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Offline Air

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Raid Synergy Guide
« on: July 11, 2008, 04:31:34 PM »
This guide comes from site at http://www.raidguru.net/index.php?page=60
Really good howto's on various fights to.

Background:
This guide was created to assist raid leaders and players in determining which specs provide which specific benefits to other players, as nearly EVERY last one has something unique to provide others with. All too often player's overlook a simple buff which can improve Raid DPS, Tank mitigation or MP/5 returns and it is the goal of this guide for that to never happen again.The guide is broken down class by class, spec by spec with special notes for nearly every single Talent and Ability.Read On and please enjoy. . .

Druids:
All Specs:
-Gift of the Wild Rank 3: Increases armor by 340, all attributes by 14 and all resistances by 25.
- Faerie Fire Rank 6: Decrease the armor of the target by 610 for 40 sec. While affected, the target cannot stealth or turn invisible.

Moonkin/Balance:
-Insect Swarm Rank 6: The enemy target is swarmed by insects, decreasing their chance to hit by 2% and causing 792 Nature damage over 12 sec.
-Improved Faerie Fire Rank 3: Your Faerie Fire spell also increases the chance the target will be hit by melee and ranged attacks by 3% (47.2 hit rating). This is one of the best buffs available in high end raiding as it will affect every single physical damage dealer in your raid. Using a Moonkin allows all Physical DPS to drop their effective hit cap to a reduced level. Hunters (BM and Survival), Protection Warriors (single wield) and 2H wielders (Ret paladins and MS Warriors) will now be capped at 95 hit rating while Rogues (5/5 Precision) will be capped at 316 hit rating. Ret Paladins with Precision will be capped at 48 hit rating, which is extremely low and usually covered by gear alone. Dual wielding enhancement Shamans with Nature’s Guidance and Dual Wield Specialization will be capped at 243 hit while dual wielding fury Warriors with 3 points in Precision will be capped at 348 hit.
-Moonkin: Shapeshift into Moonkin Form. While in this form the armor contribution from items is increased by 400%, attack power is increased by 150% of your level and all party members within 30 yards have their spell critical chance increased by 5%. Melee attacks in this form have a chance on hit to regenerate mana based on attack power. The Moonkin can only cast Balance and Remove Curse spells while shapeshifted. An enormous DPS buff for any Caster based DPS.

Feral:
-Mangle Rank 3: Mangle the target for 160% normal damage plus 264 and causes the target to take 30% additional damage from Shred and bleed effects for 12 sec. This is a beneficial buff for rogues which increases a 5 point Rupture from 62.5 DPS to 81.5 DPS. Overall, a very weak buff.
Leader of The Pack” While in Cat, Bear or Dire Bear Form, the Leader of the Pack increases ranged and melee critical chance of all party members within 45 yards by 5%. A very nice Physical DPS buff for any group using a Feral Druid.

Restoration:
Tree of Life: Shapeshift into the Tree of Life. While in this form you increase healing received by 25% of your total Spirit for all party members within 45 yards, your movement speed is reduced by 20%, and you can only cast Swiftmend, Innervate, Nature's Swiftness, Rebirth, Barkskin, poison removing and healing over time spells, but the mana cost of these spells is reduced by 20%. Useful for improving healing on key players, namely tanks.;

Hunters:
All Specs:
-Aspect of the Wild Rank 3: The hunter and group members within 30 yards take on the aspect of the wild, increasing Nature resistance by 70. Only one Aspect can be active at a time. Good for fights which require Nature Resistance.
-Aspect of the Pack: The hunter and group members within 30 yards take on the aspects of a pack of cheetahs, increasing movement speed by 30%. If a pack member is struck, they will be dazed for 4 sec. Only one Aspect can be active at a time. Serves virtually no raid utility aside from running back from a wipe.
 
Beast Mastery Hunter:
- Ferocious Inspiration Rank 3: When your pet scores a critical hit, all party members have all damage increased by 3% for 10 sec.

Survival:
-Expose Weakness Rank 3: Your ranged criticals have a 100% chance to apply an Expose Weakness effect to the target. Expose Weakness increases the attack power of all attackers against that target by 25% of your Agility for 7 sec. One of the very best buffs in the game. This will typically add ~200-250 AP for all physical DPS dealers in the raid.
-Improved Hunter’s Mark Rank 5: Causes 100% of your Hunter's Mark ability's base attack power to apply to melee attack power as well. This adds 110 AP to all physical DPS dealers and 440 Ranged Attack Power fully stacked for hunters. As well, this talent is located in the Marksman talent tree line, although the only spec which WOULD use this ability in PvE is Survival.

