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  1. #1

    Default quistion for any of you mixed group vetrans :D

    I have been playing a prot pally and 1 rest 3 ele shamans. I find this group very easy to 2 step 1 button mash. With quite a bit of utility and i see that many on here use this group to do heroics. However! i have been pondering doing a mixed group so that A) i can make use of more drops B) Have some variety in skills and talents. But before i embark on this i wanted to ask if the following groups are viable to do cata heroics etc.

    The group i am considering is..
    Prot Pally
    Arcane Mage
    Ele Shaman
    Boomkin
    Holy Priest

    For healing a resto shaman i suppose may be a bit better riptide + earth shield and then do some dps.

    But any suggestions or experience in how viable this group would be long term to do heroics etc would be great!

    Thanks

  2. #2
    U JELLY?! Toned's Avatar
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    Default

    Mage = CC
    Shaman = CC
    Boomkin / Priest = Limited CC

    I'd personally ditch the boomkin and replace it with a warlock. They have more CC options.
    That or keep the druid as resto and make the priest a lock or shadow (still limited cc).

    When I make a mixed class group that isn't melee I try to aim for 3 reliable CC's and atleast 2 reliable interrupts. (Tank + Ele sham cover this).


  3. #3
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    For a mixed group, I like ranged classes with the exception of Hunters.

    Any tank will work, especially if you drive with it.
    But I'd favor Paladin > Druid > DK > Warrior, based on the least things to manage.
    It is worth noting at lower levels (Thrash at 81st), a Druid is hard to tank with.

    Any healer type can work as well.
    But the Paladin is lacking in group/AoE healing, so is a bit harder.
    The two healer approach can work very well too, provided you're okay with reduced damage and longer runs.
    Double Paladin can each Beacon a DPS, receive heals to themselves via Protector of the Innocent and just heal the tank.

    Beyond that, you have your DPS.

    Take into consideration the buffs the team receives.
    Also look at something like Curse (Warlock), Earth & Moon (Balance Druid) or Ebon Plaguebringer (Unholy DK), which are significant buffs via debuffing the mob.

    Crowd Control is another consideration.
    I like Priest (Shackle - Undead), Mage (Sheep - Beast/Humanoid), Warlock (Banish - Elemental/Demon; Seduce - Humanoid), Druid (Sleep - Animal), Shaman (Hex - Humanoid/Beast?).

    An Enhancement Shaman adds a ton to a melee group, as does an Elemental Shaman to a caster group; totems are immensely powerful and flexible.
    Tremor Totem in particular, is an extra (raid-wide) fear break, for your entire group.

    I didn't even think of interrupts, but that can be an important mechanic to have.

    Utility can be nice too:
    - Mage (Food/Water, Portals, Heroism/Bloodlust equivalent if no Shaman)
    - Warlock (Health/Soul Stones, Summoning, Water Breathing)
    - Druid (Innervate, Battlerez, MotW stats/resists if no Paladins or only one Pally)
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    Diablo III: 4x Crusader & 4x Wizard.

    My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
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  4. #4

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    Thanks for the feedback guys =) After some thinking and reading some more i have rolled my team.

    Prot Pally - Tank
    Ele Shaman - Dps
    Arcane Mage - Dps
    Destro Warlock - Dps
    Rest Shaman - Healer

    It seems to cover most buffs, has nice healing and hopefully consistent dps.

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