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#1 Aug 30 2012 at 1:50 PM Rating: Decent
I am searching for ideas for an ideal 4 box combo.. I just took over a couple account from my brother and was looking for suggestions of teams to put together to take down any group level content in the game
#2 Aug 30 2012 at 4:09 PM Rating: Decent
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4 mages.
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#3 Aug 30 2012 at 5:40 PM Rating: Excellent
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Nowadays, you could play and progress with almost any permutation of characters you desire with mercenaries in the game.

I only 3box, but if I could start a 4 box from scratch, I'd make sure to have tank,puller,dps and cc covered.

In my case I'd vote : SK,Shammy,Mage and Bard.

The Shammy I rate highly, as once developed aa and gear wise he can play the healer role, allowing you to put away the mercs to maximize xp for the group when xp'ing.
They also put out decent dps at the higher levels with big dots incl high dps swiftdots which are second only to the Necro.

But there are so many different set ups available especially with a Bard in group.


Edited, Aug 30th 2012 8:03pm by hexeez
#4 Aug 31 2012 at 8:41 AM Rating: Good
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I use Dru, Sk,Sham and Bard.
Nowadays the group has developed into a well oiled machine.

The Dru is there because he was my first toon ever in 2003, he is ds, regen, ports and dots with minor healing while keeping his little bear from crapping in the wrong spot.

I started the shammy a couple years later as players started to leave the game and I needed to duo to get things done... even in the smaller groups the shammy buffage was welcome. Buffs, dots, group hots and more minor heals, his pet wolf does good and constant damage, while babysitting dru's pet bear.

The sk came a couple years ago as a result of even smaller eq player base.
Sk does the pulling, snaring, fd's with the best of them and shoulders all the blame for any group wipes (someone has to) while maintaining aggro and worrying about his bony-underfed pet...sk pet doesn't crap anywhere.

The bard is 18 months old now and a fantastic addition the my box set...adds dps to all spells and all melee for everyone in the group, over-haste as well as his own dps, added ds and the fact that he can mez and pull if needed is just the cherry on top.

They range from 800 aa's on the Bard ( he is the youngest) to 2500 aa's on the Dru (the old) guy, and all are level 88.

I use wineq2 with the innerspace option for a smooth 4 box on one machine experience.

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Laen - 105 Dru
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Laosha - 105 Shammy
Lutan - 105 Bard
#5 Sep 01 2012 at 12:17 AM Rating: Good
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I feel the beastlord is wrongfully left out of a lot of boxing discussions. Paragorn, Focused Paragorn, a boat load of DPS and utility; there's not really a single class that doesn't synergize well with beasts. Shadowknight, Bard, Shaman, Beast is an incredible combination that wouldn't even require mercs. That being said, every combination is viable with the right mercs.
#6 Sep 02 2012 at 6:30 AM Rating: Good
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Sippin wasn't being flippant.

If you want to take down anything including VoA tier 4 named 4 Mages and 2 Healer mercs and you beat EQ.

Edited, Sep 2nd 2012 12:33pm by Reyla
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#7 Sep 02 2012 at 6:39 AM Rating: Good
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Yeah, plus such a group is so easy to manage.
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#8 Sep 02 2012 at 8:29 AM Rating: Excellent
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Reyla wrote:
Sippin wasn't being flippant.

If you want to take down anything including VoA tier 4 named 4 Mages and 2 Healer mercs and you beat EQ.




Sippin wrote:
Yeah, plus such a group is so easy to manage.



You guys have me thinking...I wonder if it is possible that 4 airpets could have many a mobs almost perma-stunned at the higher levels in HOT/VOA content?

If so, that would be amazing. Smiley: smile

Edited, Sep 2nd 2012 10:32am by hexeez
#9 Sep 02 2012 at 9:51 AM Rating: Excellent
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That's part of the strat. Air pets can keep a mob almost permanently stun-locked. Problem is some mobs, especially named, are immune to stun.

This has always been a problem for EQ in the sense that stunning can be too overpowered. I can remember in the early days our guild would have the guild enchanters just rotate thru their 3 "color" stun spells and we could keep a lot of mobs almost permanently stunned. In SSra this worked well when we'd pull all the skells in the basement in our to pharm the drop needed for Vex Thal access. Very powerful tool!
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#10 Sep 02 2012 at 9:51 AM Rating: Decent
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Dupe please delete!

Edited, Sep 2nd 2012 11:53am by Sippin
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#11 Sep 02 2012 at 10:17 AM Rating: Excellent
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Nice strategy indeed, despite most named being immune.

I imagine, that the tankability vs named mobs must be still great as, if one pet/tank goes down they'd still be 3 more in reserve to play MT and take the aggro/hits or if adds just sic an airpet on the add knowing it can hold its own.

Next time I'm eligable for LOD on any of my accounts, I think I'll start a second mage and then a third mage as the next account is eligable. My only limitation is time Smiley: smile.






Edited, Sep 2nd 2012 12:32pm by hexeez
#12 Sep 04 2012 at 9:21 AM Rating: Good
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hexeez wrote:
Nice strategy indeed, despite most named being immune.

