Everquest involved having the group set up at a "safe spot" (where no wandering mobs would aggro) and having one person bring mobs to the group, one at a time. The group would kill the mob, regen mana and health, and wait for the next one to be brought. They would not move from their spot the entire time. In WoW, camping an area involves working your way through mob spawns and constantly moving through the area in order to kill the next mob(s).
It's two very different ways of playing the game. Mobs in Everquest are not split into normal and elite mobs... they're all effectively elites. A group of six people might spend 20-60 seconds killing a single normal outdoor mob. In WoW, solo players can tear through a zone and will often survive attacks by one or two (or more) adds.
I think Sam will find it a very new experience. :)
OMG, you just reminded me how I HATED EQ after all that. And how great WoW is when I got into alpha/beta friend & family before the first release.Quote:
Originally Posted by 'Tonuss',index.php?page=Thread&postID=92319#post92 319
I remember the J-boots camp. There's only 1 spawn for the entire server--and it's camped. It's camped by people, and there's a "List" on who will be qualified to loot the next J-boots. For you WoW players, think J-boots as an self-cast run speed buff. I camped that shit for 39 hours straight, no sleep! W T F !@@!@
For Sam, imagine there's an items you want similar J-boots in WoW that is dropped by a mob in a specific dungeon (instance). Well, you can just zone your group in that instance, and it's yours. Just like other people zoning their group in their own instance. You can reset an instance 5x per hour, max.
I found that you can reset an instance 5x per hour put you can only go in that instance 4 times per hour after resets. Found this out doing scholo power lvling. Finished 4 runs in 56 minutes (i know this because i had 1 hour long poison on my weapons at the start). I reset 4 times in went in 4 times, i went to reset on the 5th, it reset but i couldn't go in... 4 minutes later i was able to go in.Quote:
Originally Posted by 'Sanctume',index.php?page=Thread&postID=92330#post 92330
nothing will survive 20 scorches or 20 arcane explosions. those last few mages will just be wasting mana. my suggestion would be to drop 4 mages and add 4 full holy priests. circle of healing is a targetable, instant group heal that will hit for 4,000+ without crits. in PvP gear you will have 8,000-10,000HP. thats nearly 1/2 your HP pool instantly, with no recast and a very low mana cost (particularly if you downrank, as i do.. 300ish mana out of a pool of 12000). 5 priests spamming CoH on a target group makes even a mage very fucking difficult to drop unless youre talking full groups of people focus firing one toon (mortal strike and aimed shot will hurt you).
set up macros on priests for 1: targetself, 2: target group1, 3: target group2, etc. so that you dont even have to target something, you can just hit a hotkey and your priests will start spamming instant group heals at that group.. or, you can hit target self, and since you will have one priest in each group, they will start spamming group heals on their own groups. CoH>PrayerOfHealing purely because its fast, you can target other groups and you can cast it while youre moving and spamming arcane explosion on your mages. roll in, wipe out anyone stupid enough not to run away, then sit ontop of the flag point and pick off anyone who comes in range with your scorch.
20 arcane/fire mages. any melee stupid enough to come anywhere near you will die in one or two arcane explosions (instant AoE with, again, no recast) (10000 damage is a very conservative estimate for 20xAX, even without crits, and thats still greater than the average HP pool). use scorch as your ranged nuke, since its very fast casting and procs a stun, which youre nearly guaranteed to proc, with 20. you will stunlock nearly everything you focus fire until its dead.. which will be 1-2 volleys at most, since it does more than arcane explosion.
thats your point blank and focus fire.. now ranged aoe. set up a camera hotkey so that all your mages have exactly the same forward perspective. after /following your main, all your alts should have (roughly) the same perspective. train your mouse on your main screen to where you want to drop your flamestrike; cast. anything in that circle just got instakilled.
this is exactly how i play my 10box setup, except i play with 6 mages and 4 priests, two priests per group.
if you wanted to get even more fancy, you could add a shaman per group for resist totems, grounding totem and.. more importantly, tremor totem. you have no idea how amazing 5 stacked tremor totems will be to a setup like yours once WoTLK hits. it will pretty much make your entire raid immune to aoe fear.. and believe me.. aoe fear is a number one bitch to any WoW boxer.
Respawnrate of mobs depends on how many players are in the area, so if you would be with 25 characters on 1 spot that would result in an insane respawnrate? I guess it will have a cap, but it will be fast for sure.
(I hope that hasn't been said yet)
Not sure if anyone has already mentioned this since I did not read every post but you can't get the full set of pvp gear by just doing AV/New BG and world pvp. Much of that gear requires marks from the other 3 BGs unless things change.
Similar to this idea, I'd sincerely suggest Sam to start playing right now and not wait until WotLK is out.Quote:
Originally Posted by 'Bena',index.php?page=Thread&postID=92286#post9228 6
Gather an ordinary tank-healer-dps group and get them to 70 before WotLK. You have two advantages. One is you can get a better understanding of the game. Second is you can either use your 5 x 70 to boost your other characters or to keep levelling only 5 characters if 25-man idea turns bad in WotLK. Lastly, you wont lose too much if you decide to stop playing after WotLK is out. A pretty safe idea I believe.
