Hi, some friends and I are gonna play. Group make up sugges

Deathpoint

Dalayan Beginner
Hi guys.

Four of us are going to play. I don't know exactly how this server works, so. I was just looking for suggestions on what I should play with my group.

They are going to be:

1. Sk, Paladin, Warrior (leaning towards sk I think)

2. Shaman(think this one is pretty final)

3. Necro (pretty much final)

4. Me

How would an enchanter work in this group? We already have a slower so would that take too much from it. I don't know if I really want to be a DD, but I'm thinking I might be a rogue or wiz.

I don't know any ideas?
 
I don't think an enchanter would work very well, because then only the necromancer is doing the dps. You will need something with dps for the last spot, like a wizard, rogue, mage etc.
 
Here's my suggestion:

1. Paladin (Cleric line of buffs & extra heals durring downtime)
2. Shaman (Obvious)
3. Instead of a necro throw in a mage - they have MUCH better DPS.
4. Bard or Ench (Mana regen / haste / mezzing)
 
Paladin/Shaman/Necro/Rogue.

Clr buffs, slow/haste/stat buffs, necros have DPS and utility (puller, snarer, mezzer, mana pumping if needed, backup healer), and rogue DPS.
 
Hey, thanks guys. Seems rogue in last slot is most popular which is what I figured would happen. I'm curious with that group would we be able to tackle dungeons or would we be pretty much just kill single pulls all day.

Also, why would a rogue be better in last slot then say wizard? I like rogues a lot but I've played one before. I'd play one again because I enjoyed it immensly, but still just curious.

And it looks like if I want to fit an enchanter in then I pretty much have to replace the necro with a larger DD? That is the general consensus right? I'm sure we could get it to work but...

Thanks again.
 
Typhoeus said:
Here's my suggestion:

1. Paladin (Cleric line of buffs & extra heals durring downtime)
2. Shaman (Obvious)
3. Instead of a necro throw in a mage - they have MUCH better DPS.
4. Bard or Ench (Mana regen / haste / mezzing)

This is going to be pretty horrible DPS, especially since it seems the Necro is a priority.

SK or Warrior - No Paladin, unless the buffs are that important to you.
Shaman - Required
Necro - Required
Rogue if SK, Monk if Warrior.

If the person playing the Necro is worth his shit, he'll be able to keep up with crowd control. Shaman and Necro both handle their own mana regeneration. The if/then is to cover dungeon pulling, which you'll need to crank out any decent XP with a four person group, and still maintain DPS. :911:
 
Sean said:
Typhoeus said:
Here's my suggestion:

1. Paladin (Cleric line of buffs & extra heals durring downtime)
2. Shaman (Obvious)
3. Instead of a necro throw in a mage - they have MUCH better DPS.
4. Bard or Ench (Mana regen / haste / mezzing)

This is going to be pretty horrible DPS, especially since it seems the Necro is a priority.

SK or Warrior - No Paladin, unless the buffs are that important to you.
Shaman - Required
Necro - Required
Rogue if SK, Monk if Warrior.

If the person playing the Necro is worth his shit, he'll be able to keep up with crowd control. Shaman and Necro both handle their own mana regeneration. The if/then is to cover dungeon pulling, which you'll need to crank out any decent XP with a four person group, and still maintain DPS. :911:

The group was a suggestion with a mage inplace of the necro. In that case the DPS would be up to par. A mage with clarity is actually a shitload of DPS. Also, his summons are KEy for a bunch of new players that are starting with no twink gear ETC. They will help a fuckload. If the ench does his job, his nukes are decent DPS, as well as his pet DPS. Actually DPS isn't really a huge deal in any group thats like < 50. With a bard you just get an ench in melee form, for the most part. You don't really need a FD puller for good exp, that's a joke. If you say that you don't really know the zones well. An SK or a Monk is not nessesary. Also, if you don't like the extra pally buffs when there's no cleric int he group, smoke a different brand of crack.
 
Ok one last question. If I'm going to be an enchanter would it be better to replace the shaman with a cleric. Why or why not.
 
