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Raid Composition Guide
Raid Composition Guide
Published by Cormanthor
April 22, 2009
Last Updated
October 26th, 2009
Raid Composition Guide

Raid Composition Guide (version 3.3)

How to build a raid for optimum success is a question that haunts all raid leaders at some point. What classes are needed? Do I need to organize my group composition within my raid? What is that pesky warlock really worth to me, and should I ask him to respec for the raid?

Raid Size
If you are running 25 man raid content, your job as Raid Leader is both easier and much more difficult. You have less to worry about as far as getting all the good buffs, due to the overlapping nature of most buffs. If you can hit the key buffs in the first two groups, the other three are gravy, right? Now to just herd the cats to the bath…
Running 10 man content is where getting all the right buffs gets a lot harder. At least leading the raid itself is easier. This guide will focus on 10 man content. 25 man guilds can use this as a bare minimum set, and edge out a little better setup from there.

Classes and Races
Just because warlocks are the coolest cats in the raid, it doesn’t make them irreplaceable. But you just can’t crank up the Roflcopter without certain classes at the table.
1) Shaman. No ifs, ands, or buts. Raiding without one will cost you Heroism / Bloodlust and 5% spell haste.
2) Paladin. They bring blessings – two of which are unique: Kings and Wisdom. Their judgements of Light and Wisdom are also unique, and the only unique debuffs at that. If you can get two paladins, great. At least bring one.
3) Druid. Mark of the Wild is unique, stacking with Kings. And the auras they provide are great additions to any raid.
4) If your druid is not a Moonkin, get a Shadow Priest and either a Warlock or Unholy Death Knight.
5) Demonology Warlock gives the strongest spellpower buff in the game once you're past about 3k spellpower and have a strong crit rate.
6) If you're alliance, get one Draenei for each group in your raid for an added 1% to hit.

Tanks
My recommendations for the two tanks you need are Warrior (Main Tank) and Paladin (Off Tank). Obviously this choice is gear / skill dependant, but assuming near equal gear and skill, handling adds and multiple mobs is typically easier as a Paladin. Warriors can pull it off, but they have to change out of the 'cookie-cutter' tank spec to do so.
If you have other tank spots available, invite a Death Knight (Unholy or Blood for the best buffs) and a Bear.

Heals
Here's where you want your Shaman, if possible. Couple this with a Discipline (or Holy) priest, and your heals should be good to go. Assignments are gear and skill dependent here as well, but assuming equal gear / skill, have your Shaman heal the tank with the most people nearby. The Discipline Priest is great for healing the tank taking the most damage. Some groups prefer (or need, depending on gear) a third healer. If that is the case, sub out your least contributing* DPS for a Holy Paladin or Restoration Druid. I've seen Holy Pallies popping 16K – 20K crits in Naxx25 level gear, practically rezzing the near-dead tank in the process. Druids are masters of the heal over time, giving insta-cast heals in high movement fights. In 25 man groups, allow for about six healers.
* Least contributing does not necessarily equate to lowest DPS. Look at the buffs they provide as well, to see what you will be sacrificing.

DPS
Here's where we come in. And we are a vital part of a well balanced raid group. Demonic Pact is where it's at though, not the standard deep Destruction builds we've all seen. Metamophosis Warlocks also bring the Crit Strike debuff, allowing your mage to drop scorch altogether. I picked four ranged DPS, and two melee. You may find that a different balance works well for you, but balance you must! Your ranged DPS threat is based on them being at range. They will likely have to hold back if they have to stack on the tank for the fight mechanics. But having too many melee hurts your raid DPS on fights with boss AoE's and such. Having a balance in your core group minimizes this drop in DPS.

TLDR:
Here's a sample raid composition from the tool at MMO-Champion.

I used a Prot Warrior for the armor and attack power debuff.
The Prot Pally dishes out Kings on everybody but himself (he gets it from the other Paladin) and Sactuary on himself. He also judges light on his target for the health feedback.
I played a Meta 'Lock for the Demonic Pact buff, as well as the critical strike debuff, healthstones and a soul stone.
I picked the Disc Priest for the main tank heals, stam and spirit buff and the armor buff on healing.
I put the Shammy on heals to provide Bloodlust / Heroism, a second armor buff on heals (non stacking, but they aren't healing the same people), the agi/str totem (Strength of Earth), spell haste (Wrath of Air), mana return (Mana Tide), and those nice Chain Heals that keep my DPSers alive.
The Balance Druid provides Mark of the Wild, spell crit buff, +hit and -armor from Improved Faerie Fire, increased spell damage taken, a melee hit reduction debuff, and a haste buff shared with the Ret Pally.
The Ret Pally is a big buffer here as well. They bring the second blessing for everybody, a flat 3% damage increase, replenishment, crit strike debuff, and Judgement of Wisdom.

