Officers' Quarters: Does class matter?

Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.
Hello, fellow officers! This week I received an interesting question in my mailbox. It's not something I've really thought about before, but I think it's worthy of discussion. Here it is:
Hi Scott,
I had e-mailed you a couple months ago with a question. I don't remember what it was (lol), but you answered it and it helped me out a bit. I wanted to return the favor by giving you an idea for a column. I've always thought about what role a guild leader, like myself, should be playing, in relation to class, in a guild. Most Guild Leaders I know are Tanks, as am I. I just thought it would be a cool column for you to do.
Ghostey
<Struggle of the Common>
Thanks for the idea, Ghostey! I feel like I'm in a good position to look at this question from all sides, at least from the perspective of a raiding guild. Between the two classes I've played most in raids, I've covered every possible role.
In vanilla WoW I played a hunter. Looking back, I feel like that was the perfect class to play back then for a guild leader. In our raids, hunters handled the tricky trash pulls (original, nonscaling, 13-damage Rank 1 Arcane Shot for the win), and most of them back then were tricky. We even made some boss pulls (Eyes of the Beast fooled Baron Geddon every time -- that guy really hates animals). I wasn't leading these raids, mind you, but it did allow me to set the pace to what I felt our raid team could handle.
The other great advantage of being a ranged DPS -- that still applies today -- is that it allows you to survey the team effectively. You can see who's out of position and who's reacting slowly to changing fight conditions. You can see when the tanks are slow to pick up adds and when healers are moving for no good reason when they should be spamming their biggest heals.
It definitely gives you the best vantage point of the battle. You can make mental notes of these mistakes. If they happen frequently, you can have a private conversation with the player to help them improve their reaction times. (Or you can mention it to your raid leaders, if they handle such conversations exclusively.)
In TBC, I played a paladin as both a tank and a healer. A tank is a great class to play as a raid leader, because it allows you to set the pace of the run. Plus, most raids live or die by how heads-up their tanks are. If you're one of your guild's better players, you'll be a big part of your guild's success in a tanking role.
But as a guild leader who's looking for potential issues, you don't have time to notice much about what's going on around you. Not to mention, your field of view is quite limited. You're staring at some giant monster's legs/pelvic area 90% of the time. Even with your camera fully zoomed out, you can't see everything. You'll have to rely on other officers to help you identify potential problems.
Healers, like ranged DPS, also have a great view of the action. However, unlike the DPS classes, healers spend the whole fight watching health bars rather than what's happening around them. You'll certainly notice if someone is standing in fire as their health plummets, or when someone lets a boss ability instagib them. You'll also have a better sense of whether your other healers are doing enough to let the raid succeed. But, you won't be as able to catch the subtle issues that your raidmates may be experiencing.
Finally, in Wrath, I play my paladin mainly as a Retribution spec, filling in as a healer when needed. Melee DPS, like tanks, have a limited visual range. I find myself wishing sometimes that I played a ranged class, to give myself a better view of what's happening, particularly when we're learning a new encounter. But I don't find it to be an enormous crutch, either.
Part of it has to do with the fact that I know my raid team pretty well at this point in the expansion. I know their strengths and weaknesses, so I know what to look for. If you don't know these things yet, then playing a melee class will slow down, to some degree, your acquisition of this knowledge.
Of course, the most important thing is to encourage an environment of honesty and communication, so players will admit when they're having a problem. Then you can all talk about how to help them. That way, you won't have to do so much observation and critique.
Ideally, you trust everyone on the team to do their job well and to raise issues when they crop up. In that case, it really doesn't matter what you play.
But many guild leaders don't find themselves in this ideal situation very often. In those cases, I would have to say that a ranged DPS class is your best option.
Keep in mind, however, that if you are one of the better players in the guild (and in most raiding guilds I'd say this is the case), then you will be limiting your contribution to the team's success. It has become less true than it was before every raid boss had an enrage timer, but even so tanks and healers are still the roles that decide, more often than not, whether you will win any given encounter.
In terms of specific classes, I think the Paladin class is overall the strongest for unique raid support. I may be biased, but I don't think anyone can argue it. Divine Sacrifice, Aura Mastery, Hand of Protection, Hand of Freedom, and Lay on Hands are all unique support abilities whose usage can make or break an attempt. And these are just baseline abilities or 11-point talents. Even Hand of Salvation can be important, for instance, when trying to beat Hodir's hard mode timer. Judgments are unique debuffs that increase the survivability and longevity of your tanks and damage dealers. A raid without a paladin is losing out on a lot of utility, although there are very few raids that are missing one these days...
