Monday, August 17, 2009

What classes bring what buffes/debuffs to raids, Part II

My last post on this subject listed the various buffs and debuffs that each class brought to raids, organized by the buff itself. I decided to repost that list with the entries organized instead by class, rather than buff. Like the last post, if a certain buff can only be brought by a specific spec of that class, I'll say so, and if being a certain spec improves that buff, I'll list the spec in parentheses, and ditto for hunters' and warlocks' pets. Items in italics are debuffs, while the rest are buffs.

Buffs

Death Knights: +strength/agility: Horn of Winter
Death Knights: water walking: Path of Frost
Blood Death Knights: +10% attack power: Abomination's Might
Frost Death Knights: +20% melee haste: Improved Icy Talons
(Balance) Druid: cause damage to attackers: Thorns + Brambles
Balance Druids: +5% spell crit chance: Moonkin Form
Balance Druids: +3% haste: Moonkin Form + Improved Moonkin Form
Feral Druids: +5% melee crit chance: Leader of the Pack
Feral Druids: heal self on melee crit (unique): Leader of the Pack + Improved Leader of the Pack
(Restoration) Druids: +armor: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +arcane resistance (unique): Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +fire resistance: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +nature resistance: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +frost resistance: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +shadow resistance: Mark of the Wild + Improved Mark of the Wild
Restoration Druids: +6% healing received: Tree of Life Form
Hunters: +nature resistance: Aspect of the Wild
Hunters: detect stealthed/invisible enemies: Flare
Hunters: +ranged attack power (unique): Hunter's Mark*
(Beast Mastery) Hunters: +movement speed (unique): Aspect of the Pack + Pathfinding
Beast Mastery Hunters: +3% damage: Ferocious Inspiration
Survival Hunters: Replenishment: Hunting Party
Marksmanship Hunters: +10% attack power: Trueshot Aura
Mages: +intellect: Arcane Intellect
Mages: +healing/spell damage taken (unique): Amplify Magic*, -healing/spell damage taken (unique): Dampen Magic*,
Frost Mages: Replenishment: Enduring Winter
Paladins: +fire resistance: Fire Resistance Aura
Paladins: +frost resistance: Frost Resistance Aura
Paladins: +shadow resistance: Shadow Resistance Aura
Paladins: +10% stats (unique): Blessing of Kings, gain mana on dodge/parry/block (unique): Blessing of Sanctuary*, +mounted speed (unique): Crusader Aura
(Holy) Paladins: +mana per 5 seconds: Blessing of Wisdom + Improved Blessing of Wisdom
(Holy) Paladins: not loose casting time: Concentration Aura + Improved Concentration Aura
Holy Paladins: +resistance to poisons, diseases, magic (unique): Cleanse + Sacred Cleansing, Concentration Aura + Improved Concentration Aura
(Protection) Paladins: +armor: Devotion Aura + Improved Devotion Aura
Protection Paladins: -3% damage taken: Blessing of Sanctuary
Protection Paladins: +6% healing received: Improved Devotion Aura
(Retribution) Paladins: +attack power: Blessing of Might + Improved Blessing of Might
(Retribution) Paladin: cause damage to attackers: Retribution Aura + Sanctified Retribution
Retribution Paladins: Replenishment: Judgements of the Wise
Retribution Paladin: +3% damage: Retribution Aura + Sanctified Retribution
Retribution Paladins: +3% haste: Swift Retribution
Priests: +spirit: Divine Spirit
Priests: +shadow resistance: Shadow Protection
Priests: reduced fall speed: Levitate
(Discipline) Priests: + stamina (unique): Power Word: Fortitude + Improved Power Word: Fortitude
Discipline Priests: -3% damage taken: Renewed Hope
Shadow Priests: Replenishment: Vampiric Touch
Shamans: +fire resistance: Fire Resistance Totem
Shamans: +nature resistance: Nature Resistance Totem
Shamans: +frost resistance: Frost Resistance Totem
Shamans: water walking: Water Walking
Shamans: water breathing: Water Breathing
Shamans: +spell haste (unique): Wrath of Air Totem
Elemental Shamans: +spellpower: Totem of Wrath
Elemental Shamans: +5% spell crit chance: Elemental Oath
(Enhancement) Shamans: +strength/agility: Strength of Earth Totem + Enhancing Totems
(Enhancement) Shamans: +spellpower: Flametongue Totem + Enhancing Totems
(Enhancement) Shamans: +armor: Stoneskin Totem + Guardian Totems
(Enhancement) Shamans: +20% melee haste: Windfury Totem + Improved Windfury Totem
Enhancement Shamans: +10% attack power: Unleashed Rage
(Restoration) Shamans: +mana per 5 seconds: Mana Spring Totem + Restorative Totems
Restoration Shamans: not loose casting time: Earth Shield
Warlocks: water breathing: Unending Breath
Warlocks: detect stealthed/invisible enemies: Detect Invisibility
Warlocks (Voidwalker): detect stealthed/invisible enemies: Consume Shadows
(Affliction) Warlocks (Felhunter): +intellect: Fel Intelligence + Improved Fel Hunter
(Affliction) Warlocks (Felhunter): +spirit: Fel Intelligence + Improved Fel Hunter
(Demonology) Warlocks (Imp): +health: Blood Pact + Improved Imp
(Demonology) Warlocks (Imp): +fire resistance: Fire Shield + Improved Imp
(Demonology) Warlocks (Imp): cause damage to attackers: Fire Shield + Improved Imp
Demonology Warlock: +spellpower: Demonic Pact
Destruction Warlocks: Replenishment: Soul Leech + Improved Soul Leech
(Fury) Warriors: +health: Commanding Shout + Commanding Presence
(Fury) Warriors: +attack power: Battle Should + Commanding Pressence
Fury Warriors: +5% melee crit chance: Rampage
Protection Warriors: -3% damage taken: Vigilance

