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best classes to play grouped, and why?Follow

#1 Sep 29 2004 at 5:58 AM Rating: Decent
i hate spending hours looking for info in the forems, i saw the least favoured classes
berserker, ranger, monk, mage.

so what class is good for what?
what hits the hardest, tank wise, and magic wise
hmmm, basicaly. lest say i have 5 friends that want to start eq. and we plan to play together from day one and lvl one.
what classes should we role?

what should tank? should there be 2 or 3 tanks?
who should be the healers, 1 or 2 or even 3, hybrids?
magic-users what would be best.

i thought would be.
tank 1: paladin, heal after battle
tank 2: bard, mana, heal, and haste help
healer 1: cleric, ac buffs, rez in future
healer 2:druid, for shields, buffs and dots
or shammy to help with buffs
magic-user 1: necro, for added dots with druid, mana help, pet dmg
or wiz, i hear they hit hard with direct and AE spells

what do you guys feel is the best combos for groups? for lvls 10-30? 30-50? 50+
what class should lead this group?
i need help to make a plan for us to lvl fast and be usefull to eachother and others we group with when were lvl 60-70. i remember reading necros were best for soloing, as with druids, and groups for them were good, but only till 50's then noone wants then in thier group. i seems hybrids are out, and only tanks that are good, have to have the gear. and spend real money to get it.
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#2 Sep 29 2004 at 6:07 AM Rating: Decent
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/drags dead horse from barn. Proceeds to beat it.
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#3 Sep 29 2004 at 6:12 AM Rating: Decent
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1. Tank should be warior. Best in the game.
2. Get a Druid in there for buffs.
3. Get a Beastlord in there as well. Pet's good to fight.
4. Get a Cleric for sure.
5 Get another tank. Maybe Paladin or Shadowknight. SKs get better over time.
You can maybe sub the druid for a shammie... whatever floats yer boat.
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#4 Sep 29 2004 at 6:16 AM Rating: Good
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If you're going all the way to level 70, you'll find that a warrior is really the tank to have.

But both a SK and a Pally can grab and hold aggro better.

I'd take a pally, to be honest. Backup heals, stuns, Paci for a while, you get lots of utility out of him, expecially when the cleric needs a res. By the time you get up to level 70, I'm sure you'll have met a few warr friends and have lost at least one of your group of buddies to attrition of some sort.

Bard is always a good addition to any group. As an alternative, I'd put Enchanter here. Bard can CC to an extent, but nobody does it like a chanter. Don't forget about the benefits of added mana regen and the fact that they can charm mobs for some great temp pets.

Cleric is very nice to have along for rezzes and the excellent healing.

I'd take a shammy over a druid for the next slot. Tons of buffs, haste/slow, Dots, and debuffs.

Necro for your 5th spot. Lots of utility and better DPS than many give them credit for. Backup res, finding corpses, some mezzes, twitch in a pinch, FD, etc. Necro is a good addition for sure. Alternative here: Monk. Doesn't have all the benefits of a necro, but that FD is a very handy tool to keep available to the group.

Last spot. Wizzy or rogue. Either way, you're looking for added DPS. Endgame, nobody can dish out the damage the way a wizzy can. Rogues, on the toher hand, offer a couple of extra skills to the group, like picking locks and disarming traps, while still bringing excellent DPS to the table.

A lot depends on what classes everone wants to play. You could go magic heavy or magic light. Everyone has to have fun for it to work, though.

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#5 Sep 29 2004 at 6:16 AM Rating: Default
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Rangers need a DPS upgrade and an upgrade to our outdoor Harmony spell, but otherwise we're all right.

How many people are you planning on playing with? For three... your best bet is probably going to be Warrior/Paladin, Cleric/Druid, Enchanter. For a group of four... Warrior/Paladin, Cleric/Druid, Rogue/Monk/Ranger, Enchanter.

Tell me how many people you plan on grouping with and this would be easier. =p

EDIT: 6 people? Hrm... a few good configs present themselves.

Config 1:
Tank: Warrior/Paladin
Healer: Cleric
CC/Slow/Mana Regen: Enchanter
DPS/Pulling: Monk
DPS: Rogue
DPS: Rogue/Wizard

Config 2:
Tank: Warrior/Paladin
Healer/Slower: Shaman
Healer/Utility: Druid
CC/Pulling/Mana Regen: Bard (FYI; playing a bard well takes a lot of work with twisting songs. Not for people who don't want Carpal Tunnel syndrome).
DPS: Rogue
DPS: Rogue/Wizard

Edited, Wed Sep 29 07:23:02 2004 by RPZip
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#6 Sep 29 2004 at 6:49 AM Rating: Decent
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This subject was beaten to death no longer than 1 week ago in the 'Ideal Group' Thread.

