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Group Composition and Class Utility in 2020


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Hi Guys,

 

Wondering if anyone can point me to any info on group class composition for HM & NiM raids in 6.0 if there is such a thing or if there is a ‘one size’ fits all for PvE content at 75?

 

Also is there are a breakdown of what classes offer a group with either group buffs, enemy debufs etc?

 

Iv’e had a look but a lot of things are a few years old and I’m not sure how up to date. Ive also had a look through 6.0 class guides to see if there are any points on what makes a class stand out or contribute to the group specifically but that isn’t always included in the guide it seems.

 

I’ve been playing for a long time, play across a lot of toons but would like to just settle with a class for longer that a few weeks at a time and know that ill be useful to a group in harder content.

 

Thanks,

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the class buffs and enemy debuffs that specific classes/specs bring to the table are generally quite negligible apart from armor debuff that mm sniper, ap pt, deception sin, carnage mara and venge/rage jugg gives

 

you can read more about it here but again, apart from armor debuff and in a very limited amount of cases bloodthirst, raid groups don't bring classes/specs specifically for the buff/debuff they provide

Edited by RikuvonDrake
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One problem is that classes are constantly being modified and 'balanced'. This means that the 'uber class du jour' will change from time to time.

 

 

not really.... pt / vanguard (both dps specs), juyo mara, virulence /dirty fighting slinger have been great for like 5 years now...

and there are certain bosses where you really want a certain setup to make it easier.

most of the time its not about raw dps but about group utility (root kicks (styrak), snipershield, raidbuffs,certain def cds to cheese mechanics)

 

dpswise almost everything is playable in uncapped content.. in capped content you shouldnt play specs with a lot of weapon dmg as they ****ed up the scaling.... marskman, carnage and arsenal (without apex set) are really in a bad spot for capped content... all other specs are totally viable.

 

ideal group composition is really boss dependent and i am way too lazy to go through all bosses and explain why you should play certain classes.

 

but as 1 guy already mentioned... you usually want the armor debuff.. it helps every class with kinetic dmg and thats nearly every class...

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It’s so fight dependent that there isn’t 1 great composition for all fights. Every class has fights for which it’s abilities turn out to be super helpful. Can you reflect damage to boost dps (eg EC tanks)? Bring a merc or jugg. Is there a burn phase with lots of damage (eg M&B or DP council). Sniper shields are useful. Is speed important (eg encounters in dxun)? Bring a Mara. Need cleanses (eg Apex or DP council)? Don’t bring vanguards and snipers. Need knockbacks (eg Styrak)? Bring sorc, merc, sin, sniper. Does 35m range help (eg Huntmaster or drouks)? Bring snipers and sorcs. Some fights require bursts damage or cleave damage or sustained single target, bring classes accordingly. And there are so many more small differences between fights that will change the optimal composition.
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I mean, I guess in theory you would want:

A) Tanks

one VG/PT and one Force-based

B) Healers

don't have two of the same advanced class

C) DPS: You'll need one from each of the disciplines that can apply key debuffs:

- You need a Consular/Inquisitor to apply Vulnerable (+5% inc Force damage taken), because, in theory, one of the tanks will be force based

- You need a Vanguard/PT or Scoundrel/Op to apply Susceptible (+5% inc Tech damage taken), because, in theory, one tank and one healer will be Tech based. Arguably this could be a Sc/Op to gain access to the raid buff

- Since you will have at least one melee DPS (as a VG/PT or Sc/Op), it will be helpful to have a Knight/Jugg to apply Beat Down (+5% inc Melee damage taken). Arguably, this could be a Sent/Mara to ensure access to the raid buffs.

That leaves one more slot for dps, which arguably could be a Gunslinger/Sniper for the shield.

D) Someone to apply Sundered (-20% armor rating)

Guardian/Jugg Tank, Sharpshooter/Marksman, Combat/Carnage, Gunnery/Arsenal, Tactics/Advanced Prototype, Vigilance/Vengeance, Infiltration/Deception.

 

This would look like, for example

 

Vanguard Shield Specialist (impaired, weakened)

Guardian Defense (impaired, unsteady, sundered)

Commando Combat Medic (invigorated, protected, raid buff)

Sage Seer (protected, resistant, raid buff)

Telekinetics sage (vulnerable, overwhelmed): burst, ranged

Ruffian scoundrel (susceptible, assailable, raid buff, stealth): dots, melee

Concentration sentinel (beat down, overwhelmed, raid buff): decent for AoE

any Gunslinger (marked, raid shield)

 

This group is sort of a jack of all trades.

 

or:

 

Vanguard Shield Specialist (impaired, weakened)

Shadow Kinetic combat (weakened, unsteady, stealth)

Commando Combat Medic (invigorated, protected, raid buff)

Scoundrel Sawbones (invigorated, resistant, raid buff, stealth)

Balance sage (vulnerable, overwhelmed, raid buff): dots, ranged

Ruffian scoundrel (susceptible, assailable, raid buff, stealth): dots, melee

Watchman sentinel (beat down, assailable, raid buff): dots, melee

Sharphooter Gunslinger (marked, raid shield, sundered): ranged

This is an example of a group with heavy dependence on dot sustained damage, but access to multiple stealthing classes as well. In gaining the stealth tank, however, you need someone else to apply the Sundered debuff which means either Sharpshooter Gunslinger or Combat Sentinel. I opted for SS GS in this example since Combat Sentinel isn't about DoT. This kind of group won't always fare well against bosses with brief uptime where burst is important, as I don't know that a SS GS is really capable of carrying the team in those phases alone.

 

 

Again, these lists are only my guesses based on the debuffs that the various classes can apply to bosses. It does not take into account various bosses with mechanics that may be more friendly to ranged classes or melee classes, nor does it take into account the current parsing leaderboards.

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and the fact that no progress group uses a group setup even remotely similar to your example just underlines the fact that those buffs, apart from armor debuff, are irrelevant

 

I said they were just a guess based on the debuffs. That being said, I'd love to see examples of a real setup and see how it relates to synergy considerations (like the buffs). I realize groups might change up for different operations.

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I said they were just a guess based on the debuffs. That being said, I'd love to see examples of a real setup and see how it relates to synergy considerations (like the buffs). I realize groups might change up for different operations.

 

2 sin tanks

1-2 pt, 1-2 mara, 1 sorc/sniper/merc for dps

1 merc heal, 1 op heal

Edited by RikuvonDrake
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