View Full Version : Would any of these work well?
MikeXG
01-30-2014, 02:06 PM
A friend and I have a nice duo, mage and necro. We started it as a duo we could play shitfaced. Send pets in and drink beers while it kills stuff. Perfect plan right? So far it has been. However, my friend and I realized we have to many designated groups and wanted to consolidate.
My question to you is, how good would the following duos work. We are not looking for the fastest leveling experience on these characters, we plan on doing a lot of content, most likely trying stuff we shouldnt be able to do as a duo. We also plan on farming lots of money, like sisters in OOT and spawns of the like throughout our characters journey to 60.
Mage // Necro (duh)
This is our current but we are concerned it may get a tad boring, especially the mage.
Mage // Chanter
Would this be be more viable due to chanter utility?
Druid // Chanter
would most likely use the root rot method on these two, does that ever become not viable? is there another method these two could use?
Necro // Chanter
same as mage, but would necro be better since they get some solid utility mage doesnt?
Rogue // Chanter
I vaguely remember playing a rogue with my buddies necro back in the day and did wonders fear kiting. basically a necro soling with a second rogue pet for faster killing and someone who can pull while necro meds. Would this work with a chanter? I think I would need a snare proc weapon, dont know how reliable those are.
Rogue // Necro
See above. Only remember doing this mid 20s though, and we would be doing it a LOT more than just in the 20s. viable?
Thank's everyone!
Daldaen
01-30-2014, 02:31 PM
All of those are decent except rogue/chanter IMO.
Also almost none of those have a dedicated healer which can get annoying. I'd suggest a shaman/enchanter or cleric/enchanter combo as they are both extremely OP.
Tecmos Deception
01-30-2014, 02:33 PM
Rogue chanter, yeah... haha. If you think playing a mage is boring/annoying, try chasing unsnared feared mobs around for 60 levels. Even snared mobs suck. It's just annoying annoying annoying chasing mobs all day long. It works, but it gets old in a hurry.
MikeXG
01-30-2014, 02:37 PM
Yea, I had a feeling rogue chanter would be bottom of the barrel by a decent amount.
I an hoping we don't "need" a dedicated healer if we are mostly fear kiting, charming, or root rotting.
One thing to keep in mind, Rogue will be a more gear dependent and therefor cost more money. We are looking to make money wiht this duo not spend it. Don't know if that is a large factor or not?
I am leaning towards Necro chanter, rogue necro, or druid chanter right now.
drktmplr12
01-30-2014, 02:38 PM
try chasing unsnared feared mobs around for 60 levels. Even snared mobs suck. It's just annoying annoying annoying chasing mobs all day long. It works, but it gets old in a hurry.
I am a monk that fear kited from when i got intimidate to 40... Can concur.
Daldaen
01-30-2014, 02:45 PM
Yea, I had a feeling rogue chanter would be bottom of the barrel by a decent amount.
I an hoping we don't "need" a dedicated healer if we are mostly fear kiting, charming, or root rotting.
One thing to keep in mind, Rogue will be a more gear dependent and therefor cost more money. We are looking to make money wiht this duo not spend it. Don't know if that is a large factor or not?
I am leaning towards Necro chanter, rogue necro, or druid chanter right now.
Well... Without a dedicated healer duoing more high end camps will be tough/dangerous. Having a cleric/enchanter or cleric/necro definitely decreases that danger.
But among the ones you list... Chanters are the next most "gear dependent" of the classes. Even then, chanter CHA gear you can get a 200+ set for maybe 7-8k. And be set through level 60 off that set. Necros and Druids can do pretty well with limited to no gear though. However the hardest money camps you basically need an enchanter if you intend to duo it. Or a shaman (which costs you 50x more to gear and spell).
