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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!)
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
- Percentage Haste Increase
Increases the haste rating of all players in the raidImproved Moonkin Aura
Druid - Balance - 34 talent points
Swift Retribution
Paladin - Retribution - 43 talent points
- Percentage Damage Increase
Increases the raid damage done by a flat percentFerocious Inspiration
Hunter - Beastmastery - 33 talent points
- Sanctified Retribution
Paladin - Retribution - 21 talent points
All Damage Debuffs
These debuffs on a mob will increase its damage taken from all sources
- Crit Chance Taken
Increases the chance a given target is hit with a critical strikeHeart of the Crusader
Paladin - Retribution - 8 talent points
Totem of Wrath
Shaman - Elemental - 41 talent points
Physical Damage Buffs
Increases to melee and ranged physical attacks
- Melee Haste
Increases the haste of melee attacks onlyImproved Icy Talons
Death Knight - Frost - 26 talent points
- Windfury Totem
Shaman - level 32 spell
Improved version: Enhancement - 27 talent points
- Melee Crit
Increases the crit chance of melee attacksLeader of the Pack
Druid - Feral - 31 talent points
- Rampage
Warrior - Fury - 41 talent points
- Flat AP Buff
Adds a flat value of attack powerBattle Shout
Warrior - level 1 ability
Improved version: 15 points Fury
Blessing of Might
Paladin - level 4 ability
Improved version: 5 points Retribution
- AP Multiplier Buff
Increases attack power by a certain percentage
Trueshot Aura
Hunter - Marksmanship - 31 talent points
- Abomination's Might
Death Knight - Blood - 27 talent points
- Unleashed Rage
Shaman - Enhancement - 40 talent points
- 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
- Major Armor Debuff
Effectively decreases the armor rating of the targetAcid Spit
Hunter - Beastmastery - exotic pet (worm)
Expose Armor
Rogue - level 14 ability
Sunder Armor
Warrior - level 10 ability
- Minor Armor Debuff
Similar to the previous category. You can have one major armor debuff and one minor.Faerie Fire
Druid - level 18 spell
Sting
Hunter - wasp pet
- Curse of Recklessness
Warlock - level 14 spell
- Physical Vulnerability Debuff
Causes the target to take additional damage from each physical attackBlood Frenzy
Warrior - Arms - 42 talent points
- 2nd Talent Spec TBA
Spell Damage Buffs
Increases the amount of spell damage done by the raid
- Spell Haste
Increases the spell haste rating of raid membersWrath of Air Totem
Shaman - level 64 spell
- Spell Crit (Buff)
Increases the spell crit rating of raid membersMoonkin Aura
Druid - Balance - 31 talent points
Elemental Oath
Shaman - Elemental - 37 talent points
- Increased Spell Power
Increases the raid's spell power statDemonic Pact
Warlock - Demonology - 50 talent points
Totem of Wrath
Shaman - Elemental - 41 talent points
- Focus Magic
Mage - Arcane - 11 talent points
- Flametongue Totem
Shaman - level 28 spell
- Improved Divine Spirit
Priest - Discipline - 23 talent points
Spell Damage Debuffs
Increases the amount of spell damage a target will take
- Spell Crit (Debuff)
Increases the chance of target being struck with a spell critical strikeImproved Scorch
Mage - Fire - 18 talent points
Winter's Chill
Mage - Frost - 28 talent points
- Increased Spell Damage Taken
Spells deal additional damage to the targetEbon Plaguebringer
Death Knight - Unholy - 42 talent points
Earth and Moon
Druid - Balance - 50 talent points
- Curse of the Elements
Warlock - level 32 spell
- Increased Spell Hit Taken
Decreases the chance that spells miss the targetImproved Faerie Fire
Druid - Balance - 33 talent points
Misery
Priest - Shadow - 38 talent points
Mob Mitigation Debuffs
Situational debuffs limiting an aspect of a mob's ability
- Melee Attack Speed Slow
Increases the time between melee strikes from the targetInfected Wounds
Druid - Feral - 38 talent points
- Icy Touch
Death Knight - level 55 ability
Improved version: 3 points Frost
- Judgments of the Just
Paladin - Protection - 47 talent points
