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A well rounded group . . .Follow

#1 Sep 09 2004 at 9:28 AM Rating: Decent
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Warrior, Cleric, Shammy, and ...

I’ll take a bard, beastlord and a rouge. These last three classes are the ones that I am a bit torn over. What are your opinions about what a well rounded group should consist of?
#2 Sep 09 2004 at 9:34 AM Rating: Decent
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Shadowknight, Necro, Druid, Beastlord.
1 can tank with the two pets while the 2 spell casters do there DoTs and buffs. Then the BST can jump in to help finish off the enemy.
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#3 Sep 09 2004 at 9:49 AM Rating: Decent
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My core group is always druid, pally, enchanter.. fill in the rest. Basic core has healer/dot or nuke/snare, tank/heal/rez and slow/CC/haste. All you need now is a little dps, or if youre lucky to get a cleric, then druid can then let loose with dots/nulkes

Edited, Thu Sep 9 10:51:02 2004 by deadsidedemon
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#4 Sep 09 2004 at 10:33 AM Rating: Decent
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interesting, Dead, but at what level do you play with this group?
#5 Sep 09 2004 at 10:40 AM Rating: Decent
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Maybe even a Monk/Shaman/Cleric/Warrior. That seems like a good mix. Or even remove the warrior and add a Rogue.
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#6 Sep 09 2004 at 10:42 AM Rating: Decent
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It depends greatly on where you are and what you're doing. If you have enough DS in your group, it may be more beneficial to NOT slow the mobs, therefor making the shammy a little less important (the buffs are still nice though). And if you're in a certain level range, that bard can pull singles all day, and mez the add or two that come along, making that chanter not quite as important (of course everybody loves crack). As for a group that can do decent in most situations... cleric, warrior, bard, rogue, wizard and shaman. That is a pretty self sufficient group. Of course, some classes can be switched with others (necro instead of wizard, or ranger instead of rogue) to give you some different utility.
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#7 Sep 09 2004 at 10:43 AM Rating: Decent
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No one tanks better than a warrior, heals better than a cleric, slows and hastes than a shaman.

Bards I love for pulling, pacify, mezzing, and their array of group buffs.

Beastlords are my current EQ heroes. I love their off tanking pets, dps, and minimal group buffs.

Rouges are my stapel for consistant, reliable dps, lock picking, disarming traps, and their ability to scout undetected never hurts.

My other considerations for the remaining three spots have been Shadow Knight, Pallies, Wizards, and Monks.

All others are ******* classes. Joke Smiley: lol Let me hear what you have to say.
#8 Sep 09 2004 at 10:46 AM Rating: Decent
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From the above post, Jiggidy, I feel that you are lacking a off-tank. Wizzy for Beastlord...not sure.
#9 Sep 09 2004 at 10:51 AM Rating: Decent
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Hopefully, with the bard pulling and doing CC, you won't need an offtank very often. Believe it or not, rogues can make very good offtanks (once they start to get their good discs at least). And almost any melee class can offtank a slowed mob in most cases. My wimpy ACd bard does it. One of my best RL friends plays a 65 rogue... he's amazed me more then once with his off tanking capabilities. In the lower levels without the discs... it could be sketchy. Like I said though, hopefully, with the bards different CC utilities (mez, charm, aggro kite, even fear) and a few well timed nukes from the wizzy, and good pulls from the bard, you won't even need an offtank very often.
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#10 Sep 09 2004 at 10:58 AM Rating: Decent
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How hard is it to play a good Wizzy? I know that avoidence mana burn is a major factor in their effectiveness. Let us refer to a pre level 55 grouping of said characters, including no AA's, atleast for the time being.
#11 Sep 09 2004 at 11:02 AM Rating: Decent
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I personally love rogues and beastlords. my ideal group would be:

Warrior - Best tank in the game
Cleric - Best Healer
Beastlord - Good enough Slow/haste
Bard - Pulling/CC/Group buffs/haste/ok dps
Rogue - DPS
Rogue - DPS

