Blizzard has announced its intention to change how raid buff stacking works in patch 3.0.2, making more buffs and debuffs affect the whole raid, but limiting how many things they can stack with. I know this topic has been picked apart to death, and I know I already touched upon this in my post about changes to shadow priest utility in WotLK, but the information given is so large and unwieldy, it is difficult to visualize how different things will become.
If you have not read the official post on how raid stacking will change in patch 3.0.2, go do so now.
You will continue to try to stack your raids to ensure optimal raid buffs. Especially in 10-mans, balancing classes and specs for the buffs/debuffs they bring will be quite tedious. There are 38 different categories that raid buffs and debuffs fall into, and only the best buff/debuff in each category will affect the raid or target. Some categories you will not find useful all the time (such as resistances, mob healing debuffs, etc.), but most you will.
A visual overview of the buff overlaps is as follows:
(Note: You MUST click on the image to be able to read it!)
Click for: Large Version || Medium Version
Or download an Excel version of this table (to tweak for yourself).
HUGE DISCLAIMER: Just because a spec could bring a certain buff to the raid, it doesn’t mean each and every person with talent points in that tree will have the desired buff. Ask the player, inspect them, or check their armory to be sure. When making this table, I erred on the side of inclusion.
Here is a short reference of the buff/debuff names broken down by category, which player should have them, and how they are obtained (trainer, talent points, etc.). Use the list below to know what to ask players for when building your raid group. The best buffs in each category are starred (). (Read on for the complete list…)
All Damage Buffs
These buffs increase the damage done by all types of damage
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Percentage Haste Increase
Increases the haste rating of all players in the raid-
Improved Moonkin Aura
Druid – Balance – 34 talent points
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Swift Retribution
Paladin – Retribution – 43 talent points
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Percentage Damage Increase
Increases the raid damage done by a flat percent-
Ferocious Inspiration
Hunter – Beastmastery – 33 talent points
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Sanctified Retribution
Paladin – Retribution – 21 talent points
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All Damage Debuffs
These debuffs on a mob will increase its damage taken from all sources
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Crit Chance Taken
Increases the chance a given target is hit with a critical strike-
Heart of the Crusader
Paladin – Retribution – 8 talent points
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Totem of Wrath
Shaman – Elemental – 41 talent points
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Physical Damage Buffs
Increases to melee and ranged physical attacks
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Melee Haste
Increases the haste of melee attacks only-
Improved Icy Talons
Death Knight – Frost – 26 talent points
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Windfury Totem
Shaman – level 32 spell
Improved version: Enhancement – 27 talent points
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Melee Crit
Increases the crit chance of melee attacks-
Leader of the Pack
Druid – Feral – 31 talent points
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Rampage
Warrior – Fury – 41 talent points
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Flat AP Buff
Adds a flat value of attack power-
Battle Shout
Warrior – level 1 ability
Improved version: 15 points Fury
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Blessing of Might
Paladin – level 4 ability
Improved version: 5 points Retribution
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AP Multiplier Buff
Increases attack power by a certain percentage
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Trueshot Aura
Hunter – Marksmanship – 31 talent points
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Abominationâs Might
Death Knight – Blood – 27 talent points
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Unleashed Rage
Shaman – Enhancement – 40 talent points
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Bleed Damage Increase
Increases the amount of damage done by bleed effects
Physical Damage Debuffs
Debuffs placed on a target that increase the melee and ranged physical attack damage done to it
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Major Armor Debuff
Effectively decreases the armor rating of the target-
Acid Spit
Hunter – Beastmastery – exotic pet (worm)
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Expose Armor
Rogue – level 14 ability
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Sunder Armor
Warrior – level 10 ability
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Minor Armor Debuff
Similar to the previous category. You can have one major armor debuff and one minor.-
Faerie Fire
Druid – level 18 spell
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Sting
Hunter – wasp pet
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Curse of Recklessness
Warlock – level 14 spell
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Physical Vulnerability Debuff
Causes the target to take additional damage from each physical attack-
Blood Frenzy
Warrior – Arms – 42 talent points
- 2nd Talent Spec TBA
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Spell Damage Buffs
Increases the amount of spell damage done by the raid
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Spell Haste
Increases the spell haste rating of raid members-
Wrath of Air Totem
Shaman – level 64 spell
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Spell Crit (Buff)
Increases the spell crit rating of raid members-
Moonkin Aura
Druid – Balance – 31 talent points
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Elemental Oath
Shaman – Elemental – 37 talent points
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Increased Spell Power
Increases the raid’s spell power stat-
Demonic Pact
Warlock – Demonology – 50 talent points
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Totem of Wrath
Shaman – Elemental – 41 talent points
