Forum Settings
       
Reply To Thread

Good trio combos?Follow

#1 Nov 05 2004 at 5:22 PM Rating: Decent
22 posts
Long time EQ player here ( about 4 years now ) with a question regarding some combos from the folks out there with some insight. My wife and son and I are ready to jump into EQ2 and I was hoping for some suggestions on a good trio.

My son is wanting to make a ranger and my wife and I would like to avoid playing a straight cleric. I guess my questions are, can ranger ( scouts ) tank effectively at all? Do the shaman and druid subclasses make effective healers? My wife and I played a ranger/shammy combo in EQ up through L60 before the shammys buffing and slowing couldn't compensate for the ranger softness. Can I expect something similar here in EQ2?
#2 Nov 05 2004 at 6:55 PM Rating: Decent
Hi bro, if wife, son and you gonna play u can make a trio of MAGES, lol, that can be amazing, a Ping Pon Aggro....

and it can work forever i thnik since all making DMG and running in circles or make a triangle for play ping pon!

thats only my dreams, a group of 6 mages (my best dreams) but here its only my brother and me, so we r gonna do a templar and Guardian (the old dou) !
#3 Nov 05 2004 at 7:04 PM Rating: Decent
from what i've heard bows are practicly useless. As for scouts tanking , i really would have to say no. They don't have the HP or the mitigation capibilities that a fighter has. as for Healing i hope this list helps you a bit


Archetype (Common to all Priests)
Ethereal Salve (Heal) - Instantly replenishes health to a party member
Ethereal Mending (Heal) - Replenishes Health over time to a party member
Ethereal Ward (Heal) - Prevents damage to a party member. At the end of the duration, the ward instantly replenishes the party member with any remaining prevention amount.
Crest of Devotion (Buff) - Increases Health and shields against physical attacks for the entire party.

Cleric (Templars and Inquisitors)
Aegis of Merit (Buff) - shields against Divine attacks and grants an additional increase in Health to a party member.
Soothing Sermon (Heal) - Instantly replenishes Health to the entire party.
Provenance of Life (Cure) - Returns all dead party members to life; usable in combat or non-combat situations.

Templar
Ephemeral Aid (Heal) - Instantly replenishes Health to a party member, without a casting time.
Quell (Damage) - Uses Divine force to damage and reduce Physical protection on a target.
Sunray (Control) - Calls forth a ray of bright light (pure sunlight) that renders all opponents stunned; any opponents that are undead take additional damage.

Inquisitor
Harrowing Inquest (Damage) - Places all opponents within the area of effect in excruciating pain, causing damage over time and reducing Strength, Agility and Stamina.
Agonizing Confession (Damage) - Causes damage, interrupts actions on the target, and spreads to more opponents.
Acquiescence (Debuff) - reduces the target's protection versus Divine, Mental and Magic attacks.

Druid (Wardens and Furies)
Skin of Clay (Buff) - Grants an increase in Health and Power and protection from Heat and Cold attacks to a party member.
Favor of the Fox (Buff) - Grants Agility and Wisdom to the entire party.
Blaze (Damage) - Calls forth a raging fire that damages all opponents within the area of effect; also deals additional damage to opponents of Other-planar origin.

Warden
Verdurous Journey (Utility) - Allows the party to escape a dangerous situation by transporting them to a safe area.
Cold Snap (Damage) - Causes a wave of Cold to envelop the target, causing damage over time and reducing damage output; causes additional damage to opponents of Other-planar origin.
Tranquilizing Spores (Combat Buff) - Places a reactive shield on a party member that occasionally activates on successful attacks to that member. This shield replenishes Health to the party member and reduces the damage output of the attacker.

Fury
Spray of Quills (Damage) - Causes an explosion of spiny quills, damaging all opponents in the area around the Fury. If any opponents are of Other-planar origin, the quills cause additional damage.
Peerless Predator (Combat Buff) - Grants the Fury a feral form. This form grants enhanced Strength, Agility and Wisdom, as well as other benefits.
Bloodlust (Combat Buff) - Places on offensive trigger on a party member. Whenever that party member successfully attacks, there is a chance that this spell will increase their damage output for a short duration.

