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#27 Sep 09 2004 at 1:19 PM 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.
That changes the rules completely

go with this

Sk
Cleric
Necro
Mage
Beastlord
Enchanter

Think Pet pet and more pet

the Canter should pull with Slow and let the mob hit once before the Sk takes aggro

The thing is if the group has poor gear <being new> Pet classes feel it the least.

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#28 Sep 09 2004 at 1:45 PM Rating: Default
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There are so many good combos, but one of my faves is:

Warrior
Bard
Cleric
Shammy
Chanter
Necro


I dont think that is enough dps at all. You really do not need a chanter in that situation if you have the bard to mez and the shammy to slow/haste. A Rogue would better fill that slot for considerably more damage.
#29 Sep 09 2004 at 3:04 PM Rating: Good
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When I hit an LDoN with my rogue If we have a cleric chanter and warrior/SK/Pally I know we can easily handle a hard. as additions I like to see bards with song haste, or a ranger with atk/str/sow buffs. But if we can get those core 4 the other two slots aren't as critical.
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#30 Sep 09 2004 at 4:42 PM Rating: Decent
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5 Beastlords and a Druid...
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#31 Sep 09 2004 at 5:24 PM Rating: Decent
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#32 Sep 09 2004 at 5:49 PM Rating: Decent
Just a thought --

We did an LDON one night with 6 mid 50 druids.

We rocked.
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#33 Sep 09 2004 at 6:18 PM Rating: Good
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deadsidedemon wrote:
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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.


Wow. That's surprising. To be perfectly honest, at level 65 the druid/pally combo is about one of the worst you can have IMHO. Your paladin will literally be about 2k hps below what he could have due to having the worst of the 3 healer classes buffing him. There was another thread where I posted my preferred healer class with my pally, and it's very strongly going to be cleric. I'll take a shaman as an alternate (and prefer both cleric and shaman), but since your core has a chanter already, the shaman can be dropped.

If I was starting with a core of pally, druid, chanter, the next thing I'd be looking for is a cleric. To me, I'd rather have my core be cleric, chanter, paladin, then add dps as needed. You've got crowd control, plenty of healing, and a tank that's taking maximal advantage of buff stacking (and the chanter KEI gives pallys really good tankability since they can chain their higher level stuns all day long).

That's at 65 of course (which I realize is not the focus of the thread). The reason to want a druid or shaman instead of a cleric is usually the utility spells and utility damage. Sow, snare, slow, haste, dots, nukes, etc. The shaman I could swap in or out with the chanter without too much trouble, but with a pally tank, using a druid instead of a cleric just isn't a good trade. I can pick up dps easily outside the core of the group (rogues, rangers, bls, ber, whatever). I don't need sow (who does at level 65?). And I can pick up a snare along with dps by getting a ranger (or a druid in a pickup position). I don't need that in my core. I do need the buffs and heals in my core though.


That's just the way I approach things. I want to cover the three basics first (tanking, healing, CC). Then I can add dps and utility as needed to that group. I can literally add any other three classes to the pally/cleric/chanter core and have a good rounded group.
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#34 Sep 09 2004 at 7:18 PM Rating: Decent
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Believe it or not you can have more hp with symbol and Pot 9 then you would with virtue. So a druid with a pally works very well (besides the druid is me and the pally is my hubby so hes stuck with me whether he likes it or not lol)Also we odnt have to worry about buffs fading, including mana regen since we have the chanty. So we never have to wait around for rebuffing.

We have been playing as a druid/Pally combo our whole EQ lives and just added the chanty very recently. Ive been surpriesed and very well impressed with how well we rock at any camp, even without a clr. In fact, most times I am the MH in a group since there is no other thing a clr can add that the pally/druid really cant do. Im sure there are a few things, but nothing that has slowed us down.

Every night we have been logging on with our core group of druid/pally/chanter, and within 5 min of finding a camp we have grabbed whatever DPS we can get and kick butt. Minimum to no deaths every night and our chanter is reaping no less that 40% a night for 3 hours of playtime. Its not too bad considereing I remember the level 50's and my playtime I was lucky to get 10% reg xp a night then. 40% for our chanty is about 4 days of playtime for us.

Edited, Thu Sep 9 20:19:37 2004 by deadsidedemon
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#35 Sep 09 2004 at 8:02 PM Rating: Decent
Given that my main is a Druid (I retired a ranger to play the druid - step up?) I am a bit insulted that we would be considered the "worst" of 3 healer classes. Actually the worst of anything.

Now I can't hold up to a cleric ( at level 56 now ), but with the right group I can more than hold my own healing. (Especially w/KEI) Add on DS, regen & other misc buff/utility spells and a druid is practically indispensable. (Not quite - but close)

In a group you never know when you may have to go from healing/buffing to nuking/root-rot to EVAC! And a druid shines in those circumstances. Which, admit it, happens quite often.