Marksman:
-True Shot Aura Rank 4: Increases the attack power of party members within 45 yards by 125. Lasts until cancelled. Generally, a very tiny buff with little PvE implications. PvE hunters are almost NEVER specced for Marksmanship.

Mages:
All Specs:
-Arcane Brilliance Rank 2: Infuses the target's party with brilliance, increasing their Intellect by 40 for 1.00 hrs.
-Amplify Magic Rank 6: Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 120 and healing spells by up to 240. Lasts 10 min. Useful for many fights with intensive raid healing or without raid wide damage.
-Dampen Magic Rank 6: Dampens magic used against the targeted party member, decreasing damage taken from spells by up to 120 and healing spells by up to 240. Lasts 10 min. Generally, has no use as the healing benefits are outweighed heavily.

Fire Mage:
-Improved Scorch Rank 3: Your Scorch spells have a 100% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times. This spell will only affect other fire damage dealers, of which, only Fire Specced Destruction Warlocks are eligible. 

Ice Mage:
-Winter’s Chill rank 5: Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times. Provides a slight amount of synergy between mages and an even slighter degree with Shamans who may occasionally Frost Shock for some odd reason (it isn’t an effective DPS spell). No other class currently uses frost damage.

Arcane Mage
-Magic Attunement Rank 2: Increases the effect of your Amplify Magic and Dampen Magic spells by 50%. Generally not a very useful talent.

Paladins:
All Specs:
Judgments:
-Judgment of the Crusader: Increases Holy damage taken by up to 23. Useless on it’s own, very beneficial in it’s improved form (3% critical chance) found in the retribution tree.
-Judgment of Wisdom: From Seal of Wisdom: Unleashing this Seal's energy will judge an enemy for 20 sec, granting attacks and spells used against the judged enemy a chance to restore 74 mana to the attacker. Your melee strikes will refresh the spell's duration. Only one Judgment per Paladin can be active at any one time. Refreshes via Crusader Strike. An extremely beneficial buff for returning mana to hunters and mages.
-Judgment of Light: From Seal of Light: Unleashing this Seal's energy will judge an enemy for 20 sec, granting melee attacks made against the judged enemy a chance of healing the attacker for 95. Your melee strikes will refresh the spell's duration. Only one Judgement per Paladin can be active at any one time. Refreshes via Crusader Strike.

Auras:
-Devotion Aura Rank 8: Gives 861 additional armor to party members within 30 yards. A very useful tanking buff.
-Retribution Aura Rank 6: Causes 26 Holy damage to any creature that strikes a party member within 30 yards.
-Fire Resistance Aura Rank 4: Gives 70 additional Fire resistance to all party members within 30 yards.
-Frost Resistance Aura Rank 4: Gives 70 additional Frost resistance to all party members within 30 yards.
-Shadow Resistance Aura rank 4: Gives 70 additional Shadow resistance to all party members within 30 yards.
-Concentration Aura: Gives a 35% chance of ignoring spell interruption when damaged to all party members within 30 yards. The improved form of this aura gives 45% spell knock back prevention and is extremely important for encounters with raid wide damage.

Blessings:
-Blessing of Wisdom: Restores 41 mana every 5 seconds at top rank.
-Blessing of Light: Places a Blessing on the friendly target, increasing the effects of Holy Light spells used on the target by up to 580 and the effects of Flash of Light spells used on the target by up to 185. This is an extremely important buff for tanks as it will increase Paladin and Priest healing done to them enormously.
-Blessing of Might: Places a Blessing on the friendly target, increasing attack power by 220. This is an extremely important Physical DPS buff.
Blessing of Salvation: Reduces threat generated by 30%. Raiding in WoW is formulated around this Blessing for all DPS classes. The amount of damage output produced at top end levels is not tankable without this buff.
-Blessing of Kings: Increases stats by 10%. One of the single best buffs in the game for most classes. Kings works retroactively on all buffs placed after the fact such as totems, procs, enchants, potions, flasks and elixirs. Thus, any base statistic buff will in turn receive an additional 10% of its’ benefit from Blessing of Kings.
-Blessing of Sacrifice: Transfers 104 damage taken per hit to the paladin. Situational at best, this can be a useful buff under the right conditions. This buff typically is only used in arenas or bizarre instances where a tank cannot be healed and needs his incoming damage reduced i.e. Reliquary of Souls Phase 1.

