One of the most enjoyable parts about running dungeons was building a group composition that was tailored both to the parties strengths and to the needs of the dungeon.
Here are two simple spread sheets I made that show the different CC options and buffs that each class brings to the table. Its so cool how many ways you have to build a party!
Note: I am by no means an expert on vanilla wow so by all means correct me if I am wrong or if I have missed something (this list was compiled assuming a 1.12 environment). Would love to see someone tackle the extensive debuff list and other utility options.
CLASS CC & REZ OPTIONS
Class
Humanoid
Beast
Dragonkin
Undead
Elemental
Slow
Root
Silence
Interupt
Stun
Rez
Battle Rez
Druid
Hibernate
Hibernate
Entangling roots
Feral Charge*
Bash
Rebirth
Hunter
Freezing trap
Freezing Trap
Freezing Trap
Freezing Trap
Freezing Trap
Frost trap, Concussive shot
Entrapment*
Intimidate*
Mage
Polymorph
Polymorph
Frost bolt, Cone of Cold, Blizzard
Frost Nova, Frost Bite*
Counterspell*
Counterspell
Impact*
Paladin
Repentance*
Turn Undead
Hammer of Justice
Redemption
Priest
Mind Control, Psychic Scream
Psychic Scream
Psychic Scream
Shackle Undead
Psychic Scream**
Mind Flay*
Silence*
Ressurection
Rogue
Sap, Blind
Blind
Blind
Blind**
Blind**
Crippling Poison
Kick*
Kick
Kidney Shot, Cheap Shot
Shaman
Earthbind Totem, Frost Shock
Earth Shock
Ancestral Spirit
Ankh
Warlock
Fear, Seduce
Fear
Fear
Banish, Fear**
Spell Lock
Spell Lock
Infernal
Soulstone
Warrior
Intimidating Shout
Intimidating Shout
Intimidating Shout
Intimidating Shout**
Hamstring
Shield Bash*
Shield Bash, Pummel
Charge, Intercept, Concussion Blow
â*â = Requires Talent
â**â = Some Mob types may be immune
CLASS BUFF OPTIONS
Class
All Stats
Armour
Melee AP
Ranged AP
Stamina
Intellect
Strength
Spirit
Agility
Resistances
Threat
Crit
Rez
Battle Rez
Mana Recovery
Windfury
Druid
*
Hunter
Mage
**
Paladin
*
Priest
*
Rogue
Shaman
**
Warlock
**
Warrior
â*â = Requires Talent
â**â = Self Cast only
OP, I see you put quite a bit of work into this. However, the formatting is a bit off.
Another fun thing about vanilla dungeons was being able to beat them with practically any group composition. Sometimes it was easier (and far quicker) to take whomever was available at the time instead of waiting for the optimal classes.
Most people want to avoid building a group, or most people want to avoid CC and buffs?
One thing to note is that some of those CC abilities had certain disadvantages:
Fear on classes that donât have a way to break the fear (readily) could cause more harm than good. (I rarely looked at it as something to rely upon on building a group)
Many of those CC abilities are not worthwhile CC for PVE as they donât last very long, except being used in an emergency. Main thing is you need to be able to kill a mod in the time it takes for that cc to come off. (Repentance, Wryvren Sting, Intimidating shout, Concussive shot, Blind)
Several CC options required the player to pay attention more than others (Fear, frost trap)
Various classes can kite as a form of CC (Hunters, frost mages)
Mind Control was a risky cc to use as to generated a lot of threat for the caster, who was also often your healer (A dead healer means a dead group generally)
I generally thought of the CC options as core, light, and fringe
Core: CCed target without difficulty, target could mostly be left alone, and could be easily reapplied even if broken (ie polymorph)
Light: CCed target, but had some annoying disadvantage (hunter freezing trap lasted 20 sec, but could only be applied every 30 seconds, reuiring the hunter to kite it or something in the meantime)
Fringe: CCed target with a major disadvantage (Doing things like having a casting order to keep something CCed with lesser CC, such as repentance then blind, then hammer of justice, etc)
For The buffs, I would change the table to instead of what the buff did, say what the buff was, as most buffs stacked with one another of different classes.
Oh dear what do we have hereâŚ
You do realize itâs classic? what you need is a tank,healer and three dps.
And that they are not total idiots and that they have enough time to actually complete the dungeon.
Yeah itâs classic, not wotlk. CC was a must for most dungeons, as most tanks had trouble holding agro on more than 2 targets. Plus even if they could hold everything I donât know if the healer could heal through the damage the tank would take.
edit: Trust me I have many memories of groups getting flattened due to trying without enough CC.
@OP, I +1âd your post, but maybe linking the spreadsheet in, say, Google Drive or OneDrive would help instead of trying to deal with the crappy formatting these forums offer.
In Vanilla there were lots of things to consider for example gear and talents.
Tank may or may not have an actual tanking spec. Also the tank may be running in mostly greens or outdated blues or he may already have half of his pre raid bis. And the player itself may be anything from really bad to awesomesauce.
This all applies to healers and dps of course not just the tank.
All this really matters in vanilla and thus also the difficulty of any given dungeon varies and the importance of proper CC also varies, it maybe be so that itâs absolutely necessary to have a lot of it or it may be that you donât really need any.
I ran dungeons in vanilla with my BWL/AQ40 geared resto druid just for fun with âfilthy casualsâ and/or guildie alts. And you better believe that with that amount of healing power behind the group it makes things significantly simpler.
But yes I have to agree especially in the beginning when people are just hitting lvl 60 and nobody really has any gear it is going to be smart to bring at least one instance appropriate CC preferably two.
I never put that much thought into it. tank, healer, mage, 2 dps. If I can help it I donât take two of the same class, and try to avoid creating too much loot competition.
Cool idea, though honestly it really depends on what dungi to what i want to bring,
I normally want myself, my priest healing hommie
then dps, it goes something like Warlock > druid > Mage > Priest > Hunter >
Meele wise is Druid > Rogue > Pally > War
But it also depends on, what i already have in the group already, and so on so normally leads into âIâll take whatever and maek it work.â Like i said before, i normally had to run with a holy priest and a holy pally because i had to many healer friends, NOW that was life for our hellfire spamming warlockâŚ
Good job op⌠Will be a helpful guide to those that didnât play in vanilla.
Those that are criticising need to calm down⌠Itâs not a guide to exclude classes or min/max, but merely to highlight the different cc abilities in the game. Do you really think groups wonât bring a shaman because this table containing basic knowledge has been released?
I would like to point out a couple of things:
-Entangling roots wasnât usable indoors until WotLK, so i wouldnât count it since most dungeons were indoors
-Hunters also have scare beast to fear beasts and wing clip for another slow. You also have the tier 5 bm talent intimidation.
-Rogues also have cheap shot and kidney shot for stuns
-I think the shaman totem stoneclaw could be consider as well.
-I almost forgot hammer of justice for paladin.