Ready Check: Raiding debuffs and the final key to synergy

The thing about debuffs, though, is that many have to be actively applied. Sure, folks like paladins spam their Judgments at all costs, so the debuff associated with that spell is certainly going to be nearly always present. But what about a rogue's Expose Armor? Does that really have a solid place in their rotation?
If a rogue has to go out of their way in order to Expose Armor (and they do), then you have to sort out how much DPS you lose from the rogue changing their rotation. Is that loss really worth having the debuff present for your raid? Equations like that is the stuff Elitist Jerks is made up of.
Nonetheless, if you can manage to squeeze in all of your debuffs (or even most), your raid is going to have a vast performance improvement. Let's take a look behind the jump, and see who lays which debuffs down on the hapless and helpless boss.
Physical Debuffs
Armor Reduction (20% or 5%)Your general Armor Reduction comes in two flavors. It can come in the 5% reduction category and it can come in the 20% reduction category. The two categories do stack, even if other effects later boosts the percentage of armor reductions.
The most classic version of the Armor Reduction debuff is Ye Olde Sunder Armor. I remember very well our warrior tank screaming "Wait until 3 stacks before you attack!" Nowadays, though, warriors actually tend to apply the sunder armor effect by using Devastate. Rogues can Expose Armor, but at the cost of 5 combo points. Lastly, a hunter who happens to be cruising around with a worm can have that pet Acid Spit. All told, you're probably best off looking for a warrior, as even the non-tank warriors can keep Sunder up fairly easily.
The minor version of Armor Reduction comes from druids, warlocks, and (once again) hunters. Druids have Faerie Fire, which is really kind of the Swiss Army Knife of the debuff world. Warlocks can use their Curse of Weakness, but I haven't met one yet who likes using that ability. Lastly, wasps can Sting if your raiding hunter happens to be using a wasp pet instead of a wolf like every other hunter. At the end of the day, you'll probably have a druid doing this debuff if you have the option.
Melee Attack Power Reduction
The attack power reduction is somewhat less key a buff nowadays, since it debuffs by a flat amount instead of a percentage. However, everything that makes your tank get hit a little softer is worth it. (Still, it's like the difference between getting hit by a bus and getting hit by a somewhat softer bus.)
Warlocks, druids, and warriors bust out this debuff. Warlocks get to sport their Curse of Weakness again (the same thing that reduces the targets armor), and thus there's a pretty good argument for having your warlock do so. Druids can weaken the hearts of their enemies with a Demoralizing Roar. ("Rawrrrrrr you smell funny rawrrrrr.") Warriors, however, are considering copyright infringement since that rips off Demoralizing Shout.
Melee Hit Chance Reduction
If you want to reduce the boss's chance to clock your tank, you only have two options. Have a druid put an Insect Swarm on the boss, or have a hunter apply Scorpid Sting.
Melee Speed Reduction
Melee speed can be reduced in a couple of ways. Icy Touch is a key ability for a death knight, anyway, so they'll be spamming that periodically. Of course, the same general principle (part of the normal rotation) applies to druids' Infected Wounds. The last two melee speed reductions will only be naturally included by the tank specs of their classes. These are the paladin's Judgements of the Just and warrior's Thunder Clap.
Bleed Damage Taken
In a sense, a good Bleed effect is almost a debuff all on its own. Or, at least, it feels that way as I stand there and bleed to death in the Arena. To add insult to injury, however, druids, warriors, and hunters all have a debuff which will increase the amount of damage you take from bleed effects.
Warriors can pick up Trauma about halfway down the Arms tree, while druids get Mangle in their feral tree. Druids and bears both have a 30% bleed damage increase. If you don't have a druid or bear, though, hunters show up again with Trample. That's a rhino thing, in case you were curious. However, I can not recall ever, ever, ever having seen a rhino in any instance before. Ever. If I happened to see a rhino in an instance, I would likely be thinking less about the debuff and more about "Whoah. A rhino."