Necro/chanter would be sweet for 2 undead charmed pets in Sebilis crypt and Charasis. But it would be somewhat fragile. FD pulls and root/mez CC would do work, but only shadowbond line for healing and runes for protection (which costs money) means you'd need to be careful
Chanter/Druid is also sweet for 2 animals charmed in Chardok or kedge keep. This duo could probably do the harder camps in Sebilis and Charasis but it would be mostly strenuous on the chanter. Druid can help CC with root and patch heal chanter as needed. But most of it would come down to chanter charming mezzing slowing debuffing and likely pulling.
Neither charm duo would i wish to do extremely intoxicated though. A few beers sure. Half a case, not so much.
Fear kiting with necro/rogue I imagine drunk me could handle a lot better than a charm break at the beginning of a room break.
MikeXG
01-30-2014, 02:47 PM
Loving this info, really helping us out.
How does a charmed pet be it an animal by the druid or anything by the chanter compare to mage // necro pets?
Porcoa
01-30-2014, 02:48 PM
Yea, I had a feeling rogue chanter would be bottom of the barrel by a decent amount.
I an hoping we don't "need" a dedicated healer if we are mostly fear kiting, charming, or root rotting.
One thing to keep in mind, Rogue will be a more gear dependent and therefor cost more money. We are looking to make money wiht this duo not spend it. Don't know if that is a large factor or not?
I am leaning towards Necro chanter, rogue necro, or druid chanter right now.
I'd vote Necro/Chanter.
SyanideGas
01-30-2014, 02:51 PM
Necro rogue is a baller combo.
Daldaen
01-30-2014, 02:53 PM
Loving this info, really helping us out.
How does a charmed pet be it an animal by the druid or anything by the chanter compare to mage // necro pets?
Charmed pets of equal level will out tank and out DPS any Mage/necro pet.
Add in 2 weapons (or a torch) and haste... A charmed pet will outdps any equivalent level pet or player in game with exception if perhaps a chain casting wizard (who will OOM after a minute).
Charm. Is. Awesome.
sulpher01
01-30-2014, 02:54 PM
Druid/chanter! And don't dot rot... charm kill like you normally would, just with a snared pet and break and let the druid kill. Easy shmeasy.. heck even find a place where the druid can charm too... absolute pwnage.
baalzy
01-30-2014, 03:05 PM
Well... Without a dedicated healer duoing more high end camps will be tough/dangerous. Having a cleric/enchanter or cleric/necro definitely decreases that danger.
But among the ones you list... Chanters are the next most "gear dependent" of the classes. Even then, chanter CHA gear you can get a 200+ set for maybe 7-8k. And be set through level 60 off that set. Necros and Druids can do pretty well with limited to no gear though. However the hardest money camps you basically need an enchanter if you intend to duo it. Or a shaman (which costs you 50x more to gear and spell).
Necro/chanter would be sweet for 2 undead charmed pets in Sebilis crypt and Charasis. But it would be somewhat fragile. FD pulls and root/mez CC would do work, but only shadowbond line for healing and runes for protection (which costs money) means you'd need to be careful
Chanter/Druid is also sweet for 2 animals charmed in Chardok or kedge keep. This duo could probably do the harder camps in Sebilis and Charasis but it would be mostly strenuous on the chanter. Druid can help CC with root and patch heal chanter as needed. But most of it would come down to chanter charming mezzing slowing debuffing and likely pulling.
Neither charm duo would i wish to do extremely intoxicated though. A few beers sure. Half a case, not so much.
Fear kiting with necro/rogue I imagine drunk me could handle a lot better than a charm break at the beginning of a room break.
I think you grossly underestimate a necros healing ability. 500hp for 40 mana/125 hp is pretty boss. Runes + necro self runes aren't THAT expensive. Just use the ones that require jaspers. At the highest levels Bedlam comes into play for ghetto heals + additional rune utility. In any area with sufficient amounts of undead mobs an enchanter+necro duo will be unstoppable.
Chanter/Druid would work out pretty well too for the reasons you say. Ensnare on a charmed mob would make for some pretty extreme safety.
Necro+Druid would be okay. I'm not sure about the immolate line of druid spells but the rest should stack together and with the druid being able to do low mana cost snares it saves the necro from having to use darkness (which isn't the best from a damage/mana ratio). Only issue is there aren't any places I'm aware of that have charm mob overlap at the high levels.
