Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 10-13-2011, 09:53 AM
necrosaurio necrosaurio is offline
Kobold


Join Date: Aug 2011
Posts: 100
Default Magician + Enchanter duo

I play an enchanter and a friend of mine is thinking of starting a magician. Is it a good duo?

From what I can see, we would have most of the required stuff:

1. Tank: Magician pet
2. DPS: Magician pet + enchanter pet + nukes (if required)
3. Heals: This is the weakest part of this pair but I think that the magician should be OK healing his pet.
4. Buffs: Enchanter: haste, strength, rune. Magician: DS, possibly others
5. Debuffs: Enchanter: slow. Magician: malo. Missing: snare
6. Crowd control: Enchanter, of course
7. Pulling: Enchanter. A bit squishy but it should suffice.
8. Rezz, summon: None whatsoever

Is there anything I am missing?

I also thought of suggesting a necro but it seems that the magician's pet is better suited to tanking and the ability to summon stuff is great, so I kind of prefer the magician.
  #2  
Old 10-13-2011, 10:05 AM
pickled_heretic pickled_heretic is offline
Fire Giant


Join Date: May 2010
Posts: 982
Default

Quote:
Originally Posted by necrosaurio [You must be logged in to view images. Log in or Register.]
I play an enchanter and a friend of mine is thinking of starting a magician. Is it a good duo?

From what I can see, we would have most of the required stuff:

1. Tank: Magician pet
2. DPS: Magician pet + enchanter pet + nukes (if required)
3. Heals: This is the weakest part of this pair but I think that the magician should be OK healing his pet.
4. Buffs: Enchanter: haste, strength, rune. Magician: DS, possibly others
5. Debuffs: Enchanter: slow. Magician: malo. Missing: snare
6. Crowd control: Enchanter, of course
7. Pulling: Enchanter. A bit squishy but it should suffice.
8. Rezz, summon: None whatsoever

Is there anything I am missing?

I also thought of suggesting a necro but it seems that the magician's pet is better suited to tanking and the ability to summon stuff is great, so I kind of prefer the magician.
mage isn't bad... mainly as an enchanter you're going to provide what the mage can't do which is CC. mage burnouts are generally superior to enchanter hastes. in the mid levels you will struggle to find a purpose for all of your mana, since you can't cast many spells on the mob or the mage pet will lose aggro. root is not an option if the mage is using a fire pet, the fire nuke breaks root quite frequently. i found myself chain casting rune/berserker strength on the mage pet to help mitigate damage.

imo the best synergizing classes with enchanter are necro/sham/druid. that way you can utilize charm more effectively and heal the enchanter a bit which is necessary when charming, especially in confined areas.
  #3  
Old 10-13-2011, 10:07 AM
Lill-Leif Lill-Leif is offline
Kobold


Join Date: Jan 2010
Posts: 132
Default

Chanter + Necro:

1. Tank: Necro pet
2. DPS: Necro pet + enchanter pet + dots/nukes
3. Heals: Necro ghetto heal + pet heal
4. Buffs: Enchanter: haste, str, rune Necro: DMF and a bunch of utility
5. Debuffs: Enchanter: slow Necro: a bunch of minor debuffs AND SNARE
6. Crowd control: Enchanter and necro ghetto mez and snare
7. Pulling: Chanter and necro fd pull
8. Rezz and summon - no need, necros won't die.

Now make this a 11 page thread with the classic necro vs mage discussion!
  #4  
Old 10-13-2011, 10:39 AM
Baa Baa is offline
Sarnak


Join Date: Apr 2010
Location: Perth, Australia
Posts: 362
Default

Enchanters are pretty amazing paired with most casters
__________________
Sneakybaa Thesheep
Minibaa Thesheep
Friarbaa Thesheep
Evilbaa Thesheep
Scoutbaa Thesheep
Stoutbaa Thesheep
<Infernus>
  #5  
Old 10-13-2011, 10:52 AM
bonehand bonehand is offline
Aviak

bonehand's Avatar

Join Date: Jul 2011
Location: South Bend, IN
Posts: 78
Default

Necro is a bad choice if done incorrectly...dots will break mezzes in tight spots, but fear kiting with a a hastened pet and a charmed blue or green make things go quickly.
Mage can use the root of the enchanter to DS kill, but as said, the haste is better from burnout...BUT, the enchanter can charm, mez and nuke!
Wizard would be a good root nuke partner. No heals, but with 2 people rooting and nuking nothing will last long and crack will make leveling quicker.
Cleric see wizard, but only when fighting undead - not a hard thing to find in EQ plus huge heals and buffs and I guess battle cleric is feasible with yaulp. And rez of course!
Druid, see wizard but with heals...though druid is most efficient with dots so see necro.
Shaman, see druid and cleric for + and -. Haste and buffs won't play here since neither will be tanking unless they have too, but the Shaman can take hits while the enc gets things under control.
Warrior - no heals, so lots of down time. Too much down time...did this on live and found I needed to 3box instead of 2box...should have rolled a shaman for my warrior.
Ranger, now we start having good results. The enc can haste, the ranger can take a hit and later can heal a little so haste and crack help damage and heals.
SK see ranger and necro for positives and negatives.
Pally see ranger with a touch of cleric for undead and rez later.
Monk monks become Cuisinart's with any haste, but much better with a shaman, still they can heal themselves to 100% with bandage and Mend, but that is risky. Still a monk can tank well enough and the buffs are awesome...enc will keep busy mezzing and nuking runners down.
Bard, a lot of overlap, but effective overlap. Bard + enc buffs stack very nicely. This could be a very good combo...like to hear people's views on this.
Lastly, there is rogue. No backstabing, no healing...rogue is a nice addition for a trio with a tank, but for a duo, only fear kiting uses a rogue to their fullest and enchanters don't generally do that without a snare...unless the enchanter wants to mez every time the backstab button comes back up, lol the rogue has to have a snare whip or some other toy - poison?