The remaining three DPS don't bring quite as much to the table due to overlapping buffs.
I brought the Marksman Hunter for the attack power buff, and if he has a Rhino pet, the bleed damage bonus is nice. He can also help with a healing debuff and the melee hit reduction debuff.
The Combat Rogue is there primarily for the physical vulnerability debuff, but he can also help with the healing debuff and armor debuff on the offtank's target.
The Fire Mage (any spec would be fine, so long as DPS is good) is here for the Int buff. That and I like the food and the portal home is awfully convenient. You could sub out the mage for a kitty cat and get a melee crit strike buff and a better 3/3 ranged/melee balance.

Buff Categories
Here's the way it lays out. There are about 37 categories of buffs and debuffs that don't stack. Some are unique, some are shared by three or so classes. Not all buffs / debuffs are equal! Here's the breakdown, matrix-style:

BuffsDKDrHuMaPaPriRoShWaWr
Agility and StrengthAny      Any  
Armor%     H/D Res  
Attack Power    Ret    Fur
Attack Power%Bl Mk    Enh  
Heroism       Any  
Damage%  BM Ret     
Damage Redux%    Prot     
Haste% Bal  Ret     
Healing Rcvd% Res  Prot     
Health        DesFur
Intellect   Any    Aff 
Mana (blessing)    Holy     
Melee Crit Fer       Fur
Melee HasteFro      Enh  
Replenishment  SurFroRetSha  Des 
Spell Crit Bal     Ele  
Spell Haste       Ele/Res  
Spellpower       EleDem 
Spirit     Any  Aff 
Stamina     Any    
Stat Add Any        
Stat%    Any     
DebuffsDKDrHuMaPaPriRoShWaWr
Armor (Major)  BM(p)   Any  Prot
Armor (Minor) FerAny(p)     Any 
Attack Power Fer      AffAny
Bleed Damage FerBM(p)      Arms
Cast Speed  BM(p)Arc  Any Any 
Crit Strike    P/R AsEle  
Healing  Any   Any  A/F
Health Restore    Any     
Mana Restore    Any     
Melee Attk SpdFroFer  Prot    Prot
Melee Hit Redux BalAny       
Phys Vulnerability      Com  Arms
Spell Crit   Fi/Fr    Aff/Dem 
Spell DamageUnBal      Any 
Spell Hit Bal   Sh    

For help in-game, check out RaidComp.
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References
wowmb.net
raidcomp.mmo-champion.com
www.wowhead.com

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The Following 15 Users Say Thank You to Cormanthor For This Useful Post:
Old April 23, 2009, 06:51 PM   #1 (permalink)

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lilsteele
80 Human Warlock
Terenas Euro PvE
Re: Raid Composition Guide

I'm blind...


Great work, thank you.


Still a few questions though:

What spellpower is taken for the calculation of Demonic Pact? Base from gear? Including Fel Armor? Flasks? Pet buffs?
Raid buffed I'm usually above 3k spellpower, while I only got some 2k from gear... so I'd like to know
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Old April 23, 2009, 11:37 PM   #2 (permalink)
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Cormanthor
85 Orc Warlock
Undermine US PvE
Profile: Blizzard Armory
Talent Tree: Demonology
Re: Raid Composition Guide

Last I looked this was still under discussion. I believe there was a bug in Demonic Pact that did not include Fel Armor in the buff once proc'd. I believe this was fixed and now should include all of your spellpower at the moment of the proc (not too sure, but this may include trinkets).

