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  1. #1

    Raid role with biggest impact

    If you had to pick one player role from say Method to join your own raid, what would it be? Tank, dps, or healer?

    In other words, which role do you think has the biggest impact in a raid and can "carry" the most?

  2. #2
    Tank, tank dies, everyone dies. With that said, even the most skilled player in the world doesn't make a difference in a raid. Some mechanics are so unforgiving that one person can wipe the whole raid. Even the most skilled tank or healer can't reverse that domino effect. Ideally you need the whole raid team to be on the same page. Individual skill amounts to nothing.

  3. #3
    Raid leader , and tanks

  4. #4
    The roles with the least amount of people will tend to benefit the most of increase in skill, and thoses roles are raid leader from a tactical perspective and tanks from a mechanical one.

  5. #5
    Raid leader
    ~steppin large and laughin easy~

  6. #6
    the tank has the biggest impact.

    but if you could get a method player you'd want a healer, cause then you can remove 1-2 of your own healers and get more dps in. and more dps typically helps the most to make fights easier.

  7. #7
    Quote Originally Posted by evotech View Post
    If you had to pick one player role from say Method to join your own raid, what would it be? Tank, dps, or healer?

    In other words, which role do you think has the biggest impact in a raid and can "carry" the most?
    Depends on the difficulty, but... DPS. Tanking for the most part is easy and can be passed off to others. Healing requires a bit more timing and more thinking on your feet... But if you are in Normal or Heroic, a high DPS player can make a massive difference; the put out more damage which in the context of lower raids makes them worth 2 to 3 DPS slots, they don't take damage as to not stress healers, and the fights are shorter making life easier for everyone.

  8. #8
    Raid leader 100%, but that wasn't actually an option.

    While tanks have the most mechanical impact because dead tank = dead raid, their jobs are often (in terms of knowing what to do) quite a bit simpler than DPS/healer, because most mechanics don't affect them. They don't have to deal with things like incubation fluid spreading on Orgozoa, for instance.

    Honestly, a Method-level healer would have the biggest impact on the raid because healer mistakes you don't notice until two minutes later when someone doesn't have enough health to survive a mechanic because their healing was always behind a little bit, or the healer runs out of mana and can't heal. But a healer that doesn't make mistakes? That would snowball into keeping more people alive longer and thus more likely to down a boss.
    Cheerful lack of self-preservation

  9. #9
    Tanks that optimize every little movement, if the fight has any, to maximize DPS, as well as healer that knows perfectly how to balance throughput and mana that you can cut healer to bring extra DPS. I'm assuming everyone handles their personal pass/fail mechanics competently, of course.

  10. #10
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    "Raid role with biggest impact"

    Quote Originally Posted by evotech View Post
    If you had to pick one player role from say Method to join your own raid,
    This is two very, very different questions. If you're picking from the top players in the world --- DPS, every single time. That way you always know you have a DPS who is hardly ever going to die to mechanics and is parsing well for DPS checks.

    To answer your completely different topic question, I don't know that there's much debate that it isn't the tanks. While a lot of the time tanking mechanics are easier than other roles, they have the biggest impact to the raid at any given time even when it is easy. If you mis-step the boss placement at any given time, potential wipe. If you mess up your rotation slightly at a bad time, potential wipe. Plus you're having to coordinate your movements WITH another person at any given time. If there's a "group" in your raid that needs cohesion more than anything it's your tanks. You can have mediocre healers, melee, ranged. You can't really have mediocre tanks in the same way. You WILL suffer for it more than the rest.

  11. #11
    I'll reiterate what others have said, depends on difficulty.
    In the lower ends, dps. Killing a boss/adds faster has the domino effect of healers not ooming, tanks not running out of CDs etc. Push a phase faster like Orgozoa upstairs, less time to make mistakes.

    Example, I'm a mid tier 6/8M dps main. Friend asks for my help in a Normal Azshara kill to fish him a Font, they'd been wiping nearly an hour.
    I came in and more than doubled the damage of the average player in there and it was a 1-shot.
    A Mythic Tank or Healer couldn't have carried that scenario like a dps could.

    However for something hard like late Mythic Prog, Raid Leader as a personality, Healer as a Role. Something like hitting a QC enrage isn't a single DPS issue, but a leader coordinating raid wide movement, CD stacking etc imo.

  12. #12
    DPS always.

    More DPS = shorter fight, shorter fights are less complicated which makes things easier on the tanks and the healers and the other DPS.

    Also high DPS increases the base DPS of the raid too by lowering the length of the fight which means more CD uptime so everyone does more DPS.

  13. #13
    You can make a case for each depending on what position you are in but in a general sense it's DPS, easily. Someone who can maximize damage while also performing raid mechanics is invaluable.

    Tanking is a dance that is often easy to learn and becomes a snoozefest very quickly such that anyone with an off-spec can pull off if they get over "tank anxiety" (Blizzard hasn't done this role any favors with the amount of streamlining it has experienced throughout each expansion). You either know the fight or you don't, and that's about as much presence tanks often have.