Physical Damage Taken (Percent)
Warrior's Blood Frenzy and rogue's Savage Combat will both increase the amount of physical damage taken by 4%.
Spell Debuffs
Casting Speed ReductionOkay. It's important to note that reducing someone's casting speed is not a Slow per se. It's slowing down their casting speed, but I want to make sure I point out it's not a Slow in an of itself. It's confusing because the arcane mage's Slow does reduce casting speed, but it also decreases the target's run speed.
You can also reduce someone's casting speed with a warlock's Curse of Tongues (not their favorite curse, either) or a rogue's Mind-numbing Poison. Hunters are weird, again, by supplying Lava Breath. That one I do see periodically, because the Kurken is just awesome.
Critical Strike Chance
Three abilities debuff a target so that attacks against that target have a 3% increased critical strike chance. Ret paladins roll in with Heart of the Crusader, rogues bust out Master Poisoner, and Shamans lay down the Totem of Wrath.
Spell Critical Strike Chance
Looking to increase your spell-flinger's chance of hitting the boss with a critical strike? You're going to want a mage or a warlock. Mages can work that mojo by hitting the boss with Improved Scorch or Winter's Chill. A warlock will have to lay down Improved Shadow Bolt.
Spell Damage Taken
You can increase the spell damage taken by a boss by hitting it with Earth and Moon (a boomkin specialty), Ebon Plague from unholy death knights, or the warlock's Curse of the Elements.
Spell Hit Chance
Casters have such a high hit cap that it's incredibly helpful to have debuffs that increase the likelihood spells will land. The two ways to supply such a debuff are Improved Faerie Fire from boomkin, and Misery from shadow priests.
Other Debuffs
Mortal Strike (Healing Reduction)I know that Mortal Strike (a warrior abiilty in the Arms tree) is not the only ability that reduces the amount of healing received by a target, but the ability is so intrinsically tied to warriors that I can't think of the debuff as having any other name. That being said, warriors have two versions of a healing reduction, with the second stemming from Furious Attacks in the fury tree.
Hunters can provide the debuff with Aimed Shot, and rogues can do it with Wound Poison.
The Paladin Snowflakes
Paladins have two abilities that are kind of unique snowflakes. When they slap a Judgement on the mob, people who hit the mob will get health or mana back. These two abilities are Judgement of Light and Judgement of Wisdom. Since each paladin can only use one at a time, decide which of the two you value more greatly.
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)
martingardner@gmail.com Mar 26th 2010 10:24PM
Ret paladins and some prot specs can also provide the attack power reduction through the vidication talent
extremeniko Mar 27th 2010 8:20PM
I don't believe Prot specs can, but yes Ret can. Oh, and does the Arms Warrior's 4% increased damage taken debuff stack with the Rogue's?
protopethunter Mar 29th 2010 1:26AM
prot specs can pick the attack power reduction although they lose a bit of threat
no the 4% physical dmg bonuses from combat and arms do not stack
crschmidt Mar 26th 2010 10:30PM
Since all bosses have the same Attack Power, the impact of the melee attack power debuff is the same (10%-15%, depending on level of talent) for all melee swings from bosses, even if the boss hits harder.
In our early Festergut kills, when I pulled out a Carrion Bird pet as a hunter -- rather than the untalented demoralizing shout being kept up by the warrior -- the decrease in damage was noticeably felt by our healers at the time.
The article was a bit confusing, so I just wanted to clarify that the Attack Power Debuff is definitely reducing a percentage of boss melee swing damage.
crschmidt Mar 26th 2010 10:34PM
I highly recommend:
http://wow.curse.com/downloads/wow-addons/details/arc.aspx
For anyone attempting to build PUG raids. It collects information about the specs of people in your raid (while they are in inspection range), and then marks each of the buffs and debuffs based on whether they are available from anyone in your raid, and who provides them in their current spec. It's extremely helpful when building raids, especially 25 mans, to find out that you don't have the spell hit from anyone, so you can pick up a boomkin, or who else you can optionally pick up, etc.
