Quote:
Originally Posted by baalzy
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Ranger: Warrior, Enchanter, Cleric, Shaman, Monk
Ranger gets put on ensnare/root CC while dps and can patch heal between fights if needed. Monk&ranger do pulls and DPS. Rest is obvious.
Wizard:
SK or Pal, Bard, Enchanter, Rogue, Cleric.
One of the rogues pulls, Wizards job is to help fast-burn mobs when an overpull happens because it's more difficult without a monk puller. Lots of mana regen between the bard&enchanter to mitigate the fact that wizards are not group friendly
No tank:
Druid, Enchanter, 4x Rogue. Fear kite for the 3 seconds the mob survives.
No healer:
Monk x3, rogue x2, enchanter. Let the monks rotate taking damage so they can keep mended up. Rogues just obliterate mobs to reduce damage taken. Enchanter haste + pet helps. Runes too to mitigate damage.
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No healer: Ranger + 5x enchanter. Ranger snares, enchanters do the rest. Ranger should keep away after snare
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Same goes for wizard: wiz + 5 x enchanter. But in that szenario the wizard can actually nuke from time to time (not that it matters).