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Focus Magic
Mage – Arcane – 11 talent points
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Flametongue Totem
Shaman – level 28 spell
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Improved Divine Spirit
Priest – Discipline – 23 talent points
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Spell Damage Debuffs
Increases the amount of spell damage a target will take
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Spell Crit (Debuff)
Increases the chance of target being struck with a spell critical strike-
Improved Scorch
Mage – Fire – 18 talent points
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Winterâs Chill
Mage – Frost – 28 talent points
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Increased Spell Damage Taken
Spells deal additional damage to the target-
Ebon Plaguebringer
Death Knight – Unholy – 42 talent points
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Earth and Moon
Druid – Balance – 50 talent points
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Curse of the Elements
Warlock – level 32 spell
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Increased Spell Hit Taken
Decreases the chance that spells miss the target-
Improved Faerie Fire
Druid – Balance – 33 talent points
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Misery
Priest – Shadow – 38 talent points
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Mob Mitigation Debuffs
Situational debuffs limiting an aspect of a mob’s ability
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Melee Attack Speed Slow
Increases the time between melee strikes from the target-
Infected Wounds
Druid – Feral – 38 talent points
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Icy Touch
Death Knight – level 55 ability
Improved version: 3 points Frost
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Judgments of the Just
Paladin – Protection – 47 talent points
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Thunder Clap
Warrior – level 6 ability
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Melee Hit Chance Reduction
Decreases the chance the target will hit in melee-
Insect Swarm
Druid – Balance – 21 talent points
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Scorpid Sting
Hunter – level 22 ability
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Healing Debuff
Decreases the amount of healing the target receives-
Wound Poison
Rogue – weapon poison
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Aimed Shot
Hunter – Marksmanship – 11 talent points
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Mortal Strike
Warrior – Arms – 31 talent points
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Furious Attacks
Warrior – Fury – 37 talent points
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Attack Power Debuff
Decreases the targets physical attack power-
Demoralizing Roar
Druid – level 10 ability – Bear form only
Improved version – 5 points Feral
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Demoralizing Shout
Warrior – level 14 spell
Improved version – 10 points Fury
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Curse of Weakness
Warlock – level 4 spell
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Cast Speed Slow
Increases the casting time on all spells-
Curse of Tongues
Warlock – level 26 spell
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Slow
Mage – Arcane – 41 talent points
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Mind-numbing Poison
Rogue – weapon poison
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Stat Increasing Raid Buffs
Increases one or more of the “core” stats (stamina, intellect, spirit, agility, or strength) of raid members
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Stat Multiplier
Increases all core stats by a fixed percentage-
Blessing of Kings
Paladin – Protection – 11 talent points
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Stat Add
Increases all core stats by a fixed value-
Mark of the Wild
Druid – level 1 spell
Improved: 5 points Restoration
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Strength & Agility
Increase to both strength and agility-
Strength of Earth Totem
Shaman – level 10 spell
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Horn of Winter
Death Knight – level 65 ability
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Stamina
Increase to stamina-
Power Word: Fortitude
Priest – level 1 spell
Improved: 7 points Discipline
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Intellect
Increase to intellect-
Arcane Intellect
Mage – level 1 spell
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Fel Intelligence
Warlock – pet ability (felhunter)
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Spirit
Increase to spirit-
Divine Spirit
Priest – Discipline – 21 talent points
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Fel Intelligence
Warlock – pet ability (felhunter)
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Damage Mitigation, Healing, & Health
Buffs that make the healers’ lives easier
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Damage Mitigation Percent Buff
Decreases the amount of physical damage taken by raid members-
Grace
Priest – Discipline – 42 talent points
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Blessing of Sanctuary
Paladin – Protection – 21 talent points
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Percent Healing Received Buff
Increases the healing done to raid members-
Tree of Life
Druid – Restoration – 41 talent points
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Improved Devotion Aura
Paladin – Protection – 18 talent points
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Health Increase
Increases the max. health of raid members-
Commanding Shout
Warrior – level 68 ability
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Blood Pact
Warlock – pet ability (imp)
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Armor Increase Percent
Increases a raid member’s armor-
Inspiration
Priest – Holy – 13 talent points
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Ancestral Healing
Shaman – Restoration – 8 talent points
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Mana
Regenerates the raid’s mana
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Replenish
Returns mana to the 10 raid members with the lowest remaining mana.