I love it a lot.
mayjest Mar 27th 2010 3:40AM
Thank you! I've been looking for something like that for ages! Thank you, thank you, thank you!
Tomaj Mar 26th 2010 10:44PM
A couple quick things; shadow priests and frost mages can apply lesser versions of mortal strike with talents. As well the serpent hunter pet family also provides poison spit, which can temporarily reduce cast times on mobs (8 second poison effect with 10 second cd iirc).
krizzlybear Mar 26th 2010 10:45PM
Frost Mages can apply the mortal strike effect by putting talent points into Permafrost. But most of the time, they won't, because their talent tree is too bloated to put any more points into it. *shakes fist at torment the weak*
ISMA Mar 26th 2010 11:32PM
Healing Reduction can also be applied by Mind Blast (priests) and Affliction Locks
talkingmike Mar 26th 2010 11:53PM
It's absolutely imperative for any class that does a significant amount of physical damage to have the 20% armor debuff applied. This will have more of an impact than any other debuff.
For rogues, it's even better to use a 5-point finisher on it every 30 seconds instead of just forgoing it all together. Hopefully you have a warrior tank, but there are other options.(*glares at the one-GCD-to-refresh-Sunder-Stacks whirlwinder...*)
Neirin Mar 27th 2010 1:55AM
My guild's main warrior tank was getting criticized the other day for having low dps (500-1k less than our druid and pally tanks pre-3.3.3, it's probably gone way up now) so he told people to go theorycraft what would happen to raid dps if he wasn't there sundering... Needless to say he got to keep his spot.
rkaliski Mar 27th 2010 12:03AM
Biggest problem with asking a rogue to do anything other than dps is that you have to listen to them whine and bitch for twenty minutes till they finally give in at the threat of being kicked from the guild.
Sorry, but my experience with rogues has almostly always been bad. Be it buffs, asking them to do something other than damage or for pitys sake give the tank a chance to get a swing in , rogues think of nothing but their own damage meters.
Tybalt Mar 27th 2010 10:25AM
You play with dumb people and are, perhaps, dumb as well for assuming the dumbness is universal.
Dankie Mar 27th 2010 10:37AM
We do think of other things... Bands we like...... girls we've dated..... The Matrix.
Nah, really. You need to be around better rogues. A good rogue is willing to kick, switch poisons, apply ExA etc etc - y'know why? Bragging rights to top the meters AND do all that stuff. :D Padding our ego is better than padding our numbers.
Zuljo Mar 27th 2010 1:11PM
Meh, most DPS classes are like that tbh. I'm one of the only mages I know who actively decurses on every encounter where curses are thrown about without having to be told to do it. Sure, I may lost a spot or two in the damage done charts, but hey - at least people will live longer!
Redielin Mar 27th 2010 12:21AM
http://raidcomp.mmo-champion.com/
Ditchcricket Mar 27th 2010 12:28AM
No love for Earthshock? It's applied a swing speed debuff (10%) for a long time now, and it hits the rotations of all enhancement shamans, and any elemental worth his snuff too, if no one else can apply it.
kabshiel Mar 27th 2010 2:35AM
Every tank class has a more powerful melee speed debuff that they'll be keeping up and overwriting your Earth Shock debuff.
jason Mar 27th 2010 2:25AM
I second what the guy above said about ret ap debuff. It's also passive unlike the 3 listed so it doesn't incur a dps loss. Insert guy below me explaining how they have to spec into it with a response by another that explains how it's a 5 talent point loss for a warrior + rage and the ret may have to give up some run speed... boo hoo.
Aloix Mar 27th 2010 4:57AM
Vindication is nice.
I used to spec into it but have switched to the Aura Mastery ret spec (11/5/55). It all depends on what sort of utility you want/need to bring to the raids you run with, of course.