View Full Version : Which class would best fill this last group spot?
VincentVolaju
11-30-2019, 10:39 AM
Some friends have decided to try out EQ for the first time and roll on the Teal server. I told them to choose the classes they all wanted to play, and I'd pick one that would balance the group out. So far we have the following ...
Warrior
Cleric
Enchanter
Necromancer
Mage
Not everyone will be always be in the group because of time zone differences, sometimes we will have the full group going, but other times maybe only 3-4 of us. Considering that, as well as the classes they've all picked. Which class you would some of you guys suggest going to fill up the last group spot with?
Druid. mainly for ports and backup healing, occassionally DPS if it's warranted.
or
Bard. once you have manasong will make that group a lot more efficent, also selos instead of ports.
------------
Edit: i misread your post, thought it said you'd always be playing together. Then certainly druid for a second healer and easilly round up your teammates and get to wherever you want to go when you are on together. forget bard.
veldan
11-30-2019, 10:59 AM
Druid for the previously mentioned reason. Nothing better than getting the group in and out of places, espe ially if folks are gonna play at fairly routine times.
Kerwin 5.0
11-30-2019, 11:00 AM
Druid
VincentVolaju
11-30-2019, 11:07 AM
Wow, originally I was thinking maybe Monk or Ranger to add some more melee DPS in. Both classes could off-tank or pull, and both help burn the mobs down quicker. Ranger with the added bonus of root to keep my Warrior always having aggro.
Surprised to see most of you saying Druid, but I guess it does make sense. Ports would be nice, and again with root, could help the Warrior.
Videri
11-30-2019, 12:25 PM
You do have both pet- and spell-based dps with necro and mage and enc. druid would also provide SoW, too.
Fireblade7
11-30-2019, 12:32 PM
That poor warrior is going to have a hell of a time unless you root. Druid can root, off heal and to an extent track. And porting will be really nice. Ranger could fill the role of warr when he’s gone but so could a root with pets. I’d go Druid.
I would also favor in what you wnat to play though; technically anything could go with this group.
Siege
11-30-2019, 02:01 PM
Bard and Druid are good recommendation. Choose Shaman over Druid if you think stat buffs are more important than ports.
In the end, you should choose a class assuming that you'll be playing alone after your buddies go back to WoW.
solleks
11-30-2019, 02:18 PM
Halfling druid. No other option for this group
Warrior - halfling
Cleric - halfling
Enchanter - gnome
Necromancer - gnome
Mage - gnome
Druid - halfling
Please update screen shots of this power group
Bazia
11-30-2019, 02:23 PM
enchanter = 2 charmed pet dps + someone who can root every mob for ezmode aggro on the warrior + a 2nd mezzer for oh shit pulls
Fireblade7
11-30-2019, 05:09 PM
Halfling druid. No other option for this group
Warrior - halfling
Cleric - halfling
Enchanter - gnome
Necromancer - gnome
Mage - gnome
Druid - halfling
Please update screen shots of this power group
This is why I’m sad halfling rangers/Paladins and gnome sks don’t exist in classic.
Arcticflava
11-30-2019, 05:10 PM
The only option that makes sense to me is a Druid.
Y'all need puller imho before ports. I'd go bard but monk or ranger isn't a bad option
solleks
11-30-2019, 05:51 PM
Warrior - halfling ( tank )
Cleric - halfling ( main heals / roots cc / lulls / ivu)
Rogue - halfling ( dps / scouting / recovery )
Rogue - halfling ( dps / scouting / recovery )
Druid - halfling (back up heals / travel speed / pulling outdoors / charm dps / roots cc)
Druid - halfling (back up heals / travel speed / pulling outdoors / charm dps / roots cc)
Polycaster
11-30-2019, 09:18 PM
I'd say 2 halfling warriors, 2 halfling rogues, 1 halfling cleric, 1 halfling druid.
This build has much better symmetry.
Vormotus
12-01-2019, 03:34 AM
This is why I’m sad halfling rangers/Paladins and gnome sks don’t exist in classic.