Druids would come second with Rebirth, Innervate, and Tranquility. As an aside, it's a shame to me that druids aren't more effective when switching forms mid-battle. Not to say they should be equally effective regardless of spec and gear, but if there's one class that could be played as a true hybrid, given the nature of its mechanics, it's the Druid class. That's one thing I'd love to see change in Cataclysm (although it would probably be unbalanced for Blizzard's precious arenas). Back in vanilla WoW, when Druid gear was such a laughable mishmash of stats, it was easier for Druids to play the class this way in an emergency. Of course, it also gimped them terribly in the role they actually wanted to play most of the time.
So, if you're looking to play a stronger part in beating encounters, those two classes have the most to offer regardless of your role. I'm not saying other classes are worthless by any means, but most of their active utility is shared by other classes.
I will also add this caveat: We guild leaders endure a lot of stress and pressure and worry. If it makes you happy to play your chosen class, regardless of what it is, then stick with it. I don't think the meager benefits of playing one role versus another outweigh your own fun. We deal with enough unfun things. Your class definitely shouldn't be one of them.
What do you think? Do you find your class to have any particular advantages or disadvantages for you as a guild leader or officer?
/salute
Filed under: Officers' Quarters (Guild Leadership), Analysis / Opinion, Raiding






Reader Comments (Page 1 of 4)
Andy1005 Nov 16th 2009 11:06AM
I disagree with your last statement. Your healers and tanks don't always determine whether you win or lose anymore but the quality of your dps to make the fight as brief as possible before your tanks and healers are overwhelmed by the length of the fight.
Think of it as a ticking bomb and you're fighting to stop the fuse.
Firestyle Nov 16th 2009 11:31AM
Completely agree. This becomes more relevant in hardmode encounters, such as ToGCr. A good tank/healer due can carry average dps in ToCr, but ToGCr requires all dps to be on their game 100%.
Faith-lb Nov 16th 2009 11:37AM
He didnt say ALWAYS , he said more often then not , which is true , few examples from wrath raids :
from naxx days : tank swapping on gluth , healers keeping people alive who get frozen on KT
Ulduar : Mimiron , oh shit buttons used on plasma blasts need to be timed well , (when we didnt outgear it on a nerfed encounter) , tanks/melee running out on shock blast
ToC : on beasts , the 2 Jormungars , quikc pick ups , after they go underground and come back up , when i dont play my tank ive seen so many tanks loose track where they go... and then trigger happy DPS get killed.
It's true ALL players play an important role in a raid , everybody needs to avoid void zones , everybody needs to spread out , move out of fire , etc
However , well geared , but more importantly skilled tanks and healers can turn a "omg we gonna wipe" situation into a "omg i can't believe we survived"
Outlier Nov 16th 2009 11:46AM
/Signed
Far too often is the role of the dps overlooked. I totally understand gearing a Tank first when new content is released but if the dps isn't prepared with decent gear, you allow the following possibilities;
-Enrage timer, not too often since they are so long. Mostly a problem with pug DPS.
-Debuff stacks, some bosses including the fire boss from VOA stack debuffs that will eventually be un-heal un-tankable. Downing the boss is the only option
-Adds, even the best off-tanks can handle so many adds before they just have to be downed. Bad dps can cause tanks and heals to be overwhelmed
-Player Error/ Equipment Error, simply put, the longer a boss is alive, the greater the chance someone will make a mistake, step in the wrong thing, disconnect etc. Quick kills means this happens less.
Part of the reason dps is taken for granite is that;
-Every Class can be a dps (so in turn, any player can do it)
-In a raid, the majority of players will be DPS (in a 25 man, 15 or more players will be dps), this gives the less represented roles a sort of celebrity status in the raid (particularly tanks)
-It's really easy to be really bad at dps. Not that its particularly easy to be a healer or tank but even if you are a bad dps, you may not know it. Your raid may be carrying you, still clearing content while you believe you are contributing. In WOW's default (no-addon) UI, you can tell if a tank is wrong, he cant hold aggro or take a hit. You know when a healer is wrong, people are dying when they can and should be saved. There really isn't a equivalent to dps though.
rkaliski Nov 16th 2009 11:50AM
Sorry Andy 1005. I disagree totally with you about the role of DPS. I have been on both sides of the fence in raiding as a warrior tank and as a fury/arms dps.