Enchanter/Mage would probably work pretty well too. Double MR debuffs will make for long charm times and you can probably pull off some funky things with COTH (does charm break if you get COTH'd?)
Daldaen
01-30-2014, 03:08 PM
Well you assume the necro would be exploiting an incorrect mechanic.
Shadowbond should siphon life from the necro, who would normally have to lifetap or leach it back. However here we have the broken "I can dispell my own siphon" which isn't classic and shouldn't work. But it does so I guess shadowbond is a decently effective heal here.
Pheer
01-30-2014, 03:09 PM
Necro/Chanter is the best out of those options by far IMO
Vexenu
01-30-2014, 03:15 PM
Basically, if you want a true power duo, it must involve an Enchanter. The class takes skill and constant attention to play effectively, however (you will always be charming a pet, dealing with potentially dangerous charm breaks and re-charming), so if you aren't up for that then don't bother. Enchanter pairs well with Cleric, Shaman and Druid, each combo with various strengths and weaknesses. You can also pair with another Enchanter or a Necro, but those pairings require both players to be highly skilled and attentive, and are more dangerous if things go wrong.
If you want a powerful but lazy duo, then it's all about the Mage/Cleric. Especially with a High Elf Cleric who can more reliably land Lulls with their high CHA. Cleric has good CC with roots, stuns and lulls, and obviously brings the heals as well. Mage brings the DPS and the tank. This is a solid duo both outdoors and in dungeons. The only knock is that it might get boring for both players, since they will basically be doing the same thing over and over (/pet attack & nuke, or heal pet & root/lull mobs). But really, that's just EQ. You're either doing one thing over and over, or a few things over and over.
Mage/Necro is more of an outdoors leveling duo than a powerful duo, although a skilled Necro and Mage could probably do some dungeons. Definitely more dangerous than any other combo listed for dungeons, though, since it lacks both the true CC of an an Enchanter and the heals of a Cleric, which every other duo has at least in part. Mage/Necro would have to make due with the 2nd rate Necro CC and third rate Necro heals.
MikeXG
01-30-2014, 03:19 PM
I am liking the concept of Druid // Chanter. Multiple ways we can duo, be it with charm, duel charm, root rot, ETC. not to mention great buffs and ports.
Anything with Mage is OP. Choose any class with Root and heals, GG.
Yumyums Inmahtumtums
01-30-2014, 04:01 PM
I am liking the concept of Druid // Chanter. Multiple ways we can duo, be it with charm, duel charm, root rot, ETC. not to mention great buffs and ports.
Fear or agro kiting with double charmed pets. Cheap and easy.
webrunner5
01-30-2014, 04:19 PM
A Clicky BP Cleric and a charming Chanter are so OP it is scary. Both indoors and out. And the Cleric having Rez doesn't hurt either.
Xelris
01-30-2014, 06:12 PM
One of my main duos on live was Enchanter / Mage. It's a stronger combo than it looks.
Yumyums Inmahtumtums
01-30-2014, 07:16 PM
One of my main duos on live was Enchanter / Mage. It's a stronger combo than it looks.
It's also a pretty tough combo. My enchanter started out in a trio with my brothers (they both played mages) and it was downright OP at times but disastrous at others (wtb pet management). Overall there are so many more combos that work better than that one.
Gotta give points for style though - Mages always strike me as badass
webrunner5
01-30-2014, 08:24 PM
One of my main duos on live was Enchanter / Mage. It's a stronger combo than it looks.
Yeah but no healing going on. If you want to sit on your ass for 10 minutes at a time healing up IF you didn't die well it would work. :(
MikeXG
02-05-2014, 07:08 PM
We went with Druid(me) and Chanter.
Only level 15 at the moment so still missing some of our defining spells, but all and all its great fun and new for us.
