View Full Version : EQ Ironman challenge: all rogue group.
fugazi
04-03-2013, 11:55 AM
Hi! I recently had an idea that sounded too good (or awful? :p) to be true. The idea is to take six characters of one class and have them level up from 1 to 60 together. An all mage group is too easy, six bards would create traffic problems and six clerics would cause undead to go extinct. No, those are too easy. An all paladin group might be low on damage, but they got a crazy amount of heals and stuns. Shadowknights got life-taps, fear and snares and a whole lot of utility. Warriors can simply try to share aggro through taunt and combine tankiness with damage, but are the true definition of zero utility.
A real challenge would be a group without any tanking or healing potential, an all rogue group. To add to the challenge, no money and or gear can be given to them. They must earn everything themselves. Everything else is free game though - you can grind money to get better gear!
What are your thoughts, would an all rogue group truly be the most hardcore experience there is? And don't start on troll sk or wood elf ranger only groups ;D
Metallikus
04-03-2013, 12:10 PM
6 rogues is too powerful, backstab bloodfest, pick and choose any target in the dungeon with hide/sneak, can all have their epics bought and paid for by lvl 30, and if halflings you have the best exp bonus for a 6 man group in the game.
Metallikus
04-03-2013, 12:11 PM
poisons for ultimate utility
TWDL_Prexus
04-03-2013, 12:22 PM
Six gnome warriors?
A real challenge would be a group without any tanking or healing potential
You mean rangers, right? :p
Aviann
04-03-2013, 12:26 PM
Wrong, Metallikus. Rogues have no CC so hide/sneak to your mob and backstab away would not be the best idea (unless you know of any single mob camps), they can barely take a hit so they'd be switching aggro faster than the warriors would have to, they would have serious downtime after taking a few hits which sets them back even further, and I'd like to meet the six individuals whom, without having previous funds or their shit given to them for free, would have the cash farmed for their epic at level 30 with a rogue's non-twink abilities. Also, before you tell anyone in a reply to this, six backstabs would still have a difficult time killing a mob anywhere near their level.
Maybe you should try playing a rogue without a fungi.
fugazi
04-03-2013, 12:37 PM
A non-twinked group of rogues can BUY their epic by lvl30? Please tell me how you'd manage that. This group has no lull, no hard CC nor any significant burst. An all wizard group can mass-root a group and then burst down any casters. A rogue group needs to get in and hope their first wave of backstabs land, hahaha.
Also, rogues are so gear dependant that entering the class without any twinking options is near suicidal. Imagine six rogues! On the other hand, you'll be safe enough traveling the world with hide and sneak. As halflings, you'll get a nice xp bonus to boot.
Lojik
04-03-2013, 12:38 PM
Group of 6 wizard before level 29 would be ugghh. Maybe not bad after that.
eqravenprince
04-03-2013, 12:38 PM
6 Warriors would have the slowest kill speed I think. Rogues will kill faster and can evade and intimidation to reduce risk of dieing.
fugazi
04-03-2013, 12:39 PM
You mean rangers, right? :p
Rangers get snare, dots that will get them 100% aggro and SoW and harmony. Go to an outdoor zone, let one ranger spam a dot a few times and then run in circles while shooting arrows. The rest just strafes next to the mob and hammers away.
Rangers would be tedious and perhaps a bit boring, but most doable. I think SKs might be the hardest of the hybrid classes, when you consider this to be an untwinked affair. Low damage and generally a low manapool with pretty expensive spells for what they do, even paladins might be better off with their heals (and generally better faction standings with most of the world).
fugazi
04-03-2013, 12:40 PM
Group of 6 wizard before level 29 would be ugghh. Maybe not bad after that.
Boring for sure, but with 6 members every wizard only has to cast his best nuke once for a kill hahaha.
Lojik
04-03-2013, 12:57 PM
I actually think any of these setups would be pretty tedious. I find exp in full groups only to be good with a well balanced group and a good camp site. Otherwise 2 or 3 man groups are usually more efficient, as it can be tough to find enough mobs to pull
Splorf22
04-03-2013, 01:24 PM
IMO 6 warriors are worse than 6 rogues. In fact a 6 rogue group wouldn't be too bad once they all got the epic, which would probably happen in the low 50s. An unhasted epic rogue is probably 50 dps, so you'll drop stuff pretty fast, and then at 50+ you can bind wound up to 70%. Unhasted warriors with the Staff of Battle (and remember that the Rogue epic is 40% haste, good luck on getting your warriors a CoF) are more like 20 dps.
pharmakos
04-03-2013, 01:25 PM
i have often dreamed of an all warrior group.
with the right combinations of proccing weapons they could own up.
2-3 truncheons of doom are a must have
and a lot of bandages
Splorf22
04-03-2013, 01:30 PM
Actually thinking about this I would say, in a group of 6:
warriors < paladins < rogues < shadowknights < monks < rangers < bards (w/out kiting) < wizards < clerics < druids < necros < shamans < enchanters < magicians
fugazi
04-03-2013, 01:36 PM
You rate clerics higher than wizard? Well I suppose you can favor them because of lull, buffs, healing, DA and undead nukes, but once the wizards reach 29 and get an aoe snare.
The reason I put warriors over rogues is because they're naturally more tanky than rogues and until the gear gap is crossed, they'll have an edge over the rogues.
raitheon
04-03-2013, 01:38 PM
I'd kill to play in an all mage group. Sad thing is that based on my play experience; i've only ran into maybe one or two mages.
