Ready Check: Raid buffs for great justice

Of course, I didn't mention a lot of other obvious buffs like Arcane Intellect. While I'll certainly admit I can't recall having been on a raid in while without that buff, I'm pretty sure at least a few 10-man groups have gone without a mage. But that's why, this week, we're picking up the remainder of the raid buffs that provide so much synergy for raids.
As Brian Wood pointed out, raid buffs are some of the most drastic increases available in raid performance. Every class's power soars while under the effects of raid buffs (and while their targets are getting debuffed), and it's this synergy that makes raids successful. That's by design: Blizzard wants us to be exponentially more powerful while grouping with other players. The power of two players in a group is greater than the sum of their parts.
With all that in mind, let's jump behind the cut and start going down the other important raid buffs.
Offensive and Stat Buffs
Agility and StrengthAt this point in the expansion, everyone's been under the effects of Horn of Winter. What's less commonly known is that if a shaman has put points into Enhancing Totems, their Strength of Earth totem is actually a little more powerful by about 23 points of Strength and Agility. Caster classes obviously won't get much bang from an Agility/Strength buff, but any physical-based class (including tanks) will love it.
But since you can't swing a stick without banging it off a half-dozen death knights, you can always be assured of having the Agility/Strength buff.
Attack Power (Raw)
In what seems like an elegant design to me, warriors provide Battle Shout and paladins provide Blessing of Might. Both can (and probably should) be improved with talent points, but the only real difference is that a warrior has to proactively keep Battle Shout active. A paladin can cast Blessing of Might, and then forget about it for a half hour. If you have one paladin and one warrior, you might want to have the warrior go for Commanding Shout instead. Blessing of Might does have the advantage of not having to be near the warrior when the buff is cast, but Battle Shout has ample range that it should affect everyone who needs it.
Attack Power Increase (Percentile)
There are three methods to increase your raid's attack power by 10%. Blood death knights have Abomination's Might, marksman hunters have Trueshot Aura, and enhancement shaman have Unleashed Rage. 10% attack power can turn into a lot of damage for folks who are already stacking that stat, but it's important to remember that it's not a percentage increase to your damage. It affects attack power, which then affects damage. It also, obviously, does nothing for casters.
Critical Strike Chance
You have two sources of physical critical strike chance. The first is from feral druids. Leader of the Pack provides a 5% critical strike buff, as well as a bit of healing if specced all the way into Improved Leader of the Pack. Rampage does the same, although it doesn't have the healing benefit.
There are two sources of spell critical strike chance. Balance druids provide Moonkin Aura, which buffs spell critical strike chance by 5%. Shaman are the source of the second spell critical strike chance with their Elemental Oath.
Haste (Universal)
There are two auras which provide 3% haste to characters. One is (like so many buffs) from retribution paladins, earned via the Swift Retribution talent. The other is from the masters of the laser-beams. Moonkin can provide 3% haste from Improved Moonkin Form.
Haste (Specific)
Death knights who are specced a bit into the frost tree can give their raid Improved Icy Talons. The buff is a little tricky to maintain right now, thought there's some welcome changes coming in patch 3.3.3. Shaman can do similar with Windfury Totem, although it'll take additional talent points to make it as effective as Improved Icy Talons. Both of these two effect specifically buffs melee haste.
If you're looking for spell haste, there's only one real source. That's the shaman's Wrath of Air Totem.
Intellect and Spirit
The mage's Arcane Intellect is the standard intellect buff. Warlocks with a Fel Hound also sport Fel Intelligence, which also provides Spirit. Fel Intelligence's spirit does not stack with Divine Spirit, though. If you're short a priest and mage, warlocks can cover both with Fel Intelligence.
Damage Improvement (Spell)
The spell damage buffs are a little odd. The tooltips for them all read a little differently, but they don't stack. Your three buffs for increasing spell damage are Demonic Pact, Flametongue Totem, and Totem of Wrath. Ultimately, most people are using the warlock's Demonic Pact nowadays, since they have enough innate spellpower to make its percentile increase superior to the shaman buffs.
And you can't forget the Ebon Plague, brought to you by unholy death knights, which allows for 13% more spell damage. Earth and Moon does something similar. However, both the items are techinically debuffs less than buffs. (We'll do debuffs in another column.)
Incoming Damage Reduction (Physical)
Ancestral Healing (shaman) and Inspiration (priests) both reduce physical damage taken by the target of a critical heal by 10%. (Inspiration is admittedly a little more specific about which heal spells will create the effect.) These abilities will proc almost non-stop, although they won't stack with each other. A 10% damage reduction will move a boss's attack from being worth 10,000 points of damage to a mere 9,000. Hey, it might not sound like a huge amount, but every little bit counts.
Incoming Damage Reduction (Universal)
There are three buffs that provide a universal damage reduction of 3%. These are the protection warrior's Vigilance, the protection paladin's Blessing of Sanctuary, and the discipline priest's Renewed Hope spell. Of the three, Blessing of Sanctuary is the lowest maintenance, since Vigilance can't be be used on the tank who casts it.
Healing or Health Buffs
Healing ReceivedThe Tree of Life is not only a shapeshift form for druids, but it also provides a 6% buff to everyone's healing received. Improved Devotion Aura will do the same.
Mana Regeneration
Mana regeneration is a little different than Replenishment. While replenishment provides an amount of mana based on your total mana pool, mana regeneration provides a flat amount of mana per second. The two sources of this "tick-based" mana regeneration are the paladin's Blessing of Wisdom and the shaman's Mana Spring totem.
