5 equal classes and 4x DPS without "real" healer
also known as The
complexity of the different classes of simplicity compared to the same classes, taking into account the load of a single BURN button which is hammered to the beat of electronic beats is to the instance boss.
For a "simple" setup with a minimum of buttons and a minimum focus on individual skills are used optimally, a setup which is made possible many of the same classes. Not only that the learning curve is much higher because you do not try to suddenly have 5 different chars and their abilities to cope but makes various things, and therefore has more focus on essential matters such as the tank healing.
It is therefore this:
- The less buttons a class has, the better. Better suited for hybrids are classes because they have very many skills (tank, damage, healing) but a single role has been broken down to a few buttons.
- The more you have a healer in the group is simply so many more. With a large number of healers you can even set up a special Healers give and take instead DDler 4 each of which a small heal now and then to the tank skin (4x healing of a small DDlers = 1x great healing of a healer)
- CC is no longer what it used to because currently the "trend" really is there to pull everything together and wegzubomben.
- rangers are better off than melee must move about auras or AOE effects because of the bosses you just do not have to move the tank and the entire team. The entire Positioning and Moving with rangers a lot easier because they are in most cases simply parked somewhere, and only after the fight go back to follow while just running around the tank.
For maximum effectiveness we need a tank that is easy to cure and with which one can fill up easily and 4 DDler, ideally caster that can heal.
tanks:
- Warrior needs me too much attention, shock wave (in my last stand) only goes forward position mobs first so clean, and other Dance Stance.
- Death Knight is annoying me with the rune system. I was missing here and ever since ne Rune for something and I shone the cooldown on Death & Decay too high for effective AOE fast refueling.
- Paladin's wonderful to get out and give him ordination. Had been always a very had low energy life-pads (lowest life energy of the tanks for the highest chance to block) which has often shocked the healer.
- Druid is also wonderful, especially since you can play it effectively with 3 macros and the impact AOE which does not generate aggro pretty Cool Down and anger consumed (which one has no end) and a really thick pad life energy.
I have therefore opted for the Druids.
we come to the healer / DD hybrids.
- Paladin's melee. Thus
affected by AOE effects / auras and must be bosses that must be drawn or if it is fought against Caster pulled permanently positioned and aligned / be.
- Druid can not heal in Moonkin :-( Does
us with: Switch out, cast healing, pure DPS more Switches - hence unnecessarily global cooldowns blown, which reduces the DPS the same time he has massive DPS drops because of the Eclipse procc its utilization. essential for DPS than 1.5 K is
- Priest can not heal in shadow form :-(
mean for us. switchen out, cast healing, pure switchen more DPS - hence unnecessarily global cooldowns blown, which reduces the DPS
-. Shaman Ranged = (Ele) of the healing can.
In the unit-spec so perfectly because he is Caster, thus has a decent mana budget (who times a Feral Druid has played a cat and had to heal because the healer went down in the instance, who knows what I mean) and in parallel, a distance fighter is not even a figure which needs to change to be able to heal etc.. Therefore optimal.
Now you see why probably play a lot of people, the combination of a tank and 4 shaman. The totems relieve a little parallel with the healers and a few buttons and a couple of macros you can properly take DPS while having a small wave of healing quickly and fills the tank back in AOE effects with chain healing the group keeps alive.
also known as The
complexity of the different classes of simplicity compared to the same classes, taking into account the load of a single BURN button which is hammered to the beat of electronic beats is to the instance boss.
For a "simple" setup with a minimum of buttons and a minimum focus on individual skills are used optimally, a setup which is made possible many of the same classes. Not only that the learning curve is much higher because you do not try to suddenly have 5 different chars and their abilities to cope but makes various things, and therefore has more focus on essential matters such as the tank healing.
It is therefore this:
- The less buttons a class has, the better. Better suited for hybrids are classes because they have very many skills (tank, damage, healing) but a single role has been broken down to a few buttons.
- The more you have a healer in the group is simply so many more. With a large number of healers you can even set up a special Healers give and take instead DDler 4 each of which a small heal now and then to the tank skin (4x healing of a small DDlers = 1x great healing of a healer)
- CC is no longer what it used to because currently the "trend" really is there to pull everything together and wegzubomben.
- rangers are better off than melee must move about auras or AOE effects because of the bosses you just do not have to move the tank and the entire team. The entire Positioning and Moving with rangers a lot easier because they are in most cases simply parked somewhere, and only after the fight go back to follow while just running around the tank.
For maximum effectiveness we need a tank that is easy to cure and with which one can fill up easily and 4 DDler, ideally caster that can heal.
tanks:
- Warrior needs me too much attention, shock wave (in my last stand) only goes forward position mobs first so clean, and other Dance Stance.
- Death Knight is annoying me with the rune system. I was missing here and ever since ne Rune for something and I shone the cooldown on Death & Decay too high for effective AOE fast refueling.
- Paladin's wonderful to get out and give him ordination. Had been always a very had low energy life-pads (lowest life energy of the tanks for the highest chance to block) which has often shocked the healer.
- Druid is also wonderful, especially since you can play it effectively with 3 macros and the impact AOE which does not generate aggro pretty Cool Down and anger consumed (which one has no end) and a really thick pad life energy.
I have therefore opted for the Druids.
we come to the healer / DD hybrids.
- Paladin's melee. Thus
affected by AOE effects / auras and must be bosses that must be drawn or if it is fought against Caster pulled permanently positioned and aligned / be.
- Druid can not heal in Moonkin :-( Does
us with: Switch out, cast healing, pure DPS more Switches - hence unnecessarily global cooldowns blown, which reduces the DPS the same time he has massive DPS drops because of the Eclipse procc its utilization. essential for DPS than 1.5 K is
- Priest can not heal in shadow form :-(
mean for us. switchen out, cast healing, pure switchen more DPS - hence unnecessarily global cooldowns blown, which reduces the DPS
-. Shaman Ranged = (Ele) of the healing can.
In the unit-spec so perfectly because he is Caster, thus has a decent mana budget (who times a Feral Druid has played a cat and had to heal because the healer went down in the instance, who knows what I mean) and in parallel, a distance fighter is not even a figure which needs to change to be able to heal etc.. Therefore optimal.
Now you see why probably play a lot of people, the combination of a tank and 4 shaman. The totems relieve a little parallel with the healers and a few buttons and a couple of macros you can properly take DPS while having a small wave of healing quickly and fills the tank back in AOE effects with chain healing the group keeps alive.