With this group mobs drop uber fast. Just my preference mind.
#12 Sep 09 2004 at 11:08 AM Rating: Decent
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Pre-55 with no AA's, then I definately wouldn't have a problem with the group I named above. Mostly because the bard is a powerhouse of utility in those levels. He can mez anything you'll be killing (as long as it's mezzable of course), lull anything, charm anything up to level 52. Don't get me wrong, it is nice to have an offtank a lot of times, but if you have good CC, it's usually not a factor. I really would have no problem with the group you named above either. It's very well rounded and could hold it's own in most situations. I'm a personal fan of necros as a DPS class also, so I would include them, especially if hunting undead.
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#13 Sep 09 2004 at 11:16 AM Rating: Decent
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Below level 55 mob.<not player level>

Paladin, Cleric, Enchanter, Rogue, Mage, Beastlord.

Above level 55 mob.

Bard, Cleric, Enchanter, Sk, Necro, Beastlord.

Reasons:

Slot 1: Puller.
Paladins in my opinion are the best pre 55 pullers they are quicker than monks and can double up as MT to allow an extra DPS slot.
Post 55 however a well played bard is best, they add over haste songs, mana regen, additional CC amoungst other things.

Slot 2: Healer.
If you are going to have a healer take the best, clerics are the best healers. Add in the uber Hp/AC buffs and you have a no brainer.

Slot 3: Crowd Control/slows
Yes Shammy haste/Slow is better but the mana regen buffs on tap, crowd control, ability to charm and dire charm later plus the burst DPS of the Enchanter gives them the slot.

the other 3 slots are not reallty roles just preferances,

i like Sk's as MT post 55 due to the uber aggro control and massive 9k HT they have better DPS than Pally's and sorry i just don't like Warriors.

Mages are great consistant DPS but the necro takes it post 55 due to greater utility and beastlords just rock as DPS and offtank.

the above is purely my opinion and yes i know Warriors are great i just don't like them.
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#14 Sep 09 2004 at 11:19 AM Rating: Decent
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I would think a lot of 6 groups work real well for general overall EQ play from 1-65. Some would work better than others if your more into dungeons, or outside zones, or all Ldon from L20+.
That being said: My worthless 2 cents goes like this.
1 Cleric
2.Warrior
3.Enchanter
4.Rogue
5.Wizard/Druid
6.If wizard- Ranger/Mage, if druid- Mage/Monk/Beastlord take your pick molded to your needs. I can see another rogue as well. Mage would have a slight advantage for me.

This group would cover most bases, only thing lacking would be shaman buffs, and summoning corpses.
#15 Sep 09 2004 at 11:30 AM Rating: Good
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Five magicians and one druid. Yes it sound weird, but very fun.
#16 Sep 09 2004 at 11:32 AM Rating: Decent
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Let me add an extranious variable: all players beside the cleric (myself) are only two weeks into the game.

Keep in mind that at this point simplicity of tactics would be very beneficial.

Edited, Thu Sep 9 12:33:22 2004 by Khristov
#17 Sep 09 2004 at 11:33 AM Rating: Decent
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Quote:
Five magicians and one druid. Yes it sound weird, but very fun.


While no doubt it is fun, and pet groups can be very effective in the right places (no real CC in that group, and getting controllable pulls indoors would be tough), I wouldn't really call it well rounded.
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#18 Sep 09 2004 at 11:35 AM Rating: Decent
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Two tanks and two spell casters. Cleric/Druid is good. Warrior/Shadowknight is good too. There. That's it. No need to ask anyone else.
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#19 Sep 09 2004 at 11:37 AM Rating: Decent
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all players beside the cleric (myself) are only two weeks into the game.