Holy:
-Improved Blessing of Wisdom: Increases the effect of your Blessing of Wisdom spell by 20%. Very beneficial for all mana users.
-Blessing of Kings: (11 points in Protection Tier, all Paladins typically spec into it). Increases stats by 10%.

Retribution:
-Sanctity Aura/Improved Sanctity Aura: Increases Holy damage done by party members within 30 yards by 10%. Improved: The amount of damage caused by targets affected by Sanctity Aura is increased by 2%. Sanctity aura itself is good for Paladin tanking threat while the improved form is used as a group damage buff in PvE.
-Improved Blessing of Might Rank 5(first tier, available to all specs): Increases the attack power bonus of your Blessing of Might by 20%. It is important to have at least 1 Paladin in your raid with this buff as it can amount to a substantial DPS increase for your raid.
-Improved Seal of the Crusader: In addition to the normal effect, your Judgment of the Crusader spell will also increase the critical strike chance of all attacks made against that target by an additional 3%. This is one of the best DPS raid buffs available in the game and as such, makes a Retribution Paladin a very useful class to have inside of your raid. Given that seals must be refreshed and that healers are generally too busy to renew them, A Ret Paladin will keep all seals fresh via Crusader Strike. Otherwise, it is unrealistic to expect seals/judgments to stay active throughout an encounter.

Protection:
-Blessing of Kings: (11 points in Protection Tier, all Paladins typically spec into it). Increases stats by 10%.
-Blessing of Sanctuary: Damage taken reduced by up to 80 and blocked melee attacks cause 46 Holy damage to the attacker. Good for holding multiple mobs on very select situations.
-Improved Devotion Aura: Increases the armor bonus of your Devotion Aura by 40%. A minor buff for tanks only.
-Improved Concentration Aura Rank 3 (easily obtainable by all specs)  Increases the effect of your Concentration Aura by an additional 15% and reduces the duration of any Silence or Interrupt effect used against an affected group member by 30%. Usually, this is a talent reserved for holy Paladins and is considered a near must-have

Priests:
All Specs:
-Divine Spirit: Holy power infuses the target, increasing their Spirit by 50 for 30 min.
-Power Word Fortitude: Increases Stamina by 79. A staple buff of raiding. No raid is complete without fort on the raid.
- Prayer of Shadow Protection: Increases Shadow Resistance by 70. Great for any fights with Shadow Based damage occurs against the raid.

Discipline:
-Improved Divine Spirit: Your Divine Spirit and Prayer of Spirit spells also increase the target's spell damage and healing by an amount equal to 10% of their total Spirit. This buff is extremely difficult to obtain for end game healers as you cannot get this with CoH. Speccing an alt into this buff and using them to buff the raid on the hardest DPS fights can be very beneficial though as this buff can add upwards of 45 Spell Damage to select caster classes.
-Power Infusion:Infuses the target with power, increasing spell casting speed by 20% and reducing the mana cost of all spells by 20%. A minor buff available to all out Discipline priests which can be cast on any player within a raid and which will also increase their DPS output enormously for 15 seconds.
-Pain Suppression: Instantly reduces a friendly target's threat by 5%, reduces all damage taken by 40% and increases resistance to Dispel mechanics by 65% for 8 sec. Potentially, a very beneficial buff, used mostly for PvP. This ability does have select PvE implications as it can severely reduce boss damage at key moments. Rarely used in PvE regardless as Discipline is not a PvE spec.
-Improved Power Word Fortitude (all specs get this): Increases the effect of your Power Word: Fortitude and Prayer of Fortitude spells by 30%. Specced into by virtually all priest builds due to its importance. THIS IS A MUST HAVE.

Holy:
-Inspiration: Increases your target's armor by 25% for 15 sec after getting a critical effect from your Flash Heal, Heal, Greater Heal, Binding Heal, Prayer of Healing, or Circle of Healing spell. Usually specced into by both Discipline and Holy Priests. One of the best tank healing buffs in the game, hands down.