Bandits in West karana, I charm a grizzly for some extra dps, dot the mob and snare it. My buddy charms a bandit lets it tank we kill what we pull then kill his bandit. pretty easy, no downtime other than waiting for spawns, which is just enough to get mana and hp back. I assume once we get breeze and some other spells we will be able to handle even more.
most importantly it is FUN. If anyone has any tips for this duo please share :-)
cheers and thanks for all the posts.
Clark
02-06-2014, 06:31 AM
Druid + Chanter hands down if going by the list.
Sarajo
02-06-2014, 09:52 AM
I agree with druid/enchanter too, even if you're drunk. You can put the long-lasting snare on stuff before you charm it anyway, and root what it's killing.
I just wanted to put one idea out there that some people have shot down without experiencing: Enchanter/rogue seems like "a lot of chasing unsnared feared mobs", which does sound like pure hell, but there is one way you can guarantee an awesome killing session:
Have the enchanter stun-lock (or chain stuns as close to stun locking as possible) while the rogue backstabs it to death. You can pretty much get away with this once you have the level 4 and 20 color spells, though it won't be a true stun lock yet (you'll still be getting hit about once every 10 seconds)
webrunner5
02-06-2014, 11:24 AM
I agree with druid/enchanter too, even if you're drunk. You can put the long-lasting snare on stuff before you charm it anyway, and root what it's killing.
I just wanted to put one idea out there that some people have shot down without experiencing: Enchanter/rogue seems like "a lot of chasing unsnared feared mobs", which does sound like pure hell, but there is one way you can guarantee an awesome killing session:
Have the enchanter stun-lock (or chain stuns as close to stun locking as possible) while the rogue backstabs it to death. You can pretty much get away with this once you have the level 4 and 20 color spells, though it won't be a true stun lock yet (you'll still be getting hit about once every 10 seconds)
Like it has been said before running after mobs for level after level hitting them in the ass is BORING as hell. That is the same problem you have soloing a Monk or a Warrior. It gets old as hell quick. :eek: Not counting the mob runs back into its other friends before you kill it and the real fun starts lol.
Burrito
02-06-2014, 11:40 AM
Fear or agro kiting with double charmed pets. Cheap and easy.
MikeXG
02-06-2014, 01:15 PM
Update
So our favorite method is Me (druid) charming a light blue bear or something and giving it feral spirit. We hold onto this pet as long as we can and use it for extra DPS/to chase down mobs. The chanter charms a pet and has it tank what we pull. we each toss a dot on, i toss a snare on and send my bear in. rinse repeat until chanters pet is low on HP. he casts invis to break, we kill his former pet (without sending my bear in) for max XP. Our downtime is minimal, all we need for downtime is the spawn rate of 6 minutes for a camp of 6-10 mobs. We are planning on going to OOT for sisters to get some sweet loots when we hit 24 or so. Really enjoying the duo and we have time while waiting for pops or even sitting during combat after we have cast our appropriate spells to throw back a few brews and talk shop.
Really enjoy this and thanks to all for the replies, anyone who has tips or ideas for hunting spots or specific quests and gear please let me know :-)
Cheers
Yumyums Inmahtumtums
02-06-2014, 01:16 PM
We went with Druid(me) and Chanter.
Only level 15 at the moment so still missing some of our defining spells, but all and all its great fun and new for us.
Bandits in West karana, I charm a grizzly for some extra dps, dot the mob and snare it. My buddy charms a bandit lets it tank we kill what we pull then kill his bandit. pretty easy, no downtime other than waiting for spawns, which is just enough to get mana and hp back. I assume once we get breeze and some other spells we will be able to handle even more.
most importantly it is FUN. If anyone has any tips for this duo please share :-)
cheers and thanks for all the posts.
This is a well suited duo for outdoor zones and fully capable at dungeon crawling. Your strengths will be charming strong dual-wielding pets and either agro kiting or fear kiting them around. The best pets in the game IMO are rogues and this duo sets up a perfect scenario for kiting. Since I personally would rate this as strongest outdoors, here are some zones and level schemes that compliment your duo nicely:
12-17: charm Dervs or bandits in oasis and west karana and agro kite or fear them. Use Druid snare at least once for snare before fear or simply spam it and agro kite. Make sure the derv is rogue type and he will melt enemies quickly.