If youre open to better class combinations I would suggest Pally/Cleric/Ench, last spot being Rogue, Wiz or Shaman. Pally can hold aggro better than just about anyone in the game with stun, especially if your gear isnt going to be all that great. Cleric.. well.. thats pretty self explanatory, and Enchanter is best CC and best puller. The last spot is more or less up to you.. Id lean to Rogue, no mana to spend=more consistent damage IF the pulls are continuous. If the pulls are more disjointed then Id go with Wizzy - clarity buffs to help keep him topped off interspersed with time to meditate would make his large bursts of damage more usefull than a rogue.. + evac of course. Shaman would be a distant third imho - his slow is only going to be one teir above the enchanter's, you dont need his heals with the cleric, and his damage output isnt going to keep up with the rogue or the wizard under almost any circumstance. His buffs are nice.. but with ac/hp buffs from the cleric and paladin and mind buffs from the enchanter youre going to have the strengths of the group already properly enhanced. Expand the group to 5 or 6 and the shaman becomes a necessity.

Now if youre determined to stick with the necro+shaman+war/pal/sk+variable id have to go necro, shaman, paladin and either druid, cleric or enchanter. Pal+Shaman concerns me as far as healing goes. I doubt youre going to find that youre happy with that combination - If youre in a heavy healing situation everyone is going to be extremely oom --- IF you survive. And none of those arrangements examine DPS - which will be light. I think the weak link is the necro - They are a soloing class, always has always will be. Ive never considered them vital in any group situation ever. Deciding between druid cleric or enchanter (or possibly DPS class) to complement the pal/shaman/necro is more or less just a judgement call about where you think the group will need the most help. Cleric will free up the paladin and shamen for buffing, debuffing and DPS exclusively, and you might find the DPS to be sufficient, although youre going to be hurting for a good puller. Enchanter fixes your CC and pulling, letting the necro stick to sending his pet into fights while laying on the ground while skulls and green globules float over him. Druid is a tough call, many of his spells are redundant with the shaman in the group, but it would shore up your healing decently and give you evacuation. If you do decide to go DPS take it light with the nuking... ever see a shaman try to keep a wizard alive with 3 mobs beating on him? Its sad.
 
Yeah, switching up a cleric for the sham wouldn't be a bad idea. Shaman can decently heal with clarity and canni however. Maybe not so much for higher lv groups (alone) though. If you really want to get the shaman in there though, go sk, cleric, sham, mage. Like I said earlier, DPS isn't a real big issue anywhere if the people in your group aren't slacking off. Every class can output thier fair share. The extra dps a rogue or wizzy would bring would be offset by the number of consistent pulls you can handle in a row ith an extra buffer/healer in the group. Switch the pal with an sk in this situation because sk can potentially hold agroo better, and they can fd, to insure single pulls, which leads to casters with relatively high mana all the time = constant exp flow.

Take whichever group makeup your wish, as long as it's not completely retarded, like 4 melee's, it should work out just fine if you play the classes right. Everyone has their own oppinion on what the best group makeup would be. It's doesn't really matter as long as it's got the basic nessesities. Just pick the classes which you will have fun playing.
 
Take whichever group makeup your wish, as long as it's not completely retarded, like 4 melee's, it should work out just fine if you play the classes right. Everyone has their own oppinion on what the best group makeup would be. It's doesn't really matter as long as it's got the basic nessesities. Just pick the classes which you will have fun playing.


/agree This says it all...no need for more explanation!
 
Typhoeus said:
The group was a suggestion with a mage inplace of the necro. In that case the DPS would be up to par. A mage with clarity is actually a shitload of DPS. Also, his summons are KEy for a bunch of new players that are starting with no twink gear ETC. They will help a fuckload.

You see, I was going off his suggestions, which said a Shaman and Necromancer were almost guaranteed in the group.

If the ench does his job, his nukes are decent DPS, as well as his pet DPS. Actually DPS isn't really a huge deal in any group thats like < 50. With a bard you just get an ench in melee form, for the most part.
The objective is to get past 50. And past 60. No DPS may work sub-50, but once your XP mobs break 15khp regularly, you need to drop them before they drop you.