* See note below!-
Vampiric Touch
Priest- Shadow – 41 talent points
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Hunting Party
Hunter – Survival – 50 talent points
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Judgements of the Wise
Paladin – Retribution – 28 talent points
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Resistances
Increases the spell resistance stats of raid members.
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Arcane
Increases arcane spell resistance-
Mark of the Wild
Druid – level 1 ability
Improved version: 2 points Restoration
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Fire
Increases fire spell resistance-
Fire Resistance Aura
Paladin – level 36 spell
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Fire Resistance Totem
Shaman – level 28 spell
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Mark of the Wild
Druid – level 1 ability
Improved version: 2 points Restoration
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Frost
Increases frost spell resistance-
Frost Resistance Aura
Paladin – level 32 ability
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Frost Resistance Totem
Shaman – level 24 ability
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Mark of the Wild
Druid – level 1 ability
Improved version: 2 points Restoration
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Nature
Increases nature spell resistance-
Nature Resistance Totem
Shaman – level 30 ability
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Aspect of the Wild
Hunter – level 46 ability
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Mark of the Wild
Druid – level 1 ability
Improved version: 2 points Restoration
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Shadow
Increases shadow spell resistance-
Shadow Protection
Priest – level 30 ability
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Shadow Resistance Aura
Paladin – level 28 ability
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Mark of the Wild
Druid – level 1 ability
Improved version: 2 points Restoration
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Replenishment
I included a category for mana-return spells/abilities that apply Replenishment buffs to your raid. If there is only one person who can apply the “Replenish” buff to the raid, it will affect the ten players with the lowest mana values. If there are two players, it will affect the 20 people in your raid with the lowest mana values. At least that is was the way it was working as of a few days ago. This may be a bug, or it may just be the way it is going to work. I am not sure at this point in time.
Provided things do not change, you would only need one player who can provide Replenish in a 10-man raid. In a 25-man, you could use two.
Footnote
This list and table are obviously subject to change. I just thought it would be a useful tool for those trying to optimize their 10-man Naxx runs in the beta.
Once this information is more set in stone, with a little luck someone might make a handy flash tool where you could plug in the classes/specs you already have, and easily see which classes to use to fill the empty raid slots, satisfying your missing buff/debuff categories (I’m not going to bother to, as my webhost will not let me upload flash. However, I would be happy to help out anyone who wanted to make and/or host it. I’ll try to keep this post updated in the meantime).
[...] than write a guide to it myself, I’ll just direct you to Dwarf Priest’s excellent post, which even includes a handy-dandy visual guide to raid buffs and who provides them. [...]
[...] September 10, 2008 by gnomeaggedon Yep, I have nothing to contribute on this topic myself, but I have been (and will be) spending a bit of time reading and rereading this excellent post by The Dwarf Priest on raid stacking. [...]
Very nice overview and a great list. With the new raid stacking mechanics, it’ll be interesting to see how raid setups go in the next expansion.
Also you forgot Improved Water Elemental for Frost Mages :) The return mana to the raid too.
thanks for the wonderful post! I knew about this, but your way of explaining it all made it crystal clear even to me :P
Thanks again and keep up the great work!
I didn’t forget Water Elemental, Judgements of the Wise, Heroism/Bloodlust, other the other buffs absent from the list. Those all stack with other buffs. They will always affect the raid.
The list I made is of buff categories where only the best buff will provide a benefit.
I think you’re missing the Master Poisoner talent in the Rogue Assassination tree which is in the “Crit Chance Taken” debuff class. It might also be worth noting down details such as buff refresh rates and Aura radii in the detail below the chart. Apart from that I think you’ve got everything down concisely.
Nice work :).
Looking at your chart, you have red dots in Shaman’s Stat add when they should be in Strength & Agility.
Excellent work!
Someone should be paying you to do this stuff! Preferably, Blizzard, but why hasn’t WoW Insider come knocking yet?
