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need help on 6 man groupFollow

#1 Sep 17 2007 at 11:30 PM Rating: Default
trying to get a few friends together an start lvl 1's and group together all the way up.

was thinking of
cleric for temp and rez, heals
paladin for tank, small heals and rez. support cleric in down time healing ups
shadow knight for snare and tank
mage for pet and mid nukes, dmg shielding
beastlord for pet, buffs to mana hp. heal support
wiz or druid for ports. wiz nukes well, finninshing attacks. but druid snare, and buffs nice too

what do you guys think.

i've seen lots of posts on 2-3 man groups but not a 6 man group
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To play well with others is to NOT GET THEM KILLED

5x eve online (Currently playing 2 accounts)
1x darkfall "worse game ever"
8x EQ 1 accounts char's lvl 30-52 7 years (3 accounts active)2nd fav
6x Asheron's call lvl 40-99 one lvl 132 (FAV GAME ALL TIME)
2 EQ 2
3 Horizons
3 WOW
3 DAOC
1 D&D online
4 FFXI
2 vanguard
4 anarchy
2 SWG
1 lineage 2
2 AOC
1 LOTRO
1 City of H / V
beta's AC2,lotro,eq2,aoc, lineage 2, darkfall, crimecraft, fallen earth, aion, Jade Dynasty
#2 Sep 18 2007 at 12:09 AM Rating: Decent
45 posts
I would drop one of the Pal or the SK and add a true puller. Bards are great and have great utility. Or a monk. Solid DPS there.

I would add in a Shaman. I like them the best for any group after a cleric. Sham buffs, slows and dots are very nice to have. Probally loose the Wiz/Dru for the Sham.

If played right just about any combo is fun and works fine. I grouped with a Sham, necro and ranger once. All three pulled one mob. They had it slowed, dotted up, ranger shot arrows while back pedaling to group, and the other 2 had their pets beating on it. By the time it got to the tank it was almost time for it to run away.

Two pallies in a group can be fun if you can coordinate the cross stunning.

When you get deep into the game Warriors are never a bad idea. If you ever want ot raid. Warriors are key.
#3 Sep 18 2007 at 12:17 AM Rating: Default
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Any group of six different character classes would work.
#4 Sep 18 2007 at 2:37 AM Rating: Decent
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1,906 posts
We are actually playing a 6 character group, although we're only 5 players (one is two-boxing); our classes are:

WAR as tank and CLR for buffs, heals, rezzes, undead nukes (these are two-boxed)
another CLR for buffs, heals, rezzes, undead nukes
NEC for awesome damage, mezzes and DMF
DRU for buffs, ports, snare, damage
BST (me) for buffs, damage, emergency tank

We're mid- to end-50ies and doing pretty well, imho.
#5 Sep 18 2007 at 2:57 AM Rating: Decent
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Bbot, I respect you but 2 clerics and a druid seems like severe overkill on the priest side. /shrug Play what you think is fun.
Basics to cover
Tank
Healer
B/U healer
Slower
DPS
Puller
SK would do for tank and puller (with snare)
Cleric healer / rezzer
shammy backup healer/slower
Wizard, wizard, wizard
SK: "inc %T...." BOOOOOOOM
SK: "i gotta pull again already?"

A ranger or monk could replace a wizzy if you want a backup tank
#6 Sep 18 2007 at 3:41 AM Rating: Decent
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I'm gonna add my 2CP on this....keep in mind everyone will have a different thought on the group tho.

Warr...tank
Cleric..best heals and ac buffs.
Chanter ..CC mana regen slows and haste.
Shammy...back up heals and buffies
Wiz....dps
Zerker...dps back up tank.
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#7 Sep 18 2007 at 5:32 AM Rating: Decent
There is a lot of combo's that work real nice. And up to about L60ish, even more than meets the eye, work.

A. Traditional setup 1 Tank: (Warrior/pally/SK/) 1 Healer: (Cleric) 1 Puller: (Bard/Monk) 1 Slower: (Shaman/Enchanter/BL/Bard/) 2 DPS: (most remaining classes)= Good solid group for all content, at all levels.

