level 5
xiha2004
楼主
Building groups that make sense requires an artist’s appreciation of the balance between each role’s needs, the encounter’s needs, and the available buffs provided by the raid composition. The gains provided by building better groups carry meaningful weight in each area of raid performance, from tanking to healing. This article strives to provide an easy reference from which intelligent decisions can be made regarding the distribution of available buffs to your raid group.Each group in your raid will be assumed to have a specific role, with at most one group left as a catch all group. The available roles to date are:HealingMelee Physical DamageRanged Physical DamageRanged Caster DamageTankingEach role has its own needs, and desires. Needs should be given priority when building groups if they are available, with encounter specific needs shifting or taking priority over role specific needs where applicable. Some encounters are particularly rigorous tanking encounters that might encourage you to meet all of the optimal tank group’s desires at the cost of other groups needs. Other fights are particularly rigorous damage checks, which might require you to short your tanking group accordingly to squeeze out the last bit of damage from your raid. A good raid leader will know when to sacrifice one for the other, but before you can sacrifice one for the other, you must understand what the needs and desires of each group are. Primer: Raid Leadership - Contents * 1An Introduction to Raid Leadership * 2Building Groups That Make Sense o 2.1Group Needs and Desires o 2.2Example[top]Group Needs and DesiresHealing: NeedsAll: Enchant Weapon: SpellsurgeDruid, Priest: Atiesh, Greatstaff of the GuardianPaladin: Concentration AuraRestoration Shaman: Mana Tide TotemHoly Priest: Circle of HealingHealing: DesiresShadow Priest: Vampiric TouchLeatherworking: Drums of RestorationHealing: Encounter SpecificPaladin, Shaman: Resistance Aura/TotemWarlock: Blood Pact (From an Affliction Warlock if available)Warrior: Commanding Shout (From an excess protection warrior, generally)Melee Physical Damage: NeedsWarrior: Battle ShoutShaman: Windfury TotemMelee Physical Damage: DesiresShaman: Bloodlust/HeroismDraenai: Heroic PresenceEnhancement Shaman: Unleashed RageFeral Druid: Leader of the PackMarksmanship Hunter: True Shot AuraBeastmaster Hunter: Ferocious InspirationRetribution Paladin: Sanctity AuraLeatherworking: Drums of BattleMelee Physical Damage: Encounter SpecificHunter: Aspect of the PackWarrior: Commanding ShoutFeral Druid: Improved Leader of the PackPaladin/Shaman: Resist Aura/TotemRanged Physical Damage: NeedsFeral Druid: Leader of the PackShaman: Grace of AirRanged Physical Damage: DesiresShaman: Bloodlust/HeroismDraenai: Heroic PresencePaladin: Sanctity AuraFeral Druid: Improved Leader of the PackLeatherworking: Drums of BattleRanged Physical Damage: Encounter Specific
2008年06月06日 09点06分
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