Gnome SKs were ... SO DAMN AWESOMEEEEEEEEEEEEEEEE!!!!
https://i.imgur.com/cJgdZFF.jpg
Izmael
12-01-2019, 04:01 AM
Druid obviously... not ever having to worry about ports will save immense amounts of time.
Not to mention that otherwise, you'll often have to find TWO ports, since there will be someone who will need to drop to invite the porter.
Harmony, SoW outdoors, tracking, and so many other goodies that would be a shame to pass on.
A second inviser is nice to have as well. It sucks to keep invis on 6 people.
DPS wise it's a VERY strong group already. Mage, necro, warrior,enc is more DPS you will usually need.
So it looks like you're rolling an all gnome group.
Make sure everyone worships the lord below, Brell Serillis.
As for your own position, you'll have to be a gnome rogue or wizard to avoid gnomish duplicates and research word duels to the death, that or roll a brell worshipping bard.
A second gnome cleric can get a pass if your friends are extra beardy and willing to farm manastones, as clerics with manastones are the blondes of classic EQ - they just have more fun.
If you're true power gamers though you'll all roll erudite enchanters and turn in your books of discord, then force one anothers enslaved minions to spam sit while all the rest of your pets run train on them in turn. Like a Las Vegas party but with black men watching rather than participating.
Pyrion
12-01-2019, 04:45 AM
I also say druid, main reason for me is SOW. That's such a big thing... SOW does make everything safer and faster. The other reasons are valid too of course. If not doing druid, one of the other sow casting classes should be used, ranger or shaman.
Vormotus
12-01-2019, 05:13 AM
If you're true power gamers though you'll all roll erudite enchanters and turn in your books of discord, then force one anothers enslaved minions to spam sit while all the rest of your pets run train on them in turn. Like a Las Vegas party but with black men watching rather than participating.
https://i.imgur.com/wsSkbPx.gif
Danth
12-01-2019, 06:25 AM
Druid offers the additional advantage of maintaining someone who can heal in some capacity in the event the Cleric player quits. EQ was a difficult enough game to get into when it was new, let alone now that it's 20 year old with outdated graphics and old-fashioned mechanics. These types of new-player pre-made groups virtually always lose people along the way. Future-proofing the group to withstand such losses as much as possible is highly recommended. In the event you lose the Warrior you still have two standard pet classes plus the option for Charm so that's less problematic.
Danth
VincentVolaju
12-01-2019, 08:01 AM
Yeah, Druid does make the most sense and although everyone seems pretty stoked to be playing it right now, it's always possible 1 or 2 will quit at some point. I currently have a Mage that I play solo, so I was originally planning to do a melee for the group, to kind of change it up a bit for myself. I figured Monk, Warrior, or Ranger depending on what they all picked. However, after reading everyone's replies, it really does sound like Druid would be the best over all for a full 6 man. So I'll likely roll a Halfing Druid tonight.
Just out of curiosity though, if the option was for melee classes only, no priests / casters. Which of the melee based classes would you guys have chosen? Also assuming that half the nights wouldn't be a full 6 man group, more like a 3-4 man group with different people missing at different times?
Tenlaar
12-01-2019, 08:13 AM
If you're looking at non-casters I'd say bard, hands down. It would fit in whether you're doing the typical tank and spank or you're doing a pet group because the warrior isn't there, the regen is huge enough to really lessen the pressure on the cleric, a second CCer and eventually charm DPS, selos helps a ton with travel, etc.
Kanuvan
12-01-2019, 11:40 AM
druids are bad port bots, would not benefit you in anyway for breaking hard camps, druids have been basically useless in every group ive been in as they provide nothing useful compared to a specialized class
you have been tricked by the forums yet again if you bring a druid to any serious team
jacob54311
12-01-2019, 11:42 AM
Wow, Druids aren't even good port bots.
You went a little too far with your trolling, I think. Try to keep it semi plausible next time. Tone it down a bit.
VincentVolaju
12-01-2019, 11:54 AM
Lol well the only reason I am hesitant to do the Druid is because the 1 member I know who will always be on, will be the Cleric. He's likely the person I'll be duoing with most nights (same time zone) until some of the others come along. Some days may just be the 2 of us and that's it. So over all Druid is great for the full team, but if half of the time I am with the Cleric either duo, or with 1-2 others; I'm not sure if Druid would be best for that situation.
