RBG Ideal Comps [10v10]

Hey! I’m back, but this time with something kind of open ended.

I’ve been leading more and more RBGs after I put together that Strats for every RBG (Link) post a while back. I do have some adjustments I want to make to that post, enough so that I think I will actually completely rewrite it.

But before I do that I wanted to get opinions on RBG compositions by class. I put together my own little ideal comp, that I will list below, but wanted to see what the community has been running.

RBG 10v10 Comp [3:7]
Retribution Paladin
Arms Warrior
Subtlety Rogue
Affliction Warlock
Elemental Shaman
Balance Druid
Balance Druid (Offspec Guardian)
Discipline Priest
Discipline Priest
Holy Paladin

I like splitting my RBGs into 3 Groups, so I can split them easy for strats. For example, Group 1 being defense, Group 2 being FC, and Group 3 as Flex. Or like in Silvershard mines, G3 (edit: just 2, I’d shift a healer off G3) would be North cart, while G1&2 would contest mid.

G1
RetPal
AffLock
EleSham
Disc Priest

G2
Arms War
Balance (GRD)
HPal

G3
Sub Rogue
Balance
Disc Priest

Shadow priest is infinitely better than an ele shaman in that comp. We do more damage in a team fight, offer way more off healing and utility, and mindgames/psyfiend is extremely useful on enemy FCs. Rest of your comp looks fine though. I just personally would avoid dps shaman specs right now over a spriest, second lock or third boomkin with a comp like this.

As for groups, you don’t need a healer off carts on silvershard. All 3 should be lava fight.

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Personally, I know skill capped came out today and said that Rets are S tier melee for RBG’s, but honestly, from experience this season, I would personally take a solid WW Monk over a good ret any day (despite WW being ranked at A tier).

They’re shut downs to melee and ability to pressure healers is incredible. Most rets I ran with did pump hard and were diligent with team fight off heals. But when push came to shove they got blown up. I rarely saw my monks die fast though, they are fantastic target callers and usually one of the last classes standing in team fights.

We run frost dk/arms war up front. Disc/disc/hpal for heals. Dh tank. Sub rogue. Boom lock spriests or boom lock hunt for range dps. Honestly the hunters give us more options. Pushed to 2k tonight

yeah I agree I was just generalizing an explanation for why I like defaulting my comp in 3 groups.

Hmm, I was thinking the burst would be worth having, along with Skyfury for the Boomkins and all the utility of the other totems. I guess doubling down on the Rot comp would make sense, since I put in an Aff Lock.

the 3 group strat is primarily used on seething shore as there are always 3 nodes spawned. on mines, you generally just want water and lava. you give up top. 2 off carts, 8 overload around mid.

Lose the ret, get a dk. Lose the ele, get another warlock.

So more cleave/spread vs burst huh? Hmm, yeah that seems to be the consensus. Frost or Unholy for the DK.

Disc
Disc
Hpal
Boomkin
Boomkin
Boomkin
Affliction
Sub
War
DK

What is your ideal comp? Also can I dm you some questions? I’m trying to lead a team and needing some pointers. btag xjd#11125