I imagine, that the tankability vs named mobs must be still great as, if one pet/tank goes down they'd still be 3 more in reserve to play MT and take the aggro/hits or if adds just sic an airpet on the add knowing it can hold its own.

Next time I'm eligable for LOD on any of my accounts, I think I'll start a second mage and then a third mage as the next account is eligable. My only limitation is time Smiley: smile.


I thought there was a period of time (an expansion or two) that the Air Pet stun was sneaking through the immune check.

Right now, I am having fun with Bard, Mage, Mage, and Wizard. I can rotate the mercs as I need them. The bard has a healer, the mage has a healer, other mage has a caster dps, and the wizard has a tank. I like to think that the aDPS that the bard brings to the casters makes up for the lost melee DPS. This make up gives me great travel, excellent pulling, good crowd control, and the pleasure of watching things blow up.
#13 Sep 04 2012 at 4:32 PM Rating: Excellent
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Wayen wrote:
I thought there was a period of time (an expansion or two) that the Air Pet stun was sneaking through the immune check.

Right now, I am having fun with Bard, Mage, Mage, and Wizard. I can rotate the mercs as I need them. The bard has a healer, the mage has a healer, other mage has a caster dps, and the wizard has a tank. I like to think that the aDPS that the bard brings to the casters makes up for the lost melee DPS. This make up gives me great travel, excellent pulling, good crowd control, and the pleasure of watching things blow up.


Yes, I think sometime around SOF where most named and some trash in the higher zones started to be immune to stun. Before that in TSS days I believe some named were not immune to stun while many a trash mobs were stunnable..

Nice group set up with plenty,plenty burst dps.Smiley: cool


#14 Oct 21 2012 at 6:09 PM Rating: Good
Ok here my 2 Cents......

1. A Mage for the stunning pet and manarod, damageshield and pet toys.

2. A Wizard for fast travel, evac and some nice dps (and snare if needed)

3. A Shaman to maximize the tanking air pet or the tanking merc.

4. One class with your favorite playing style

The first three can be used with macros so not too much player skills are needed.

The last one could be a
monk for nice pulls
Bard to improve dps and for nice pulls
Necro for pulls and dps,
a cleric for the big named mobs or to just have an ability to put him out of group to rez if its needed
a warrior because at the high end hes much stronger (tanking) than a merc
a enchanter to maximize the haste on mercs / pets, mez and so on

Just take what u need and have fun!



Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#15 Jan 26 2015 at 9:14 AM Rating: Decent
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BST + Druid + Ench + Mage
This team has almost everything
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#16 Jan 26 2015 at 12:14 PM Rating: Good
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Who's the tank? One of the pets? Personally I will always prefer a "real" tank over a pet or merc. Same as I always prefer a "real" cleric over a merc. Each to his own but those are my preference.
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#17 Feb 04 2015 at 11:07 PM Rating: Decent
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*EDIT* just realized this is a necro thread! I'm adding my two cents anyways :P
I see the appeal of all-mage groups but it's just so boring in its finality. It's extremely efficient, since you can make identical macros on each mage and program your keyboard to hit the same macros in each windowed instance at the same time. Even if you don't do that, just get a monitor big and roomy enough to put all windows side by side, and alt tab through each one hitting the macro. Once you have this group, you could add a shaman for buffs and slows, but he would be an odd-man-out and would, probably, end up standing there uselessly quite a bit. You could add a melee but then you're managing heals on a PC... You could add a bard for ADPS but he's taking up a group slot and is he providing enough for the xp he drains?
After making a group like that... I can't see wanting to go back to a traditional trifecta group (well, fourfecta, in this case). Why spend weeks and months training yourself to manage four different classes, when you can load up on four identical classes and go to town with one I WIN hotkey? And since no other class does it better or faster, Magician is the class to pick for a foursome in today's game.
That's the finality that I would want to avoid, because once you go down that path I can't see you wanting to adopt a less-efficient four box group than the four mages, four pets, two healer mercs... It's like when you learn to charm kite as a Bard, and then after experiencing that sort of XP gain, you go back to meeleeing with your healer merc, and the kills take literally forever, and you gain 1/50th the xp that you would get from a quick swarmkite session. You can't go back after that. Anything less than swarming is less efficient and more time-consuming...

Edited, Feb 5th 2015 12:09am by xlitin
#18 Feb 12 2015 at 6:17 PM Rating: Good
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I run 4 currently, Tank, Druid, Chanter, Monk. Then add a Cleric and Rogue Mercs. Druid is my original circa 2000 character and there for travel and support heals. This combo works for me because it is easy to move from one character to another during pulling, fighting, buffing when characters are run on distinct machines or windowed.


#19 Feb 13 2015 at 2:12 AM Rating: Decent
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I only run a 3 box for now but thinking about adding fourth. I run druid , wizard , necromancer with 1 tank merc and 2 cleric mercs. Been pretty good so far. Liking not having to worry about melee toon.
#20 Feb 13 2015 at 2:12 AM Rating: Decent
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I only run a 3 box for now but thinking about adding fourth. I run druid , wizard , necromancer with 1 tank merc and 2 cleric mercs. Been pretty good so far. Liking not having to worry about melee toon.
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