I did make one though, level 4 so far! lol. But yeah, not certain about it.
Danth
12-01-2019, 12:04 PM
The character you'll play is better than the one that'll cause you to not want to log in, so don't stick with it if you ain't feeling it.
I think the last spot here has to be a second healer, so shaman or druid. that much is obvious - what's weird to me is people pushing the druid so hard over shaman like it's some necessary thing. I feel like shaman is substantially better.
Tuljin
12-01-2019, 01:15 PM
Druid really is an excellent choice in this case. Shaman is a "better" class but in the context of this group slow is already covered by the Enchanter. Theres a lot of Druid hate on p99 but most people who play really aren't very good players and the vast majority of players here have never played with a good Druid. Most people who play a druid "pLaY a dRuiD."
Druids can solo very well and they have a toolbox that will fill all the gaps of your current composition. Druid can snare mobs which is very helpful and Druid gets excellent nukes. However one big point everybody seems to be missing (because see above paragraph) is Harmony. Dungeons will be packed and also some dungeons are still outdoors technically. Also you can charm animal which is great, in Sol B you can charm a bat and you're good to go. Port/evac is obviously very useful as well and fills a huge gap.
If you're worried about not being picked for high level cash camps your buddies have an Enc and a Mage. Druid complements Enc extremely well in a duo for cash camps, but again, see first paragraph
Nitsude
12-02-2019, 04:05 AM
The warrior is your only melee, so will be default tanking and pulling. A bard, monk, or ranger might improve the efficiency of the group. Situational of course since you may not need high efficiency if mobs are sparse anyway.
Druid is also a great choice for the reasons everyone outlined earlier; adds a lot of flexibility and everyone isnt out of luck if the cleric isn't on. A second enchanter isnt a bad choice either if your cleric player is top notch.
Veeshan31
12-02-2019, 01:38 PM
Druid sounds like a good idea on paper but in reality druids are always the worst member of any group.
sonicjoose
12-02-2019, 01:45 PM
I'd take a druid! Ensnare on ENC pet and backup heals / cc / nuke city. Sow is a must mmmmkay
Relbaic
12-02-2019, 01:58 PM
Druid or ranger
diodio
12-03-2019, 12:23 AM
Monk , you need a good puller .
Polycaster
12-03-2019, 12:36 PM
Monk , you need a good puller .
Monks are the worst pullers.
I said it once and I'll say it again! You'll need a puller. Warrior trying to pull and tank is tough work. Id highly suggest Ranger or Bard for the 6th member for movement speed buffs and as your groups main puller. Yeah having a shaman or druid to backup heal the cleric is nice, but having a puller is essential to a good group comp.
vossiewulf
12-03-2019, 04:25 PM
I'd take a shooting guard in the second round. You'll never win any championships without good free throw shooting in the fourth quarter, and you need someone who can hit those deep 3s from the Mistmoore baseline.
Bearlight
12-03-2019, 08:04 PM
Wizard who knows aggro control.
kaluppo
12-03-2019, 08:08 PM
I agree with Druid here since the group has a Chanter for slows and CC. Sow, ports, track, harmony, snare, root, heals and resist buffs all make the Druid a great way to round out that group.
kaluppo
12-03-2019, 08:16 PM
I said it once and I'll say it again! You'll need a puller. Warrior trying to pull and tank is tough work. Id highly suggest Ranger or Bard for the 6th member for movement speed buffs and as your groups main puller. Yeah having a shaman or druid to backup heal the cleric is nice, but having a puller is essential to a good group comp.
Druids are excellent pullers. They get the same spells that make rangers a good puller. They can harmony groups of mobs and then use either snare or a low level nuke to pull out a single and then root it right at the feet of your warrior. And Druids get Harmony as well as snare at lvl 5 so by the time you are done with home city yard trash you can be a good puller.
Once they get sow and track later on they become excellent pullers. As a druid I have pulled unrest, MM, CoM, KC just to name a few. I can single pull just about any camp as long it's not a dungeon where sow and harmony can not be used.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.