Shadow:
-Vampiric Embrace/Improved Vampiric Embrace: Afflicts your target with Shadow energy that causes all party members to be healed for 15% of any Shadow spell damage you deal for 1 min. A staple of Shadow Priest raiding. Can be extremely beneficial on many fights where raid wide damage occurs. Improved Vampiric Embrace rank 2 grants an additional 10% healing.
-Vampiric Touch: Priest's party gains mana equal to 5% of Shadow spell damage caused by the priest. The quintessential mana battery talent and a very big reason why you keep Shadow Priests around. This ability is near necessary on certain fights where time runs long and mana runs thin.
-Shadow Weaving: Your Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow damage.  This vulnerability increases the Shadow damage dealt to your target by 2% and lasts 15 sec.  Stacks up to 5 times for 10% improved Shadow Damage. This is an incredible buff for Warlocks and truly increases their DPS output enormously.
-Misery: Your Shadow Word: Pain, Mind Flay and Vampiric Touch spells also cause the target to take an additional 5% spell damage. This buff more than validates a Shadow Priest’s purpose in a raid as it will increase the damage of all other magic DPS dealers by 5%, period.


Rogues:
All Specs:
-Expose Armor: Finishing move that exposes the target for 30 sec, reducing armor per combo point:
 1 point : 410 armor
 2 points: 820 armor
 3 points: 1230 armor
 4 points: 1640 armor
 5 points: 2050 armor
This is a decent substitute for sunder armor when a warrior is not available or present.

Assassination:
-Improved Expose Armor: Increases the armor reduced by your Expose Armor ability by 50% bringing your rank 5 EA up to 3075, 475 more reduction than 5 full stacks of Sunder Armor. Combat rogues sometimes spec into this ability in order to add raid synergy and drastically increase physical DPS output for the rest of the raid.

Combat:
-Improved Expose Armor: (in assassination, but still obtainable). See above.

Subtlety:
-Hemorrhage: An instant strike that deals 110% weapon damage and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to 42. Lasts 10 charges or 15 sec. Awards 1 combo point. Hemo is a highly debated skill which can lead to a potential increase in raid DPS, although the personal loss of DPS can easily outweigh the benefits. Generally speaking, the better your personal DPS, the less of a potential net gain is available. 


Shamans:
All Specs:
-Totems:

-Air Totems:
-Grace of Air: summons a Grace of Air Totem with 5 health at the feet of the caster. The totem increases the agility of party members within 20 yards by 77. A very useful DPS and tank oriented totem. As a tank, the agility adds both dodge and armor, for DPS, it adds critical strike percentage and Ranged Attack Power.
-Windfury: Summons a Windfury Totem with 5 health at the feet of the caster. The totem enchants all party members main-hand weapons with wind, if they are within 20 yards. Each hit has a 20% chance of granting the attacker 1 extra attack with 375 extra attack power. This is the quintessential melee DPS totem and will dramatically improve damage done by any melee damage dealer, tanks included.
-Tranquil Air:
-Nature Resistance Totem: Summons a Tranquil Air Totem with 5 health at the feet of the caster. The totem reduces the threat caused by all party members within 20 yards by 20%. Given that Tranquil Air is multiplicative with Blessing of Salvation it will only add roughly 15% threat reduction on top of Salvation’s product. This totem is an extremely useful tool for agro sensitive fights and phases. 
-Windwall Totem: Summons a Windwall Totem with 5 health at the feet of the caster. The totem protects party members within 20 yards, reducing ranged damage taken by 102. This totem is more or less garbage is it’s damage reducing effect occurs before mitigation is processed. As well, the limited occurrences of ranged tanking situations render this totem nearly non-applicable.
-Wrath of Air: Summons a Wrath of Air Totem with 5 health at the feet of the caster. Party members within 20 yards of the totem have their spell damage and healing increased by up to 101. This is the quintessential caster DPS totem and can provide very large increases for your caster DPS.

Water Totem:
-Mana Spring: Summons a Mana Spring Totem with 5 health at the feet of the caster for 2 min that restores 20 mana every 2 sec seconds to group members within 20 yards. This is a very important mana return totem and should be down at all times, unless Mana Tide is being used.
-Healing Stream: Summons a Healing Stream Totem with 5 health at the feet of the caster for 2 min that heals group members within 20 yards for 18 every 2 sec seconds. A generally useless totem as the mana returns far outweigh the healing benefits.
-Mana Tide (resto only): Summons a Mana Tide Totem with 5 health at the feet of the caster for [13 sec - 1] sec that restores 6% of total mana every 3 sec seconds to group members within 20 yards. A very important healer mana return totem.

