User:FuzzicalLogic/Guides/Successful Parties

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Introduction

One of the largest complaints about Dungeon Groups, Raids and Battlegrounds is that other players are often "using the wrong abilities" or "attacking the wrong monster". This is caused by a number of misperceptions about the game, as well as the tendency to avoid teaching others about the game mechanics. As such, many players (even at high level) do not understand how threat works, or which UI features and game behaviors can limit it. Additionally, many players may be well educated about their classes and abilities, but are not very well versed in how their role truly contributes to the well being of the party.

This guide addresses many topics that are skirted about, or where the knowledge is segregated and bring as much together as can be addressed by a single guide. As such, the guide is very comprehensive and long. It is encouraged that regardless of your role, the guide should be read in its entirety. "Knowing is half of the battle."

The Basics

More often than not, it is the basics of game concepts that get misconstrued and bastardized. Many players not well versed in basic game play mechanics will over-emphasize one over another because it is easier to keep track of one number than ten. Often what is not known is the UI has simple little tricks to help keep track of more, both through visual and aural cues.

DPS

Every player hears or has thought "we don't have enough DPS (or Damage Per Second) for this fight" or dungeon or whatever it may be. Often, this is not the case, though flat DPS races exist. DPS is managed through a curve based on other factors in the battle. Crowd Control (CC) significantly lowers DPS requirement for a given encounter, for instance. ... DPS is not the only important thing ... Whenever someone over emphasizes DPS, they are negating at least one aspect of their own character and frequently one of someone else's.

One important aspect is that if the Tank can't take the damage, it doesn't matter how high the DPS for the party is. A great Healer can offset how much damage a Tank can soak, thereby reducing the DPS threshold. If a monster is in play, this lowers the threshold. And the more effectively one can down the monsters also has a significant effect.

Threat

Threat is the measure by which monsters decide who they are going to attack (or aggro). Nearly every activity in combat causes threat. The person with the highest threat gets aggro from that monster. What is important to note here is that Threat is generated on each monster individually. This means that Area of Effect (AoE) abilities cause threat on every monster it hits.

Threat is calculated often by a combination of damage or healing done and class ability modifiers. Damage directly applies threat for a character to the monster it damages. Healing applies threat to all monsters involved in combat. In a party situation, the Tank wants as much threat as possible, whereas almost everyone else wants as little threat as possible.

  • Note: This was meant to give a general understanding of basic threat mechanics. There are other factors that may be considered, such as proximity to the monsters, etc. For a deeper understanding, see Threat. Additionally, for the purposes of this guide, Threat and Aggro are used interchangeably.

Effects on the Party

Improper Threat management is the number one reason for party wipes. The reason for this is simple when you add all of the other factors. If a DPS or Healer steals threat, then the Healer has to spend mana healing that player. The more healing another player has to have, the less mana is available for the Tank. The Tank feels an obligation to run and catch the monster or taunt it. Both result in reduced threat on the monsters that they already have. This allows monsters to pull off the Tank onto other DPS, causing more healing that should be reserved as much as possible for the Tank. The Tank dies faster, then the Healer has to switch targets unexpectedly because the UI can falter when in the middle of an important cast. More DPS die, then the Healer dies. Its a cycle and not allowing the cycle to begin, or breaking it is key.

Managing Threat

First and foremost, never be the first attacker unless the Tank tells you to. Second, always target exactly the monster your Tank is attacking. This almost always insures that no matter how high your DPS is, the monster will never leave the Tank. Next, always watch your picture. If your picture turns yellow, stop casting or using abilities. Continue to auto attack (if you are an auto attacker). Once the Yellow goes away, wait 5 seconds, then start again. If it turns red and you are getting attacked, run at the Tank (unless special rules are in play). If you run away, the Healer can't heal you and the Tank can't take the monster off of you. If you run to stand in front of the Tank, the Tank can more easily pull the monster off of you.

Another important aspect is AoE vs Single Target damage. Many Tanks have limited AoE threat, so its important to know when to use AoE and not. Additionally, most AoE takes down all monsters at the same rate. By using AoE, you are requiring that the DPS threshold is high at all times. Single Target spells (in general) down a monster by as much as twice as fast. Each monster that goes down reduces the DPS requirement, thereby relieving stress on the Healer. If you want to use AoE, at least wait for a good 10 seconds before starting and alternate your AoE. A great trick is to do a single rotation AoE, then a rotation of single target, then repeat...

Communication

Communication can make the difference in every party. ...

For Tanks

Basic

  • Who has Aggro? - One of the most commonly missed UI features is that the party frames will tell you who has threat. Whenever someone is dangerously close to stealing threat, a yellow highlight will appear around their picture. If they have stolen threat, a red highlight will tell you who is being attacked. Noticing this small feature is an extremely effective skill in your arsenal and can tell you how to best advise your party members (or compensate, if necessary).
  • What do I pull? - One of the most common mistakes is to attack the wrong target. ...
  • Clustering -
  • Crowd Control -
    • When to control -
    • What to control -

Advanced

Warriors

Death Knights

Paladins

Druids

For DPS

Basic

Melee DPS

Ranged DPS

Advanced

For Healers

Basic

  • Heal early, Heal often. - Since mana regeneration is no longer based on casting time but combat length, it is no longer advantageous to save your healing for bursts. A Healer should start healing as soon as the Tank is showing moderate damage gains. It also helps keep a good rhythym so that you know when you have to use other special abilities to gain back mana. Using this to your advantage can greatly improve your effectiveness.
  • Rotation - This hurts more Healers than anything else. Either a)healing throughput is too low or b)mana consumption is too high. Many Healers mistakenly believe that higher healing totals from spells are the way to go. Simply put, this is wrong. Faster healing is more important than higher healing. Clarify previous statement The best way to proceed is to start with your lowest casting cost heals and then move up as the need demands. Additionally, more casts equal more chances for Crits and "On Cast" abilities.
  • Stats - Mana consumption on Healers is higher than on any other role. A poorly managed Healer is out of the fight before anyone else, largely because they cast their biggest spells too much or too soon. Managing your stats effectively is the best way to mitigate this.
    • Spirit is, by far, more effective for a Healer than Intellect. First, this is because there is almost no Spirit gear that doesn't come with the SAME amount of Intellect as Intellect gear. Second 40 pts of Intellect gives you a one time pool of XX extra mana. 40pts of Spirit gives you 20pts of mana every 5 seconds increasing your stay power throughout the fight dramatically.
    • Crit Rating produces a higher crit percentage per point than Intellect in every case. With 4.2 crits are a guaranteed double heal cutting your mana consumption by 1/2 for each successful crit. 1% Haste increases Healing by roughly 1%. 1% of Crit increases Healing by roughly 1%. Crits reduce mana consumption, Haste does not. Crits also often have added effects that make you more effective as a Healer.

Advanced

Priests

Druids

Shamans

With all of the changes in 4.2, some Shamans are having a tough time healing even Heroic dungeons. This seeks to ease the confusion and highlight some things that may have been missed.

  • Healing Wave, Healing Wave, Healing Wave

Paladins