Get four of'em and have the ultimate group - woot!
fugazi
04-03-2013, 01:41 PM
If anything, you won't ever run out of bandages :')
joppykid
04-03-2013, 01:44 PM
You rate clerics higher than wizard? Well I suppose you can favor them because of lull, buffs, healing, DA and undead nukes, but once the wizards reach 29 and get an aoe snare.
The reason I put warriors over rogues is because they're naturally more tanky than rogues and until the gear gap is crossed, they'll have an edge over the rogues.
I think that was in order of the harder group make up sir. Stating all Wizard group would be easier.
Ravager
04-03-2013, 02:14 PM
With all the options for outdoor zones and rogues natural exp bonus, 6 rogues wouldn't be too bad. They can fear kite everything and with 6 backstabs, mobs would die fast. Instill Doubt on this server is not classic and OP as it works way too often and a feared mob does not flee at full speed. Just need to be somewhere near a bandaid merchant.
Marmo
04-03-2013, 02:22 PM
I'd kill to play in an all mage group. Sad thing is that based on my play experience; i've only ran into maybe one or two mages.
Get four of'em and have the ultimate group - woot!
I had a 3 Epic Mage + 1 Cleric (w/ BP) OS group once, everyone was always full mana. Many frogs were slaughtered.
Problem with getting an all mage group going, Mages don't need groups.
Splorf22
04-03-2013, 02:29 PM
You rate clerics higher than wizard? Well I suppose you can favor them because of lull, buffs, healing, DA and undead nukes, but once the wizards reach 29 and get an aoe snare.
The reason I put warriors over rogues is because they're naturally more tanky than rogues and until the gear gap is crossed, they'll have an edge over the rogues.
I don't xp outdoors. It's just boring and trivial when you can pull one mob at a time. My cleric group just goes to Kaesora/Gukbottom/HS and does OK, although obviously its hardly fast. If they are lucky they get a manastone and trade it around :D
I still think also that as long as the rogues have backstab they'll do better than the warriors. The rogues will kill 50% faster, and they won't take 50% more damage, so they'll have lower downtime. I did try to organize an all-berserk-warrior raid on chardok once though :D If we all had low-delay weapons everything would be permanently stunned muahahah
fugazi
04-03-2013, 04:12 PM
Hm, I didn't know about intimidate being substantially better on P99 than on Live. That puts rogues in a higher category than warriors I suppose. The problem lies in dungeons and I was kind of thinking around what group would have the biggest troubles with that. At least warriors can somewhat off-tank, whereas rogues could simply burst down mobs faster.
pharmakos
04-03-2013, 06:23 PM
I did try to organize an all-berserk-warrior raid on chardok once though :D If we all had low-delay weapons everything would be permanently stunned muahahah
that sounds so awesome
Aviann
04-03-2013, 06:40 PM
I still think also that as long as the rogues have backstab they'll do better than the warriors. The rogues will kill 50% faster, and they won't take 50% more damage, so they'll have lower downtime.
I think you forget the upsides of a warrior vs a rogue tanking. It isn't just about how well they mash that taunt button, it has a lot to do with damage mitigation. Although the warriors would kill slower, they'd still have a much better chance of survival against anything near their level. But i do agree, if a warrior and a rogue were both at 20% health, it'd take the warrior much longer to get back to it, because they have more hp to regain.
Alanus
04-07-2013, 12:47 AM
Actually thinking about this I would say, in a group of 6:
warriors < paladins < rogues < shadowknights < monks < rangers < bards (w/out kiting) < wizards < clerics < druids < necros < shamans < enchanters < magicians
A group of 6 paladins should probably be between cleric and druid.
After 22, paladins can CC (root), they can heal, they can obviously tank. Their DPS sucks, but even a terrible pull would probably not wipe the group.
pharmakos
04-08-2013, 01:57 PM
^^ 6 paladins could start a LOH rotation, one LOH every 12 minutes =p
falkun
04-08-2013, 02:35 PM
After 22, paladins can CC (root), they can heal, they can obviously tank. Their DPS sucks, but even a terrible pull would probably not wipe the group.
How do you have a "terrible pull" with soothe and root?
Halfelfbard
04-08-2013, 02:40 PM
Potions...lots and lots of potions.
Aviann
04-08-2013, 06:27 PM
How do you have a "terrible pull" with soothe and root?
Pally soothe and root
wtb 6 paladin group, pm me
fugazi
04-10-2013, 10:15 AM
I'm in. We must play erudite paladins without points in str though.
Tasslehofp99
04-10-2013, 10:47 AM
I finished a large portion of lvl 59 in a group that was 1 druid (me) and 3 warriors. The DPS wasn't bad, and I had ES legs to clicky heal without using mana so it was a joke. But even with lvl 59 tree form for mana regen, c2, and truncheon of doom...I was able to stay afloat just using superior heal as well.
applesauce25r624
04-10-2013, 11:19 AM
lots of nerd speculation in this thread. somebody do this 6-rogue and 6-warrior setup already and let it be over with
Mandalore93
04-11-2013, 12:40 AM
Even without Kiting bards would still be pretty bad ass. Plus you could literally have like 24 songs going at the same time. The trouble would be finding 24 useful songs. :P
Would be a little slow up to 27, but once they all have charm it's game over. Plus they have better survivability than enchanters and better regen rates up until the Enchanters get theft of thought.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.