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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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#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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#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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#27 Oct 01 2004 at 9:37 AM Rating: Decent
i agree with two tanks.
a beastlord with pet doing the 2nd tank, beast can use spells
or a paladin as 2nd tank, again can use healing spells as cleric gets mana, back.

and with the idea i had earilier, 4 healers in group
mabe instead of rouge or ranger. put a cleric in, 5 healing possiblities, great for low down time. cleric has ok dps i think? not great but could help finnish off. plus using driud dots.
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2 EQ 2
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#28 Oct 01 2004 at 10:20 AM Rating: Decent
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The only down side of playing a warrior as a tank is if the guy playing him is online alone and cannot find a group, it can be boring. And hard. And frustrating. Maybe I'll change my group suggestion to be as follows:

1. Tank-Pally. CAN solo in certain areas and heal as well if needed.

2. Tank-Beastlord and /or it's pet. Has some buffs that can come in handy too.

3. Healer-Cleric. Awesome spells and nice buffs,

4. Healer-Druid. Trust me, they can heal. Nice buffs too. Also good to prt to places.

5. Misc..-Wizard/Shaman/Necromancer. Wizzie has awesome spells which can do a ton of damage. Shaman has sweet buffs and a pet to help tank later on. Necro has cool DoTs and an undead pet. How sweet is that?

This is just my opinion remember, it's not set in stone...yet.
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#29 Oct 01 2004 at 8:29 PM Rating: Good
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Just to add an interesting twist to this, you could make an "ideal AoE group":

bard (puller)
wizard
wizard
cleric
enchanter
enchanter

Go to a zone with a large number of melee only mobs, bard runs around and agros about 30 mobs and drags them into a corner or dead end somewhere. Chanters essentially chain cast their PBAoE stun spells. Wizards basically chain cast their PBAoE nukes. Cleric heals as needed for when mobs resist the stun and start mashing wizards or chanters, otherwise can toss in their PBAoE nukes.

When sick of doing AoE, this group could probably successfully switch to using charmed mobs as tanks/dps. A druid replacing one of the wizards would make that easier, but would reduce the DPS when doing AoE.
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#30 Oct 01 2004 at 9:48 PM Rating: Decent
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Seems to me that slow/haste ability has been over looked for the most part. Having the mob do less damage, and the melee types doing more damage is a huge advantage.

Also having a slower who is not cc helps keep the chanter alive long enouh to gain control of the crowd.

For me I would take a Warrior, Cleric, Chanter, Shaman. With these four classes you have everything you need at very low lvls. For the 5th slot I would take a mage or a ranger or a druid or a wiz, or a...
#31 Oct 02 2004 at 12:49 AM Rating: Excellent
I agree with not worrying about the perfect group. Let people play what they want between 6 people, you will generally get everything you need.

I have been doing some griping about rangers lately, but in reality ranger are certainly not a least favoured class.

I might put some thought into maybe making a bit more of a robust group.

ie what are the chances that all 6 of you will be able to play at the same time, you may often be missing 1 or 2 people, so it would be an advantage to have a couple of tanks, a couple of healers, and a couple of slowers.

I would try

Shadow Knight - Tank, with snaring.
Pally - Tank, and lower level pulling.
Monk - Pulling and DPS
Shammy - Debuffing, Slowing, Stat buffing, Regen, Haste, Backup healing
Enchanter - CC, haste and slowing
Cleric - Healing, Buffs

I like this because, even if your monk doesn't show up, DPS classes are a dime a dozen. It would be easy to pick up a Ranger, Rogue, Beast, Monk, Wizard, Mage or Necro to fill the slot. As for the rest, any one person that does not show up will not affect you too badly.

Again, this is not a perfect group, but it has redundancy in almost every area.
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#32 Oct 03 2004 at 12:29 AM Rating: Decent
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What ever you can get at the time!!!

Also it depends where you are but if the world were perfect i would take a
War or Pally tank(depending on where Im going and how many HP they have but for some things I like grouping def disc comes in handy :P)
Cleric(duh)
shammy(main slower/disease slower back up healer)
Wizard(me)
Chanter (CC/secondary slower)
Bard or monk

Thats my ideal group sub a cleric for chanter if I want to do lucin raid mobs


Now for pure AA grind

3xbeast
wizard
bard
cleric in PoV inner I have never done this my my friend pulled 15 AAs in 3 hours with this group.....insane


OHHHHHHH i saw someone listed a PBAE group I love them(though I do it a bit differently(A bit more risky) Chanter cleric 4xPBers Wizards or druids though a bard helps.....unually have the chanter rune himself and pull.....did it a lot why back when in ssra basement sharding pull like 20 skellies and PB the **** out of them :P )

Edited, Sun Oct 3 01:33:22 2004 by elorianBLAH
#33 Oct 03 2004 at 3:05 AM Rating: Good
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You would take a shaman, enchanter and bard in your perfect group?

