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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
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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.
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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 |
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 |
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'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! |
If anything, you won't ever run out of bandages :')
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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.
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