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A working 3 man group.Follow

#27 Jan 26 2007 at 8:46 AM Rating: Excellent
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if you dont use CC in eq, please uninstall.
In a small xp group, a single well-executed pull is worth a dozen mezzes.
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#28 Jan 31 2007 at 1:36 AM Rating: Decent
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Quote:
In a small xp group, a single well-executed pull is worth a dozen mezzes.


Good pulling IS CC;
    where
you control the mobs is a matter of geography, you're still controlling the crowd :P
#29 Apr 28 2007 at 5:48 PM Rating: Default
this is really old but the best combo i see would be....

Necro
Shaman
Wizzy or Mage...

Necro for pulls and out rageous DPS
Shaman for slows heals buffs
Wizzy for port alot of good DPS
Mage for pet tanking and giving pets summoned pet gear
#30 Apr 29 2007 at 7:43 PM Rating: Decent
ok, this'll b like my 1st post. i didnt even want to make a profile to do it. but figured id offer help..... the holy trinity is nice. an works good for alot of situations. but when i see people post about how certain classes can't do certain things... i feel the need to share some info i picked up... 1st is i leveled a druid to 65 or higher i forget, an loved em. but only because my computer sucked an i need the mobility an less zoning. an on the pvp server a gate/porting class always was nice....but i havent touched em since ldon cameout.... no one wanted me. i heard " lets get a cleric" all day long over my druid.... an then alot of groups sucked cause the slower sucked.... so i made a shaman. cause a enchanter didnt appeal to me 1 bit... the shaman rocked. was annoying to level. but he grew an changed as he leveled. 1st being a melee machine, then a pet class. he kept me entertained.... an the new proc spells. are friggin awesome. i was able to solo some named in RCOD with em... but i was told at about level 65 on my shaman that there is a clicky snare item.... i almost re-did my shaman for this solo ability... so my advice is if your going to make a shaman.. make a troll/ inny worshipper. an if a cleric darkelf/ inny.... the ability is to great to overlook. an to think i picked a frog shm, cause i thought the trolls natural regen was an unfair advantage... now im stuck waiting to play again to find myself a friggin shaman melee proc'n weapon that'll snare.... xygoz... i will find u 1day when i return. so ummm... dont listen to these posts. cause alot of peeps dont have a clue about the end game. an like it or not, thats where you'll end up. but make an account... go to the plane of knowledge. an ask questions for about a few hours an LISTEN an then weigh the decisions. an make a few buds while your at it. cause if u just plan on basicaly playing with the same 3 peeps.... theres gonna be times when its just the 2 of you. an i know a shaman slows like an ench, but heals a hell of alot better. an i'd make who ever is going to play the most.... the cleric... not the tank... cause meat shields are easy to find. good clerics are alot tougher. an when u make your cleric... make em DE inny... an shamans... troll/ inny.... or you'll b kicking yourself 30levels later. ohh an trolls look cooler then my ***** *** frog anyway...
#31 Apr 30 2007 at 5:22 PM Rating: Decent
The dedicated melee group would be:
Warrior, Cleric and Shaman

The warrior is The Tank, especially later on, the cleric will keep them all up and walking and provide things like Calm, the shaman is slower, buffer, DPS and secondary healer rolled into one.

The variant for more active players:
Shadowknight, Cleric, Beastlord

The pallies and SKs suffer as tanks, when it comes to raid mobs and high end encounters, but fpr group action they are fine, and offer usually more fun than a warrior. I choose SK over pally any day, as he can single pull in several ways and is better with DPS. Cleric is more or less a given, the king of the HP buff, the master of the rezz and the best healer. Beastlords can replace shammies/chanters for slowing and are better DPS. Less solid for crowd control and slows than the other two, but still a viable choice, unless you attack high end mobs.
The other option for the control slot is the bard, but I hate them for personal reasons, and they are difficult to master (i.e. be effective and not a walking TPK).

A group of casters could be:
Magician, Druid and Enchanter/Necromancer

Many mage/druid teams are around and are pretty efficient. So you only have to add a complementary class. Chanter is OK for slows and crowd control and his other stuff (he could charm, help fearkiting, etc.) is not bad, if he knows his job (not the easiest class to play). A necro is also a good addition, bringing a pet and murderous damage into the equation. Druids are the allrounder class, being able to heal, nuke, buff, track, and have nice travel spells.

My preferred full group of six (yes, you dont have six, but anyway :) )would be:
Warrior, Shadowknight, Cleric, Shaman, Druid, and Rogue.

In this group you have several redundancies and everything you need, even if one or two go LD. The warrior is primary tank, the SK puller and secondary tank, the rogue is the DPS and scout, the three WIS casters have all the nice buffs and every heal there is. Additionally they have the travel, rezz and utility spell lines. Theoretically the SK, druid and shaman can all have pets active, and all three have different DoTs, which does add to the total DPS, which is less than it could be in a high damage group, but works for everything a single group can tackle.
#32 May 05 2007 at 10:50 PM Rating: Decent
Shadow Knight, Cleric, and Enchanter.