/chuckles

And I agree: grabbing two tanks is rediculous. If you are really that scared that your tank is going to fall, bring a ranger for weaponshield. Hell, even I can can go "DA" for 2 ticks.
#34 Oct 03 2004 at 1:41 PM Rating: Decent
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Just play. You make it sound like you are trying to form a seal team to take down a small country. Hey friend one, what sounds fun... ok cool you play that, friend two oh picked that alrighty...etc.

But if I was choosing, personally as a necro my favorite setup is:

Necro
Shaman
Druid
Paladin
enchanter
Beastlord

Right there is buff central. I see no better combo.
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#35 Oct 03 2004 at 3:27 PM Rating: Decent
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Yes i would but I would also sub a monk for bard for pulling. Bards may not have the best dps but they can help mine out a lot =) plus the hp/mana regen is nice.
#36 Oct 04 2004 at 1:56 AM Rating: Decent
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I'd do somethin like this

Warrior (tank)
Enchanter (crowd control/buffs)
Cleric (heals/buffs)
Wizard (DPS)
Beastlord (DPS/buffs)
Bard (puller, focus effects)

I've had a group like this before, and it was just awesome :)
#37 Oct 04 2004 at 8:57 AM Rating: Decent
how about something odd like this, for fun mainly but also possible fast killing. if pulling done right

Druid, + possible animal pet to snare and pull, heal.
beastlord + pet
beastlord + pet
beastlord + pet
mage + earth pet, as earth pet roots, sometimes
necro + pet , necro mana help

this would make it 11-12 on 1 or on a few, all pets attacking one and all others attacking another. necro ,mage, druid DOT one other rooted or feared?

6 beastlords might be fun, heals ok, some buffs, good pets
could be neat to try.
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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
#38 Oct 04 2004 at 9:08 AM Rating: Decent
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Quote:
Druid, + possible animal pet to snare and pull, heal.
beastlord + pet
beastlord + pet
beastlord + pet
mage + earth pet, as earth pet roots, sometimes
necro + pet , necro mana help


I've actually done pet groups before. Once my ranger got invited to pull/tank for one in PoD. It was scary being the only melee in the group, but it worked out pretty well... once the pets got aggro at least. I just had to make sure that I slowly backed away as the pets were taunting. I've also done pet groups with my necro. They can really tear things up in the right situations, but aren't ideal for all.
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#39 Oct 04 2004 at 9:50 AM Rating: Default
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They're actually quite decent in most situations, although you rely on your Beastlords perhaps a little too much in that group makeup. I'd go with something like;

Beastlord x 2: Slows, pet heals, good pets.
Mage x 2: Nukes, pet heals, pet items, good pets (Air pets for stun).
Bard x 1: No pet, but more utility than a Druid- group mana regen, Chants, etc. With all the casters in the group, the mana song will keep them in plenty of mana for heals/nukes/whatever.
Necromancer x 1: One of the weaker pets, but great utility- DoT's, corpse summoning, fear, etc.
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#40 Oct 04 2004 at 12:03 PM Rating: Decent
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A ton of fun is:

3 X Mage
1 X Beastlord
1 X Necromancer
1 X Enchanter

Very very risky in some situations but overpowering if played right.

Mages use firepets early on then switch to air pets level 50 and up. Mobs have very tough times even attacking due to being slowed and chain stunned from pets. Necromancer and beastlord have minor heals for when something goes wrong, then again none of those listed classes have a lot in the way of hitpoints so minor heals work just fine.
#41 Oct 04 2004 at 3:42 PM Rating: Decent
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If you feel that pet group above is too risky at times you could sub a Sham for the beastlord.
#42 Oct 13 2004 at 10:03 AM Rating: Decent
we tested beastlords x2 with a necro, made it to 12th after 9th when the beast got thier pets, it is fun to play this group. but now solo for weekdays i'm playing a warrior,
and when buffed well and tinked with +18 hp regen items, he's soloing bandit camps at 12th to 15th.
and now kurns tower at 17th lvl, swamed with 4-5 blues and 1-2 white cons, my health stayed above 90% and in seconds 100% whith the regen items.
at first i never planed on using a warrior, but as i started all these other classes, i noticed that in groups what roll do i want to play. do i want to be in the back as a cleric doing nothing but waiting to heal, do i just want to send in pets do fight for me, or do i want to be upfront and and kill everything in site. i think being a warrior would be the most active and fun. i did think about hybrids, paladin or sk. i did sk before, didn't like it. paladin i have now came with cleric i got, fun , but warrior starting from scratch again. and with the items and regens i got, wow, don't need a cleric to help, although i will use my high lvl shammy to buff and make potions i can use when soloing, till grouping is worth it.