    Healing you can make a case for since you can modulate how many healers you bring in a fight. Healing is a zero-sum game so there's only so much healing you can do in a fight (by contrast, the only ceiling for DPSing is the boss' health and that means the fight ends quicker/allows you to skip mechanics). If a Method healer can solo heal a raid boss then that'd probably be the best pick but, again, assuming for a general encounter with 4 healers required, I would still pick a good DPS as having the most impact.

  14. #14
    Quote Originally Posted by Unrully View Post
    "Raid role with biggest impact"



    This is two very, very different questions. If you're picking from the top players in the world --- DPS, every single time. That way you always know you have a DPS who is hardly ever going to die to mechanics and is parsing well for DPS checks.

    To answer your completely different topic question, I don't know that there's much debate that it isn't the tanks. While a lot of the time tanking mechanics are easier than other roles, they have the biggest impact to the raid at any given time even when it is easy. If you mis-step the boss placement at any given time, potential wipe. If you mess up your rotation slightly at a bad time, potential wipe. Plus you're having to coordinate your movements WITH another person at any given time. If there's a "group" in your raid that needs cohesion more than anything it's your tanks. You can have mediocre healers, melee, ranged. You can't really have mediocre tanks in the same way. You WILL suffer for it more than the rest.
    People really overestimate how much a tank can make a difference in a raid setting. A good tank has less impact than a good DPS or good healer 90% of the time. Most raid mechanics don't affect tanks and the vast majority of wipes in modern raids come from failed mechanics or missing dps checks. Which usually have nothing to do with the tank unless they are playing extremely poorly or have zero knowledge of the fight.

  15. #15
    Quote Originally Posted by Shelly View Post
    Also high DPS increases the base DPS of the raid too by lowering the length of the fight which means more CD uptime so everyone does more DPS.
    That's not how math works. Assuming every class has a 3m CD, total DPS will be greater on a 3:15 fight than on a 2:45 fight.

  16. #16
    Quote Originally Posted by Atharaxie View Post
    That's not how math works. Assuming every class has a 3m CD, total DPS will be greater on a 3:15 fight than on a 2:45 fight.
    this is literally not how math works btw. Bosses have finite hp before being dead so you cant do more DPS across your raid and also take longer to kill the boss. This can be true for individuals of a grp but not the grp as a whole.

  17. #17
    If the healer is good enough that it allows dropping a healer, then that's the pick. Otherwise it's DPS. You can get away with carrying tanks/healers pretty easily, and them doing their job better rarely matters. Improving DPS on the other hand is always useful. Raid leader would obviously be the pick if that's an option, but out of tank/healer/DPS, it's DPS, and out of melee/ranged probably a mage/hunter/lock.

    - - - Updated - - -

    Quote Originally Posted by Kyphael View Post
    Tank, tank dies, everyone dies. With that said, even the most skilled player in the world doesn't make a difference in a raid. Some mechanics are so unforgiving that one person can wipe the whole raid. Even the most skilled tank or healer can't reverse that domino effect. Ideally you need the whole raid team to be on the same page. Individual skill amounts to nothing.
    Surviving as a tank is an extremely low bar, and intentionally so because if surviving is actually hard, a lot of guilds wouldn't be able to kill bosses.
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  18. #18
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    Dps for sure, being able to perform your rotation without fucking up mechanics has the biggest impact on getting through an encounter. Tanking is relatively easy to do in terms of actual difficulty of playing a tank, but some people get stressed out by the sense of responsibility and attention given to you since you're one of only two people in the raid serving in that role.

    DPS->Healer=Tank

    Though if we're including negative impact, literally any role. A bad player is going to fuck shit up, and depending on the fight mechanics it may not matter which role they're playing. I'm sure we've all had that scenario where a tank, healer, or dps, blew the whole raid up because they fucked up a core fight mechanic.
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  19. #19
    Quote Originally Posted by Atharaxie View Post
    That's not how math works. Assuming every class has a 3m CD, total DPS will be greater on a 3:15 fight than on a 2:45 fight.
    Total damage done will be greater, damage per second though will be higher on a 2:45 fight than a 3:15 fight depending on classes and what CDs they have available.

    Basically most classes do their maximum DPS in the first 30s of a fight - this is why Blizzard adds lots of BS at the start of fights that make you want to say skip using a potion or hold onto lust/hero for a bit.

    For the most part though if you have someone with the Font of Power 5s before the start of the fight you'd cast that, then potion, then personal CDs and bloodlust/hero would be called and once those 30s are up most classes damage goes downhill from there.

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  20. #20
    Raid leader (babysitter).

    I used to think tanks were irrelevant since imho it is an easy role. But then I discovered how painfull it is to have mediocre tanks for two expansions (about 6 tanks). So I am going with tank.

    When your tanks make so many lethal errors or miscommunications, it just destroys the entire night of progress. Or if they are spastic as fuck making it impossible for dps to maximize. Or when they maximize dps over survivability, giving healers learning a mythic fight no breathing room at all.....

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