EXC = exchange - i.e., gold farming, botting and character selling - no, I'm not being sarcastic - that's the total purpose of Vox

Lot of ppl go RP on Antonia Bayle

SK/Troub/ Warden or Templar / and Illusionist or Wiz
I've mentioned it before in previous posts that 4mans are prob the hardest to pick a group but let's analyse it...
  • heavy (plate) tanks a given
  • 1 or 2 healers (following applies to a group of FOUR OR LESS, i.e., in a group of 5 or more, 2 healers is definately the norm)
    • 2 healers --> lower overall dps --> longer fights --> tank taking more damage --> tank requiring more healing --> healers need more mana to heal --> good chance they go oom --> dead tank --> wipefest
    • 1 healer --> more dps --> tank takes less damage --> tank takes less healing --> yadda yadda yadda --> loot / rinse / repeat
  • DPS character is a given
  • CC or bard
    • CC has mana regen, some DPS increases and of course crowd control
    • Bard is mainly utility - it will buff up the other chars to perform better. It has run speed, heaps of buffs and debuffs, mana regen
    • tbth, I'd prob go with a bard for a 4 man as the CC requires a lot of spell casting to benefit from such things as perpetuality


So for a plate tank - you got the 4 choices. You've suggested SK.
  • If you've gone the 1 healer approach, you may find that your short on heals at the end game
  • they are know for DPS and AOE - but they are also considered one of the 'softest' plate tanks
  • TBTH, and IMHO, I would suggest going a pally for a group of four - mainly as it can heal / ward - if you go the 1 healer approach + the pally - you have in effect got 1.5 healers in the group whereas going SK would mean you only have the 1.0 healer
  • Downside to the pally is lower DPS than an SK but you do get increased survivability
  • a MASSIVE bonus for going either of these two crusaders is the 100% fear resist deep down the WIS line - we all know that fear is a killer of any boxing team - both have 100% fear resist but comes at a cost to DPS...


Healers, druid:
  • fury, high DPS, low healing (and that 'low' comment will cause some angst - but I say that from exp)
  • warden, high DPS (melee spec), high healing
  • BUT - both use HoTs to heal...with the odd minor DH - therefore, if you have huge dmg inc...and only HoTs healing...


Healers, shaman:
  • Main healing is through preventing damage, i.e., wards - BUT - not so good at 'repairing' damage once it has been done
  • good handful of DHs


Given you only have a group of 4 - and possibly the 1 - 1.5 healers - it may be better for you to prevent the damage (i.e., wards) than to heal it (via HoTs)

So which to choose;
  • SK+defiler, pally+mystic


DPS
  • personally, for boxing I would not recommend a wizard. I do run a fully dec'd out wiz with everything that opens and shuts and I am still disappointed with the DPS output. Wiz has long cast times which doesn't meld itself well to a boxing group.
  • rouges - I am totally bias towards rogues - smuggle (group stealth), HUGE dps (easy 3k avg boxed), lot of debuffs, evac!


DPS, caster
- honestly, prob go something like a lock over a wiz anyday

DPS, melee
- rogue
- SK + brig
- Pally + swash

So assuming you've gone MT + 1 healer + bard + DPS - personally, I'd lean towards Pally + Mystic + Swash + Troub (all good) - if your set for an SK - SK + defiler + brig + dirge (all ebil) - one team has more survivability - the other is definately more DPS