I will always choose a cleric in my group. I always like nuking vs healing. But a druid's work is never done & I like being able to slide in where needed.

< worst? Bah -- never been the worst of anything.. grumble grumble grumble>

Maybe this starts another thread?
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#36 Sep 09 2004 at 8:10 PM Rating: Good
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deadsidedemon wrote:
Believe it or not you can have more hp with symbol and Pot 9 then you would with virtue. So a druid with a pally works very well (besides the druid is me and the pally is my hubby so hes stuck with me whether he likes it or not lol)Also we odnt have to worry about buffs fading, including mana regen since we have the chanty. So we never have to wait around for rebuffing.


Actually, that is true *if* your tank is not a paladin. That's because Pot9 blocks AoC. Any level 65 paladin would know this...


Additionally, *symbol* plus Pot9 requies that something be added to the group. What could it be? Oh yeah! A cleric!

Alternatively, the paladin could use his own symbol, but oddly enough, he'd be better off with HB, Bulwark, AoC, and symbol, then with Pot9 and symbol. In other words, he self buffs for more HP/AC by himself then he does with the druid helping.

The only advantage Pot9 has is the 8 mana per tick regen, but AoC has 3, and if you've got a chanter in your group, the difference is pretty negligible.


I'm not saying druids are "the worst" healer class. I'm saying they are the worst healer class to work in conjuction with a paladin, especially if you already have a chanter in the core group. You pretty much have to have a cleric to make it not suck, so why not just have the cleric in the core group in the first place?
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#37 Sep 09 2004 at 8:37 PM Rating: Good
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I dont think that is enough dps at all. You really do not need a chanter in that situation if you have the bard to mez and the shammy to slow/haste. A Rogue would better fill that slot for considerably more damage.


I think you underestimate the damage dealing capacity of this group. A lot of people seem to automatically dismiss necros as part of groups. They deal out a lot of damage between their pets and spells. Like wizzies, they have to be careful not to take aggro from the MT. Plus you've got 3 pets in the group, with 2 of them attacking in every fight.


With no chanter, your DPS is going to drop significantly because you're going to have far more OOM situations. Depending on the level of the party, the extra mana regen is enough to allow the shammy to throw DOTs as well as his normal haste/slow/debuff routine.

Arguably, you could swap almost any single member of the group out for another class and still work effectively. I'm not saying a rogue wouldn't work, just that I think the total DPS of the group would be consistently higher with the chanter. Rogues are very handy and unfortunately I don't see enough of them in groups.

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#38 Sep 09 2004 at 8:55 PM Rating: Good
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Just to list the differences:

Paladin at 65 self buffing:

Heroic Bond: HP 450. AC 19
Bulwark of Faith: AC 37
Aura of the Crusader: HP 350. AC 30
Brell's Stalwart Shield: HP 330
Symbol of Marzin: HP 700

Total: HP 1830. AC 86

Paladin and Druid together:

Protection of the Nine: HP 618. AC 32
Bulwark of Faith: AC 37
Symbol of Marzin: HP 700
Brell's Stalwart Shield: HP 330

Total: HP 1648. AC 69


Druid + Cleric buffing paladin with Pot+symbol:

Protection of the Nine: HP 618. AC 32
Symbol of Kazad: HP 910.
Ward of Gallantry: AC 54
Brell's Stalwart Shield: HP 330

Total: HP 1858. AC 86


Cleric buffing paladin alone:

Virtue: HP 1405. AC 72
Aura of the Crusader: HP 350. AC 30
Brell's Stalwart Shield: HP 330

Total: HP 2085. AC 102


Ok. So it's not 2k more hps, but it really is significant (moreso if the pally doesn't cast his own symbol on himself when grouped with just the druid, which does bring it up over the 1k difference mark).


Additional point. Symbols last for 1 hour 30 minute. Virtue lasts for 2 hours 30 minutes. Why on earth choose a combination that results in less hp and less ac, and costs more dots over time?

Even with a non-paladin tank, you only gain 123 hp using pot9+symbol over using virtue alone. You've used up an additional buff slot, and are burning through dots 66% faster. Not to mention, you are now using two healers in your core group when you could have used just one. I'd much rater start with a core of tank/cleric/chanter, and add a shaman to that mix then a druid. The Shaman will add more stackable buffs for the tank, and can help out with CC/slows/whatever.


This is not to say that druids aren't wanted in a group. I'm just saying that if you're going to start with a core three, I'd take a cleric as my "core" healer first. A druid can be added as patcher/snarer/dps to any group just fine. But he'd be my last choice as core healer for a group. You pretty much always need to add either a cleric or a shaman to a druid healer in order to make tanks feel like they're actually going to be able to survive.


