I am just using a sample raid composition to make discussion easier:
I know that the best personal dps specs are constantly evolving but this is just an example of what a typical raid group might look like.
2 deathknights (6):
frost fever x2, blood plague x2, heart strike, mark of blood
3 druids (6):
faerie fire, earth & moon, moonfire (IS will probably be skipped)
rake, rip, mangle
3 hunters (4):
hunter's mark, serpent sting x3
2 mages (9):
ignite x2, pyroblast x2, improved scorch, frostfire x2, living bomb x2
3 paladins (4):
judgement of light, judgement of wisdom, righteous vengeance, heart of the crusader
3 priests (5):
shadow word pain, devouring plague, vampiric touch, vampiric embrace, mind flay
3 rogues (6):
deadly poison x3, rupture x3
2 shamans (0):
2 warlocks (10):
coa/cod x2, corruption x2, immolate x2, siphon life, unstable affliction, haunt, shadow embrace
2 warriors (8/9):
taunt (when applicable), sunder armor, thunderclap, demoralizing shout, MS, deep wounds, rend x2, blood frenzy
58/59 debuffs total
*Note that some overlapping debuffs were skipped, such as Trauma because Mangle is already applied. Do these still take up individual debuff slots or has it been fixed?
How will your guild deal with managing these debuffs? In the past we have avoided using affliction warlocks, had rogues using instant poison instead of deadly, asked hunters to avoid using serpent stings or pets that apply debuffs, and for druids who might be dpsing to skip rake and use ferocious bite instead of rip. Even after doing this for this sample raid setup though, we are still over the debuff cap! Do we have to exclude a dps warrior or a warlock to free up these debuffs and grab another hunter instead?
How will you prioritize these debuff slots?