by Kumudil » Fri Jul 09, 2010 7:35 pm
Another mage.
Slow is about 8-14% dps reduction on the mob. 1 Magepet is about 30% dps-reduction. Second magepet is about 30% dps reduction from remaining 70% dps, which would be 21% to initial mobs dps.
So magepet + slow is around 40% dps reduction, 2 magepets around 50% dps reduction.
Dps from a second mage is by far better than dps of a shaman (including personal+contributed).
I tried shaman mage mage bard. Than I thougt about it. Now when I am out boxing I do mage mage mage bard. That runs much smoother for me. The only thing where I can get in trouble is when I try to fight nameds with heavy AEs. But that specific is a situation where nowadays a shaman really isn't very helpful. So even than, burning the mob faster and trying to keep out of range of the AE is of more benefit than trying to keep a group alife with the shaman.
Mage, mage, bard, nukemerc, healermerc, healermerc should bring you forward a long way.
Upto UF 2 dpsmerc 1 healer should be more than sufficient, maybe you can keep 2 dpsmerc even further.
Mage, wizzard, bard, nukemerc, nukemerc, healermerc I never tried but can possibly even be better.
Lets do some theoretic balancing.
Lets start with 3 possible scenari: something like T8 basepopp groupmob, fight last 30 seconds, 1 minute, 2 minute.
Mob has 500k HP, mob deals 3k dps. Tank starts with full HP 40k, but as buffer we want the tank to have 10k HP left at end of fight. So on averange we accept that the tank looses 30k hp during the fight.
1 healermerc should be good to heal 2k HP/second on averange.
Fight last 30 seconds:
You would need 16,7k groups dps. Hard do get that with groupgeared toons.
Mage, wizzard, bard, nukemerc, nukemerc, healermerc all burning shall do that.
Mob will deal 90k damage averange. with 30k HP-buffer on tank, you want to heal 60k.
You will need to have 2k HP/second averange healed on tank. 1 healermerc is sufficient for that.
(with 50% dps reduction it would be 45k damage - 30k buffer so 15k to heal = 0,5k HP/second).
(with 30% dps reduction it would be 63k damage - 30k buffer so 33k to heal = 1,1k HP/second).
Fight last 60 seconds:
You would need 8,3k groups dps.
2 Mages with bards auras and songs in T7 groupgear can do that.
Mage + shaman + bard .. all groupgeared T7 likely impossible.
Mob will deal 180k damage averange. with 30k HP-buffer on tank, you want to heal 150k.
You will need to have 2,5k HP/second averange healed on tank.
(with 50% dps reduction it would be 90k damage - 30k buffer so 60k to heal = 1k HP/second).
(with 30% dps reduction it would be 126k damage - 30k buffer so 96k to heal = 1,6k HP/second).
Fight last 120 seconds:
You would need 4.1k groups dps. If pettanking that would be where Mage + shaman + bard would be.
Mob will deal 360k damage averange. with 30k HP-buffer on tank, you want to heal 330k.
You will need to have 2,75k HP/second averange healed on tank.
(with 50% dps reduction it would be 180k damage - 30k buffer so 150k to heal = 1,25k HP/second).
(with 30% dps reduction it would be 252k damage - 30k buffer so 222k to heal = 1,85k HP/second).
Without factoring any special effects or lucky rounds on mobs side: If the fight last too long you will need upto 50% more healpower to keep your tank alife.
If you factoring in lucky rounds or special effects and also dps-reduction by stuns or slow and if you don't have dps enought your needs of healing power can grow to more than the double of those able to burn faster. With UF and the streaky nature of modern mobs dps the risk to die and wipe is growing improportional the longer the fight last.
Some mobs unleash their adds based on their %HP. In that case you can redirect 1 pet to the add and can keep going.
Some mobs unleash their adds every x seconds .. much more adds to deal with if you can't burn the mob.
Some mobs dish their AEs every x seconds, a load of more damage to endure, the longer the fight last.
The longer the fight last, the more likely your tank will fetch a series of "lucky rounds" from the mob.
Endurance-fighting with focus on pettanking (chainpulling with bard), so RS-pets whenever posssible to distract mob from mainpet, 1 mage should be good for around 3,5k dps groupgeared having bardsongs. 2 mages nonburning are good for around 7k dps. If you now add in 2 dpsmercs for 1,5k dps each and 1 healermerc you will run your group around 10k dps. You will need less than 1k / second healed on averange. 1 merc should be good for around 2k.
Conclusion for me out of doubt: "more dps is much better than more priest".
The chances to survive is much better. Getting XP and AA on double rate and, if camp choosen right, also double the named spawns (as you can keep down double the phs) for gear-upgrade, is a nice sideeffect I wouldn't sneeze at.
I growed up my mages befor the dps-mercs arrived. If the dps-mercs had come earlier I wouldn't have created the 4rth box. Best combo for todays groupgame starting from scratch talking about efficiency Mage/wizzard/bard, for surviving I would go mage/mage/bard, as when unexpected happens you have a second tank at hand.
Edit: ironed out some typos
Last edited by
Kumudil on Sat Jul 10, 2010 4:38 pm, edited 5 times in total.
, ,