Wow, that's a big thing to add. Forget the bard. Very very few bards will be effective at the CC skills needed with that little play time (unless they're hardcore and play like 10 hours a day) or will be of sufficient level even. They can still pull though. Hmmm, that really throws a monkey wrench into the mix. Since there's not a lot of experience all around, I don't think it really matters as much. They're all going to be learning a lot, under fire. Just expect a lot of growing pains while they get used to their roles. If you plan on hunting together for a long time, then I would still go with my group picks (or yours even), since they'll grow into their roles.
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#20 Sep 09 2004 at 11:38 AM Rating: Decent
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hmm, while I like bards overall ability to fill in gaps, I am surprised that you don't have enchanter in original 6.

My 58 chanter has been really busy lately in both LDONs and Planes groups, even those where we also have a bard - bard often will pull and off tank, but never had them doing CC except on a spot basis when we get a large overpull when I am playing.

In addition to CC, when there is a shmy in group who is slowing, I am usually tashing, crippling and cast choke DOT in that order as I can normally cast without getting agro if we have good dps. Obviously I am hasting group and other bufs (boon of garou or imp, group magic resist, rune) as well.

Baron, in your 6 line up is the bard the puller and CC?

Seems group is also heavy on tanks (clc & shmy included in a pitch) but weak on casting without wiz or necro etc.


#21 Sep 09 2004 at 11:45 AM Rating: Decent
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nteresting, Dead, but at what level do you play with this group?


Druid and Pally are 65 and chanter is 59 now, but we've been working with her since she was 43. It does help to have them higher but once you're there it's the best core Ive worked with so far.
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#22 Sep 09 2004 at 11:58 AM Rating: Decent
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The high 50's and low 60's is a very rough time for bards to CC. It really is a good idea to have a chanter along in those levels. It's even a hard time for bards to pull. A level 60 bard can only lull mobs up to level 60, mez mobs up to level 57 and charm mobs up to level 52. So, you can see the problem here. At 61 they get a new lull that allows them to lull mobs up to level 65 and a new mez at 62 that works on mobs up to level 62. At 64 they get a charm that works on mobs up to level 57. This is all kind of moot for this thread though as Baron wants suggestions for a "lower" level group (sub 55) and inexperienced players behind the toons.
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#23 Sep 09 2004 at 12:15 PM Rating: Decent
My favorite group? Hard choice but here goes -----

Cleric - Main Healer
Druid - DS, buffs, evac, back up heal(besides this is me!)
Warrior - Tank (duh!)
Monk/rogue - DPS
Shammy - pet, buffs, add'l emer heal
Wiz/Mage/necro - nuke, add'l pet or add'l evac

Though I have a soft place in my heart for Rangers & will always try to find room for Chanter(especially if there is no Shammy to slow)


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#24 Sep 09 2004 at 12:23 PM Rating: Good
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There are so many good combos, but one of my faves is:

Warrior
Bard
Cleric
Shammy
Chanter
Necro


With this group, you've got almost every type of bonus you could ask for, good DPS, and backups available for every necessary task so you won't wipe if a single person suddenly goes down or LD. And you can work pretty much nonstop.
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#25 Sep 09 2004 at 12:27 PM Rating: Decent
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Mid lvl grp I would try enchanter, cleric , sk, necro, mage& druid. seems like it would cover most needs and still be a very fast grp. as a side note chanter haste> all other haste.
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#26 Sep 09 2004 at 12:46 PM Rating: Decent
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as a side note chanter haste> all other haste.


True, but that's a marginal difference at best. Vallon's is 68%. Bards Warsong of Zek is 60%. Now, take into account that the bard is very possibly twisting his overhaste, which is 25% from Warsong of the Vah Shir, then you can see a situation where chanter haste isn't necesarily > all other haste. Of course, if the bards songs drop, you temporarily lose the haste, but that's usually not a big problem by then. By the way, I do realize you said in a mid level group. This is all just for arguments sake. I'm not claiming any class is really better then any other, except berserkers.

Edited, Thu Sep 9 13:47:12 2004 by Jiggidyjay
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