Quote Originally Posted by 'Arrowing',index.php?page=Thread&postID=84663#post 84663
Oh Ty,
i think i gonna do 3 Shamans first and i will see what it feels like :-) . I thnik i will try 3 Mages as well.
To mix Classes up is not that easy for a noob like me right ? Example 1 Mage 2 Shamans
I haven't found it to be any more difficult to play 2 classes over just 1. If you think about it, you're playing a main and alts, so it's easy to play a main tank/healer, and alt(s) for dps/heals. It's when you have 3+ classes that it becomes more inefficient and difficult to play..

Unless you've got a BM-spec hunter or Demon-spec warlock, someone is going to have to take some damage unless you love kiting all day long. 3x of a class is not at all as strong as 5x, so I'd rather have a true tank to take the damage and a couple dps to mow 'em down. Since you'll come across a lot of multi-mob pulls in instances, nothing is better than a paladin for those.

If I were to choose 3, I'd probably go with a paladin, mage, and shaman.
Reasons::
Paladin:
Plate & Consecration - AoE tanking. Combined with typical AoE spec of BoS, Ret aura, SoL.. can tank for long periods of time to help the lack of 2 more DPS characters.
Blessing of Wisdom - keep casters mana up. There is a significant difference in the length of a fight/downtime when I forget to have my shaman BoW'd.
Divine Protection / Lay on Hands / Resurrection. Ultimate lifesaver combo for bad pulls/fights.
Mage:
Utility - Food & Water, Portals, Int buff. Cut down travel / downtime in a huge way.. plus help in prolonged fights with extra Int on all 3.
CC - Polymorph / Frost Nova. Good for larger pulls - since you've only got 3x to box with, removing 1 enemy from the fight is huge.
AoE - Combined with Pally's Consecration, you can blast away with AoE and not worry about aggro. Since you don't have 4x/5x shaman with magma totem, this is an easier way to burn down groups.
DPS - Excellent for both single target and groups.
Shaman:
Chain Heal - 3x targets means every cast will heal the team if they're within range.
Chain Lightning - get extra splash damage from target of paladin.
Reincarnate / Resurrect - the wipe-saver.
Totems - primarily with Air (Windfury), Fire (Wrath), Earth (Stoneskin), and Water (Mana Stream), those are huge buffs for the entire team. Add in the occasional Resist, Healing Stream, Tremor, Grounding, and Strength totem and you've got a lot of buffs available.

Reason to have all 3 classes:
Tank recommended. Totem of Wrath is huge because it stacks, which is why 5x Shaman are so powerful in PvE. With only 3 though, that's 9% hit/crit, which means fights are going to last much longer anyway. Get a tank in absorb damage while 2 dps'ers go at it.
Speed recommended. Mage's utility of food/water/ports + Shaman's reincarnate/resurrect for wipe protection = minimal downtime. Get engineering on the tank for Paladin's ranged attack, Repair Bots, and eventually Tanktronic Goggles and you'll only have to go to town for quests/sell/bank loot. The survivability will be greater with a true tank, since there is a drastic difference in dps going from 5x shaman to 3x. That's 6% hit/crit missing plus the 2 character's DPS when going from 5x to 3x.
Tank + DPS. Think of it as just playing 2 classes, since Shaman's LB/CL/Shocks can be cast simultaneously with Mage's Fireball/Pyroblast/Fireblast. Plus, you have the utility of totems, int buff, food, water, ports, CC..
Shared drops. With the paladin in plate, shaman in caster mail / leather, and mage in cloth, there should be little competition in drops, especially after 60 when there is more caster mail available.

If I had to do it again, since I already wanted a true tank in my group, I would have dropped one shaman for a mage. The portals, food/water, CC, and AoE would have saved a LOT of time in rest/travel time, plus make some pulls much easier.. like when you run into lightning-immune mobs.

That said, if you're looking to eventually go primarily PvP over PvE, definitely go 3x Shaman or 3x Hunters.