View Full Version : Couple looking for good Duo comp
sonofbaal
05-30-2011, 10:54 PM
Here are the conditions:
1) we mostly like to duo, just the two of us
2) we like to go down in dungeons
3) she doesn't want to be an ogre or troll
4) We are new, so no twinking
So it has to be strong enough to bust into dungeons, handle adds, kill
I was thinking the following
1) War /Shaman (barbarian)
2) Monk/ Shaman (barbarian)
3) Mage/Mage (rolling on eachothers gear might suck
4) Enchanter/Mage , cc , nukes, slows, crack
Others I was considering
1) I was worried War/cleric wouldnt do enough dps or have a slow for higher level mobs
2) War/druid , more dps, but no slows and would the heals be enough
Please let me know what you guys think. I would really appreciate your input.
Thanks!
Francois
05-30-2011, 11:08 PM
Monk Shaman is always fun.
You could do double Iksar that way too.
sonofbaal
05-30-2011, 11:14 PM
Monk Shaman is always fun.
You could do double Iksar that way too.
can a monk... tank enough? Hold threat, take damage? deal with adds?
Werlop
05-30-2011, 11:24 PM
War lacks enough dps imo. Shaman and druids have dps but won't keep him alive efficiently (lots of boring med time) if at all, and war/cleric kills very slowly.
Monk/shaman is a very solid build and a staple. I recommend it if you don't want to have 2 casters- this duo can go far.
Enchanter/mage is risky... I can't comment on it at lower levels, but at higher levels you'll want to make a healer friend.
Alternative composition: Enchanter/necro. You trade some pet dps for dots, better mana dumps in a pinch, and efficient healing. If you get bored of dungeon crawls, you can mix things up with a little fear kiting.
mage/mage- good fun. Mages are not a very gear-dependent class. Foci are good, extra mana is good, but the gear that you can reasonably get without twinking will not drastically change your character. Just do round robin on drops if you don't want to roll.
Enchanter/shaman is not a bad idea either, especially at mid-high levels where the malo and tash lines combine to create long duration charms.
Vidrata
05-30-2011, 11:25 PM
pull to edge of zone or a safe spot in a dungeon. No adds. Avoidance tank = winsauce. More dps = more threat. Just dont slow more than once =P
Stumpes
05-30-2011, 11:34 PM
I would do warrior/cleric. You should easily be able to get mid 30s with this combo quite quickly. You can always pick up a dps if the mobs die slowly. You will also be far better off when later in the game when you have to form groups with a tank/healer instead of slower/dps.
Comapavik
05-30-2011, 11:40 PM
Ranger/Shaman. Get a lot of utility from both classes, and both start near Qeynos/Blackburrow so you don't have to run too far to get started.
sonofbaal
05-30-2011, 11:57 PM
Thanks for the feedback, 1999 community are all bros (and sis).
Curious, does the shady dealer in EC sell/buy to iksar? I am not too verse on the traveling arangements needed my iksar if we were to double monk/shaman
Breuce
05-31-2011, 01:05 AM
Would definitely vote for Monk/Sham. I played Monk on live, and not only did I keep a running list of the important group classes (war, cleric, enc) I also kept a separate list of Shams for duo purposes. Very powerful, effective duo for just about everything, including dungeon crawling. The monk has some work cut out for him/her but with a good handle of pulling/splitting that partner can hunt in dungeons effectively for sure. Holding aggro isn't a huge problem. Adds can be tricky, but careful pulling can mitigate this issue, and some root CC can help. Plus with slows, both the Monk and the Shammy can take a surprising amount of a beating, so pulling aggro or even split tanking isn't a disaster.
My brother played Sham on live for a bit, and I *gasp* even did some boxing later on. He was lower level than I was but... in our 50s duoing most of the old world was doable (Once I was epiced, the world was our oyster... especially the old world. Freeti, Fire Giants, Anything in LGuk, some stuff in KC and Seb, etc) Good EXP/Money Making potential in there and lots of fun.
Other thoughts:
Not for dungeon crawling, but Nec/Dru is one of my favorite combos for outdoor areas and pure levelling if you want a random suggestion.
War/Cler would be fantastic for the option to group more in the future but for pure duo it's not all that great.
I haven't checked but if my memory from live is accurate I'm about 99% sure Shady is indiff to all. So no worries on the ikkie front.
SunDrake
05-31-2011, 01:32 AM
Magician + Shaman
Magician + Cleric
Necro + Druid
Waedawen
05-31-2011, 05:04 AM
Enchanter + Druid (my favorite)
Enchanter + Cleric
Necromancer + Enchanter
Necromancer + Magician
Necromancer + Druid
Enchanter + Rogue
Necromancer + Rogue
Druid + Rogue
Wizard + Druid
First 4 combos can kill absolutely non stop inside a dungeon with the right spell sets, last 4 can kill extremely effectively, perhaps nonstop outside of dungeons probably at level 10.