Fire Totem:
-Flametonuge Totem: Summons a Flametongue Totem that enchants all party members' main-hand weapons with fire if they are within 20 yards. Each hit causes 19.3766 to 59.68 additional Fire damage. Semi useful for tank threat when GOA is down and totem twisting is entirely improbable, i.e. heavy healing situations like Eredar Twins.
-Frost Resistance Totem: Summons a Frost Resistance Totem with 5 health at the feet of the caster for 2 min. The totem increases party members' frost resistance by 70, if within 20 yards. Useful for fire based boss fights and phases.
-Totem of Wrath: (stacks) (Elemental Only) Summons a Totem of Wrath with 5 health at the feet of the caster. The totem increases the chance to hit and critically strike with spells by 3% for all party members within 20 yards. This totem provides an amazing amount of DPS for caster DPS and does in fact stack if you are lucky enough to have 2 highly consistent Elemental Shamans.

Earth Totem:
-Stoneskin Totem: Summons a Stoneskin Totem with 5 health at the feet of the caster. The totem protects party members within 20 yards, reducing melee damage taken by 43. A practically useless totem as it provides it’s damage reduction before mitigation is processed.
-Strength of Earth: Summons a Strength of Earth Totem with 5 health at the feet of the caster. The totem increases the strength of party members within 20 yards by 86. A very useful melee DPS totem and tank threat generation totem, should always be used for said players.
-Tremor Totem: Summons a Tremor Totem with 5 health at the feet of the caster that shakes the ground around it, removing Fear, Charm and Sleep effects from party members within 30 yards. While not a typical synergy buff, this is the only group based AE anti fear in the game and is an important facet to Shamans raid roles in PvE and PvP.

Enhancement:
-Enhancing Totems: (Resto Shamans should also spec into this) Increases the effect of your Strength of Earth and Grace of Air Totems by 15%. This is a very important talent for maximizing raid DPS, tank mitigation and increasing Shamans synergy overall.
-Unleashed Rage: Causes your critical hits with melee attacks to increase all party members' melee attack power by 10% if within 20 yards of the Shaman. An enormous group based buff for any Physical DPS dealers, tanks included.
-Improved Weapon Totems: Increases the melee attack power bonus of your Windfury Totem by 30% and increases the damage caused by your Flametongue Totem by 12%. Another very important Melee buff as it will increase an entire party’s benefit from Windfury procs enormously.
-Guardian Totems: Increases the amount of damage reduced by your Stoneskin Totem and Windwall Totem by 20% and reduces the cooldown of your Grounding Totem by 2 sec. A totally useless talent in PvE, the reduced Grounding Totem time has benefits in PvP.

Elemental:
- Totem of Wrath: (stacks) (Elemental Only) Summons a Totem of Wrath with 5 health at the feet of the caster. The totem increases the chance to hit and critically strike with spells by 3% for all party members within 20 yards. This totem provides an amazing amount of DPS for caster DPS and does in fact stack if you are lucky enough to have 2 highly consistent Elemental Shamans.

Restoration:
-Mana Tide (resto only): Summons a Mana Tide Totem with 5 health at the feet of the caster for [13 sec - 1] sec that restores 6% of total mana every 3 sec seconds to group members within 20 yards. A very important healer mana return totem.
-Ancestral Healing: Increases your target's armor value by 25% for 15 sec after getting a critical effect from one of your healing spells. A very important tank buff generated through any Shaman healing critical.
-Healing Way: Your Healing Wave spells have a 100% chance to increase the effect of subsequent Healing Wave spells on that target by 6% for 15 sec. This effect will stack up to 3 times. A very important healing buff placed on the Shaman’s healing target when using normal Healing Wave as opposed to Chain Heal. An amazing single target healing buff which is vital to PvP healing effectiveness as well as PvE.
-Restorative Totems: Increases the effect of your Mana Spring and Healing Stream Totems by 25%. This is a very important MP/5 buff for Mana Spring and should be used by all Resto Shamans in PvE.
-Enhancing Totems (Enhancement Tree, still obtainable): Increases the effect of your Strength of Earth and Grace of Air Totems by 15%. This is a very important talent for maximizing raid DPS, tank mitigation and increasing Shamans synergy overall.