I'll have to do some digging and possibly respec for testing (and some Meta-fun) next week.
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Old April 23, 2009, 11:57 PM   #3 (permalink)

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Sqrl
80 Undead Warlock
Thorium Brotherhood US RP Guild: Caitiff Knights
Profile: Blizzard Armory
Re: Raid Composition Guide

Excellent guide! This really helps me understand where I stand in a raid as well as where others stand in relation to me. Big props for putting this out.
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Old April 24, 2009, 07:11 AM   #4 (permalink)
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Cormanthor
85 Orc Warlock
Undermine US PvE
Profile: Blizzard Armory
Talent Tree: Demonology
Re: Raid Composition Guide

I couldn't sleep this morning so I scoured EJ and found this thread. On the PTR before patch 3.1, it seemed to account for everything except possibly Lightweave procs and Glyph of Life Tap (and maybe Demonic Knowledge). Trinket procs, food, flasks, etc all counted. I'll have to respec and do some testing on the dummy to find out for sure next week.
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Old April 24, 2009, 08:26 AM   #5 (permalink)

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Luxury
80 Blood Elf Warlock
Deathwing US PvP
Guild: Addiction
Profile: Blizzard Armory
Re: Raid Composition Guide

Jesus Cor, you weren't kidding about the colors.
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Old May 21, 2009, 03:34 PM   #6 (permalink)
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Cormanthor
85 Orc Warlock
Undermine US PvE
Profile: Blizzard Armory
Talent Tree: Demonology
Re: Raid Composition Guide

Tragik is starting his own guides going in depth on each important buff/debuff. Thus far we have Spellpower and Critical Strike.
I'll link others as they come about.
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Old May 21, 2009, 03:56 PM   #7 (permalink)

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Koldfeat
85 Undead Warlock
Draenor US PvE
Guild: Trouble
Talent Tree: Demonology
Re: Raid Composition Guide

"Improved Soul Leech - Replenishment (0.25% mana per second)
Same as: Hunting Party, Enduring Winter, Judgements of the Wise, Vampiric Touch
Same exact buff as four other classes. Most Destruction warlocks do not spec into this, favoring more DPS-oriented talents. Survival Hunters, Frost Mages, Retribution Paladins and Shadow Priests are all better choices when looking for this buff.

(Bold added for emphasis)

I don't believe this is true anymore. ISL is a DPS increasing talent because of 2% mana back portion.
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Old May 21, 2009, 07:50 PM   #8 (permalink)
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Cormanthor
85 Orc Warlock
Undermine US PvE
Profile: Blizzard Armory
Talent Tree: Demonology
Re: Raid Composition Guide

It does hit high marks in Fallenman's Raiding Build Guide, however ISL isn't in the top 5 most popular Destruction raiding builds according to talentchic.com. I'm not too sure about the accuracy of the methods employed by talentchic though, as the #2 "raid" build is actually a PvP build.
I guess it really boils down to two things: whether or not you need Suppression and your Raid Composition.
The points you steal for Suppression generally come from iSL. You can get one or the other, but not often do you get both (although very possible, it is also very rare).
However, if you raid with a Retribution Paladin or Shadow Priest, for instance, all of their popular raiding builds use it, including every "Shockadin" build. Hunters and Mages are less likely to carry it than we are.
It is 100% a great choice for someone in the raid to have it. It is probably on the order of 80% great for two people to bring this ability (for 25mans with a lot of mana eaters). For the third and subsequent people, it is practically worthless (slight uptime increase, maybe).
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Last edited by Cormanthor; May 21, 2009 at 08:06 PM.. Reason: added other class data
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Old May 22, 2009, 12:08 AM   #9 (permalink)

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Koldfeat
85 Undead Warlock
Draenor US PvE
Guild: Trouble
Talent Tree: Demonology
Re: Raid Composition Guide

Quote:
Originally Posted by Cormanthor View Post
I guess it really boils down to two things: whether or not you need Suppression and your Raid Composition.
Not really, I agree with the first: It matters whether you need suppression or not. I don't agree that Raid Composition matters.

My point was that the portion of the talent that gives back 2% of the locks total mana makes it a dps increasing talent regardless of your raid composition. You life tap significantly less and get to use the immo glyph rather than the lifetap one.

That's part of the reason 13/58 scores higher than 3/13/55 in Simcraft. Simcraft doesn't care about raid composition beyond the fact it assumes it's perfect. So a destruction lock that is capable of being hit capped without suppression will do so and go 13/58 with ISL simply to increase his own personal dps, raid benefits are a side effect. Hence, my saying its not true "most destro locks won't take ISL". If at all possible, they will take it.

There are no other "dps increasing talents" to take if you are hit capped through gear, and being hit capped through gear and taking ISL is preferable from a purely selfish personal DPS perspective as well.
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