Forums » General Pantheon Discussion

24 man raid - What would you bring?

    • 249 posts
    July 2, 2019 12:50 AM PDT

    What would you want to bring as a general raid comp? (Speculating Bard as CC + melee utility / Necro as CC + caster utility).

    Warrior MT
    Warrior MT2 (wall of shields)
    Cleric
    Druid
    Shaman
    Enchanter

    Paladin OT/Undead MT
    Dire Lord OT/Caster MT
    Monk
    Druid
    Shaman
    Enchanter

    Bard
    Rogue
    Rogue
    Ranger
    Ranger
    Cleric

    Wizard
    Wizard
    Wizard
    Summoner
    Necromancer
    Cleric

    • 1584 posts
    July 2, 2019 6:29 AM PDT

    Well sense I'm guessing players won't have raid wide buffs and probably only grp only, I'm going to go with Bard x 4

    Warrior x2

    Paladin x1

    Dire lord x1

    Cleric x 3

    Druid x 2

    Shaman x 1

    Wizard x 2

    Enchanter x 1

    Monk x 2

    Ranger x 1

    Rogue x 2

    Summoner x 1

    Necromancer x 1

    But realistically 4 tanks, 5 healers, 4 bards, 11 dps sounds good enough as for the classes specifically sure some might be better than others in certain encounters you just adjust and fill in from their so I'm sure the prefect raid comp doesn't exsist.


    This post was edited by Cealtric at July 2, 2019 6:38 AM PDT
    • 374 posts
    July 2, 2019 6:35 AM PDT

    Cleric x 23

    Warrior x 1

    • 624 posts
    July 2, 2019 6:37 AM PDT

    EDIT: Tigersin beat me to it...by two minutes, didn’t notice while I was composing.

    As this is pure speculation, how about Bard x 24... Sizzling symphonic surprise!

    Entertainment guaranteed, if not success. Imagine the cacophony when the big bad boss drops the Dapper Cap of Many Feathers +5.


    This post was edited by Kumu at July 2, 2019 6:41 AM PDT
    • 374 posts
    July 2, 2019 6:42 AM PDT

    Yes.  I yield to the Bard x24.   It is.... music to my ears!

    • 314 posts
    July 2, 2019 7:19 AM PDT

    Fun idea.  

     

    3 Tanks (2 warrior, 1 DL... sorry paladins)

    6 Healers (2 cleric, 3 shaman, 1 Druid)

    4 support (depends on bard implementation)

    11 DPS (whatever mix you can get)

     

     


    This post was edited by zoltar at July 2, 2019 8:45 AM PDT
    • 216 posts
    July 2, 2019 8:36 AM PDT

    Group one
    Warrior
    Warrior
    Cleric
    Druid
    Bard
    Enchanter

    Group two
    Paladin
    Monk / Dire Lord
    Cleric
    Druid
    Bard
    Enchanter

    Group three
    Ranger
    Ranger
    Rogue / Monk
    Rogue
    Shaman
    Bard

    Group four
    Summoner
    Summoner
    Wizard
    Wizard
    Shaman
    Enchanter


    This post was edited by Kellie at July 2, 2019 8:38 AM PDT
    • 206 posts
    July 2, 2019 8:42 AM PDT

    Subject to change based on the release of Bard and Necro.

    Tanks: (3)     

    2 Warrior

    1 Paladin

     

    DPS: (11)

    1 DL(OT)

    2 Rogue

    3 Ranger

    2 Wizard

    1 Summoner  

    2 Monk

     

    Support: (3)

    3 Enchanter

     

    Healers: (7)

    3 Clerics

    3 Shamans

    1 Druid

     


    This post was edited by Valorous1 at July 2, 2019 8:45 AM PDT
    • 2419 posts
    July 2, 2019 8:51 AM PDT

    Ezrael said:

    What would you want to bring as a general raid comp? (Speculating Bard as CC + melee utility / Necro as CC + caster utility).

    Warrior
    Paladin
    Monk
    Cleric
    Enchanter
    Shaman

    DireLord
    Paladin
    Monk
    Druid
    Shaman
    Cleric

    Rogue
    Rogue
    Rogue
    Ranger
    Ranger
    Shaman

    Paladin
    Summoner
    Wizard
    Wizard
    Enchanter
    Druid


    • 1436 posts
    July 2, 2019 9:07 AM PDT

    2 tanks

    3 healers

    2 utility

    anything for dps additional flex spots w.e

     

    all the classes are very flexible so specific types don't really matter.  as long as the player understands what the class is capable of then i don't care if they perform.

    raiding isn't going to be as stringent with composition based on what i've seen.

    it's going to be more about proper las 12 choices, working out synergies and covering weak spots.  healers that can fine tune their bars is going to be a gem.

    i can replace the class, but i can't replace the player.

    would have insert a meme, however, i'm at my 30 day ban warning =(


    This post was edited by NoJuiceViscosity at July 2, 2019 9:12 AM PDT
    • 1095 posts
    July 2, 2019 9:27 AM PDT

    22 mages 1 cleric 1 druid

    • 627 posts
    July 2, 2019 10:28 AM PDT
    2 Warrior
    1 Paladin
    1 Direlord

    2 cleric
    2 druid
    1 Shaman

    1 enchanter
    1 bard

    Last 13 dps anyone welcome
    • 394 posts
    July 2, 2019 12:08 PM PDT

    Tigersin said:

    Cleric x 23

    Warrior x 1

    lol was going to say Same Thing. 