Warlocks:
All Specs:
-Curse of Recklessness: Curses the target with recklessness, increasing melee attack power by 135 but reducing armor by 800 for 2 min.  Cursed enemies will not flee and will ignore Fear and Horror effects.  Only one Curse per Warlock can be active on any one target. Likely, the single most important Physical DPS buff in a raid as it works raid wide and will dramatically improve tank TPS and overall DPS. Use Demoralizing Shout and Screech from an owl pet to negate the gained AP if need be.
-Curse of Shadow: (deprecated as of 2.4.3) Curses the target for 5 min, reducing Shadow and Arcane resistances by 88 and increasing Shadow and Arcane damage taken by 10%. Only one Curse per Warlock can be active on any one target. In the near future (2.43) Curse of Elements will be combined with Curse of Shadow making one uber buff to say the least. As is, it is the best caster buff available raid wide as 2 classes benefit from it, Locks and Shadow Priests.
-Curse of Elements: (2.43 Description) Curses the target for 5 min, reducing Arcane, Fire, Frost, and Shadow resistances by 88 and increasing Arcane, Fire,  Frost, and Shadow damage taken by 10%.  Only one Curse per Warlock can be active on any one target. Prior to patch 2.43, Cure of Elements only affected Fire and Frost spells.

Affliction:
-Malediction: Increases the damage bonus effect of your Curse of the Elements spell by an additional 3% as of 2.43. Prior to 2.43, this worked with only one curse at a time, either Elements or Shadow. If you use an Affliction lock, make sure one of them has this spell as it will provide a lot of damage for the raid.
-Shadow Embrace: Your Corruption, Curse of Agony, Siphon Life and Seed of Corruption spells also cause the Shadow Embrace effect, which reduces physical damage caused by 5%. A very good buff to for tank mitigation. May as well have it if you are using an Affliction lock in your raid.
-Blood Pact/Imp Blood Pact: Increases party members' Stamina by 66. Affliction locks may also want to spec into improved Imp (demonology tree) which brings Blood Pact up to 86 Stamina, making an Affliction Warlock very useful in a tank group.

Demonology:
-Improved Imp: While imps are almost NEVER used by a Demonology Warlock, this talent resides in their tree and brings Bloodpact from 66 stamina to 86 stamina for the Affliction Warlock and their group.
-Improved Healthstone (top tier, available to ALL specs easily):  It is ESSENTIAL that your Warlocks all spec into a different rank of Improved Healthstone as many encounters will make great use out of multiple Healthstones. It is important to note that ALL SPECS of Warlocks can switch around their points in this talent without sacrificing much of anything. There are three ranks of healthstones, make sure that if you have 3 locks, they all have a differing rank.

Destruction:
-Improved Shadow Bolt: Your Shadow Bolt critical strikes increase Shadow damage dealt to the target by 20% until 4 non-periodic damage sources are applied. Effect lasts a maximum of 12 sec. This is a very important buff for both Shadow Priests and Warlocks as it will increase both classes DPS enormously. Any Shadow Spell will consume the charges of Improved Shadow Bolts, including procs from certain items like Syphon of the Nathrezim.


Warriors:
All Specs:
-Sunder Armor: Sunders the target's armor, reducing it by 520 per Sunder Armor and causes a high amount of threat. Can be applied up to 5 times. Lasts 30 sec. Stacks up to 2600 Armor Reduction and is the most typical Melee buff found in raiding. Despite how universally used Sunder Armor is, Improved Exposed Armor provides 475 more Armor Ignore and is rarely used in place of Sunder.

-Commanding Shout: Increases maximum health of all party members within 20 yards by 1080.  Lasts 2 min. A very important Tanking buff as well as a situational group survivability buff.
-Battle Shout: The warrior shouts, increasing the melee attack power of all party members within 20 yards by 232. A very important and standard Melee DPS buff.

Arms:
-Blood Frenzy: Your Rend and Deep Wounds abilities also increase all physical damage caused to that target by 4%. An extremely important PvE physical DPS buff. Despite the fact that 33/28 MS warriors cannot do nearly as much DPS as fury warriors, this 4% extra physical DPS will usually outweigh the losses over an entire raid and will improve tank TPS slightly.