Debuffs

Blood Death Knights: -movement speed (50%): Heart Strike + Glyph of Heart Strike
(Frost) Death Knights: -melee attack speed (20%): Frost Fever + Improved Icy Touch
Frost Death Knights: -movement speed (50%): Chilblains
Unholy Death Knights: +13% spell damage: Ebon Plaguebringer
Druids: -armor (5%): Faerie Fire (Feral)
Druids: -melee attack speed (20%): Hurricane
Druids: -movement speed (20%):
Hurricane + Glyph of Hurricane
Druids: can't flee:
Rake + Glyph of Rake
Druids:
can't stealth or turn invisible: Faerie Fire (Feral)
Balance Druids: +13% spell damage: Earth and Moon
Balance Druids: +3% spell hit chance: Faerie Fire + Improved Faerie Fire
Balance Druids: -3% chance to hit (melee): Insect Swarm - Glyph of Insect Swarm
(Feral) Druids: -attack power: Demoralizing Roar + Feral Aggression
Feral Druids: -melee attack speed (20%):
Infected Wounds
Feral Druids: -movement speed (50%):
Infected Wounds
Feral Druids: +bleed damage (30%):
Mangle
Shadow Priests: +3% spell hit chance: Misery
Hunters:
-3% chance to hit (melee): Scorpid Sting
Hunters: -movement speed (50%):
Wing Clip
Hunters (Sporebat): -armor (3%): Spore Cloud
Hunter (Carrion Bird): -attack power: Demoralizing Screech
Hunters (Serpent): +casting speed (25%):
Poison Spit
Beast Mastery Hunters (Wasp): -armor (5%): Sting
Beast Mastery Hunters (Worm):
-armor (20%): Acid Spit
Beast Mastery Hunters (Core hound): +casting speed (25%):
Lava Breath
Beast Mastery Hunters (Rhino): +bleed damage (25%):
Stampede
Beast Mastery Hunters (Wasp):
can't stealth or turn invisible: Sting
Marksmanship Hunters: -healing taken (50%): Aimed Shot
Arcane Mages: +casting speed (30%) Slow
Arcane Mages: -movement speed (60%): Slow
Arcane Mages: -ranged attack speed (unique):
Slow
Fire Mages: +5% chance to be critically hit by spells: Improved Scorch
(Frost) Mages: -movement speed (70%): Frostbolt, Frostfire Bolt + Permafrost + Chilled to the Bone
Frost Mages: +5% chance to be critically hit by spells: Winter's Chill
Frost Mages: -healing taken (20%): Frostbolt, Frostfire Bolt + Permafrost
Paladin: can't flee:
Judgement of Justice
Paladin: limited to normal movement speed (unique): Judgement of Justice
Paladin: heal attackers (unique):
Judgement of Light
Paladin: restore mana to attackers (unique):
Judgement of Wisdom
Retribution Paladins: +3% critical strike chance: Heart of the Crusader
Retribution Paladins: -attack power: Vindication
Shadow Priests: -healing taken (20%): Mind Blast + Improved Mind Blast
Shadow Priests: -movement speed (50%):
Mind Flay - Glyph of Mind Flay
Rogues: -healing taken (50%): Wound Poison
Rogues: -armor (20%): Expose Armor
Rogues: +casting speed (30%):
Mind-numbing Poison
Rogues: -movement speed (60%): Deadly Throw + Glyph of Deadly Throw
Rogues: -movement speed (70%): Crippling Poison
Combat Rogues: +4% physical damage: Savage Combat
Subtlety Rogues: -melee attack speed (20%):
Waylay
Subtlety Rogues: -movement speed (70%):
Waylay
Shamans: -melee attack speed (10%): Earth Shock
Shamans: -movement speed (50%):
Frost Shock
Elemental Shamans: +3% critical strike chance: Totem of Wrath
Warlocks: +13% spell damage: Curse of the Elements
Warlocks: -armor (5%): Curse of Weakness
Warlocks: +casting speed (30%):
Curse of Tongues
Warlocks: -movement speed (70%):
Shadowflame + Glyph of Shadowflame
Warlocks: -resistances (unique): Curse of the Elements
Warlocks: +swim speed (unique):
Unending Breath + Glyph of Unending Breath
Warlocks (Voidwalker): -10% chance to hit (unique): Suffering
Warlocks (Succubus): -melee attack speed (10%): Soothing Kiss
(Affliction) Warlocks: -attack power: Curse of Weakness + Improved Curse of Weakness
Affliction Warlocks: -movement speed (30%):
Curse of Exhaustion
Destruction Warlocks: +5% chance to be critically hit by spells: Improved Shadow Bolt
Warriors: -armor (20%): Sunder Armor
Warriors: -melee attack speed (20%):
Thunder Clap + Improved Thunder Clap
Warriors: -movement speed (50%):
Hamstring
Arms Warriors: +4% physical damage: Blood Frenzy
Arms Warriors: -healing taken (50%): Mortal Strike
Arms Warriors: +bleed damage (30%): Trauma
(Fury) Warriors: -attack power: Demoralizing Shout + Improved Demoralizing Shout
Fury Warriors: -healing taken (50%): Furious Attacks
Fury Warrior: -movement speed (50%):
Piercing Howl


*I only included these buffs for completeness sake. I know Hunters Mark only helps the hunter, that Blessing of Sanctuary only helps the paladin, and that Amplify/Dampen Magic suck.

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