B.Non-traditional setups, want something different? Maybe.

c. Pure Pet setup- 5-6 pet classes, Something like 1. Cleric-temp/virtue lines for pets. 2 Mage 3. Beastlord 4. Necromancer. Now a SK or Shaman, or add additional Mages/BL/Necro. Your choice really.

d. Pure Kite setup- 5-6 Kiters, outside mostly though drawback. 1-2 Necro's, 1-2 Druids, 1-2 Bards, 1 Ranger. Maybe add a Cleric, or Enchanter, for Virtue line, or Kei line.

e. The undead hunter-killer setup. 1-2 Paladins, 1 Cleric, 1-2 Necromancers. Add DPS classes like a rogue/wizard etc to round it out. And to aid you more against non-undead mobs.
#8 Sep 18 2007 at 6:05 AM Rating: Good
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426 posts
From personal experience I would go with the wizzy over the Druid. I play both and in a tight the wizzy nukes will save a bad situation. Both have snare, can port - wizzy can send other folks places without haveing to go with them. and both get Exodus.

I had leveled my Druid to 66 and started my Wizzy as an alt. Before long the Druid ws basically retired and the Wizzy became the main on that account. Group that we now play is Encanter, Cleric, Necro, Wizard, Warrior, and there is a Druid that groups with us and at 75 she has an insty cast AA invis that doesn't drop - that's nice. I think probably a knight in place of Druid might give you a stronger group.Can self heal and has good stuns.
#9 Sep 18 2007 at 6:59 AM Rating: Decent
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1,906 posts
Srakeats wrote:
Bbot, I respect you but 2 clerics and a druid seems like severe overkill on the priest side. /shrug Play what you think is fun.
Well, it's a group of old real life friends who got only one character in this level range, so there's no big choice...
#10 Sep 18 2007 at 7:08 AM Rating: Decent
I replied to the other level 1 group topic, as well... Saying I'd be a shammy or pally there. But I've had the urge to be a wizard lately. What server?
#11 Sep 18 2007 at 7:17 AM Rating: Good
war (good tanks)
cleric (obvious reasons)
shammy (slows, heals, buffs, dps)
pally (snap aggro, rez if cleric dies, b/u tank)
bard (pulls, group benefits)
wizzie (ports, dps)
#12 Sep 18 2007 at 7:54 AM Rating: Good
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615 posts
How about something like 5 mages and a druid or 5 necros and a druid (druid mainly for ports)?
#13 Sep 18 2007 at 7:56 AM Rating: Decent
5 wizards and a cleric. AoE everything to death.
#14 Sep 18 2007 at 11:14 PM Rating: Default
thanks for the help and advice.

i'm liking the:
SK tank snare
shammy buff, slow, pet , b/u heals
cleric heal rez temps
wiz dps nukes and ports
paladin b/u heals, b/u rez if cleric dies, 2nd tank
monk dps, pulls

i like druid but dps not there and sk can snare wiz ports

what about ranger? instead of monk or palain. some dmg shield. pulls, tracking?
____________________________
To play well with others is to NOT GET THEM KILLED

5x eve online (Currently playing 2 accounts)
1x darkfall "worse game ever"
8x EQ 1 accounts char's lvl 30-52 7 years (3 accounts active)2nd fav
6x Asheron's call lvl 40-99 one lvl 132 (FAV GAME ALL TIME)
2 EQ 2
3 Horizons
3 WOW
3 DAOC
1 D&D online
4 FFXI
2 vanguard
4 anarchy
2 SWG
1 lineage 2
2 AOC
1 LOTRO
1 City of H / V
beta's AC2,lotro,eq2,aoc, lineage 2, darkfall, crimecraft, fallen earth, aion, Jade Dynasty
#15 Sep 18 2007 at 11:39 PM Rating: Decent
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647 posts
I'm tempted to say OF COURSE take a ranger, but...

You implied that you will bring in someone who are new to EQ. In that case, I'd suggest you go for the parent classes first, just to make sure people understand at least one set of skills before they start a hybrid class. I'm not saying you have to be a rocket scientist to play a ranger (or another hybrid class), but to learn to play one well does take a tremendous amount of hard work, not to mention, in the ranger's case, a certain masochistic streak.
#16 Sep 18 2007 at 11:44 PM Rating: Decent
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647 posts
Edit: double post

Edited, Sep 19th 2007 9:45am by Whitman
#17 Sep 19 2007 at 6:01 AM Rating: Excellent
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Shaman with alchemy can make all the ds shields you want.
Mage gets a nice ds spell, wizz and chanters lesser ones.