Fury:
-Commanding Presence: (easily Speccable by Arms Warriors) Increases the melee attack power bonus of your Battle Shout and the health bonus of your Commanding Shout by 25%. Turns Commanding Shout into a 1350 HP buff and Battle Shout into a 290 Attack Power bonus. This is an essential Talent for ANY DPS warrior, Arms of Fury.

Protection:
-Devastate: This ability is simply the Prot Warrior’s replacement for Sunder. Sunder the target's armor causing the Sunder Armor effect. In addition, causes 50% of weapon damage plus 35 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times. It provides the same synergy as Sunder Armor in terms of Armor Ignore, but delivers more threat to the Prot Warrior.
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Offline Gutboy

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Re: Raid Synergy Guide
« Reply #1 on: July 11, 2008, 05:22:55 PM »
Thanks Air, it's very helpful to see all this info in one place. One way I plan to use it is to separate out all the abilities of other classes that affect me as a warrior, so I will know better which buffs to ask for, or which people to have in my group. (I'll post that info in the Warrior forum when it's ready.) There's a couple of things missing in the Warrior description, like Demo Shout and Thunderclap, so I will try to write an expanded version when I have time.

GB


"Impossible odds, mentally unbalanced foes, cramped quarters for a good punch-up... and people say Iest has no night life."
 -- Cerebus

"I don't know what effect these men will have upon the enemy, but by God, they frighten me."
-- The Duke of Wellington

Offline Trismus

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Re: Raid Synergy Guide
« Reply #2 on: July 11, 2008, 08:24:55 PM »
Quote
The warrior shouts, increasing the melee attack power of all party members within 20 yards by 232.


That's incorrect. It's 382 when fully improved, i think 300 when not, also, commanding shout is 1350 when fully improved (gotten from arms / fury warriors).



Solarian's Sapphire as well as t6 set bonus can increase both those stats, respectively.



-Tris
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Offline Gutboy

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Re: Raid Synergy Guide
« Reply #3 on: July 11, 2008, 08:46:20 PM »
Quote from: Trismus on July 11, 2008, 08:24:55 PM (Source)
Quote
The warrior shouts, increasing the melee attack power of all party members within 20 yards by 232.

That's incorrect. It's 382 when fully improved, i think 300 when not, also, commanding shout is 1350 when fully improved (gotten from arms / fury warriors).

Solarian's Sapphire as well as t6 set bonus can increase both those stats, respectively.


The whole thing gets pretty complicated when you try to account for all the modifiers on each skill, so when I write my summary I'm probably going to leave off any exact values. Guess I'm not really much of a min/maxer...  :P

GB


"Impossible odds, mentally unbalanced foes, cramped quarters for a good punch-up... and people say Iest has no night life."
 -- Cerebus

"I don't know what effect these men will have upon the enemy, but by God, they frighten me."
-- The Duke of Wellington

Offline Docsamson

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Re: Raid Synergy Guide
« Reply #4 on: July 13, 2008, 04:37:25 AM »
Quote
Priests:
All Specs:
-Divine Spirit: Holy power infuses the target, increasing their Spirit by 50 for 30 min.
-Power Word Fortitude: Increases Stamina by 79. A staple buff of raiding. No raid is complete without fort on the raid.
- Prayer of Shadow Protection: Increases Shadow Resistance by 70. Great for any fights with Shadow Based damage occurs against the raid.

I'd just like to point out that Divine Spirit/Improved Divine Spirit are not possible for all priest specs.  Unless you are far beyond the spriest hit cap (202/177/152/126/101/76 with 0/1/2/3/4/5 points n Shadow Focus, respectively) it is not possible to get to DS, much less IDS.  With my current ability to go 4/5 Shadow Focus, I'm still one point away from being able to take it over more useful talents, such as Shadow Power for the extra SW:D and MB crit chance.  Heck, the next piece of gear I get that ends up tipping me to 3/5 Shadow Focus means an extra point in Imp. VE, giving even more raid utility.  While DS for Shadow spec sounds somewhat useful, the simple fact is that it's less useful than the other talents you'd want to get in the Shadow tree.  Plus, if you end up with THAT much spellhit, you're most likely gimping your bonus damage by an unacceptable level.

Offline un4

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Re: Raid Synergy Guide
« Reply #5 on: July 13, 2008, 07:58:09 PM »
If you're using Imp. Expose Armor (rogue, assassination) let your warriors know.  If talented to 5/5, it reduces armor more than sunder and could hamper threat generation.
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