However since AB is down again and i am having my dinner i will repeat what i said there.

a group from 1-70

1.Warrior
2.Bard
3.Chanter
4.Cleric
5.Rogue
6.Beastlord

1. Tank.
I take a Warrior purely because i have 2 CC in the group and a puller, this takes away the primary utilty of a Paladin <Pac/pull> and to be honest if you die with this group you really have made a pigs ear of things.

2. Puller
Bards are the most consistant <quick> pullers in the game and the only class i would ever step aside for as puller with my Pally <pre lvl 55 mobs of course> Add in Mana song, overhaste, CC and the milllion other things a good bard can bring.

3. Haste/slow
Could take a shammy but at high end Kei is more important than Fo7 since gear can max Sta and Str easy enough. also add in CC, DC at higher levels,

4. Healer
If you are going to only have 1 primary healers in a group you need the best and the Virtue line of spells makes life so much easier. You could swap for a Druid but you will struggle high 40's and low 50's when the druid heal is weak.

5. DPS
Again toss up between Rogue, Wizzie and Ranger, i prefer rogue purely because they are the least equipment dependant, but to be honest any of the three could fullfill the role with Wizzie bringing ports and rangers track.

6. Pet class
At the moment the best class in the game, huge versitility, can off tank, slow if the chanter is absent, shammy buffs etc etc. Necro and Mage are also good considerations for thsi slot.



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#7 Sep 29 2004 at 7:15 AM Rating: Decent
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Go with Tavs game plan.. It looks good to me.. BUT I am sorry I like all the other classes as well..

In high level outdoors zones rangers ROCK.. Good DPS, good puller, Snarer and ATK buffs..

Mages have good DPS.. CoTH is very useful.. Mana sticks.. Good utility buffs..

The key is the dude BEHIND the toon..
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#8 Sep 29 2004 at 7:23 AM Rating: Decent
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Class of 92 was great fun last time we had reuinion. Best group experience I had for a long time :p
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#9 Sep 29 2004 at 9:34 AM Rating: Decent
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I'd say Tarv's setup is ideal. I, personally, would use a ranger instead of the rogue, but that's just a personal judgement.
#10 Sep 29 2004 at 10:13 AM Rating: Excellent
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You could swap out a druid for the bard and/or a mage for the beastlord.

Really it depends on what people want to play. You're always going to do better with a class you enjoy, bottom line - as long as you don't do something really goofy like all rogues.

You could decide that you're all going to be gnomes or Vah Shir, for example (or three of each, why not), and build a group out of the available classes. If you're doing a group for friends to hang out and have fun, then be a little creative about it or it's just going to end up a grind disguised as friendship.
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#11 Sep 29 2004 at 10:50 AM Rating: Decent
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Refering to Tarv's set up:

I dig it man, but who snares? Sacrifice the rouge for a ranger?
Who does more DPS, rouge or beastlord?
#12 Sep 29 2004 at 11:11 AM Rating: Decent
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Quote:
I dig it man, but who snares? Sacrifice the rouge for a ranger?
Who does more DPS, rouge or beastlord?


Bard snares baby! Not to mention the overhaste/regen/mana/etc.
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#13 Sep 29 2004 at 12:23 PM Rating: Decent
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Tav's group does sound decent. At the high end, a beast's slow and buffs pretty much off-set not having a shammie. Personally though, I'd take a wizzie instead of the rogue. DSP, AE snare, and a ride home when you're done.
#15 Sep 29 2004 at 5:23 PM Rating: Decent
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Shamans for slows and buffs as well.
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#16 Sep 29 2004 at 5:38 PM Rating: Decent
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1. Tank - Shadowknight, Paladin , Warrior. Whatever makes the player tick.

2. CC. Bard / chanter. Pick one. Don't go with one of each. Like having 2 character that have the same role in the group.

3. Healer. Druid or cleric. Hard choise here. Cleric brings superior healing and ressurrection , but the druid brings versatility. Having a druid you dont need to have another snare in the group. Could possible go with paladin tank for add healing during downtime / ae healing at later level.

4. Slower. Beastlord or shaman. really depends on what kinda of CC you choose. If enchanter I would go for Beastlord cause beastlords slowing abiltities doesnt shine untill later levels.
If you go with shaman I would choose bard for CC. At later lvl the Shaman doesnt need the crack. On the positive side, Beastlord bring superior dps compared to shaman.