17-22: orcs in Highpass. Druid can outdoor pacify them (which iirc is unresistable) for single pulls. Charm a rogue Orc and agro kite. At this point you will likely not even make it 20feet before the enemy is dead. Good low levels lewts here and easy xp with scalps.
22-26: sarnaks in loio using charmed war boned skeles. These skeles are not rogues but badass none the less. I would snare and fear kite the sarnaks as they are usually shamans and cast spells/have sow.
26-30: go to high hold keep and charm Osargen. A good grouping range for sure. Read up on Osargen and how much of a BAMF he is.
30-33: can do some serious work at the frontier mountain giant fort. Beware of charming giants though: they cannot be stunned or mezzed and in addition have huge boxes so they are not super ideal. I would suggest charming one of the wandering non-casting goblins and weaponizing him. You can get away with fear kiting as they usually just run around in circles but beware; they will run into the heart of the giant fort from time to time.
33-42: cliffs in FV with charmed pirates. Use pirate cartographer as they are guaranteed rogues. Stupidly OP place for a Druid and an enchanter to level. Have the Druid chain pull and fear kite mobs. Pirates and growlers will usually die within the duration of a level 8 fear, snarlers and higher level pirates will require a second fear or one "chase the moon". At the lower level range of this spot I would suggest the enchanter pull with tash as the snarlers will be yellow/red to you.
42-51: dread lands against the north wall. Charm a Drolvarg, weaponize and use method. Shit just melts now if you have an appropriate pet.
46-53: TD spirocs with a charmed proven. Another rogue pet that does not disappoint. By now you should have the hang of this :).
Again, I give you outdoor zones because they make the best use of your combined skills. There are tons of places you can go with this combo, this is where I feel they work best.
rollin5k
02-06-2014, 01:56 PM
I'm pretty sure that charmed pet is not going to take exp if it does most damage in a group.
Burrito
02-06-2014, 02:08 PM
If you're in a group there is no pet xp penalty.
MikeXG
02-06-2014, 02:47 PM
This is a well suited duo for outdoor zones and fully capable at dungeon crawling. Your strengths will be charming strong dual-wielding pets and either agro kiting or fear kiting them around. The best pets in the game IMO are rogues and this duo sets up a perfect scenario for kiting. Since I personally would rate this as strongest outdoors, here are some zones and level schemes that compliment your duo nicely:
12-17: charm Dervs or bandits in oasis and west karana and agro kite or fear them. Use Druid snare at least once for snare before fear or simply spam it and agro kite. Make sure the derv is rogue type and he will melt enemies quickly.
17-22: orcs in Highpass. Druid can outdoor pacify them (which iirc is unresistable) for single pulls. Charm a rogue Orc and agro kite. At this point you will likely not even make it 20feet before the enemy is dead. Good low levels lewts here and easy xp with scalps.
22-26: sarnaks in loio using charmed war boned skeles. These skeles are not rogues but badass none the less. I would snare and fear kite the sarnaks as they are usually shamans and cast spells/have sow.
26-30: go to high hold keep and charm Osargen. A good grouping range for sure. Read up on Osargen and how much of a BAMF he is.
30-33: can do some serious work at the frontier mountain giant fort. Beware of charming giants though: they cannot be stunned or mezzed and in addition have huge boxes so they are not super ideal. I would suggest charming one of the wandering non-casting goblins and weaponizing him. You can get away with fear kiting as they usually just run around in circles but beware; they will run into the heart of the giant fort from time to time.
33-42: cliffs in FV with charmed pirates. Use pirate cartographer as they are guaranteed rogues. Stupidly OP place for a Druid and an enchanter to level. Have the Druid chain pull and fear kite mobs. Pirates and growlers will usually die within the duration of a level 8 fear, snarlers and higher level pirates will require a second fear or one "chase the moon". At the lower level range of this spot I would suggest the enchanter pull with tash as the snarlers will be yellow/red to you.
