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#1 Apr 03 2004 at 5:58 PM Rating: Decent
What would be your ideal group class wise? This being 6 ppl from level 1 and up for exp purposes.
#2 Apr 03 2004 at 6:10 PM Rating: Good
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564 posts
I'd go with a warrior, mage, necromancer, beastlord, enchanter, and a druid.

You've got heals, crowd controls, slows, hastes, ports, sow, plus lots and lots of dpsSmiley: smile
#3 Apr 03 2004 at 7:37 PM Rating: Decent
k how about something to go with a cleric/necro/enc
#4 Apr 03 2004 at 8:26 PM Rating: Good
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564 posts
Hmmm cleric, necro, enc huh? I'd go with some sort of a tank(warrior, shadowknight, paladin) to hold aggro, then 2 more dps classes. If you are talking about putting together a long term group, I'd suggest either a druid or wizard, as ports can save a lot of time. So put in your choice of either of those for the fifth slot, and grab one last dps class for the sixth(I'd choose a beastlord, but that's for personal reasonsSmiley: wink2, and she wouldn't be the last member of my group choosen either) and final slot.

Really you can't go wrong no matter what you choose since you have the basic support classes covered already. Even skipping the tank entirely and doing 3 more pet classes would be a workable situation.

Edited, Sat Apr 3 20:27:45 2004 by danreynolds
#5 Apr 03 2004 at 8:27 PM Rating: Decent


Take a Cleric a Necro and an Enchanter

A few good combinations...

1. A tank... Preferably a WAR but a Pally can suffice in a pinch.

2. A wizzy for Nukes/Evacs (I think wizards are the most unappreciated class in EQ)

3. Honestly any other DPS class although I'd favor a BL.

As far as the ideal group it's quite hard to define. I've found many configurations that work as well as the next.
#6 Apr 03 2004 at 9:07 PM Rating: Decent
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75 posts
Most of these groups would be best for 50+ groups but would work for just about any level.

Kite group. 5 necro's and Me =)

actually have been in this type of group before in PoV. Never killed stuff so fast in my life =)

Ldon group.

1. Pally/sk (tank), any 2 DPS classes (including necro mage along with all other melee's), Cleric, shaman, enchanter

I only wish all my groups were like this =).

PoP group

War/SK/Pally (tank), Ranger/Monk (puller), Shaman, Cleric, Enchanter, and of corse Mage/necro/beast (pets always good to have in case you need to pet pull)

IMO the best all around group would be

Sk (tank)
Ranger (cuz me like rangers)
monk/rogue (dps)
Enchanter (boon/ubah haste/crowd control)
Shaman (slows and buffage)
Cleric (to heal my busted ranger butt =)
#7 Apr 03 2004 at 11:56 PM Rating: Default
Tank
-1.Warrior
--2.Paladin
---3.Shadowknight

Melee DPS
-1. Rouge
--2. Monk
---3. Ranger
----4. Berzerker

Nuker
-1. Wizard
--2. Druid

Support
-1. Enchanter
--2. Bard
---3. Shaman

Main Healer
-1. Cleric
--2. Druid
---3. Shaman

Pet DPS
-1. Necromancer
--2. Beastlord
---3. Magician



This is the a base. Things might need to be swapped around depending on where you're xping and class aviabllity.
#8 Apr 04 2004 at 12:37 AM Rating: Good
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781 posts
Perfect group for me is 6 people who work as part of a team, when they group.
Who know what their class can and can't do, who know the basics of what all the other classes can and can't do and who will do as the Group Leader ask them, with out arguing the point.

One good puller, who can bring a new mob into camp, just as the previous one dies.
A good MA/MT who can keep agro.
Good melee who know to assist the MA/MT.
Good casters who know how to wait a little, before nuking, so the chance of getting agro is small.
A healer who uses a heal hotkey, so the rest of the group don't have to guess who is getting the next heal.
A player who doesn't run around in circles, while the tanks try and get the mob off them... (very annoying)
People who don't use AOE DD spells and keep wondering why they get lots of nasty agro.

Ok... ok...
Give me five Beastlords and a Druid/Cleric


Edited, Sun Apr 4 00:37:25 2004 by lagduff
#9 Apr 04 2004 at 2:30 AM Rating: Decent
2 clerics and 4 warriors.
#10 Apr 04 2004 at 2:52 AM Rating: Good
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8,619 posts
Tank: Shadowknight.
Healer: Cleric
Utility 1: Shaman
Utility 2: Bard
DPS 1 : Rogue
DPS 2 : Mage

My thoughts are:
Tank:
Sk for Tank due to snares, Aggro management and at high level pet pulls, while Pallies are also good at pulling after 60ish they drop off and with a bard in the group your ok for most pulls anyway. Warriors while better dps and mitigation they don't add that little something 'Extra' to a group.
healer
Clerics are best period. Sorry druids and Shammies but if i have a choise i am taking the cleric.
Utility:
Shammy for slows/haste, Bard for Crowd control basicly, the reason i take those two is because of what they can do in ADDITION however. With a Bard i now have the best puller in the game, mana regen staking haste, combat buffs, DPS, tracking in a smal form. With a shammy i get backup healer, Dots, a Pet and buffs that stck with the clerics.
DPS:
I like rogues for some reason so i take them if i have a DPS slot open, the DPS with no requirement of components or mana from lvl 10 is huge and Pick Lock is nice to get into places that others fear to tread. Mages give me better sustained DPS with pets and CoH should not be underestimated, they also have UBer DS.

Here endth the drivel.
#11 Apr 04 2004 at 5:04 AM Rating: Decent
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3,212 posts
My ideal group would be Smash, Jophiel, Samira, Tehom and Calimyr.
Who cares about their class, they have shown on this board great game knowlege and skill.
Besides Jophiel is a bard. ;)

Edited, Sun Apr 4 06:05:03 2004 by Jonwin
#12 Apr 04 2004 at 6:48 AM Rating: Decent

================================
(pets always good to have in case you need to pet pull)
=================================

Pet pull, how does this work please?

Thanks
#13 Apr 04 2004 at 7:53 AM Rating: Decent
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261 posts
Heh, this may be my first chance to answer a post as I'm still new but,

Pulling with pets - As a Beastlord who often solos, I use Trumpton (the wolf) to pull when mobs are in groups and I don't want to fight in range of adds. I'll give it a 'pet attack', then as soon as he has engaged, call him back. The mob follows until we both take him on at a place of our choosing. Marvellous.

Only problem with this is that if the mob hits the pet, it's sometimes difficult to get him to retreat. In which case, lots of pet heals or run in and help if you can risk it (or sacrifice pet - never if I can help it)

Apparently in about 10 years I'll get AAs and be able to better control my pet to help this.

Hope this helps,

Lance
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