#21
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Quote:
Looking for people who want to put in some time so there will always be 2-3+ on which is plenty for a group for exp. If you're going to start with a base group of 6, might as well make it ideal. Obviously expecting all 6 to be on at once whenever they play is stupid. This is why we plan to expand; if you saw the thread I linked you'd know this, brah. By the time we get up in 30s is when we will recruit more. It'll most likely be a natural progression with people we meet as we level. 6 is not a permanent solution at all, but you gotta start with a foundation and a group that can group well in pairs or 3s as well. My madmathskillz tell me there are 14 combinations of 2 that can be made from these 6. Only 3 of them kinda suck. If I am playing pretty often, with my sham I can duo or trio with any of em just fine. The ultimate goal is to have a full group on average and 12-16 dedicated people on for raiding stuff. | |||
Last edited by Castle; 11-11-2011 at 12:03 PM..
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#22
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Whether or not Castle or I can keep a solid 6 man running or not something I prefer to waste time on debating. I really appreciate this communities insight into group pvp so please keep the group set up suggestions flowing.
tomtom brings up a good point regarding bards. It seems their resist boosting abilities make them pretty much mandatory along with other benefits of course. | ||
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#23
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Honestly, 5 SK's and a bard probably can't be beat, lol.
This is theoryquest right here, but this might be a pretty fun team to have. Shaman-Support heals, buff, potions, malo, dot Shamans can adapt to pretty much any situation that rises on the battlefield. Their potions make the team pretty much immune to disease/poison dots. Enchanter- Tash, mez, debuff, root, stun Enchanters can offer a lot for team pvp. If the enemy does not have cloudy potions a tash + malo(from shammy/mage) can easily keep them CC'd for the duration of the fight. SK- DPS, snare, HT. SK's offer up plenty of DPS and a very annoying low cost snare. Bard -resist, debuff, snare, selos, mez SELO's at all times during the fight is +1. Also, the ability to debuff, snare, and DOT the enemy while being out of cast range is a +. Wizard- dps Wizards and chanters pair really well together. If the group is CC'd at all by the bard or chanter this gives the wizard free reign to ice comet a squishy and take them out of the fight. Cleric- heals, stuns. Best heals in the game, two DA's, stuns, root. This entire strategy is riding on the fact that 1-2 players can get CC'd and have de-buffs stick without enemy team pumice/curing. Players would have to be very organized for this to work since it lacks melee power but it could work. | ||
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#24
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The first ToT Tallon Zek group had some interesting classes, though there are seven of them in the intro (1:03 into video). Lazdal (Shaman), Lightadam (Wiz), Cuick (Rog), Tssunami (Monk), Druegan (Cleric), Kreepindeth? (Mag) plus whoever the human cleric was.
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Xantille Cares
I fuk ur mouth since 2001 | |||
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#25
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Also, depends what expansion we're talking about. In classic i would want a completely different team than in Kunark.
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#26
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Theorycrafting only works when you know what you're facing. Aka PVE.
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#27
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probability distributions..
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#28
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Have fun leveling your bards.
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#29
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Quote:
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Itap <Super Friends> - Officer | Mentor | Boner | (ded again for now)
Maybach Music - <Imaginary Friends> | |||
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#30
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TZ was fun, I lost the love after PoP, Velious was my favorite I think.
Really dumb to have a group without a Bard. Would be fun to have Druid - Snare / sow / ports / buffs / heals Bard - Selo's / resists / dispel / buttsex Mage x4 / sow'd pets / mean nukes That would all depend on how the pets are though, if they suck then maybe swap for melee.
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Stonetz
Gnome Wizard Red99 Stone <Pandemonium> Retired Druid from Tallon Zek | ||
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