42-51: dread lands against the north wall. Charm a Drolvarg, weaponize and use method. Shit just melts now if you have an appropriate pet.
46-53: TD spirocs with a charmed proven. Another rogue pet that does not disappoint. By now you should have the hang of this :).
Again, I give you outdoor zones because they make the best use of your combined skills. There are tons of places you can go with this combo, this is where I feel they work best.
I can not thank you enough for this. We were looking for an outdoor hunting guide for our specific dynamic and THIS is perfect. We are currently doing bandits in west karana and dervs in NRO. we were thinking of doing orc highway in oasis for a bit next time we are on. I love the rogue charmed pets for sure, would you advice that me as the druid charm too or just focus on dots and snare? Are there any rogue animals in the world of norrath?
If you're in a group there is no pet xp penalty.
Really? Well that is interesting. Theoretically If I charmed a pet and the chanter charmed a pet and both of them killed a mob without any spells or anything cast by either me or the chanter would we still get full exp? or do we still have to hit it once? I've read a lot about charm soloing but not duoing. Seems that if you dont hit the mob you take a huge exp hit, and if your pet does over 50% you take a small hit. If both these penalties are gone, holy shit does that make for some potential easy killing if we are incapacitated or something ;-p
Thanks again everyone for the replies!!!
phacemeltar
02-06-2014, 02:53 PM
ranger/mage .. i cannot stress this enough: UNLIMITED MAGIC ARROWS
also can keep the pet healthy with snare aggro, and heal capabilities (though you should never need it)
i think this could be one of the most powerful duos, next to clr/enc maybe.
track/mage bags = can hunt for longer without selling, netting greater loot
SoW
Yumyums Inmahtumtums
02-06-2014, 03:19 PM
I can not thank you enough for this. We were looking for an outdoor hunting guide for our specific dynamic and THIS is perfect. We are currently doing bandits in west karana and dervs in NRO. we were thinking of doing orc highway in oasis for a bit next time we are on. I love the rogue charmed pets for sure, would you advice that me as the druid charm too or just focus on dots and snare? Are there any rogue animals in the world of norrath?
Really? Well that is interesting. Theoretically If I charmed a pet and the chanter charmed a pet and both of them killed a mob without any spells or anything cast by either me or the chanter would we still get full exp? or do we still have to hit it once? I've read a lot about charm soloing but not duoing. Seems that if you dont hit the mob you take a huge exp hit, and if your pet does over 50% you take a small hit. If both these penalties are gone, holy shit does that make for some potential easy killing if we are incapacitated or something ;-p
Thanks again everyone for the replies!!!
There are no rogue animals out there but there are a few spots along that path where you can at least find something worth charming.
Cistern asps in the desert, bears in karanas.
Change up frontier mountains to over there and charm rhinos or chickens.
Change up Highpass to east karana and charm snakes or gorge hounds.
Dreadlands I think cockatrices can be charmed.
Loio you can charm tigers.
There's probably a few things you can charm in TD.
If you get a rogue pet of appropriate level you really don't need to charm in addition. Your kills are going to go so fast that most of your time will be spent getting another enemy.
Dakidd4990
02-06-2014, 03:24 PM
Really? Well that is interesting. Theoretically If I charmed a pet and the chanter charmed a pet and both of them killed a mob without any spells or anything cast by either me or the chanter would we still get full exp? or do we still have to hit it once?
As long as you're grouped you need to do 1 pt of dmg to the mob and the charmed pet(s) can do the other 99% and you'll still get full exp. I believe if the charm pets do 100% of the dmg they take 50% or 75% (I forget) of your exp away. I recommend leaving a lvl 1 nuke or something on your bar that you can cast on everything to make sure you get your dmg in. Me and a friend both recently made Enchanters to lvl together. Enc/Enc duo is ridiculously powerful. We hit lvl 40 in exactly 2 weeks time with no powerleveling the exp is so absurd. We're both lvl 49 atm and prior to this we played a War/Clr combo. I can say with confidence that we kill things faster and more efficiently as a duo than we ever did in a full group on our war/clr.