    • 1021 posts
    July 2, 2019 7:00 PM PDT

    I don't know enough about all the group interdependence of each class, raid wide buffs or general basic game play of each class yet to compose a raid.

    Took me a coule years of playing EQ2 before I knew each class well enough to put together the most effecient raid, or learning the raid to put together a raid of what people wanted to play yet still allow us to succeed.

    • 1484 posts
    July 2, 2019 11:10 PM PDT

    I love how people are just making groups like they did in EQ or EQ 2 : IE : stack the best supposed DPS class over and over in groups which include one or two support classes (bard/ench) which means you end up with like, 4 bard, 4 ench, and terriffic multiple heals/tanks/dps up to the point some classes are present once in a raid while others are 4+.

     

    We don't yet know how much tanks could be necessary, if control archetype can stack their buffs, if it's not better to stack different DPS in the same groups for some of their buffs, if there's a need to have multiple monks for pulling duties (I remember in planar raids we were like, 4+ monks to split pulls and bosses or scout), if a DPS is really over the others or if the difference is marginal, if it's best to stack caster DPS with an enchanter and melee DPS with a bard, etc... etc...

     

    Thoses compositions are bases on belief and memories from passed out games where balance wasn't a deal and stacking 10 rogues was a must, 20 years passed...

     

    For this reasons, my raid comp would be :

     

    4x

    Tank

    Heal

    Control

    DPS

    DPS

    DPS

     

    Until we really know what can or should be gutted out.

    • 238 posts
    July 3, 2019 1:46 AM PDT

    Here are the conditions for these groups: 

    • 1. Every group has at least one healer
    • 2. There are 4 primary tanks
    • 3. Groups are designed around the healer's strengths for the most part. 
    • 4. Groups 5 and 6 could be filled with any dps.
    • 5. Also, this is assuming that bards and necros are in at launch. 

    Group 1 (Primary Tanking Group, the druid could also be switched out with a shaman)

    • 1. Warrior (Tank)
    • 2. Direlord (Tank)
    • 3. Cleric (Healer)
    • 4. Druid (Healer) *
    • 5. Enchanter
    • 6. Bard

    Group 2 (Off tanking group with self heals, and shaman to deal with spike damage)

    • 1. Paladin (tank) 
    • 2. Dire lord (tank)
    • 3. Shaman (healer)
    • 4. Enchanter
    • 5. Bard
    • *6.Wizard (or Druid Healer depending on how the tanks in this group can self mitigate)

    Group 3 (Caster Dps)

    • 1. Summoner
    • 2. Wizzard
    • 3. Enchanter
    • 4. Cleric (Healer)
    • 5.Necromancer
    • 6. Bard

    Group 4 ( Primarily melee DPS with emphasis on stacking to maximize druid healing, and aggro drop provided by the enchanter). 

    • 1. Bard
    • 2.Monk
    • 3. Rogue
    • 4. Rogue
    • 5. Enchanter
    • 6. Druid (Healer)

    Group 5

    • 1. Monk
    • 2. Wizard
    • 3. Rogue
    • 4. Ranger
    • 5. Shaman (Healer)
    • 6. Summoner

    Group 6

    • 1. Wizard
    • 2. Ranger
    • 3. Summoner
    • 4. Necromancer
    • 5. Enchanter
    • 6. Cleric (Healer)

    Final results 4 main tanks, 7-8 healers 12-13 DPS. 


    This post was edited by Baldur at July 3, 2019 1:50 AM PDT
    • 697 posts
    July 3, 2019 7:17 AM PDT

    Tanks:

    1 Warrior

    1 Paladins

    1 Direlord

     

    Healers:

    2 Clerics

    2 Druids

    2 Shamans

     

    DPS:

    3 enchanters

    2 Summoners

    3 Bards

    2 Rogues

    2 Wizards

    3 Monks

     

    24 mans usually have 3 tanks...and 40 mans have 4....usually.

     

    Anyways, my idea is sort of centered around covering all your bases. If charm is what I think it is then enchanters are pretty damn strong also.

    • 193 posts
    July 3, 2019 7:21 AM PDT

    I'm really, really hoping that a lot of these stereotypes and cookie-cutter makeups are going to be blown away by what will be possible when we finally get to play.

    • 202 posts
    July 3, 2019 9:48 AM PDT

    I would bring 16 additional players because a 24 man raid is small group content. :)

     

    And IMHO it is too early to say what classes should be in a 24 man raid because i don't know which strengths and weaknesses the classes will have.

     

    Greetings

    • 1120 posts
    July 3, 2019 4:53 PM PDT

    This question is fun.  But much like the "best group comp" nearly impossible to answer until we learn how buffs will work, it's also going to change entirely on the raid itself and what's needed.

    But you're going to want probably 3-4 tanks (mostly warriors unless it's a it's a niche fight), 5-6 healers (mostly clerics unless the other classes really step up) and then the rest dps.  Support can be subbed but its going to matter how much they actually modify the dps classes damage output.  You're dps should be primarily rogues and wizards, and then depending on the other classes utility, maybe 1 of each.