Shaman, Cleric, Wizard, Mage, Warrior,or Sk or Paladin, and Monk would be my choice.
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#18 Sep 19 2007 at 6:17 AM Rating: Decent
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Warrior
Monk
Cleric
Shaman
Wizard
Rogue
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#19 Sep 19 2007 at 9:50 AM Rating: Good
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223 posts
I would lose the Paladin, the mage and the beastlord. Replace them with:

1. Mage - wizard, better DPS.
2. Beastlord - shaman, still nice DPS, better slow, much better buff
3. Paladin - Bard, CC, pulling better than SK, nice DPS group. Could add another wizard.

This is of course my own opinion.
#20 Sep 19 2007 at 1:10 PM Rating: Decent
cleric
chanter
monk
warrior
pali
druid for back up healer and dps


the perfect group. you have slow, clarity, plenty of heals, tank and back upo for off tanking, crowd controll, snare, root, rez, the whole package.

could get away swapping the druid for a shaman/ranger too.
#21 Sep 19 2007 at 2:44 PM Rating: Good
Quote:
cleric
chanter
monk
warrior
pali
druid for back up healer and dps


to be honest i dont really see a druid as that much dps. i'd get rid of the chanter for a shammy, not likely to get adds from pulling with a monk.
#22 Sep 19 2007 at 3:27 PM Rating: Decent
Druids are more than just backup healers. More than just dps (however high or low you rate them). More than just ports and buffs.

Druids also have a very strong line of debuffs. Even below 65 Druids can stack up to 3 debuffs on a mob to lower melee stats. AC, ATK and fire resist normally.

Hand of Ro, Immolation of Ro and Ro's Illumination should all stack to lower AC by 57, ATK by 180 and Fire Resist by 107.

Those are pretty significant numbers. Any group having a challenge against tough mobs would notice the diffence with the mob debuffed like this.

If you keep a druid for this group then stick with the chanter. If you decide to ditch the druid for some other dps class then you should also ditch the chanter for a shaman as you will probably want someone able to backup heal in the group.
#23REDACTED, Posted: Sep 19 2007 at 7:45 PM, Rating: Sub-Default, (Expand Post) to be honest i dont really see a druid as that much dps. i'd get rid of the chanter for a shammy, not likely to get adds from pulling with a monk.
#24 Sep 19 2007 at 11:08 PM Rating: Good
we're now thinking
cleric
wiz
mage
sk
sham

monk or pally

i see monk for fulls and dps
but pally for extra heals when cler and sham low. plus the extra rez for cleric and better tank then monk
____________________________
To play well with others is to NOT GET THEM KILLED

5x eve online (Currently playing 2 accounts)
1x darkfall "worse game ever"
8x EQ 1 accounts char's lvl 30-52 7 years (3 accounts active)2nd fav
6x Asheron's call lvl 40-99 one lvl 132 (FAV GAME ALL TIME)
2 EQ 2
3 Horizons
3 WOW
3 DAOC
1 D&D online
4 FFXI
2 vanguard
4 anarchy
2 SWG
1 lineage 2
2 AOC
1 LOTRO
1 City of H / V
beta's AC2,lotro,eq2,aoc, lineage 2, darkfall, crimecraft, fallen earth, aion, Jade Dynasty
#25 Sep 20 2007 at 10:19 AM Rating: Decent
Replace the SK with the paladin, and take the monk.

1.Paladin-MT, snap aggro/ DPS machine with proper gear/AA against the undead
2.Cleric- More heals, and styles, than china has rice. Monster HP/AC buffs, and Stackable Spell haste, and a various Damage mitigation buffs. Reverse DS.
3.Wizard- Ports/evac and can burn down a target, can snare and kite a targets.
4.Mage- CotH/DS high DPS, pet who could off-tank.
5.Monk- Puller, and high DPS, can off-tank.
6.Shaman- Slow debuffer, buffer, backup healer- Puma line/Wunshi line and a buff to increase %avoidance instead of the ole tired agility buffs.

Not a bad group really. Mobs if undead won't last but 30-60 seconds, if there not undead they still not going to last long.

This group could be boring for whoever plays the cleric.

Edited, Sep 20th 2007 2:20pm by HealerMedic

Edited, Sep 20th 2007 2:20pm by HealerMedic

Edited, Sep 20th 2007 2:22pm by HealerMedic
#26 Sep 20 2007 at 10:56 AM Rating: Decent
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297 posts
Quote:
This group could be boring for whoever plays the cleric.


I'd be a cleric for this group anyday of the week. It would break up the med-heal-med-heal-med-buff-med-heal tedium that is the life of a cleric. This group would allow for melee and/or nuking by the cleric.
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