03-17-2005, 10:21 AM
well also depends what lvl range your talking about
15-20 people sounds like if you guy's survive to 60 game, you'll be a viable raid force.
espiecly considering by the time you guy's do get to 60 (seeing as your just starting), most likely blizzard should implment the 15-25 people raid zones.(and the following advice is for that)
rogues are defently out imo=p, for the 5 people instances rogues are great, but for bigger stuff, where everything tends to have an AE, rogues are hardpressed to deliver. hunters are much better cause of their ae avoidance.
who know's how long fights will be in those instances though, but most likely not the 5-15 minute fights of molten core, so going all mage instead of mix mage/hunter force could be viable.
i would change your part of your classes philosphy though as it looks like the holy trinity realy
you'll want a mix force of tanks (wars plds), dps(hunters maybe mages), healers (priests and maybe druids), and support (plds druids, mages, warlocks, shamans).
i list support because some class ability's make fights soooo much easier. example druid can be a healer, but their inervate ability makes the long fights go sooooo much easier, also their ability to help dispell helps alot. same for paladins, but for raid forces they tend to be more support then tanks.
mages i'm said above i'm sorta split, in m-c and onyxia yeah they do dps, but hunter through the whole fights do more total dmg, but in the 20-25 people zones that balance could change. Their ability to dispell curses is critical, in 1 molten core fights, the encounter is made or broken by the mages to keep curses off people in a timely maner.
also you may want to do a couple alchmist, one of the most wanted things for highlvl tradeskills inis alchmist transmutes, which are on a timer. When recipes for blacksmithing, and leatherworking, call for mutiple transmutes, such as arcanite, or elemental essences, your looking at sevral day's per item(or week for some purple recipes). by having mutiple alchmist you make it much eaiser to pump out items for your guild.
Tailoring also is like that, but to a lesser degree, but fellcloth transmutation is a constant demand for top tier bags, and some of the cloth items for your mages/priests
15-20 people sounds like if you guy's survive to 60 game, you'll be a viable raid force.
espiecly considering by the time you guy's do get to 60 (seeing as your just starting), most likely blizzard should implment the 15-25 people raid zones.(and the following advice is for that)
rogues are defently out imo=p, for the 5 people instances rogues are great, but for bigger stuff, where everything tends to have an AE, rogues are hardpressed to deliver. hunters are much better cause of their ae avoidance.
who know's how long fights will be in those instances though, but most likely not the 5-15 minute fights of molten core, so going all mage instead of mix mage/hunter force could be viable.
i would change your part of your classes philosphy though as it looks like the holy trinity realy
you'll want a mix force of tanks (wars plds), dps(hunters maybe mages), healers (priests and maybe druids), and support (plds druids, mages, warlocks, shamans).
i list support because some class ability's make fights soooo much easier. example druid can be a healer, but their inervate ability makes the long fights go sooooo much easier, also their ability to help dispell helps alot. same for paladins, but for raid forces they tend to be more support then tanks.
mages i'm said above i'm sorta split, in m-c and onyxia yeah they do dps, but hunter through the whole fights do more total dmg, but in the 20-25 people zones that balance could change. Their ability to dispell curses is critical, in 1 molten core fights, the encounter is made or broken by the mages to keep curses off people in a timely maner.
also you may want to do a couple alchmist, one of the most wanted things for highlvl tradeskills inis alchmist transmutes, which are on a timer. When recipes for blacksmithing, and leatherworking, call for mutiple transmutes, such as arcanite, or elemental essences, your looking at sevral day's per item(or week for some purple recipes). by having mutiple alchmist you make it much eaiser to pump out items for your guild.
Tailoring also is like that, but to a lesser degree, but fellcloth transmutation is a constant demand for top tier bags, and some of the cloth items for your mages/priests