Oh btw, there is no zone-wide pulling in WoW. As such, any idea of massive aoe-griding does not work in WoW. Yes, you can do that in instances but it's not going to be as 'massive' as what you expect. Also, WoW zones are extremely small in size as compared to EQ's, so there will definitely be insufficient mobs for you to kill, seeing that you can instant-kill any moving objects.
Regarding your idea of camping at specific spots for honor kills... it wont work as there are flight masters in WoW. If you camp the flight masters, people will just spawn at the rebirth spirit to get rid of you. If you camp at cities' entrances, people will take a flight and fly away.
I don't think it has. This was one of the patches that blizzard put in this year. The reason was because every lvl 70 was in hellfire wasting time waiting for mobs to respawn. I don't know if it works in the old land though.Quote:
Originally Posted by 'Imbest',index.php?page=Thread&postID=92345#post92 345
That is true, you will need Marks from the other BG. But AV seems to yield the most honor per hour. Unless you can 5 cap AB in 6 minutes, or 4 cap EotS in 5 minutes--but even that, he only can put 15 players in, and rotate 10 in.Quote:
Originally Posted by 'Aradar',index.php?page=Thread&postID=92348#post92 348
really? didn't knowt that.. cool!
Quote:
Originally Posted by 'Imbest',index.php?page=Thread&postID=92345#post92 345
your 25 man mob would be the #1 target on any server you roll on, and would get chased down by a ton of people. mb'ing in WoW is not as easy as it is in EQ (they have removed a lot of the stuff that allows bottish type actions) and just 3-5 well played characters could easily take down a mob of 25 controlled by 1 person. For example, if you have 25 mages just a few hunters on you with high arcane resist pets, your pbAOE wouldn't hit them, pets would be heavily immune (esp bestial wrath) and chew you up, and with a lot of strafing they'd be out of forward line of sight making you very frustrated when trying to do direct damage spells (just positioning 5 correctly is hard, 25 would be insane).
try 5 man first and grow from there, 25 man doesn't really buy you much since most of the raiding is heavily scripted and requires very precise gameplay thats hard to multibox heavily, and in PVP you will get destroyed a lot by much smaller teams.
But the person wont know how many people are with him. They will only be able to see the main and a group of people with him. Sense people know about 5 boxers they will assume it was a 5 boxer, not knowing it was a 25 boxer. Dealing with 5 toons is hard, but as soon as they find out it is 25 people they will probably run.... i would love to see the spread out macro for that. Other thing is fear. It kills a 5 boxer, trying to get the toons back, it will be a lot harder for a 25 boxer... so you at least need 5 sham just for the tremor totems.Quote:
Originally Posted by 'puppychow',index.php?page=Thread&postID=92359#pos t92359
Healing Stream Totem x 24 would be a lot of healing, some napkin math shows it's possible with L70 stats to get something around 3K+ per 2 seconds to the entire raid if this totem stacked. lol.
With that much healing you only need 1 healer and tank lolQuote:
Originally Posted by 'Stabface',index.php?page=Thread&postID=92368#post 92368
The problem I see with this is I'm a veteran EQ player I used to 18 box, but unlike EQ WoW has an agro range limit. Unlike EQ you can't make massive trains to aoe down so getting 50+ mobs will be almost impossible in some areas it will be doable. But the exp nerf from being a raid group would be ridiculously slow.Quote:
Originally Posted by 'Sam DeathWalker',index.php?page=Thread&postID=92018#po st92018
I'm wondering how they'll deal with some of that. I suspect they'll cap the stacking on some totems and limit others to group members only. I doubt that they'll hurt arena teams much, but instance runs might become a bit tougher. Depends on what they change, though.
If it hasn't been said, I need to explain some game mechanics which might dent your initial solution for PBAoEing mass mobs:
In EQ, the XP was given to the group which did the majority of the damage. If Group A did 51% damage and Group B did 49%, Group A would be rewarded all the experience and loot rights. Likewise, if Group A did 49% damage, and a single non-grouped char (EI a high level) did 51% damage, the single char would be awarded all the XP and loot rights. This was the birth of the KSing QQs (one group would steal a kill from another group that pulled a rare by outdamaging them).
In WoW, the first person or group that deals damage in any form to a mob (hit, spell, damage shield) has "Tapped" the mob, and will receive loot rights no matter what. For the group to receive all XP from the kill, they must outdamage other groups/chars by 50% of the mobs health. If they do not to at least 50% damage, they receive a portion of the XP scaling downward from 100% - 0% based on what portion of 50% of the mobs health they took away.
I bring this to your attention for the following reasons:
Your rested group, which is meant to get the XP, will have to pull and tap each mob.
