As the opening time of the TBC version of the classic server of World of Warcraft is getting closer, many players are struggling with the starting profession. After all, compared to level 60, the TBC version has fewer team members and more professions (there are more shamans in the alliance and more paladins in the tribe), so players should also pay attention to the strength of the professions while considering them. Let’s take a look at the dungeon employment rates of each profession. Next, Fat Brother will talk to you about the professional configuration of the TBC version of the group book.
TBC version team career configuration
After the TBC version of World of Warcraft was opened, the number of people in the dungeon was reduced from 40 to 25, and the number of people in each team was nearly 40%. In this case, players will naturally choose professions that are more powerful or more helpful to the group. .
According to the experience of the year, a team will usually have three tank professions, including one each for anti-war, bear, and anti-cavalry, or 2+1 of any profession will do. There are a minimum of 7 positions for the healing profession, usually 2 priests, 2 paladins, 2 shamans and 1 druid. Among them, except for the fixed one of Druid, other treatments can be increased or decreased according to the situation.
Tanks and healers have taken up 10 spots together, leaving only 15 spots for DPS. The TBC version has a total of 9 occupations, each with three specializations (talents), for a total of 27 specializations. After deducting 10 tank and healing specializations, there are still 17 specializations left, which means there will always be 2 specializations that cannot be included in the group.
Although the TBC version does not have the world BUFF, the professional BUFF is extremely strong. The team leader usually arranges the team according to the professional BUFF, and then divides it into a melee team and a long-range team. Since the melee DPS capability of the TBC version is far lower than that of the ranged professions, the number of remote professions in the remaining 15 places is far more than that of melee professions.
In the melee team, there is a team BUFF for weapon combat, which can occupy one spot. Thieves have the highest DPS in melee combat and can bring 2 of them. Coupled with an enhanced Shaman and any profession, it is basically the configuration of a melee group. As for Cat Druid and Punishment Cavalry, basically no one knows how to bring them. However, there may be variables in the nostalgic server. After all, the Punishment Cavalry has obtained the "Double Holy Order" BUFF.
Among the long-range professions, Shadow Priest, Bird Druid and Elemental Shaman are almost necessary for the team. After all, the team BUFFs of these three specialties can greatly improve the output of the remote profession. These three specializations, plus the four melee ones above, leave only 8 positions. Among them, hunters usually take 3, warlocks take 3, and mages take 2.
Team positions are limited, and there is not much difference between professions
According to the configuration mentioned above, a team of 25 people has 2 warriors, 3 Druid, 2 Paladins, 3 Hunters, 4 Shamans, 2 Thieves, 3 Warlocks and 2 Mages. This is still a relatively even number. If you pursue the ultimate, it will be very difficult for thieves and mages to join the group.
Of course, the above professional configuration is not static. The team leader can adjust it according to the actual situation, and the configuration of the racing group may also be more extreme, such as bringing 6 hunters and 6 warlocks, but this configuration is basically ordinary. The team's regular configuration is now available.