The "Pot9+symbol is the best combo" argument comes from raiding. It's done because it is the "best" combo to MGB for a raid. Your casters gain mana regen and hp/ac, and your tanks get a good boost as well. But on a raid, it's reasonable to assume that you're going to have a MGB capable druid and cleric. It's not reasonable to make the assumption that both of those classes are going to be in your group. In a group, especially if you're talking about the best "well rounded" group, you want to get the most out of each group slot. Using up two slots to get a slight benefit over what the right class could do alone isn't really a great approach. That's not to say a druid can't fill another slot just fine, but you shouldn't start with that as your core.


Put it another way. Assuming you want Pot9+symbol as your primary tank buffs, then you have to expand your core group to 4 (tank,druid,cleric,chanter) to make it work (since we can't count the pally symbol since paladins can self buff better by themselves). Now. Pretend you've got those four in your core group. Now pretend that for some reason you need to trim one class out of that group of four. Which of those four is the most expendable? Yup. The druid. You can't get rid of the tank, or you have no tank. You can't get rid of the chanter or you have no KEI, slows, or CC. Given the choice between a cleric or a druid, which will you choose? The cleric can buff by itself better then the druid can. Thus, you keep the cleric. Everything else the druid brings to the group can be made up in other slots. There are 5 other classes that can snare (off the top of my head, there may be more!). There are a multitude of classes that can dot and nuke. The druid works fine in a "dps/utility" slot, but it not "needed" in the core group as much as a cleric is. You *can* work your group with a druid instead, but it would never be your first choice.
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#39 Sep 10 2004 at 7:09 AM Rating: Decent
A chanter and 5 wizzys.. Omg I love PBAE groups!
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#40 Sep 10 2004 at 7:34 AM Rating: Decent
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As a European playing on a US server (=off peak time) I had in about 70 LDoNs with my 2 mains all kinds of groups because I usually have to just take every toon in lvl range available (and end often with a group of 4 or 5 only).

So far the success was only based on the skill of the players not on their class so as long as were talking about a simple group of six and not a raid I vote for building groups simply around 1-2 other good players no matter what class and fill up the remaining slots with whatever seems helpful.

I had success on hard kills without any mez or root and failures on easy collects with the so-called standard groups. So as soon as any skilled former group member offers to join my group I stop looking for a certain class to fill the last spot.
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#41 Sep 10 2004 at 8:21 AM Rating: Excellent
Well all these groups are fine but they mean nothing in certain scenarios. A well rounded group is well rounded for its environment only.

Do a mistmoore ldon and having one tank (any class, war, pally etc) and all casters with a single necro to mezz/slow is perfect. This group would have trouble in other ldons. It is all situational.

I make groups for the area I wish to play in Smiley: smile

The only requirement I normally have is a slower, but that can be anything from ench/bst/necro/epic ranger etc.
#42 Sep 10 2004 at 8:44 AM Rating: Decent
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Quote:
Additionally, *symbol* plus Pot9 requies that something be added to the group. What could it be? Oh yeah! A cleric!

Alternatively, the paladin could use his own symbol, but oddly enough, he'd be better off with HB, Bulwark, AoC, and symbol, then with Pot9 and symbol. In other words, he self buffs for more HP/AC by himself then he does with the druid helping.

The only advantage Pot9 has is the 8 mana per tick regen, but AoC has 3, and if you've got a chanter in your group, the difference is pretty negligible.


I'm not saying druids are "the worst" healer class. I'm saying they are the worst healer class to work in conjuction with a paladin, especially if you already have a chanter in the core group. You pretty much have to have a cleric to make it not suck, so why not just have the cleric in the core group in the first place?



And Im assuming you know better than me because you play this combo often? So even though I am coming here to let pple know that this combo rocks you still sit there and write that I dont know what Im talking about? Sorry to burst your bubble but this combo DOES rock, and rock well.

And, yes he has Aoc and uses it often. And while he may not have the Cleric's best symbol, he still has it. And with a 65 druid healing a 65 pally, he very rarely dies so........

Im going to suggest you take out the combo with some friends and do it a few times before you tell me the combo I work with on a nightly basis sucks. Im not having any diificulties playing with it. As I said in earlier posts, we kick butt from the moment we log on until the moment we log off. Maybe the druids you play with arent playing to my standards. (shrug)
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#43 Sep 10 2004 at 9:05 AM Rating: Decent
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Math and EQ do funny things, despite all the calculations against the fact, it seems to work, and quite well for them.

Will he have the best (and most efficient) means of buffing, nope, but it seems to work. /shrug

My guess would be that it works so well mainly due to the dynamic between the pally and the druid. They are together in RL (makes a difference for communication) and they've played together their whole EQ lives. They just *click*.

Will it work for everyone? Doubtful, but nothing ever does.

