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
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.
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.
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)
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
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
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
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 =(
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.
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.
Here are the conditions for these groups:
Group 1 (Primary Tanking Group, the druid could also be switched out with a shaman)
Group 2 (Off tanking group with self heals, and shaman to deal with spike damage)
Group 3 (Caster Dps)
Group 4 ( Primarily melee DPS with emphasis on stacking to maximize druid healing, and aggro drop provided by the enchanter).
Group 5
Group 6
Final results 4 main tanks, 7-8 healers 12-13 DPS.
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.
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.