oh and web sites on warrior quest? and advise? allakzam is trerible for quest searching, always end up getting all classes and all lvls.
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#43 Oct 13 2004 at 10:08 AM Rating: Decent
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Searching for quests with a premium membership is very easy actually. Under the "quests" section to the left click "search/by class" and then select warrior, minimum and maximum range, and click on the "don't show quests for all classes" button.
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#44 Oct 13 2004 at 10:22 AM Rating: Decent
have you tried that latly?

i did that i am prem member. it keeps giving everything, all classes and all lvls.
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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
#45 Oct 13 2004 at 10:38 AM Rating: Good
Quote:
at first i never planed on using a warrior, but as i started all these other classes, i noticed that in groups what roll do i want to play.


Quote:
although i will use my high lvl shammy to buff and make potions i can use when soloing, till grouping is worth it


How do you have a high level shaman? When you leveled your shaman up, what were you doing mostly, just sitting around waiting to heal? Why did you not realize the different roles in a group, while you were leveling your shaman?

Quote:
but now solo for weekdays i'm playing a warrior,


I find it strange that you made a warrior to solo, wouldn't be my first choice, that 18 regen will stop being effective around level 40. Then you will be forced to group.
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#46 Oct 13 2004 at 10:40 AM Rating: Good
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Best Group in the world:
6 good players of any class.


If you want to know what classes you must play, here is the layout:

berserker, ranger, monk, mage, bard, druid

berserker tank, others dps/utility/healer.

If you have more than one tank in your group, your group isn't going to work well.

Edited, Wed Oct 13 11:42:08 2004 by Assailant
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#47 Oct 13 2004 at 1:16 PM Rating: Decent
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Quote:
have you tried that latly?

i did that i am prem member. it keeps giving everything, all classes and all lvls.


Yes, I just did a quick search of warrior quests. I limited it to quests that warriors can do, max level 20, minimum level 1, omit "all classes", with a normal status. It does give you a lot of quests, but that's because there are a LOT of quests that a warrior level 1-20 can do! It includes all the newbie quests, so it's easy enough to just glance past those. The fact of the matter is you're just being lazy.

Quote:
i hate spending hours looking for info in the forems, i saw the least favoured classes
berserker, ranger, monk, mage.


Fine, don't spend hours, but at least spend 5 minutes.
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#48 Oct 13 2004 at 3:44 PM Rating: Decent
Shamans. They are third in line for healers (Cleric->Druid->Shaman) and their talisman and statbuffing spells really squeeze out the extra damage and hitpoints.
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#49 Oct 13 2004 at 4:20 PM Rating: Decent
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Quote:
berserker, ranger, monk, mage, bard, druid
really not liking this group.

Tank is weak, very weak in fact.

Healer is weak especially with such a poor tank, i think you would have real problems late 40's early 50's

No rezz, things will go wrong even in the best of groups.

No slower other than bard

Ditto haste

lack of CC again the bard can do it but how many roles is this bard supposed to have?

Poor Buffs especially Hit points and AC.

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#50 Oct 13 2004 at 4:37 PM Rating: Good
/agree with Tarv

Quote:
If you have more than one tank in your group, your group isn't going to work well.


This isn't true at all,

Pally, Warrior, Ranger, Shaman, Cleric, Bard/Enchanter

This has 2 and 1/2 tanks, and would do well through all levels. In fact, I it is quite a nice group. Nothing wrong with an extra melee or 2 that can offtank, or root park.
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Slaher, 58 Shaman
Aude Sapere
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#51 Oct 13 2004 at 5:49 PM Rating: Decent
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2,198 posts
Quote:
Pally, Warrior, Ranger, Shaman, Cleric, Bard/Enchanter

This has 2 and 1/2 tanks,


And what's the bard, chopped liver? Sheesh! Ok, so we DO have some tanking issues... I know we're casters according to SOE, but at least we DO use weapons and wear plate! I've seen parses showing that clerics out DPS bards, but I've never tested that myself. You can't go wrong with a bard in the group anyway, tank or not!
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