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Subject: Playing Your Class (Grouped and Solo)
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Jureal User is Offline
Guild Alumni
Elder


Total Posts: 2916
Location: Little Rock, Arkansas

07/16/2006 8:32 AM  

This is a topic that was covered a long time ago. Sadly, the thread was lost during "The Great Migration" and I thought it was time to revisit the topic.

How do you play your class?
What techniques do you use solo versus grouped play?
What are some common situations you watch for during combat; how do you respond to them?

**It might have some dated references, just a forewarning**
***  Tref's original posts follows:

I thought this would be a great topic of discussion -- playing your character in groups vs how you play them solo. It is interesting how different this can be. I was thinking about it again after a recently. Most, if not all, characters need to be played very differently when they are in groups compared to when people are playing them solo questing. Instance dungeons are challenging and require experience in using all the available tools if you want to be successful and excel at playing your class. I included my observations below. I have a soon to be lvl 60 priest. I also have a level 40 rogue and level 36 paladin alt. I am drawing from my experience so far from playing those characters.

I would love to hear what other people think who have more experience in playing their class. WoW has somewhat basic class types, but I find there is a much greater depth required to play them really good.

I want to make sure this discussion stays constructive and positive, so please frame your responses and comments in that light.

Here are my observations about various classes and how they are different in groups compared to solo:


1. Rogues and Mages tend to dump a ton of front-loaded damage as fast as possible. This is exactly how you have to play solo. It is NOT how you should play your character normally in group ID's. These classes need to pace their damage and use available tools to reduce their hate with enemies. By pacing and timing your damage correctly, you should almost never acquire agro (and then need healing). Rogues have a Feint ability to dump some agro. They also have different abilities that help control mobs (which is sometimes better than just doing damage). I am not as familiar with mages. Both classes usually need to hold back in the beginning of a fight to let the tank(s) build some hate.

2. Paladins. They have lots of complex tools available that are sometimes not used. Many of the seal and judgment combinations are important for assisting the group and for managing the enemies. Many of these are never used while solo, but they are what make that paladin worth having as a group member when in teams. Paladins are exceptional backup healers! I know it is hard to juggle so many tasks – but that is what being a hybrid class is about. Personally as someone who plays a priest, I wish more paladins would take care of their own health bar more in battles. That would free up a lot of total mana and in-combat mana regeneration time.

3. Warriors. Warriors are another example where they need to play 100% opposite in a group as when solo. In a group, warriors are not primarily there to damage the monsters. That is what the Rogues, Mages, Hunters and Warlocks do. Warriors are critical for controlling the battle and protecting the healer in the group. Instead of focusing on taking 1 enemy down, it is important to use taunting and movement manipulation abilities to keep the battle under control.

4. Priests and Druids. I know we have many other abilities, but groups are going to expect you to heal. Priests for sure will be expected to act as primary healer. You might be a full shadow spec priest, but ID groups are still going to expect you to heal them. Priests are under-populated enough on our server at high levels. I have rarely ever been in a group with more than one priest.

Druids will be expected to act as primary healer if no priest is in the group. There are other ways of building your character with talents, but you will not be able to avoid this role completely. When in ID groups, it is important for Druids to know what animal forms to use and when. The cat form is probably more fun for the moves and damage output, but it makes a huge difference in tanking ability to be in bear form. If you need to tank (replace a warrior) you probably need to be in bear form. If you are replacing a dps class, use the cat but try to avoid grabbing agro from the tanks. This is complicated and requires more skill (just like the paladin), but Druids are also hybrids so flexibility is the reason they are in the group.

5. Hunters. Hunters can be really great in an ID group or they can really cause problems. This is a class that often does a LOT of soloing as they level up. That makes sense because it is what the class was designed to do. I have seen many problems with hunters though when they start to join ID groups. I have never played a hunter, but I have played with them in groups a lot. Pets are a major feature of this class. Hunters can have a couple of pets (I don’t know how many, but I assume 2 or 3 of them). I very rarely ever see a hunter with any pet besides some form of cat. I am sure that is the ideal pet for solo play, but it is NOT the ideal pet for ID runs. Please please please take some time to find and train a bear or some other type of highly armored pet. The amount of damage cats do in ID runs is insignificant. They do not tolerate a beating nearly as good as other pets. Hunter pets can make excellent off-tanks. Their growl draws agro very good. They need to be able to take a pounding after that so that they do not die or require too much mana from the healers.

Speaking of growl, managing pet abilities in ID’s is important. Few hunters seem to have practiced turning growl on and off. It is very important that the pet not steal aggro from the main tank in ID’s. Growl will do it often. Hunters need to turn off the growl ability. They need to turn it back on when the battle gets out of hand and the group needs the hunter’s pet to grab one of the enemy.

I have also seen hunters have problems with stealing aggro from the main tank. Just like the rogues and mages, hunters need to use different shots to add dps without messing up the hate list for the main tank. Area effect shots need to be used carefully so as not to pull additional enemies. Hunters can also add a lot of utility with their traps. They should be using them with almost every pull. I don’t know all the abilities of all the traps, but I have seen hunters use them very effectively to aid the group when they prepare them properly before a pull. A hunter is really great in 5-man Blackrock Depths groups. The ice trap and the one that slows mob movement (makes a white cloud) are very helpful.