You don't really need a FD puller for good exp, that's a joke. If you say that you don't really know the zones well. An SK or a Monk is not nessesary.
We'll go back to the twink aspect on this; If you're going to hunt for equipment and XP in places like Mielech, Eldenals and CMalath, you need an SK or Monk if you don't have good crowd control.

Also, if you don't like the extra pally buffs when there's no cleric in the group, smoke a different brand of crack.
Heaven forbid I don't play with kiddy bumpers out. If I throw a bad ball on occasion, I expect it to run down the gutter.

Yes, that's a bowling metaphor.
 
Hi thanks again guys. Well, my necro friend is now a mage for reasons I won't get into. So I think the group looks like this now.

1. SK/Pal

2. Cleric/shaman

3. Mage

4. Preferably enchanter.

With this group I'm thinking cleric instead of shaman. What about the tank? If we have a cleric then we have cleric buffs, so that takes a bonus away from paladin no? I don't know how to factor pulling into this whole thing. Is it still a good idea to let the chanter pull, taking into consideration the tank choice.

Thanks.
 
Deathpoint said:
Hi thanks again guys. Well, my necro friend is now a mage for reasons I won't get into. So I think the group looks like this now.

1. SK/Pal

2. Cleric/shaman

3. Mage

4. Preferably enchanter.

With this group I'm thinking cleric instead of shaman. What about the tank? If we have a cleric then we have cleric buffs, so that takes a bonus away from paladin no? I don't know how to factor pulling into this whole thing. Is it still a good idea to let the chanter pull, taking into consideration the tank choice.

Thanks.

Might as well go with an SK bro. It will help you keep agroo better then a warrior, and you can FD as well. Using FD alows the ench or crowd control person to use the mana from mezzes towards nukes and other things. A warrior will be a better tank at very high levels and with raid level gear, however. A war does suck for the most part up until the high end game and with the right gear(ask the high lv warriors this).
 
I just wanted to revive this again. Which, Bard Vs. Enchanter, do you think would would be better in a group like this(tank, heaing class, mage, bard/chanter) not just high end but all the way through? It doesn't have to be based just on performance you can bring up fun factor as well.

Thanks.
 
My recommendations after a few wasted years of moderate eq-live addiction:

I would strongly suggest you stick with the Enchanter - but secondarily, that you convince your buddy who wants to play the mage to play a beastlord instead.

Breaking it down:

1.SK - can pull singles with Feign Death and hold aggro easy

2.Cleric - your lifeline, hp buffs, and most importantly, rezzes

3.Beastlord (instead of mage) - Better all around damage per second pet class and can cast SoW for running speed for the group at l.30 - you'd be without it otherwise. I would aslo say that bst pets are generally tougher than mage pets - the beastlord and pet can backup tank if your SK goes down mid fight -- the mage could not, especially with dps pet out. Beastlords also have great high level attack buffs, backup slow/haste spells to enchanter, and cast added mana/hp regen spells at high level. Also has weak backup heals.

4.Enchanter - best slow/haste spells and mana regen buffs to keep that cleric castin heals. Enchanters are also the best crowd control. Bards are a great class but require a lot more effort to play well - twisting songs is physically strenuous - and high level enchanter charmed mobs will output far far more damage. But I suppose if your friend stuck with the mage - bard would at least give you run song. It's a big difference in haste/slow/mana regen though since the songs have to be twisted off and on.

The thing you're missing here of course is having a character who can teleport your group. But I think this group will give the most versatility in the combat encounters in the game assuming WR isn't too different from live. There are other class combinations you could try that might give you overall higher damage output - but this one would make for a stable exp group in most any situation.

I'm sure you could make it work with mage and enchanter combo, accepting that the grouping will be running everywhere slowly - or a mage bard combo with less haste/slow/mana regen/stability in crowd control. My vote is still for SK, Cleric, Beastlord, Enchanter. Best of luck to you!
 
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