- Thunder Clap
Warrior - level 6 ability
- Melee Hit Chance Reduction
Decreases the chance the target will hit in meleeInsect Swarm
Druid - Balance - 21 talent points
Scorpid Sting
Hunter - level 22 ability
- Healing Debuff
Decreases the amount of healing the target receivesWound Poison
Rogue - weapon poison
Aimed Shot
Hunter - Marksmanship - 11 talent points
Mortal Strike
Warrior - Arms - 31 talent points
Furious Attacks
Warrior - Fury - 37 talent points
- Attack Power Debuff
Decreases the targets physical attack powerDemoralizing Roar
Druid - level 10 ability - Bear form only
Improved version - 5 points Feral
Demoralizing Shout
Warrior - level 14 spell
Improved version - 10 points Fury
- Curse of Weakness
Warlock - level 4 spell
- Cast Speed Slow
Increases the casting time on all spellsCurse of Tongues
Warlock - level 26 spell
Slow
Mage - Arcane - 41 talent points
Mind-numbing Poison
Rogue - weapon poison
Stat Increasing Raid Buffs
Increases one or more of the "core" stats (stamina, intellect, spirit, agility, or strength) of raid members
- Stat Multiplier
Increases all core stats by a fixed percentageBlessing of Kings
Paladin - Protection - 11 talent points
- Stat Add
Increases all core stats by a fixed valueMark of the Wild
Druid - level 1 spell
Improved: 5 points Restoration
- Strength & Agility
Increase to both strength and agilityStrength of Earth Totem
Shaman - level 10 spell
Horn of Winter
Death Knight - level 65 ability
- Stamina
Increase to staminaPower Word: Fortitude
Priest - level 1 spell
Improved: 7 points Discipline
- Intellect
Increase to intellectArcane Intellect
Mage - level 1 spell
- Fel Intelligence
Warlock - pet ability (felhunter)
- Spirit
Increase to spiritDivine Spirit
Priest - Discipline - 21 talent points
- Fel Intelligence
Warlock - pet ability (felhunter)
Damage Mitigation, Healing, & Health
Buffs that make the healers' lives easier
- Damage Mitigation Percent Buff
Decreases the amount of physical damage taken by raid membersGrace
Priest - Discipline - 42 talent points
Blessing of Sanctuary
Paladin - Protection - 21 talent points
- Percent Healing Received Buff
Increases the healing done to raid membersTree of Life
Druid - Restoration - 41 talent points
Improved Devotion Aura
Paladin - Protection - 18 talent points
- Health Increase
Increases the max. health of raid membersCommanding Shout
Warrior - level 68 ability
- Blood Pact
Warlock - pet ability (imp)
- Armor Increase Percent
Increases a raid member's armorInspiration
Priest - Holy - 13 talent points
Ancestral Healing
Shaman - Restoration - 8 talent points
Mana
Regenerates the raid's mana
- Replenish
Returns mana to the 10 raid members with the lowest remaining mana.
* See note below!Vampiric Touch
Priest- Shadow - 41 talent points
Hunting Party
Hunter - Survival - 50 talent points
Judgements of the Wise
Paladin - Retribution - 28 talent points
Resistances
Increases the spell resistance stats of raid members.
- Arcane
Increases arcane spell resistanceMark of the Wild
Druid - level 1 ability
Improved version: 2 points Restoration
- Fire
Increases fire spell resistanceFire Resistance Aura
Paladin - level 36 spell
Fire Resistance Totem
Shaman - level 28 spell
- Mark of the Wild
Druid - level 1 ability
Improved version: 2 points Restoration
- Frost
Increases frost spell resistanceFrost Resistance Aura
Paladin - level 32 ability
Frost Resistance Totem
Shaman - level 24 ability
- Mark of the Wild
Druid - level 1 ability
Improved version: 2 points Restoration
- Nature
Increases nature spell resistanceNature Resistance Totem
Shaman - level 30 ability
Aspect of the Wild
Hunter - level 46 ability
- Mark of the Wild
Druid - level 1 ability
Improved version: 2 points Restoration
- Shadow
Increases shadow spell resistanceShadow Protection
Priest - level 30 ability
Shadow Resistance Aura
Paladin - level 28 ability
- Mark of the Wild
Druid - level 1 ability
Improved version: 2 points Restoration
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).
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