EDIT: I don't include clerics because I simply don't think clerics bring enough to the table when you're partnering up. They heal people, big deal. What they really open up is the ability to get the group expanded easily because you don't have to deal with getting some pre-Madonna of a cleric to come join your group.
The exception is with an Enchanter, where the power of complete heal is truly allowed to shine. But that will be all they contribute to the duo, essentially.
Rotted_Corpse
05-31-2011, 05:16 AM
Necro+Shaman
Necro+cleric
Both powerful duo's.
Shaman a bit more with slow, buffs and heals (along with its own mana regen later). Along with some decent dps. That duo could do just about anything.
Cleric is close with the superior heals and hp/ac buffs. Only crippling thing on cleric would be mana regen. Cleric has some decent nukes (esp undead), root and even a damage shield later on. Oh and it can REZ!
agdros
05-31-2011, 09:37 AM
Monk + Shaman
Ranger + Shaman (hunt mostly animals)
Magician + Magician
Necromancer + Magician
Necromancer + Necromancer
These all work well.
not tryin to hate, but i dont see how Enchanter + Rogue would be a viable duo pair in the slightest.
my favorite has always been war/druid. you can do pretty much anything you need
Amelinda
05-31-2011, 10:00 AM
mage + ench gets my vote :)
Halfelfbard
05-31-2011, 10:04 AM
Rogue/Ranger
skorge
05-31-2011, 10:28 AM
I would do a mage and cleric...this is a great combo...the mage's pet tanks all mobs and you get the heals on the cleric, as well as uber buffs, and the mage can even heal the pet too...with this combo u can do very high level mobs too.
falkun
05-31-2011, 10:51 AM
I would do a mage and cleric...this is a great combo...the mage's pet tanks all mobs and you get the heals on the cleric, as well as uber buffs, and the mage can even heal the pet too...with this combo u can do very high level mobs too.
The other bonus to a cleric: pacify. It's not outright CC (there's root for that), but its even better.
Messianic
05-31-2011, 10:52 AM
If you want partnering effectiveness on the broadest scale, Monk/Shaman is unrivaled.
Monk combines the defensive aspects of a warrior in a group situation (since at this stage of the game, their avoidance and mitigation combined are extremely effective) along with powerful sustained dps.
The Shaman has buffs which amplify the monk's already generous dps and crippling slows which turn even some of the most damaging mobs into child's play. Because the Shaman has a kind of built-in clarity, the group also succeeds in being able to chew through mobs when exping with no real downtime. Chloroplast is just as efficient than CH (Chloro is essentially a 1000 heal over time for 200 mana), and since the monk already has high mitigation and avoidance, the shaman's slows remove the necessity of heavy healing (CH). Chloro is actually more efficient unless you have characters with 2khp+.
Shamans are inherent force-multipliers - despite being effective solo, they work best when they can make melee classes far stronger than they should ever have been.
The only other combo which can even compare in terms of an exp duo is chanter/mage.
Grizlor
05-31-2011, 11:38 AM
Shaman Necro or Shaman Monk.
If you like doing really dumb things which have a reasonably high chance of eventually killing you, shaman necro is pretty amazing (charm duo in HS/Seb Crypt/Deep Chardok/Dragon Necropolis)
Skope
05-31-2011, 11:45 AM
pally + shaman hasn't been mentioned and isn't bad. Along with shaman + SK
falkun
05-31-2011, 11:51 AM
Paladin's get a bad wrap for not having the DPS of monks and an exp penalty, but I like the idea of a pally/sham combo. Especially after the pally picks up a few of the cleric tricks (pacify and root).
Skope
05-31-2011, 11:59 AM
Paladin's get a bad wrap for not having the DPS of monks and an exp penalty, but I like the idea of a pally/sham combo. Especially after the pally picks up a few of the cleric tricks (pacify and root).
pacify is huge. Shaman with a JBB and torpor can easily keep up with heals, slows and DoTs if they don't mind spamming cannibalize like a maniac. My fav end-game combo to pair with a shaman is definitely a pally.
Grizlor
05-31-2011, 12:02 PM
I didn't mention Shaman/SK which you could have some pretty decent success with, though I don't think it will really reach its full potential during the lifespan of this server. I remember duoing in Plane of Water with a SK buddy on live. Probably got 50 AAs together camping his sword + my sharkspine club :\
rogue /ranger works good as long as you dont run into casters
/necro or SK/ranger works better for outdoors. you can either fear kite or agro kite w/ that combo
Ranger and any melee can agro kite... once again outdoors
ranger/shaman also very viable option for both indoors and out . remeber that your desiease stacks w/ his magic and fire dots. Basicly root rot, pet and bow it down.
Druid Ranger Redundant .
Cleric Ranger fairly good up till you venture to kunark... things just hit harder .