Shaman (Mystics and Defilers)
Grim Memento (Buff) - Grants an increase to Health and Power as well as additional protection from Poison and Disease attacks to a party member.
Umbral Coterie (Heal) - Summons forth a protective barrier around all party members. This barrier wards against all damage for a short duration, and any warding left is used to replenish Health on the recipient.
Legacy of the Eidolon (Cure) - returns all dead party members to life; usable in both combat and non-combat situations. (Ed Note: I have read elsewhere that clerics are the only subclass that can rez during combat; so something is inconsistent)

Mystic
Umbral Favor (Buff) - Grants the ability to see invisible entities, increases Agility, and increases protection versus Disease attacks for a party member.
Heroic Potential (Combat Buff) - Places an offensive trigger on a party member. This trigger occasionally activates on a successful attack, granting an increase in Strength, Dexterity, Stamina, and damage output for the spell's recipient.
Eerie Salvation (Combat Buff) - Places a reactive shield on a party member. This shield activates when the recipient reaches a "death state," quickly replenishing Health and warding against further damage for a short duration.

Defiler
Fulginous Sphere (Damage) - Summons forth a sphere of corruption that causes damage and interrupts any actions on the target.
Rancor (Debuff) - Damages the target any time they successfully attack.
Cryptkin (Damage) - Summons spirits of the dead to attack opponents.

to sum that all up ...
The Cleric Subclasses are more focused on straight healing
The Shaman Subclasses are more Focused on " wards " which prevent damage for a certain amount of time. Any Damage remaining on the ward after it expires will heal the HP directly
The Druid Subclasses are focused on Regens.

hope this helps ya.
#4 Nov 06 2004 at 4:35 PM Rating: Decent
22 posts
Thanks for the info.

Especially notable in the changes between the way heals work within the 3 priest classes. It would seem then that Shamans would make better healers than Druids?
#5 Nov 06 2004 at 6:25 PM Rating: Decent
*
194 posts
We did berserker + enchanter + shaman to 20-21 during beta and it worked out quite well. Enchanter gives you both some crowd control and nuking while shaman did reasonable healing. Berserker seemed to be fine as a tank, though obviously at 21 that experience was limited.
#6 Nov 06 2004 at 6:39 PM Rating: Decent
I highly reccomend that one of you plays one of the healing classes and one of you plays one of the fighter classes and the other one play a scout or mage. This will give you the most versatility and capability. It doesn't much matter which classes you pick from those archetypes. Find classes which best fit your personality. Druids heal just as well as shamans and templars, but perhaps are better at experience grind healing and worse at emergency saves. If no one in your family wants to play a strait healer, the druid probably is the most appealing as they do good damage with their nukes as well.

Indya
22 Troubador
beta 1
#7 Nov 06 2004 at 6:59 PM Rating: Decent
I'd strongly suggest - warrior, healer of your choice and enchanter. Post 20 the groupped mobs can hit HARD, one of you being an enchanter will make your gaming life a lot easier.
#8 Nov 06 2004 at 9:07 PM Rating: Decent
Quote:
Archetype (Common to all Priests)


These are wrong, he is talking about the old spell list. The spells have been changed recently. Priests now get no regen or ward pre-class selection. The spells have been diversified more between the classes.
#9 Nov 06 2004 at 11:58 PM Rating: Decent
Was a lvl 22 Templar in Beta, and was able to duo with a 22 dirge against mobs that were green/blue group con. This is with over 1/2 power left at end of fight.

Think that with a shaman the ward usage would be even less due to them not getting hit as often so, with 3 you might be able to do whites, as the ward takes into account damage before mitigation.

Just make sure that the MT has up to date armor. MT i was with had an AC that was as high as some of the "tanks" I saw running around.

Edited, Sun Nov 7 00:02:17 2004 by AyliaHar
#10 Nov 07 2004 at 1:05 AM Rating: Decent
*
104 posts
Princess Kusumi wrote:
I highly reccomend that one of you plays one of the healing classes and one of you plays one of the fighter classes and the other one play a scout or mage. This will give you the most versatility and capability. It doesn't much matter which classes you pick from those archetypes. Find classes which best fit your personality. Druids heal just as well as shamans and templars, but perhaps are better at experience grind healing and worse at emergency saves. If no one in your family wants to play a strait healer, the druid probably is the most appealing as they do good damage with their nukes as well.

Indya
22 Troubador
beta 1

I agree with this recommendation. Traps are a real problem, so having a scout is a big assest.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 131 All times are in CST
Anonymous Guests (131)