No mage early on can survive pulling more then a few mobs at a time. You heal the mage, and all the mobs go after your priest/healer.
Mobs only chase chars a certain distance before agro resets to nothing and they "Leash" back to where they were agroed, or where they spawned. This would prevent you from amassing any significant size of pull.
Masses of world mobs is much smaller then that of EQ. I remember AoEing some outdoor Iksar fortress in some lvl 30-40 zone with a lake which had about 100 mobs inside, all bunched together relatively tightly, and being able to pull almost the whole thing with my bard. Nothing like those areas in WoW.
I'm not saying it is doable, but I really believe that you will have far more success doing the following to level your teams:
Create a single Paladin and level it up to 70 OR Create a 5-man group of Paladin, 3 mages, priest (because you want to end up with 24 mages + priest) and...
Get the Paladin + group to 70 asap.
Lvl Mining and Jewelcrafting on the Paladin.
Create Figurine of the Collosus, for use with the Paladin.
Buy or make gear for Paladin for tanking purposes.
Use the Paladin to AE your next 4 mage group through instances, using the many Paladin Boosting guides out there.
When each of these mage groups reaches 60, consider trying out the Paladin + 4 mage or Priest + 4 mage to see what works better for you in instances. Grind out instances to reach 70.
Repeat this for each of your sets of mages.
You may want to try to PBAoE the whole group to 70, but this depends on what your goal in this endeavor is: Leveling 25 chars at once, or playing end-game with 25 chars. Personally, I would skip all the crap in between, as with 25 chars you will be missing a vast majority of the content as is, and beyong content, there isn't much else between 1 and 70.
At least leveling the first group I mentioned you would get to see all pre-70 instance content (or whichever you choose to see, you have the ability to see it all), and, in my opinion, end up reaching 70 with all 24 mages faster then if you were to PBAoE them the whole way.
Good luck to you.
i have not ecountered any of the problems you mention while 10boxing (lol arcane resist?) boxing is about picking a setup and sticking with it until you know it inside-out. the only issue i can see is having to level 5 separate groups, 5 at a time. one priest 4 mages will grind extremely fast, but will be limited in elite instances. its perfectly possible (and just as fast) to buy decent greens/blues from AH and AoE grind non-elites all the way to 70. at which point you start queueing for your PvP epics.
as for "getting destroyed by smaller teams".. it takes at least twice my numbers OR a skilled, equal-number premade to drop my 10man setup in PvP. i frequently entertain myself by wiping 25 man raids prepping outside instances/at portal stones. you are right about 5+ boxing high end raiding.. but.. PvE..? who cares. PvE is a temporary inconvenience that must be endured in order to kill allies.
Quote:
Originally Posted by 'puppychow',index.php?page=Thread&postID=92359#pos t92359
I am pretty sure that this is a drop... and not a very common dropQuote:
Originally Posted by 'Lokked',index.php?page=Thread&postID=92380#post92 380
It drops in shattered halls and I shard one almost every time I run it on heroic.Quote:
Originally Posted by 'Drizzit',index.php?page=Thread&postID=92382#post9 2382
Show me a fear that hits more than 5 targets.Quote:
Originally Posted by 'Drizzit',index.php?page=Thread&postID=92365#post9 2365
25 locks... dot, dot, dot... 125 debuffs... no one would survive that.
There is currently a cap on the number of buffs and debuffs a target can have (40 of each as I recall). So it's not possible to stack 125 DoTs on a single target.
This will of course require a change in either the way things stack or the things that are stackable in WotLK, since people are already frequently hitting the debuff limit and in rare occasions the buff limit as well.
True I forgot about the limit.Quote:
Originally Posted by 'zanthor',index.php?page=Thread&postID=92388#post9 2388
25 (or 24) of anything is a mistake, imo. circle of healing truly is godly in large numbers (5+ priests). the minor sacrifice in AoE DPS is made up by the fact that nothing except serious, numerous focus fire on single mages will kill them.
if it were my setup, i would be looking at 15 mages, 5 shamans, 5 priests. one shaman, one priest per group. i would also spec the shamans for resto. run in alltogether with shields/earthshield precast, drop totems and stack your healers ontop of them somewhere reasonably safe, but within line of sight of your mages, then put your low rank chainheal/circle of healing on "toggle" with your G15 and forget about them. (except to press your hotkeys for changing the group focus of the heals) while you run around with your mages on /follow and kill everything in sight.
think of the 10 healers as a moveable unlimited HP turret.
Just a random FWIW comment:
you can train mobs all over the world/zone without them leashing (losing aggro) with some creative healing... with my mage/priest duo i used to run around spaming rank1 heal over time while the mage aggro'd stuff and as long as the heal was ticking mobs wouldn't leash, not sure if thats changed in the last month or two.
I do the same thing with my Pali / sham group - setup shams in random positions around my pull area so that they are in heal range and just cast rank1 heals on the pali as he rounds up mobs -- you can round up a lot of mobs this way :D
edit...dupe post