6. Warlocks. I also don’t know as much about this class. They are great to have in groups though. Making sure to keep the rezzer buffed with a soulstone is important (not the warlock themselves – like they do playing solo). Handing out other types of crystal shards is nice too. I think Warlocks act like a hybrid of a hunter and mage in ID groups. Their pet can off-tank pretty good if they spent the training and cash to improve their voidwalker. They are also desired for their area effect damage. It is important that they manage their aggro well so as not to mess up the main tank’s management of the enemy.

That is my wisdom on playing characters in groups. I hope this opens up a discussion of the topic. I am sure everyone would benefit from others who are experts in some of these classes.


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seeker User is Offline
Swords are fun!
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Elder


Total Posts: 3245
Location: Indy, no NV, no Indy, no NV....

07/16/2006 3:14 PM  
Warriors grouping:
Until UBRS + (and possibly UBRS), spec really doesn't matter. If you're DPS and not the tank, you start slow and ramp up (which, because of how rage works isn't that hard).

If you're tanking, USE YOUR SHIELD! There are only two exception:
1) you're so overarmored for the dungeon that it's sad
2) you're attempting 45-minute baron runs.

Otherwise, if you're tanking, use it. That silly board has more armor than the mage you're with. It enables you to take less damage, which results in less overall downtime (from priests drinking if nothing else) than you'll gain by not using it. Sorry.

Various (please note, I'm a 31-prot/15 arms/5 fury spec):
When I'm soloing, I tend to be in battle stance. I always start there so i can charge/thunderclap, and I tend to just stay there. I always have the battle shout buff on, and I always demoralize my enemies: the attack power shift by using those 2 abilities is fun. I put every debuff/dot i have (rend, thunderclap, demoralizing, 1-2 sunders) on them and beat them down, using heroic strike from time to time.

When I'm DPS-ing in a group, I use slam a lot -- i have a 3.8 speed weapon, so the increase in DPS from slam is handy. Since slam is channelled, it's horrid if you're being hit, so it's NOT a skill used while soloing. Again, battle shout on is good! Stance is a little more fluid here. I like the +3% crit chance from zerker since I'm not getting hit (well, except for things like Lava Surgers -- when the AOE knockback hits for 1100, you find yourself disliking the +10% dmg taken....), but will shift and thunderclap since the main tank usually isnt going to do that.

When I'm tanking, it's demoralizing shout, shield block every time the cooldown's up with sunders, shield slam, revenge, and heroic strike filling in the time. I save my taunt for monsters heading for cloth-wearers, or to pull a mob off the odd rogue. A couple points:
a) which with the changes in 1.11, is now only 20 to sunder's 15 -- and seems to give more agro. some day I'll test this, but in the mean time, it's a lot of fun to use.
b) when grouping with massive-dmg rogues *cough jatok cough* in 5/10-man stuff, I've found it somewhat advantageous to demoralizing shout, sunder, and when the rogue gets agro, let him take a hit or two, then taunt and shield slam. Since taunt puts you at the top of the agro list (but doesn't lock you there), the taunt/shield slam takes the agro the rogue has and spikes me above it. Once I've done this, the mob tends to be mine from then on (barring knockbacks and the like).

Sabre (70 warrior)
Sceptre (70 warlock)
Thornkiss (70 priest)
Chibi (62 rogue)
and a slew of others, 9 - 53
Virbius User is Offline
Guild Alumni
Baron


Total Posts: 353
Location: Dallas Texas

07/21/2006 1:28 AM  
Hey Ju,

Great thread idea, Ill speak from my fire mage perspective. Fire of course in solo and PvP is heavy DPS, in many raid instances though not so much. If you are a mage and havent respeced to atleast a litte frost by now you should look into this for end game raids, many of the targets will be immune to fire.

Something I noticed tonight in MC was just as you mentioned Mages dumping DPS early in the fight... too early to be honest. I follow this basic rule and rarely have agro problems, but when I do have agro problems I have the ultimate trick (will explain later). Fight only a target that everyone else if fighting and hold for about 4 or better yet 5 sunders. Sunder is a warriors best repeating agro builder so let them use it.

As a fire mage with the build I have I can apply scortch to the target not hitting too hard at first and making it vunerable to fire damage and then by the time I stack that 5 times I can usually lay DPS out as fast as I can without agro stealing. Not to mention that anything attacking with fire benefits from these vulnerabilities too. Give it a try if you have those talents, you will save a bit of mana too.

Now covering Agro when you draw agro away from the tank use Ice Block if you have it for a couple of reasons. 1. The tank should be able to get agro back almost instantly and 2. It allows a healer to heal you without you dying just before their heal lands. Its a good tatic and has saved me many times and allowed me to get back in the battle.

Thats my take, may not be great but it seems to keep me in the battle longer and so far I dont think it has hurt the raid.

Oh also my build does not PvP all that great, I dont PvP much anymore so it fits my play style pretty well.

Im out good night all.

Virby


Virby the Exploding head........

Virbius 70 Mage (300 Herb Alchemy)
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