Leveling route we took was (starting at lvl 12 for charm)
* Nro dervs
* Oasis caimans/trash by shore
* Oasis Orc Hwy (We were duoing basically the entire thing by ourselves in late teens)
* Upper Guk Scryer Camp (Entire scryer room and room below it with time to spare)
* Warsliks Woods Giant Fort (Kept entire fort cleared relatively easily)
* FV Pirate Ledge (This camp spoiled us. Literally went from 30-45 here. 2x charm mobs quadding for 68 dmg and backstabbing for 200 with haste is broken. Stuff died faster than we could pull it)
* Dreadlands at Karnor's Wall (Charm Drolvarg's and give weapons + haste and watch stuff melt)
We're currently still doing Dreadlands. Probably gonna look for the next place to go at 50-51. Exp is still pretty good in DL but starting to see lots of green/LB mobs. You could probably do most/all of these camps with an enc/dru enc/clr or enc/sha duo as well. You just might not kill as fast. Another tip for anyone doing Enc/Enc I highly recommend doing 1 charm pet at a time when your first starting a new camp. Get familiar with the place and get an idea for how long charms are lasting and such. Level makes a HUGE difference in how long charm lasts so as you get a couple levels you can more easily keep 2 charmed at once and kill much faster. Me and my friend died and/or got unnecessarily low on hp/mana many times trying to charm 2 at a time in a new camp that we weren't high enough lvl to hold reliable charms in.
Rararboker
02-06-2014, 04:20 PM
If your in a group, the pet won't steal XP.
sulpher01
02-06-2014, 04:28 PM
He didn't really just say ranger did he...
Dezik
02-06-2014, 04:31 PM
Like it has been said before running after mobs for level after level hitting them in the ass is BORING as hell. That is the same problem you have soloing a Monk or a Warrior. It gets old as hell quick. :eek: Not counting the mob runs back into its other friends before you kill it and the real fun starts lol.
Meh, I been doing that for 50 levels on my Rogue, not more boring than leveling anything else up, although having a fungi and epic do make it more entertaining since stuff gets diced up nicely.
phacemeltar
02-06-2014, 04:33 PM
He didn't really just say ranger did he...
hell yea, most under-appreciated class imo
Yumyums Inmahtumtums
02-06-2014, 04:36 PM
hell yea, most under-appreciated class imo
Yup!
Ranger are the king of the unorthodox duo. Well played rangers that is. Wait until fear animals.
sulpher01
02-06-2014, 04:44 PM
Yup!
Ranger are the king of the unorthodox duo. Well played rangers that is. Wait until fear animals.
Either way without a healer they are going to contribute very little damage.. so 50% of their duo would be utility. Yuck.
phacemeltar
02-06-2014, 04:47 PM
Either way without a healer they are going to contribute very little damage.. so 50% of their duo would be utility. Yuck.
ranger heal is more than enough to heal a mage, plus can kite with snare so you should not need heal really. and the ranger wont need to melee because INFINITE MAGIC ARROWZ
ranger dps is great if you know how to do it right
Heebo
02-06-2014, 04:51 PM
Knock back a couple xp potions and play whatever you want, bro.
MikeXG
02-18-2014, 12:20 AM
As long as you're grouped you need to do 1 pt of dmg to the mob and the charmed pet(s) can do the other 99% and you'll still get full exp. I believe if the charm pets do 100% of the dmg they take 50% or 75% (I forget) of your exp away. I recommend leaving a lvl 1 nuke or something on your bar that you can cast on everything to make sure you get your dmg in. Me and a friend both recently made Enchanters to lvl together. Enc/Enc duo is ridiculously powerful. We hit lvl 40 in exactly 2 weeks time with no powerleveling the exp is so absurd. We're both lvl 49 atm and prior to this we played a War/Clr combo. I can say with confidence that we kill things faster and more efficiently as a duo than we ever did in a full group on our war/clr.