Anyway, that's my views...others will disagree because it's all about your play style. I duoed, trioed and more quite a few characters on Torvon. A duo has to have little overlap in damage, debuffs and buffs, heals and someone who can control the mob via tanking or root. A trio always has the requirements or simply doesn't need them any longer for many situations.
  #6  
Old 10-13-2011, 10:54 AM
Bockscar Bockscar is offline
Sarnak


Join Date: Sep 2011
Posts: 428
Default

The magician would be better off soloing, and the enchanter would be better off duoing with a cleric or druid. Mag+enc isn't an optimal duo.
  #7  
Old 10-13-2011, 10:58 AM
pickled_heretic pickled_heretic is offline
Fire Giant


Join Date: May 2010
Posts: 982
Default

Quote:
Originally Posted by bonehand [You must be logged in to view images. Log in or Register.]
Wizard would be a good root nuke partner. No heals, but with 2 people rooting and nuking nothing will last long and crack will make leveling quicker.
Cleric see wizard, but only when fighting undead - not a hard thing to find in EQ plus huge heals and buffs and I guess battle cleric is feasible with yaulp. And rez of course!
Druid, see wizard but with heals...though druid is most efficient with dots so see necro.
Shaman, see druid and cleric for + and -. Haste and buffs won't play here since neither will be tanking unless they have too, but the Shaman can take hits while the enc gets things under control.
root and nuke is absolutely the slowest way to possibly kill. any duo with a cleric/druid/shaman should be charming. otoh, having the shaman tank is actually a great way to play if you want to buff and keep a lightblue/low dark blue charmed pet (preferably with backstab if you can find a rogue mob).
  #8  
Old 10-13-2011, 10:59 AM
falkun falkun is offline
Planar Protector

falkun's Avatar

Join Date: Sep 2010
Location: Ruins of Old Sebilis
Posts: 2,464
Default

Bone: If a bard is just trying to "get max fast", he's better off solo than with any other class. If a bard is trying to enjoy his time with a buddy in a duo, he compliments any other class well with his versatility.
  #9  
Old 10-13-2011, 11:05 AM
formallydickman formallydickman is offline
Sarnak

formallydickman's Avatar

Join Date: Jul 2010
Posts: 344
Default

I Duo'd with my brother from 1-45 as mage/enchanter combo and it was solid leveling all around. We leveled mostly in dungeons and killed as fast and as hard as we could. I feel like we had several minor problems, but only a few come to mind:

-the enchanter pet somehow managing to out aggro fire pets (which made the fire pet's DS useless) and getting raped

-the stun component on enchanter DD's made it nearly impossible to use it without getting aggro, even when the mob was at less than 25% health.

-since we were always leveling in med/high risk areas with no heals, per se, a bad CC resist or two was usually a death for the enchanter.

Around lvl 28 was when they had fixed enchanter stun durations, before that we just chain stunned everything and aggro didn't matter. Around level 35 it became obvious that the mage could solo at an equal pace as the duo, assuming he got crack regularly, and the enchanter should be joining groups, but we just plowed through it anyway because we had fun playing together. All in all, it was enjoyable and better than our shaman/mage duo from 6 months earlier.
  #10  
Old 10-13-2011, 12:51 PM
Vondra Vondra is offline
Sarnak


Join Date: May 2011
Posts: 312
Default

Ranger: Not the best choice, but I can actually give the nod to rangers here as being reasonable. Ranger snare + enc fear = fear kite, ranger can beat on the mobs while you can use a charmed mob for extra dps if you like. Ranger can top you off if you get hit some due to charm breaks etc. Clarity allows for those little top off heals to be available without lots of downtime.

Shaman: A good duo partner for just about anyone, enchanter included.

Necro and Magician: Arguable which is better for this, obviously both are effective partners.

Monk: This can be alright. Monks are reasonable at soloing, Haste and slow make you relevant. How good this is is gonna depend mostly on how geared the monk is.

SK: More fear kiting, haste the SK/pet dps. Clarity keeps things moving. Should be alright until higher levels, questionable then.

Paladin: Doable, shouldn't be particularly good though. Haste/Slow/pet dps. Clarity keeps things moving, paladin can root and heal if he needs to.

Wizard: Well wizards can quad and you could join in and help. Not really much synergy in the duo though. Better to save the wiz/enc stuff for real aoe groups. If you want to play solo charm enchanter with the wizard just helping out, you could do that too.

Warrior/Rogue: Bad choice.

Druid: Druids are often good duo partners and they are good here. Druid can ensnare and run the mob around forever while you pet dps it down, you can both use pets and have them tank it if animals are available, root/rot with clarity works, help out with quadding, quite a few things would work.

Cleric: Strong partner. Probably not the fastest for pure exp grinding, but as far as holding difficult camps or just seeing how much two people can do, this is amongst the best. Enc Charms, cleric keeps you alive without any real worry. With clarity unless charm is breaking a whole lot, cleric will have more than enough mana to do whatever.

Bard: Could certainly do this, but you'd have to work to make yourself relevant. Could be very effective.

Another enchanter: You can do this, it isn't so bad either. Play it like you're both soloing. Both of you kill with pets. When one charm breaks, help each other out to get things under control. Probably clunky at first until you learn to coordinate with each other. Slow the mobs. When one of your pets is about to eat it, break charm and kill it same as when solo...get another and continue.


Think that's all of them.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 07:00 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.