5 and 6. DPS. Here you have numerous choises. really depends on your other pick for the group. Here you can add ; ranger , rogue , wizard , mage , berserker , necromancer etc etc.

Ranger , if you dont have a snaring class. Ei Shadowknight druid nor nercomancer. Brings versatility.

Rogue, excellent explore / puller at later lvl + great dps.

Wizard, brings a nice bang for the buck. tho very mana expensive.

Mage, Summon weapon / dps.

Necromancer, simply versatility at its best.


The combination are endless. Buttom linie is , whatever makes your players tick. Fun above all.
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#17 Sep 30 2004 at 9:13 AM Rating: Decent
thank you all, it sound great, i do like the plan of
paladin tank, and after battle heal, later in life res.
beastlord, 3rd tank with pet, heal, and a few buffs
bard, 2nd tank, heal and mana regen
ranger or rouge, both sound fun.
druid, as healer, and snarer,and porter with 3 other who can heal in a pinch, i think druid better then cleric here. i have high lvl cleric who can res when needed, plus a high lvl shammy for buffing, if needed
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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
#18 Sep 30 2004 at 9:16 AM Rating: Decent
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Look REAL close at my post Druidhater. I said you COULD sub the druid for a shammie (that's slang for shaman you know).
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#19 Sep 30 2004 at 9:50 AM Rating: Decent
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someone to take hits someone to heal said perspn taking hit and then someone to slow the mob hitting the person. Ther thats a good

#20 Sep 30 2004 at 10:20 AM Rating: Decent
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1. Warrior
2. Paladin
3. Chanter
4. Cleric
5. Shammy
6. (pick one)

But take all you read here at face value. I'll show you a lineup I had last night in an instanced OoW adventure.

1. Warrior
2. Paladin
3. Chanter
4. Shammy
5. Shammy

We eventually picked up a cleric but were doing just fine without one.

Rather than ask which classes make up the best group, maybe you should think in terms of what abilities you need. While some classes are clearly better than others at particular abilities, a sharp group can make do quite nicely with "substitute classes".

1. Tank
2. Crowd Control
3. Healer
4. Buffs
5. DPS

But even this is subjective. Experiment. Not much in EQ is etched in stone.
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#21 Sep 30 2004 at 11:07 AM Rating: Decent
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Why would you want two tanks?
#22 Sep 30 2004 at 11:10 AM Rating: Decent
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If one falls, it's good to have a backup. Maybe the baddie is tough, and the healer might say those dreaded words "Out of mana". Then the tank is screwed unless there is someone else to help him deal the punishment.
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#23 Sep 30 2004 at 11:15 AM Rating: Decent
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2 tanks is **** on the healers though. be better to grab a beastlord to OT or a ranger plus you loose massive dps which is bad for healers(the longer it take you to kill a mob the more mana a healer has to use).
#24 Sep 30 2004 at 11:36 AM Rating: Good
Quote:
If one falls, it's good to have a backup. Maybe the baddie is tough, and the healer might say those dreaded words "Out of mana". Then the tank is screwed unless there is someone else to help him deal the punishment.

no, 'cause, if the cleric is oom and the first tank goes down, the second one goes down about two seconds later. I'd usually much rather have an extra dps class.
#25 Sep 30 2004 at 12:12 PM Rating: Decent
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"2 tanks is **** on the healers though"

Only one of the 2 is tanking at any one time. If you have the second melee behind the mob, there's no riposte damage to worry about.

If there are 2 melees and both are taking damage, someone's doing something wrong.

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#26 Sep 30 2004 at 1:30 PM Rating: Decent
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Frankly, if you're playing in "the perfect group", EQ turns into the most mind-numbingly boring game out there. Yay Diablo 2!! I can't die!

Seriously, Golden Groups are powerful for sure, but I play the game to have fun also, so I don't mind a little "weirdness" thrown into the game.

If the person can play their toon, then it's all that matters in the end.

I'm *still* amazed at the mentality of "we need a cleric", "we need an enchanter", "we need class X"...even for stupid little LDONs on normal setting.

A ranger (or rogue?) I grouped with earlier (with my 59 druid) couldn't believe we were about to actually attempt an LDON without a cleric /GASP!

After the rather successful run as my druid healing, he said "wow we lived even with a druid healing!"

/boggle.


when I told him as my necro, I had done *several* LDONs (normal) at level 65 with only a SHAMMY as the healer, and puller....and CC (with ranger), he couldn't believe it...but man those were the best ones.
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