End game WR is very biased to the perfect group.
Xping with a (tank, cleric, slower, enc, DPS, swingman) group is so dramatically faster than anything else its often not worth it otherwise.
The basic problem is mana management or more specifically healer mana management. The more you can get out of your healers mana pool, the more efficient your entire group is. An enchanter provides a significant DPS boost to any melees, CCs, and has KEI, AND can slow if need be. A shaman further increases the DPS to any melees and vastly improves the efficiency of healer mana (including his own). These positions are essentially irreplaceable. A bard can potentially take place of either but to a lesser extent. A cleric is the best bang for buck on healer mana, with the sole exception of Torporing shamans, and Aego and Rez are very group friendly. The better your tank the more bang you get per HP healed and the less other members are hit.
More classes need to be able to provide crucial group functions. With 15 classes in the game, it seems bizarre that three of them are otherwise essential to the "best" group.
I fully realize this is an age old problem in everquest but it is magnified on WR for the following reasons :
1.) A lot of alternative strategies, many of which were too powerful before, are entirely unusable in the end game xp.
2.) The server population is low, forcing most groups to be somewhat patchwork. In response, many would rather just duo or trio instead of making "imperfect" 6 man group.
3.) There are little to no high end xp spots that do not require FD pulling or a strong CCer (Enc or
bard*)
4.) The basic job description of
6 classes is DPS. They each have small side roles and cavats.. they should perhaps gain a single crucial group ability.**
*
WE NEED MORE BARDS
** I am going to go make a post about what I believe these should be and how they can be altered.
Another big WR problem : 1/5 of the raid roster on both guilds are clerics. But Wiz is already thinking on this one