Slow, Crowd Control, decent DPS from the SK, great heals, hp/ac buffs from the cleric, nukes from the cleric/chanter, strength buffs, runes, crack, etc.

Alternatively, I'd go with Warrior, Shaman, and Berserker. For a three-box, just turn on auto-attack with the serker, and you don't have to pay attention. Warrior does fairly decent dps, and shaman for slow/heals. Rezzes are way too easy to get nowadays, just go to the guild lobby and /ooc Anyone rezzing 96%?, and you're guarenteed to get a few hits in a few seconds (unless it's a slow time, but meh).
#33 May 07 2007 at 7:53 AM Rating: Decent
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I know that this is an older thread that was brought back to life.

With the direction that the game was taking, the role of crowd control was going to the wayside. Most pulls were sinlge even to break the camp. Even if it was a double or triple pull, once slowed the mobs were easy to handle.

I think with TSS and now TBS, the role of crowd control and pulling is coming back into play.

I am ranking these with a couple thoughts in mind: (1) the three person group is self-sufficient and (2) there are plenty of DPS classes that are LFG if you want to add.

1. Shadow Knight + Cleric + Enchanter: I am giving this the edge over the warrior group primarily for the snare component.

2. Warrior + Cleric + Enchanter

3. Warrior + Cleric + Shaman: A bulk of the zones that you'll level up in are still single pulls or can be pacified with the cleric.

4. Paladin + Druid + Beastlord: This might be a little tough on healing before the druid hits level 58. Your crowd control is the beastlord and pet as off tanks.
#34 May 18 2007 at 2:45 PM Rating: Decent
Necro, Shaman, Mage
at 71, 70, 70 we can take just about anything. all the pets and dots, who needs a tank?
#35 Jun 26 2007 at 7:18 AM Rating: Decent
21 posts
I grouped alot with some friends in a Paladin/Monk/Druid group. This worked very well for us for about 2 years. If we could find a slower LFG we could plow through pretty much any group content, and did pretty well without slows.
#36 Jul 14 2007 at 6:35 AM Rating: Decent
Wow, I spent a year and a half (yeah that should have given me my first clue)to level my Ranja to 75 and now I find out that absolutely NOONE even mentions the Ranja for groups - be it for threes or fulls??? and yet, wherever you go, there's always a ton of us Ranjas tripping and falling all over the place .... how can such a popular character be so utterly useless in everyone's opinion??? I know we have decent DPS but is there anyone out there who has a real use for us in the three man set up??

#37 Jul 15 2007 at 2:54 AM Rating: Decent
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647 posts
Inc dead horse!

Libbo, if played well, a ranger can fill any one role in any group. Perhaps a year and a half to get to 75 isn't enough to learn that as a class, we are second best at everything, there's always at least one class that can do Job X better than us, but no other class can step in and do ANY role. That is why you won't see rangers mentioned in 'ideal setups'.
#38 Jul 25 2007 at 6:05 AM Rating: Decent
I three box a:

warrior - can tank 3-4 mobs
ranger - paci pull, snare, root, OT and good dps (oh and group no drop invis for getting around!!)
shammy - slows, heals, buffs, dps and AA rez if necessary

my friend duos a monk and shammy very effectively and can pretty much have anyone come join him
#39 Mar 07 2008 at 6:41 AM Rating: Decent
19 posts
Ive had alot of luck with a Warrior, Druid, Cleric.

Ive been toying with the idea of switching the Druid out with a chanter, but so far I havent had the need. Warrior is 66, Druid 66, Cleric 62.

#40 Mar 19 2008 at 2:09 PM Rating: Good
Somewhere in this thread I am sure someone mentioned you have several slots for different toons on your account. My advice would be to take all the advice mentioned here, but go ahead and each of you make different "sets" of toons. By all means, make the healer, tank, DPS/CC/Slower/etc combo, but if you have different classes to choose from, you can tailor your group according to what you are hunting. Besides, you might get bored playing a Warrior everytime, and it might be a change of pace to be able to log it, and play a Pally instead, or go completely different and play a Wizzy. Does that make sense.

I 2 box, and as an example, when hunting mobs that dont or wont summon, I like to use a Ranger/Necro duo. If the nasties summon, then I like to go with a Cleric/Ranger duo. I also like my Shammy/Ranger duo, and Pally/Druid duo. I would experiment, and see what you like best.
#41 Mar 23 2008 at 6:15 PM Rating: Default
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You are all under arrest for Necroposting.
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#42 Jun 21 2008 at 10:10 AM Rating: Decent
I have always enjoyed Necroe/Ranger/Druid. Absolutely no melee other than pets.
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