Member Discussion
Team Composition for Heroic DS Raiding
We seem to be at a 'raiding' crossroads at the moment - with one team having commenced heroic progression and the other 'new team' needing some support.
In the interests of working out how to include our new guildies into the 'raiding' journey. There are lots of healthy raiding discussions by the Council and with some very 'excited-to-be-here' new members. We all want to achieve:
#1 Heroic Progression, and to
#2 a meaningful inclusion of our new members.
The soon to be launched Rated Battleground team/s (organised by Ameros), the more casual DS25 runs (organised by Korel) and the achievement runs of old content; we seem to be meeting the social needs and a level of activity that does include our newest members.
We are also excited by the very real potential of achieving Heroic Dragon Soul Progression. We need to carefully consider the strategy of team formation; if we were to neglect this the heroic progression will definitely be slower and more tortuous. We will also risk losing some skilled players due to the frustration of either not progressing or their perception 'carrying' of players who don't work at their class. There seems to be a degree of tension between the raiding progression at what cost and how fast.
Upon discussing this matter with a number of council members and new guildies, I see the following Heroic Dragon Soul Raid Class Composition. I'm willing to be corrected and guided here (i just want to state the obvious) then we can work out who fills each spot
To achieve #1 Heroic DS Progression:
We need to put aside names of characters and just focus on the best classes for the task. Currently, the successful DS10 Heroic raid groups seem to be composed of skilled players of the classes, It appears that various boss-fights require either 2 tanks (Heroic Morchok and Ultrax) or 1, or 2 heals or 3 (Heroic Spine and Heroic Madness). One suggestion of class composition has been:
Tanks:
1. Druid (Resto off-spec)
2. Death Knight (DPS off-sepc)
Heals:
1. Priest (Disc/DPS or Disc/Holy)
2. Shaman (Resto/DPS)
Melee DPS:
1. Rogue
2. Warrior
3. Paladin (Ret/Holy) or a Shaman (Enh)
Ranged DPS:
1. Hunter
2. Mage (Fire + other)
3. Warlock, Shaman (Ele), or another Hunter
When this 'composition approach' has been determined - then we set about finding the characters/players.
I'd really value some discussion on this. At this point we need to ensure our Heroic Progression (and not lose skilled players) and include our newest members in a meaningful and fair manner.
In the interests of working out how to include our new guildies into the 'raiding' journey. There are lots of healthy raiding discussions by the Council and with some very 'excited-to-be-here' new members. We all want to achieve:
#1 Heroic Progression, and to
#2 a meaningful inclusion of our new members.
The soon to be launched Rated Battleground team/s (organised by Ameros), the more casual DS25 runs (organised by Korel) and the achievement runs of old content; we seem to be meeting the social needs and a level of activity that does include our newest members.
We are also excited by the very real potential of achieving Heroic Dragon Soul Progression. We need to carefully consider the strategy of team formation; if we were to neglect this the heroic progression will definitely be slower and more tortuous. We will also risk losing some skilled players due to the frustration of either not progressing or their perception 'carrying' of players who don't work at their class. There seems to be a degree of tension between the raiding progression at what cost and how fast.
Upon discussing this matter with a number of council members and new guildies, I see the following Heroic Dragon Soul Raid Class Composition. I'm willing to be corrected and guided here (i just want to state the obvious) then we can work out who fills each spot

To achieve #1 Heroic DS Progression:
We need to put aside names of characters and just focus on the best classes for the task. Currently, the successful DS10 Heroic raid groups seem to be composed of skilled players of the classes, It appears that various boss-fights require either 2 tanks (Heroic Morchok and Ultrax) or 1, or 2 heals or 3 (Heroic Spine and Heroic Madness). One suggestion of class composition has been:
Tanks:
1. Druid (Resto off-spec)
2. Death Knight (DPS off-sepc)
Heals:
1. Priest (Disc/DPS or Disc/Holy)
2. Shaman (Resto/DPS)
Melee DPS:
1. Rogue
2. Warrior
3. Paladin (Ret/Holy) or a Shaman (Enh)
Ranged DPS:
1. Hunter
2. Mage (Fire + other)
3. Warlock, Shaman (Ele), or another Hunter
When this 'composition approach' has been determined - then we set about finding the characters/players.
I'd really value some discussion on this. At this point we need to ensure our Heroic Progression (and not lose skilled players) and include our newest members in a meaningful and fair manner.
Using the Raid Composition Calculator (http://raidcomp.mmo-champion.com/?c=1gbjpvo83f000000000000000000000000000000):
group 1
DK: Blood
Priest: Discipline
Mage: Fire
Rogue: Assassination
Warlock: Affliction
group 2
Druid: Feral Tank
Shaman: Restoration
Hunter: Marksmanship
DK: Unholy
Paladin: Retribution
provides LESS raiding buffs and debuffs than (http://raidcomp.mmo-champion.com/?c=ugblpvo8nf000000000000000000000000000000)
group 1
Warrior: Protection
Priest: Discipline
Mage: Fire
Rogue: Subtlety
Warlock: Affliction
group 2
Druid: Feral Tank
Shaman: Restoration
Hunter: Marksmanship
Shaman: Enhancement
Paladin: Retribution
buffs
active = Bloodlust / Heroism
active = Agility and Strength
active = Armor
active = = Attack Power (%)
activeCritical Strike Chance (%)
active = Damage (%)
active = Mana Increase
active = Mana Regen
active = Melee Haste
active = Physical Damage Incoming
maybe = Pushback Protection
active = Replenishment (1/1)
active = Spell Haste
active = Spell Power
active = Spell Resistance
active = Stamina
active = Stat Multiplier
debuffs
active = Armor
active = Attack Speed Slow
active = Bleed Damage
active = Cast Speed Slow
active = Healing
active = Physical Damage Reduction
maybe = Physical Vulnerability
active = Spell Critical Strike Chance
maybe = Spell Damage Taken
group 1
DK: Blood
Priest: Discipline
Mage: Fire
Rogue: Assassination
Warlock: Affliction
group 2
Druid: Feral Tank
Shaman: Restoration
Hunter: Marksmanship
DK: Unholy
Paladin: Retribution
provides LESS raiding buffs and debuffs than (http://raidcomp.mmo-champion.com/?c=ugblpvo8nf000000000000000000000000000000)
group 1
Warrior: Protection
Priest: Discipline
Mage: Fire
Rogue: Subtlety
Warlock: Affliction
group 2
Druid: Feral Tank
Shaman: Restoration
Hunter: Marksmanship
Shaman: Enhancement
Paladin: Retribution
buffs
active = Bloodlust / Heroism
active = Agility and Strength
active = Armor
active = = Attack Power (%)
activeCritical Strike Chance (%)
active = Damage (%)
active = Mana Increase
active = Mana Regen
active = Melee Haste
active = Physical Damage Incoming
maybe = Pushback Protection
active = Replenishment (1/1)
active = Spell Haste
active = Spell Power
active = Spell Resistance
active = Stamina
active = Stat Multiplier
debuffs
active = Armor
active = Attack Speed Slow
active = Bleed Damage
active = Cast Speed Slow
active = Healing
active = Physical Damage Reduction
maybe = Physical Vulnerability
active = Spell Critical Strike Chance
maybe = Spell Damage Taken