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  #1  
Old 07-14-2013, 01:09 AM
moleman124 moleman124 is offline
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Default Better Quad group dynamic?

Whats the better group dynamic ( just the 4 players)?

Paladin, Cleric, Enchanter, Shaman or
Paladin, Cleric, Enchanter, Druid

This is for long term general grouping.
  #2  
Old 07-14-2013, 01:13 AM
jijii jijii is offline
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paladin cleric enchanter shaman because shamans shit all over druids
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Old 07-14-2013, 02:06 AM
Clark Clark is offline
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Shaman over druid for Talisman/Stat Buffs/Slow/Torpor
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Old 07-14-2013, 02:35 AM
Tasslehofp99 Tasslehofp99 is offline
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If you don't mind walking/bugging people for ports go with sham in 4th slot. But in reality a druid is still very effective in small groups situations. Having a druid would make charming mobs much safer and more effective for the enchanter just because snared mobs are easier to recharm. Also having evac in tight spots always helps and can save you loads of time avoiding CR's. Since enchanters have slow/clarity the shaman to me becomes less attractive and the sheer utility of having the druid for ports/snares/evacs among other things becomes more attractive. Also take into account that druids can do some cool shit using charmed pets throughout the levels in combination with an enchanter.
__________________
-Aftermath-
Tasslehof - 60 Druid
Barlow - 60 monk
Blueberrii - 60 Mage
Gigglepurr - 60 Shaman
Kids - 60 Rogue
Fornfamnad - 60 Cleric
  #5  
Old 07-14-2013, 06:40 AM
akahdrin akahdrin is offline
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I'm a personal fan of avoiding the xp penalty if I can. Warrior, cleric, enchanter, whateveryouwanthere
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  #6  
Old 07-14-2013, 06:42 AM
webrunner5 webrunner5 is offline
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Quote:
Originally Posted by Tasslehofp99 [You must be logged in to view images. Log in or Register.]
If you don't mind walking/bugging people for ports go with sham in 4th slot. But in reality a druid is still very effective in small groups situations. Having a druid would make charming mobs much safer and more effective for the enchanter just because snared mobs are easier to recharm. Also having evac in tight spots always helps and can save you loads of time avoiding CR's. Since enchanters have slow/clarity the shaman to me becomes less attractive and the sheer utility of having the druid for ports/snares/evacs among other things becomes more attractive. Also take into account that druids can do some cool shit using charmed pets throughout the levels in combination with an enchanter.
At lower levels, say 40 45 and below a Druid is pretty damn good in a group. I agree with Tass with a Enchanter already in the group why have a Shaman also when a druid can work?? Harmony and snare is killer for pulling outdoors. Druids have pretty much same heals, regen as a Shaman all the way up till 60. They fall behind without Canni but you have a Chanter in there for C. And Thornes is no slouch. Snare takes so much pressure off a healer because the mob turns and does not hit the tank below like 18% health unlike root where the mob keeps on hitting till the end. And root is agro hell also if it doesn't stick. That is not fun.

I think I would put a Warrior or a SK ahead of a Paladin. Paladins just do not have much DPS. [You must be logged in to view images. Log in or Register.] I know this is a dirty word but a Ranger has the same DPS as a Warrior and has snare, root Harmony, track, etc. So maybe Ranger and the Shaman??
  #7  
Old 07-14-2013, 07:24 AM
Tasslehofp99 Tasslehofp99 is offline
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Quote:
Originally Posted by webrunner5 [You must be logged in to view images. Log in or Register.]
At lower levels, say 40 45 and below a Druid is pretty damn good in a group. I agree with Tass with a Enchanter already in the group why have a Shaman also when a druid can work?? Harmony and snare is killer for pulling outdoors. Druids have pretty much same heals, regen as a Shaman all the way up till 60. They fall behind without Canni but you have a Chanter in there for C. And Thornes is no slouch. Snare takes so much pressure off a healer because the mob turns and does not hit the tank below like 18% health unlike root where the mob keeps on hitting till the end. And root is agro hell also if it doesn't stick. That is not fun.

I think I would put a Warrior or a SK ahead of a Paladin. Paladins just do not have much DPS. [You must be logged in to view images. Log in or Register.] I know this is a dirty word but a Ranger has the same DPS as a Warrior and has snare, root Harmony, track, etc. So maybe Ranger and the Shaman??
You can tank anything with a ranger in the right gear, but if you're just starting sk/pal prolly better since they are a tad less squishy than rangers and don't need procs to hold aggro like warriors. But a warrior would still be best tank for a small group that has an enchanter since pulling singles is hard for warriors in dungeons.
__________________
-Aftermath-
Tasslehof - 60 Druid
Barlow - 60 monk
Blueberrii - 60 Mage
Gigglepurr - 60 Shaman
Kids - 60 Rogue
Fornfamnad - 60 Cleric
  #8  
Old 07-14-2013, 07:29 AM
Tasslehofp99 Tasslehofp99 is offline
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Quote:
Originally Posted by akahdrin [You must be logged in to view images. Log in or Register.]
I'm a personal fan of avoiding the xp penalty if I can. Warrior, cleric, enchanter, whateveryouwanthere
Here's the thing with hybrid exp penalty, it doesn't matter if you are grouped with.good players. Now I'm not saying make a group with 5 iksar sk's and you will be ok, but since hybrids get more widely ranged abilities they are excellent for small group situations. For example if you havr a sk/pal/rangerin your group they can tank AND pull better than a warrior, as well as having other abilities which in theory should make killin/exp flow faster (even though there's a penalty) its just that many times groups often have slackers who are bad at playing their class, and they don't do enough work to offset the so called exp penalty.
__________________
-Aftermath-
Tasslehof - 60 Druid
Barlow - 60 monk
Blueberrii - 60 Mage
Gigglepurr - 60 Shaman
Kids - 60 Rogue
Fornfamnad - 60 Cleric
  #9  
Old 07-14-2013, 07:32 AM
Tasslehofp99 Tasslehofp99 is offline
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Also -- I noticed as a rogue warriors can't hold aggro for shit once you hit 55 and get double backstab. So it can be frustrating as a rog/monk to have your dps gimped by warriors lack of aggro, which will require other group members to use mana for roots or heals on players who wouod not have otherwise needed it had the tank been a pal/sk/ranger. So keep in mind that while hybrids are taking more exp per kill than non hybrids, they also make groups more efficient in terms of overall killing/exp flow.
__________________
-Aftermath-
Tasslehof - 60 Druid
Barlow - 60 monk
Blueberrii - 60 Mage
Gigglepurr - 60 Shaman
Kids - 60 Rogue
Fornfamnad - 60 Cleric
  #10  
Old 07-14-2013, 08:14 AM
Swish Swish is offline
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Quote:
Originally Posted by akahdrin [You must be logged in to view images. Log in or Register.]
I'm a personal fan of avoiding the xp penalty if I can. Warrior, cleric, enchanter, whateveryouwanthere
Enchanters (as with all pure INT casters) have a 10% penalty. For the super anal about the XP penalties out there, you'll want some halflings [You must be logged in to view images. Log in or Register.]
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