Sorry to be reading this so late in the day, but Siha & Gnomeageddon have adequately stated my views as well. :)
@Kestrel – I cannot be bought! :)
@Others – Thank you for the feedback. I updated the table with a few changes. I need to look into that rogue ability still…
The 2nd Physical vulnerabilty debuff TBA is from Rogues, it’s a deep combat talent named Blood Poisoning. It is identical to the warrior Blood Frenzy Debuff in its benefit and uptime.
Assassination Rogues ass an Increased Crits Taken debuff identical to the paladin/shaman one.
The Paladin increased crits taken talent is in reach of Holy and Prot builds. Many, hell, even most Holy paladins will likely pick it up I’d wager.
Hope that helps!
[...] Que similar efforts at [WotLK] Listing of class synergies (talents and skills) and Raid Stacking 101 A Dwarf Priest [...]
[...] Similar efforts at [WotLK] Listing of class synergies (talents and skills) and Raid Stacking 101 A Dwarf Priest [...]
Hey, and thanks for a very nice recap.
I find the table a bit hard to read though. Is the original spreadsheet available somewhere so I can tweak it a bit ?
Or, could you repeat the classes (or classes color) in every fat black line, or maybe very slightly class-color the columns’ background ?
[...] Originally Posted by alkis I think a table will be a much better representation. Rows are each of the buffs and columns each of the classes. Some cells will be empty but pretty much all you need to know is in a reasonably small table. This sounds like what you are describing, though it may be out of date: Raid Stacking 101 (A Dwarf Priest) [...]
@stormyparis – Excel version, coming up!
I believe all attack speed debuffs are now 20% (with talents), making them all pretty much equal.
[...] and introduction of siege vehicles represent exciting new elements of game play, while the new raid buff stacking represents a major paradigm [...]
[...] Raid Buffs 101, from the ever informative DwarfPriest [...]
I noticed the graph doesn’t have hunters under cast speed reduction. The hunter pet Serpents have an ability that poisons the enemy similar to mind numbing poison which reduces casting speed by 50%. Also an effect from snakes in snake traps.
It seems that you’ve left out 2 DK Frost talents as far as resistances:
Frost Aura: All party or raid members within 45 yards of the Death Knight gain 1 spell resistance. (probably 1 per level)
When you are hit by a spell, you have a 30% chance to boost your resistance to that type of magic for 18 sec. Stacks up to 3 times.(50 resistance, raid-wide, so up to 150 for fights spamming AE)
Great post & image. There is also a dynamic version of a raid composition planner available at http://raidcomp.mmo-champion.com/ There you can select all your raid members (10/25/40), available buffs/debuffs are shown, and you can also find out (by mouseover on any of the missing buffs) what other classes/specs to bring.
[...] I ain’t gonna lie, I keep talking about trying out the toys in the Discipline tree, but I’m a holy-healer through and through. All that being said, I’m going to recommend a 55/5/0 build as a solid lv 70 build for a raid environment. I know there’s a point missing, and that’s really intended to be something you can stick wherever you want depending on your group makeup. This isn’t intended to be a “leveling build” (I’ll get to that in a few minutes) but the build that will give you the most bang for your healing buck and emphasizing Disc’s shield shenannigans, without talents that will be overwritten by others in the group. (For an awesome and complete list of buffs, what they overwrite, and what overwrites them, check out Dwarf Priest’s Raid Stacking 101.) [...]
Did some of these raid stacking restrictions change in the latest Patch?
I’ve noticed, as of the latest patch before WotLK (3.03), that some of these raid stacking restrictions no longer apply.
For example, in my last two ZA raids, as a Moonkin I’ve tried to keep up Earth and Moon, while a fellow Warlock tried to keep up Curse of Elements. In prior patches, we noticed that one would clear the other. But in the last patch here, both stay up all the time. Bug? Or maybe some of these stack now?!?
Under “Strength & Agility” buffs, talented Shaman has better buff than non-talented or DK.
I did a check on debuffs that slow melee attacks. Warrior’s Thunderclap, when talented (requires 3 points spending in prot tree), is equal with the feral’s Infected Wounds attack speed slowing part. Death Knight’s talented Icy Touch is the same thing too, 20%. Also, Judgement of Just has the same 20% melee attack speed reduction. Maybe WoWhead is outdated, but I wouldn’t count on it.