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:
Healing
Melee Physical Damage
Ranged Physical Damage
Ranged Caster Damage
Tanking
Each 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 Desires
Healing: Needs
All: Enchant Weapon: Spellsurge
Druid, Priest: Atiesh, Greatstaff of the Guardian
Paladin: Concentration Aura
Restoration Shaman: Mana Tide Totem
Holy Priest: Circle of Healing
Healing: Desires
Shadow Priest: Vampiric Touch
Leatherworking: Drums of Restoration
Healing: Encounter Specific
Paladin, Shaman: Resistance Aura/Totem
Warlock: Blood Pact (From an Affliction Warlock if available)
Warrior: Commanding Shout (From an excess protection warrior, generally)
Melee Physical Damage: Needs
Warrior: Battle Shout
Shaman: Windfury Totem
Melee Physical Damage: Desires
Shaman: Bloodlust/Heroism
Draenai: Heroic Presence
Enhancement Shaman: Unleashed Rage
Feral Druid: Leader of the Pack
Marksmanship Hunter: True Shot Aura
Beastmaster Hunter: Ferocious Inspiration
Retribution Paladin: Sanctity Aura
Leatherworking: Drums of Battle
Melee Physical Damage: Encounter Specific
Hunter: Aspect of the Pack
Warrior: Commanding Shout
Feral Druid: Improved Leader of the Pack
Paladin/Shaman: Resist Aura/Totem
Ranged Physical Damage: Needs
Feral Druid: Leader of the Pack
Shaman: Grace of Air
Ranged Physical Damage: Desires
Shaman: Bloodlust/Heroism
Draenai: Heroic Presence
Paladin: Sanctity Aura
Feral Druid: Improved Leader of the Pack
Leatherworking: Drums of Battle
Ranged Physical Damage: Encounter Specific
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:
Healing
Melee Physical Damage
Ranged Physical Damage
Ranged Caster Damage
Tanking
Each 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 Desires
Healing: Needs
All: Enchant Weapon: Spellsurge
Druid, Priest: Atiesh, Greatstaff of the Guardian
Paladin: Concentration Aura
Restoration Shaman: Mana Tide Totem
Holy Priest: Circle of Healing
Healing: Desires
Shadow Priest: Vampiric Touch
Leatherworking: Drums of Restoration
Healing: Encounter Specific
Paladin, Shaman: Resistance Aura/Totem
Warlock: Blood Pact (From an Affliction Warlock if available)
Warrior: Commanding Shout (From an excess protection warrior, generally)
Melee Physical Damage: Needs
Warrior: Battle Shout
Shaman: Windfury Totem
Melee Physical Damage: Desires
Shaman: Bloodlust/Heroism
Draenai: Heroic Presence
Enhancement Shaman: Unleashed Rage
Feral Druid: Leader of the Pack
Marksmanship Hunter: True Shot Aura
Beastmaster Hunter: Ferocious Inspiration
Retribution Paladin: Sanctity Aura
Leatherworking: Drums of Battle
Melee Physical Damage: Encounter Specific
Hunter: Aspect of the Pack
Warrior: Commanding Shout
Feral Druid: Improved Leader of the Pack
Paladin/Shaman: Resist Aura/Totem
Ranged Physical Damage: Needs
Feral Druid: Leader of the Pack
Shaman: Grace of Air
Ranged Physical Damage: Desires
Shaman: Bloodlust/Heroism
Draenai: Heroic Presence
Paladin: Sanctity Aura
Feral Druid: Improved Leader of the Pack
Leatherworking: Drums of Battle
Ranged Physical Damage: Encounter Specific