On to my group forming style...
MT - War/SK/Pally (If it's me is a warrior), fairly interchangable depending on who's around. (Even some rangers or beastlords can fill this role, but I tend to stick with the true tanks)
Heal - Cleric/Druid/Shammy (Shammy if there's an enc or another shammy, or I know them quite well and know what they can do)
CC/Debuffs - Enc/Shammy/Bard (A beastlord works decently for slows and Petmezzing as well, these 3 have more powerful tools for the job though)

These are the first 3 "classes" that I would look for when making a group. The rest of the spots belong to DPS or utility as needed (or friends who are around).

I know it's not a real answer to the question...but I think differently of classes when forming a group...I look for roles :(.
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#44 Sep 10 2004 at 9:33 AM Rating: Default
Personally I like Cleric, chanter, monk.

I ran my firt 3boxed adventure last night in BB and walked out with time to spare on it.

Not sure I would do it again, cause, I can get better xp/loot elsewhere. But Cleric, Chanter, and Monk gives you the best of everything.
#45 Sep 10 2004 at 9:35 AM Rating: Decent
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Warrior, Cleric, Shammy,


no no no

Warrior, Cleric, Enchanter, Druid and DPS X2

shammy are teh suxx0rZZ
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#46 Sep 10 2004 at 10:15 AM Rating: Decent
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Granted we work well together but here is our standard group -

Shadowknight
Druid (that be me)
Rogue
Shaman
Ranger
and sometimes a cleric

However if the cleric isn't around I can more than suffciently heal my group.

anyway we do great =) love that group!

Guv
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#47 Sep 10 2004 at 11:35 AM Rating: Decent
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I used to think about what I thought the ideal group would be and I came to one conclusion there is no best group it all depends on players like recently I did a 5 person LDON with a monk beastlord cleric(lvl 60) druid and I(a wizard) all 65 but cleric. We were pulling 5 mobs at a time and finished a 28 collect in BB in under 20 minutes(now we had a nice drop rate but still i used to **** myself when I saw 5 or 6 mobs infront of me :P ). I mean as long as ppl know how to play you can have a nice succesful group. All a group needs is a healer(be it a cleric druid or shaman...now in gates I know a cleric is needed but anywhere else a shaman works well and opens a slot for another dps), A tank and sometimes a puller or crowed control then DPS.

I suppose if i got to make a group it would look something like this

Below Ele/KT
Pally
Shaman
Wizard(since im a wizard :P)
Bard
beast
filler could be any class

Ele/KT+
Warrior
Cleric
Shaman
wizard
bard
beast

Oh for tipt/vxed
Chanter
Cleric
cleric
ranger
wizard
warrior

#48 Sep 10 2004 at 11:38 AM Rating: Decent
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no no no

Warrior, Cleric, Enchanter, Druid and DPS X2

shammy are teh suxx0rZZ



What are you smoking

druid over a shaman thats a waste of a group slot Shamans are better back up healers than druids plus their utility spells are far supperior. Shamans can slow malo dot and have god like HoT and good fast heals...
#49 Sep 10 2004 at 4:10 PM Rating: Decent
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What are you smoking

druid over a shaman thats a waste of a group slot Shamans are better back up healers than druids plus their utility spells are far supperior. Shamans can slow malo dot and have god like HoT and good fast heals...
please explain how you think that shamens are better healers than Druids? enquiring minds wish to know.

Druid Mini Cheal 4680 in 10 secs
Shammy Best single heal 1550
Druid Quick heal 2100 in 3.5 sec
Shammy pulse heal 630 for 4 ticks <2500 total>

I think i will stick to my druid friend healing thanks, thier fast heals are better and they have a mini Cheal that you cannot match.

I will take a Druids Nuke over a shammy Dot.

I will take a druid evac and DS over 'shammy utility'.


Edited, Fri Sep 10 17:12:39 2004 by tarv
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#50 Sep 10 2004 at 4:56 PM Rating: Decent
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Are people really hung up on getting an ideal group, or is it more like fantasy football you're playing here?

Get the essentials covered (healing, crowd control if needed, tank if needed) and fill out the group with whoever.

Learn to shine in non "ideal" groups and you'll be a much better player overall, because you'll all be forced to really focus on what you bring to the battles.

Besides, when the day's battles have all been won, you can pat each other on the back, saying "I can't believe we pulled that off with this rag tag group."
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#51 Sep 10 2004 at 6:28 PM Rating: Decent
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Get the essentials covered (healing, crowd control if needed, tank if needed) and fill out the group with whoever.

Learn to shine in non "ideal" groups and you'll be a much better player overall, because you'll all be forced to really focus on what you bring to the battles.


yeah why bother getting rid of stuff? like groups without the right people in? or the bourgoisie? lets just leave it as it as and we'll all have a really bad time because "nothing is perfect" afterall

/balloon animal <off>
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