Raw Health
There are only two sources of raw health. Commanding Shout and Blood Pact. Commanding Shout is more effective, but it requires more active maintenance by the warrior, and might cost you the benefit of Battle Shout.
Unique Snowflake
Bloodlust/HeroismOne of the iconic abilities of shaman, the Bloodlust and Heroism buff probably does more to vastly ramp your raid's damage than anything else. It lasts 40 seconds, and increases melee, ranged, and casting speed by 30%. While you can only benefit from Bloodlust once every 10 minutes (barring death removing the Sated debuff). Bloodlust has been the subject of a little bit of controversy, since it can solely be found with shaman and is so darn powerful.
Ready Check is here to provide you all the information and discussion you need to bring your raiding to the next level. Check us out weekly to learn the strategies, bosses, and encounters that make end-game raiding so much fun. Filed under: Ready Check (Raiding)






Reader Comments (Page 1 of 2)
Robbydog Mar 19th 2010 6:07PM
You totally missed out Hit provided by Dreanei (alliance) and SPriests (both factions).
Surely worth a mention?!?
Dualas Mar 19th 2010 6:18PM
And Balance Druids with Improved Faerie Fire.
Khevyn Mar 19th 2010 6:19PM
Regarding SPriests, this is specifically "Raid Buffs". I imagine that Raid Debuffs will be a future blog post.
As for Draenei, they're unique and stack with everything, but are Alliance only, and not raid-wide. The aura is restricted to Party.
Robbydog Mar 19th 2010 6:33PM
Blimey I actually never realised heroic presence was party wide not raid wide. ><
How about some of the hunter pet buffs then (I guess these will come next week if that's when the debuffs are being done)?
Marcosius Mar 19th 2010 8:06PM
Well Heroic Presence gives +hit. And I would imagine at least that anyone serious about raiding is at hitcap for special attacks at least. Also as said, it's only party wide.
redothree Mar 19th 2010 6:12PM
It's Renewed Hope, not Grace that Discipline priests use to give the universal damage reduction.
Sleutel Mar 19th 2010 6:18PM
Bingo. There was some EJ thread a while back that made this same mistake, which I came across when researching buff crossover. I wonder if the talents changed at some point? Regardless, it's definitely Renewed Hope.
Renewed Hope (Rank 2)
http://www.wowhead.com/?spell=57472
Increases the critical effect chance of your Flash Heal, Greater Heal and Penance (Heal) spells by 4% on targets afflicted by the Weakened Soul effect, and you have a 100% chance to reduce all damage taken by 3% for 20 sec to all friendly party and raid targets when you cast Power Word: Shield.
must I? Mar 19th 2010 6:13PM
so rogues really don't bring much more then dps to a raid huh
olivia.appa Mar 19th 2010 6:59PM
For whatever its worth, combat rogues bring the Savage Combat passive buff of 4% increased physical damage to all targets that the rogue has poisoned, and assassination rogues bring the Master Poisoner passive buff of 3% increased critical strike chance against all targets that the rogue has poisoned. However, iirc these buff do NOT stack with similar buffs provided by other classes. So yes, pretty much rogues have to be content with helping the raid by topping the meters, interrupting casts left and right, giving tanks huge threat leads with Tricks, chain ccing stuff when needed, providing minus armor debuff if you don't have a warrior, etc. :)
Killik Mar 20th 2010 1:22PM
Rogues bring debuffs on the boss rather than buffs on fellow raid members.
GerardthePriest Mar 19th 2010 6:12PM
Can you tell me how (or if) Vigilance, Blessing of Sanctuary, and Renewed Hope (which you misidentified as Grace) stack? I read once that they don't, but they certainly all show up in one's buffs, so one doesn't wipe or prevent another from being applied.
Sleutel Mar 19th 2010 6:19PM
You can apply as many of them as you like, but the effects do not stack. A player will have no more than a 3% damage reduction, no matter what combo of Sanct, Vig, and RH (note, not Grace) they have on them.
Sleutel Mar 19th 2010 6:20PM
Oh, and note that the Str/Stam boost from Sanct doesn't stack with Kings, either.
Ruinam Mar 19th 2010 6:20PM
Wow, no mention of Ebon Plague/Crypt Fever? They are the only set of debuffs that affect disease damage, and the only spell damage taken debuff that can be applied and mass spread without a severe nerf to personal dps. Seems like a no brainer to me.
Bobbo Mar 19th 2010 6:42PM
"And you can't forget the Ebon Plague, brought to you by unholy death knights, which allows for 13% more spell damage. Earth and Moon does something similar. However, both the items are techinically debuffs less than buffs. (We'll do debuffs in another column.)"
Dare I say, l2rdk?
Oznak Mar 19th 2010 6:21PM
So Blessing of Kings doesn't count? A 10% buff to all stats is nice and solid by any measure.
Nith Mar 19th 2010 6:44PM
+1 for this. BoK is the unique pally buff that no other class can provide. Which is why its unfair that they made drums for kings but not for hero/bloodlust.
And dont forget to add to this article +hit bonuses and threat bonuses (misdirect and tricks, vigilance etc).
Janaan Mar 19th 2010 6:49PM
I believe that one was covered in the first article of "essential" raid buffs.
Meg Mar 20th 2010 3:05PM
Bloodlust is a cooldown, not a buff.
nekorion Mar 19th 2010 6:23PM
all I'm reading is: get shaman, we have SO many buffs covered ;D