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Maintankadin

25 Man Raids

Honorshammer
Wed Aug 29, 2007 11:38 am

25 Man Raids

Not really a Tankadin question, but more a Raid question.

When I started doing Kara, I was able to find "recommended" raid compositions. The one I found was 2 tanks, 2 healers, 4 dps, and a dps/healer hybrid.

Now that I'm getting near to 25 mans, I need to figure out the 25 man composition.

My guess is that it works something like this:

4 tanks
8 Healers
10 dps
3 dps/healer hybrids
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jere
Wed Aug 29, 2007 12:04 pm
Our guild typically uses:

Cragus
Wed Aug 29, 2007 1:02 pm
General rule, adjust for each different boss you go to. Some require less tanks, more healers, less healers etc.

3-4 prot tanks is fine, or 2-3 + offspec
Take 8 healers as a normal value, for learning it might be best to have a more healer oriented raid to take the strain off them, if you get the strat down you can worry about dps etc later. Other fights require 6 or 7 healers even for learning, so just experiement. Raid setup can have a big influencne on how you find a boss.
DPS, shadow priests are really a must, other dps can vary with bosses, eg Mag likes locks or hunters.
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Velaegis
Wed Aug 29, 2007 1:17 pm
While we're on the subject, how does your guild decide who gets to be MT if there are multiple tanks? Do you alternate each raid? Each boss?
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jere
Wed Aug 29, 2007 1:39 pm
It probably depends on your guild. Mine is full of people who are friends and even know each other in RL. For 25 mans, we have a long standing prot warrior that is our MT for most all content. However, if he is absent, I will often fill in for him. If it is something like kara, we run multiple groups and try to split us up so each team gets a well geared tank.

On trash, there usually isn't an MT as there is often more than one mob to tank. On bosses, we go with the best geared, most experienced tank, which is our prot warrior.
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Baelor
Wed Aug 29, 2007 3:55 pm
Deleted for irrelevancy
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GM of <Adaptation>
Stats below usually unbuffed w/o Devo Aura

1617 heal, 118 mp5, & 14.24% crit heal set
Sabindeus
Thu Aug 30, 2007 8:18 am
Baelor, how come the Prot Pally doesn't have a Shadow Priest? Furthermore, how come there's only one shadow priest in the raid? /boggle
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Igrado
Thu Aug 30, 2007 9:33 am
I'd replace the hunter if you're biggest reason is misdirect. That extra mana mean more conscerates if the Pallys tanking and more shadow-"HOTs" whether he is or not. That more than makes up for misdirect IMO.
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An Officers Guide to the Paladin Tank
neokai
Thu Aug 30, 2007 10:25 am
I won't go into detailed setups, since Blizz has done quite a wonderful job in tailoring content to suit variable and flexible grouping. What i will do is to list some recommendations tailored to each instance. For each instance i am assuming the group is doing it for the 1st time.

Gruul's Lair
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2 Prot Tanks (pally/druid/warrior) - Most pulls in Gruul involve 2 or 3 mobs that are best tanked separately. Gruul himself requires 2 tanks, 1 to MT and another to absorb the hateful strike.
2-3 Offtanks - The highly recommended setup is to have 1 OT per mob with the raid to taunt when brute charge/aggro wipe or when Gordokk priest does Psychic scream. In addition, the HKM fight requires 2 OTs for Olm the Summoner and another OT for Blindeye the Seer.
1 Mage - HKM fight requires a mage to tank Krosh Firehand.
1 Warlock - HKM fight requires a warlock to enslave the felhunter that Olm the Summoner summons
2x Shaman/Hunter/Warlock (or any combination that involves at least 1 shaman or 1 hunter) - Kiggler the Crazed has to be tanked by 2 ranged classes. The recommendation is to have 2 hunters in the same group with 1 putting up Aspect of Wild, but shamans can also put up Nature Resistance Totem and aggro from range with lightning bolts.
6x Healers - This is the bare minimum to ensure each tank for the HKM fight has a personal healer + an additional healer for MT (Maulgar hits quite hard).

Total: 16-17. The remainder will consist of dps or healers.
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Judge a man by the trials of his shield, not the empty reaping of his sword.
neokai
Thu Aug 30, 2007 10:36 am
Mag's Lair
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1 MT - You will want to put your best geared tank (heavy stam with decent avoidance and mitigation) to tank Mag. He can and will cleave for 16k and follow up with a 3k white damage hit. It would be best to check against a reputable guide for accurate figures.
3-4 OTs - Mag has 5 channelers that keep him banished. It is preferred to have 1 tank per channeler, but it is possible to MD 1 channeler to another tank and have that 1 tank tank both. Do make it a point to kill that tank's targets first tho.
4-7 Warlocks/Hunters - The channelers can each summon a maximum of 2 infernals, to a total of 10 infernals if none of the channelers die. These infernals can be feared/trapped/banished. Becoz the channelers are quite far apart from each other, it is preferrable to have a warlock/hunter attached to each tank so as to control the infernals that are summoned at each point.
5 healers - This is the bare minimum to ensure each tank has a personal healer.

Total: 13-19
Remainder is dps/healers.
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Judge a man by the trials of his shield, not the empty reaping of his sword.