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Whats a good 3 man Dungeon Crawl Combo?Follow

#1 Nov 26 2004 at 11:29 PM Rating: Decent
Hello -

My roomates and I have been going back and forth on what the ideal 3 man combo would be. We did not play Beta and are not sure what the new higher end dungeons are like and what is needed to be successful in them.

Right now we are at level 10 and in the process of doing our next step in our final class. We have but a Fighter, Priest, Mage right now.

What is the best combination (or ideal) combination for us to go? We came to conclusion that perhaps Coercer/Paladin/Templar would be very good for Heals/Mezz but are worried that the DPS would be so low. My friend thinks this would be best combo for the higher end dungeons because an Enchanter is always needed for mezzing.

I on the other hand think the best combination would be Wizard/Templar/Paladin (or mebbe Berzerker) because of the raw power and high DPS. We figured a Templar can take some hits if it needs to unloaded some fast heals, until things start to die.

We can only imagine what it is like, but would like to get some idea now what these new dungeons will be like so we aren't kicking ourselves later.

Please, anyone who has been to the higher end of the game please give some insight as to what is a good 3 man combo.

Thank you!
#2 Nov 26 2004 at 11:41 PM Rating: Decent
28 posts
Fighter, Priest, Scout/thief. Fighter & Scout for dps & Heroic Opp w/scout change. Thief for picking chests. Priest for rez & heals.
#3 Nov 27 2004 at 12:06 AM Rating: Decent
Thanks -

So what your saying is that in the higher end Dungeons of this game, needing to mezz or root mobs is completely not needed?

We figured atleast having the Wizard gives high DPS and allows to root for CC.

With Scout/Fighter/Priest then we would have no CC. I suppose it isn't needed then?
#4 Nov 27 2004 at 12:38 AM Rating: Decent
28 posts
It will vary on subclass chosen for each of the primary types. EQ2 dungeons are aimed at a party having 1 of each archtype (more or less). Why I say the scout, priest, fighter. Heroic Opps are the fastest way to take down higher lvl mobs (especially those with 2 up arrows). Without a mage archtype you will be sacrificing a dedicated cc & blaster, but I believe achieve a more reliable party survival (rezzer & heal) for lengthy engagements.

Some of the subclasses of fighters & priest have CCing abilites (I believe, don't have all the new spells quite fixed in head yet). But mainly went with scout/thief over mage for two reasons: chest in later game are almost always trapped (and good drop ones HURT ALOT if you don't disarm). Heroic Opps are the key killing tough mobs, being able to shift to the ones you can do will help alot.

Edited, Sat Nov 27 00:45:21 2004 by Retief
#5 Nov 27 2004 at 12:43 AM Rating: Decent
How much DPS is lost between using a Wizard/Fighter for HOs instead of Scout/Fighter? We like the idea of having atleast some sort of CC incase things get bad.

The biggest question is what specific classes make best combo, IE Wizard/Paladin/Templar or Coercer/Paladin/Templar, Wizard/Paladin/Mystic etc.

Edited, Sat Nov 27 00:47:25 2004 by Kurkis
#6 Nov 27 2004 at 1:16 AM Rating: Decent
28 posts
HO's are hard to quantify. They give a random effect:
1) Random added damage to next attack
2) mass party heal
3) random direct damage
etc..

If you feel more comfortable go with the mage. You can still do HOs but tends to be a little tougher. Also you will not have anyone in party to do disarms which will be tough latter levels (with loss of booty). Also note, a couple of the combos you have listed for consideration is evil/good/good. Meaning one of the party members will have to do a betrayal quest if he is starting off as good. That takes a little bit of work.

Personally I would go with Wizzy, Paladin, Mystic:
Wizard: DD & some CC
Pally: Heal & tank, believe still has a stun line later
Mystic: Rez, Wards, Slows, Heals (and I think has a move debuff later, but that might be Druid).
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