To use an analogy, tanks and healers are like the tires and suspension of a car. The tanks as the tires keep the car glued to the road and enable you to transmit the power of the engine to actual movement. The suspension smooths out the rough patches of the road and keeps the car from flying off into oblivion. No matter how big an engine you put under the hood, which is the DPS, if the suspension and tires are suspect you will not get a better performing car. Most times you end up with an accident waiting to happen.
It seems to be that at some critical mass the ranged dps start ignoring basic raid instruction in order to try and top each other on the meters. No matter how small or large a guild. All it takes is one ego driven moment of seeing a meter posted in raid chat and I know I will have a tough time trying to just get initial agro.
Hoggersbud Nov 16th 2009 12:28PM
Bad healers let the tanks die. Bad tanks let the DPS die. Bad DPS don't make the boss die.
It's all important.
visitingl337n00b Nov 16th 2009 12:39PM
I think that dps is the most important factor to winning raid encounters in WotLK. I've been healing the entire expansion, and so far there have been very few encounters where healing was really the tricky part. There are a few to be sure, but generally even when there are tough healing checks (two drakes down in Sarth+3.10, Phase 2 of firefighter, heroic leeching swarm) the thing I am most concerned about is how fast our dps can get us through that part of the encounter. Better dps shortens the length of the hard parts more than better healers lengthen the time the raid can survive.
rkaliski's car analogy isn't bad, except when you add in the fact that the road you are on is set to explode in five minutes, suddenly the engine starts seeming pretty important. Obviously you can't win without tanks and healers, but you can't win without dps either.
Kolenka Nov 16th 2009 2:04PM
Hoggersbud,
That comment is only partially true. Even the old adage is only partially true these days. Every role seems to like to blame the other roles for their own failures.
If DPS is gaining too much aggro and getting killed, it can also be a trigger-happy DPS not listening to instruction (in our raids, the first few DPS to die all fall in this category). I've been in Ony groups where we say "Don't DPS her until the tank has her in position". Then a hunter does it anyway, pulls aggro, and Ony cleaves half the raid, and tailswipes the other half. Bad DPS can wipe raids too.
The only role, that as I tank, that I will accept scrambling like mad to peel off of is the healer. I know I generate more threat than the DPS, and I use marks to help the group/raid determine kill order when we need one. We ask the DPS to hold off if we need time. DPS that can't even do those two things... well, I'm not going to scramble to save their butt because they will just pull aggro again (because of how taunt works, odds are they are just still going full steam on that mob and not letting the tank build aggro on it at all).
Wowinsider Nov 16th 2009 4:47PM
Scott has it right still (though I find the defensive DPS chiming in to be precious).
You ALWAYS need good tanks and heals.
You SOMETIMES need good DPS.
Don't cite classic spank and tank encounters as proof that you don't need good tanks and healers because it still requires proficiency (hence "good") in the tanking and healing areas of your raid.
Sparcrypt Nov 16th 2009 4:51PM
/signed
DPS is the most under-appreciated role in the game by far. Take your best tanks and healers into a raid, then pug a bunch of crappy DPS and see how far you get. More and more fights these days are 'kill it before it kills you'. Hardmodes just make things into a DPS race, either due to timers or because if you don't kill it fast enough your healers can't keep the raid alive.
As a DPS that often out performs others who have a class advantage in a given fight and better gear I can say I've been told more then once a raid was significantly more difficult because I was not there.
Basically the reason people think of DPS as the least important is because there are so many of us that even if you have 4-5 terrible DPS in the raid they can be carried by the good players. That doesn't make DPS less important to the raid because if those other DPS aren't carrying, what happens?
Andy1005 Nov 16th 2009 5:02PM
@wowinsider
I am a defensive DPS chiming in?
Read my comment; 2 comments down and then determine what class I play then review what you say. I am not a dps and I have never played a dps class at endgame, instead I had a protection warrior that I cleared pre-TBC and TBC with and a restoration shaman that I cleared WotLK with. Do not presume I defended DPS because I am a DPS but that I observe my surroundings well and know that most of the time, if you don't have the dps, you are always fighting the rising tide.