Leveling route we took was (starting at lvl 12 for charm)
* Nro dervs
* Oasis caimans/trash by shore
* Oasis Orc Hwy (We were duoing basically the entire thing by ourselves in late teens)
* Upper Guk Scryer Camp (Entire scryer room and room below it with time to spare)
* Warsliks Woods Giant Fort (Kept entire fort cleared relatively easily)
* FV Pirate Ledge (This camp spoiled us. Literally went from 30-45 here. 2x charm mobs quadding for 68 dmg and backstabbing for 200 with haste is broken. Stuff died faster than we could pull it)
* Dreadlands at Karnor's Wall (Charm Drolvarg's and give weapons + haste and watch stuff melt)
We're currently still doing Dreadlands. Probably gonna look for the next place to go at 50-51. Exp is still pretty good in DL but starting to see lots of green/LB mobs. You could probably do most/all of these camps with an enc/dru enc/clr or enc/sha duo as well. You just might not kill as fast. Another tip for anyone doing Enc/Enc I highly recommend doing 1 charm pet at a time when your first starting a new camp. Get familiar with the place and get an idea for how long charms are lasting and such. Level makes a HUGE difference in how long charm lasts so as you get a couple levels you can more easily keep 2 charmed at once and kill much faster. Me and my friend died and/or got unnecessarily low on hp/mana many times trying to charm 2 at a time in a new camp that we weren't high enough lvl to hold reliable charms in.
Just hit 30 and started to charm pirates. just curious where this "ledge" you speak of is. seems pirates just roam around. Also what were you killing? We've been charming pirates and killing lower level drachnids, but I think it could be better.
Lojik
02-18-2014, 12:22 AM
Just hit 30 and started to charm pirates. just curious where this "ledge" you speak of is. seems pirates just roam around. Also what were you killing? We've been charming pirates and killing lower level drachnids, but I think it could be better.
If you start at the bridge to FV outpost, follow the water line to the right of the city (it should be cliffs.) You will find a good area to pull to where lots of drolvargs and pirates roam around, along with the occasional goblin/froglok caster. Drolvargs high 20's to high 30's level.
MikeXG
02-18-2014, 05:34 PM
If you start at the bridge to FV outpost, follow the water line to the right of the city (it should be cliffs.) You will find a good area to pull to where lots of drolvargs and pirates roam around, along with the occasional goblin/froglok caster. Drolvargs high 20's to high 30's level.
Cool, I'll have to check it out later. We ran straight out, grabbed a pirate then went to the beach near the Drachnids, it was decent, but some of the spiders hit a bit hard and the pirate breaking was rough since we had to run all the way back to get another. Lots of wasted time. Do you think duo 30 is to low for this camp?
Yumyums Inmahtumtums
02-18-2014, 06:10 PM
Cool, I'll have to check it out later. We ran straight out, grabbed a pirate then went to the beach near the Drachnids, it was decent, but some of the spiders hit a bit hard and the pirate breaking was rough since we had to run all the way back to get another. Lots of wasted time. Do you think duo 30 is to low for this camp?
The pirates are 28-32 iirc so yes 30 would be too low for a reliable charm duration. I would suggest 34 and I would also highly suggest staying away from the drachnids as:
- they will snare.
- damage shields will eat through your pets life.
- very social so lots of adds.
Definitely head over to the cliffs. If you're in a duo you should attempt to preserve your pet as best as you can. When your pet gets low, blur it to regen health as this will assist you and your healer partner in saving mana and will also give you time to rest.
MikeXG
02-19-2014, 04:21 PM
Went over to the cliffs. level 30 was a bit rough but once we hit 31 the EXP started flying in. We had the occasional "worst possible time charm could break" moments which resulted in the enchanter being 2 shotted by some back stabs. But other than that Amazing EXP and not overly camped. Should last us while! Thanks everyone
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