Basicly what i am trying to say is that of your going to duo youll want the ranger for the utility. SK is another option as well as a pally/dps class.
if you are wanting to group w/ more than just you 2 down the road though,then you cant go wrong w/ the holy trio meaning war/cler or ench/cler
Tarathiel
05-31-2011, 01:36 PM
As a rogue I find that I duo well with anyone that can solo and hold most of the aggro, sk's and pallys are my first choice. Its probably not the most efficient but you would be surprised what we can do and its a lot of fun
Maurk
05-31-2011, 02:00 PM
Druid/Pally is pretty sweet, especially lvl 1-30.
Outdoors the druid can kite while the pally adds dps.
Indoors is great, because the paladin can bring in single pulls, and can also help heal to lower down time.
Having evac available in a dungeon while duoing is a must, you will feel much safer to go further inside
and paladins having LoH can really make the difference saving yourselves in a bad pull/train.
Then come end game, you can port anywhere, and rez too! :D
P.S: The problem with warriors, is unless you are twinked out,
you won't hold very good aggro, and your caster will get pummeled alot often when they nuke a mob or heal you.
However the exp penalty does suck, and may detract anyone wanting to duo early on.
baalzy
05-31-2011, 03:38 PM
Shaman + Whatever the other person wants to play will take you 1-60. Some more quickly than others.
Druid + Wizard is a combo that people haven't talked about that would be great. You can begin quad kiting early since the druid can round up mobs via SoW + Snare and then the wizard nukes. Then later on the druid does the rounding up via SoW and the wizard can AE snare. Then they both AE nuke.
Taryth
05-31-2011, 05:09 PM
mage + ench gets my vote :)
Have been duoing my Ench (lvl 53 now) from lvl 1 with my brother, who plays a Mage. It's an amazing combo.
With proper (read: spam) runes/berserker, no healer is needed.
Zuranthium
05-31-2011, 05:28 PM
Enchanter + Druid (my favorite)
DING DING DING
I thought I was going to have to be the first person to say this, but you are a smart man.
If you want to play Everquest with just 2 people and don't care about (eventually) missing out on the content in the game that requires more than 2 people, then this is by far the overall best duo.
The power is in the Enchanter's pet. Even aside from Charm, the Animated pet is very powerful with the buffs between the two characters. Not being able to command the Enchanter pet doesn't matter because with the Druid there to patch heal (and snare), the Enchanter is free to chain pull by taking the initial aggro to get the pet involved in the fight.
The Enchanter provides the crowd control for dungeons (the Druid needs to help sometimes with Root as well) and the Druid gives you the mobility to easily hop around the World and go fight wherever you feel like. If you want to do outdoor camps, the Druid's ability to use harmony is king as well.
There might be a few dungeon areas a Monk + Shaman duo can pull by using Feign Death that the Enchanter + Druid duo wouldn't want to risk using Pacify/Crowd Control on, but there are also definitely scenarios an Enchanter + Druid can take that the Monk + Shaman wouldn't be able to. The Monk + Shaman duo is also more dependent on the Monk being able to get the best equipment to maximize their power, whereas equipment doesn't matter a ton with the Enchanter + Druid duo.
Messianic
05-31-2011, 05:29 PM
Shaman + Whatever the other person wants to play will take you 1-60. Some more quickly than others.
Druid + Wizard is a combo that people haven't talked about that would be great. You can begin quad kiting early since the druid can round up mobs via SoW + Snare and then the wizard nukes. Then later on the druid does the rounding up via SoW and the wizard can AE snare. Then they both AE nuke.
Wizards round stuff up solo better than a druid could for them...instacast staff of temp flux is a better pulling item than any spell in the game because it doesn't require you to stop and cast.
Before that, you can use a level 1 bolt spell that has 300 range as opposed to the regular 200 spellcasting range.
Hottbiscuits Dreadmuffin
05-31-2011, 05:37 PM
Whatever you choose, keep in mind that if one of you can't gate, they're gonna die a lot more often. If you don't have a Cleric or a Cleric friend, expect to pay for resurrections occasionally or eat the exp loss. It's demoralizing to die and have to hold off your grind to get a resurrection, or eat it and watch your bar catch up to where it was before you died.
baalzy
05-31-2011, 05:39 PM
Wizards round stuff up solo better than a druid could for them...instacast staff of temp flux is a better pulling item than any spell in the game because it doesn't require you to stop and cast.
Before that, you can use a level 1 bolt spell that has 300 range as opposed to the regular 200 spellcasting range.
Yeah, but if the mobs are social the druid would just have to cast on one of them and then run it through to gather the other 3 mobs needed. Then do circles around the wiz so he could snare em all simultaneously. Making it so the wizard doesn't have to run all that distance to get max cast range. Also means the wizard wouldn't need to quest the staff.
Messianic
05-31-2011, 05:40 PM
Yeah, but if the mobs are social the druid would just have to cast on one of them and then run it through to gather the other 3 mobs needed. Then do circles around the wiz so he could snare em all simultaneously. Making it so the wizard doesn't have to run all that distance to get max cast range. Also means the wizard wouldn't need to quest the staff.
Any self-respecting wizard would quest the temp flux staff :)
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