Most fights in WotLK are actually weak upon tanks and healers and it is up to your dps to carry the fight and finish it before you're overwhelmed. Your tank's and healer's gear only affects how long you last under pressure whereas the DPS actually influences your success rate presuming your tanks and healers have the gear and a brain to use it.
MazokuRanma Nov 16th 2009 5:04PM
You can't classify any of these as being more important than the others since removing any of the three links means you will no succeed in the kill.
No DPS: Boss never dies (usually enrages), healers and tanks wipe.
No tanks: Everyone dies very quickly.
No healers: Everyone dies slightly less quickly (As in, add 30 seconds for tank health).
I've played all 3 roles, and all 3 are required to be present and competent for a raid to succeed. Anyone who suggests their role is more important is just inflating their own ego. Individuals can be better than others, but all roles are equally vital.
Sleutel Nov 16th 2009 8:09PM
If one DPS is crap while the rest are stellar, they can be carried.
If one healer is crap while the rest are stellar, they may be able to be carried.
If one tank is crap, everybody dies.
'Nough said.
Sparcrypt Nov 16th 2009 10:30PM
@Sleutel
Crappy tanks can be and are carried by good DPS and healers via tons of healing and aggro management from the DPS.. or even the other tank being on the ball and picking up what the other guy had when he died.. of course then the healers have to keep him alive..
Plus, tanks make up 2-3 spots in a raid. DPS 5-18. Healers 2-6. So yeah, if one of your two tanks can't tank you're going to die. I'll bet if half your DPS weren't up to par you wouldn't do so well either? Or half your healers?
Individual players are more important to a raid then one another due to skill, experience and gear. That individuals role however is no more important then anyone else and saying so is just trying to give themselves an ego boost.
Zanathos Nov 16th 2009 10:51PM
"You ALWAYS need good tanks and heals.
You SOMETIMES need good DPS."
That's the definitive word on the topic
A Slave Obeys Nov 16th 2009 11:06AM
I've found the most successful GMs to be tanks (though I've had pretty good success with a healer being at the helm). Tanks just seem, on average, to be more aware of all aspects of an encounter than others (this applies more so to DPS than it does healers, and again, this is just a generalization).
kabshiel Nov 16th 2009 12:30PM
I've found that most raid leaders are tanks. I think the biggest reason for this is that there are so few tank spots in a raid that often someone who wants to tank is going to have to create their own raid to do it. Healers would have that problem, but it seems to be a much less popular role than tanking.
John Nov 16th 2009 8:56PM
Raid leaders are tanks because tanks' gear used to determine progression level. A DPS don't show? no big deal. Godforbid our t9.5 tank takes a holiday we can't do ToGC.
This holds true until the content becomes farmed and the DPS/tank players start to pick up offspec tanking gear. But in progression raids your tank's attendance is almost critical.
On the tank's side... I do my best with my gear, balancing avoidance/hp via gemming and enchants. And figure out when to coordinate my cd abilities for boss fights. Good tanks knows what the bosses do and how to counter them in advance (did their homework). Bad tanks dies a lot and they either figure it out, or the raid fires them if they still don't do their homework.
Andy1005 Nov 16th 2009 11:14AM
As a restoration shaman and guild morale officer/second-in-command/recruitment-officer, I found that even though I was a healer, it was necessary for me to take into account everything everyone was doing.
My job as morale officer entails me during a raid to see who looks stressed and not doing their job properly.
My job as second-in-command during a raid is to ensure that the run is smooth and there are no major hiccups, this means issuing DKP penalties for those who go AFK during raids and issuing DKP bonuses to those who perform exceptionally. Such as back in December when our guild was doing Heigan the Unclean, I gave DKP bonuses to the players who 2 manned Heigan, which was quite a good performance back then.
My job as recruitment officer during a raid is to keep vigil on new members that are raiding with us for their probationary period. I was not assisted with these roles so as a healer, I was struggling to get everything done as well as perform my best during a raid. I did manage it and often I was top of the heal meters but from my experience in that role; healers need to have a specialized tunnel vision and aren't that good for being someone who monitors the raid.
activelystupid Nov 16th 2009 11:20AM
The greatest guild and raiding experience I've ever had divided the rolls of Guild Leader and Raid Leader among 2 people, both of which happened to be Mages.