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#1
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![]() Soooo,
Grouping with your Class - question - Some toons are better then others at having the abilty to group together (Not necessarily exclusively). What are your top choices to group together and which do you avoid at all cost. Not in any order just reference. 1. Warrior 2. Shadow Knight 3. Paladin 4. Monk 5. Rogue 6. Ranger 7. Magician 8. Enchanter 9. Necromancer 10. Wizard 11. Shamen 12. Druid 13. Cleric 14. Bard Quote:
Some of my top classes to group together. Rogue Magician Some of my Bottom classes to group together. Warrior Cleric Thoughts? | |||
Last edited by Klyre; 09-15-2011 at 11:28 AM..
Reason: Clarification
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#2
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![]() not sure if troll post.
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I am Reiker.
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#3
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![]() Quote:
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#4
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![]() talking 6 man or 2 man? 3 man? Here is a simple list, each have my own reasoning.
2 man- Shammy and monk 3 man- Shammy, monk, bard 4 man, Enchanter, cleric, warrior, monk. 5, shammy, bard, rogue, warrior, cleric 6, shammy, bard, rogue/monk, warrior, cleric, mage. Those are really just personal preferences. | ||
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#6
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![]() Quote:
What class do you most want multiples of in a group? What class do you least want multiples of in a group? | |||
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#7
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2 man being Rogue, Rogue 3 man whatever just if you were a class be it whatever but say Rogue would you actually want to have more then 1 or 2 of. Like 3 Necros and adding whatever. | |||
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#8
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![]() I think I get what you're asking. You want to know if there are classes that are beneficial to have more than one of in a group, yes?
Rogues, Monks, Necromancers, Mages would be on the top of my list. Necromancers for sure especially if you can't find any Bards or Chanters. Starie prepares to cast Divine Aura. I think Rangers are underestimated. Starie casts Divine Aura and flees. They do great DPS and are good ghetto crowd control.
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#9
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![]() I expect that very few groups would want more than one enchanter or bard (or for that matter, an enchanter and a bard). Multiple healers of the same class aren't quite that undesirable; healing would still stack better than CC. After that, I guess knights (multiple paladins / shadow knights), then, lastly, DPS classes, which stack very well.
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#10
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![]() Assuming all a 6-man, group (not raid-group) scenario.
- I would limit (but not outright ignore) having more than 1 tank in a grp: War/War, War/Pal, War/SK, Pal/SK, Pal/Pal, SK/SK - I would avoid having multiple clerics (except if in an undead-heavy area). - I would try to avoid having a sham/bard/enc in the same group. Sham/bard, enc/bard, sham/enc, fine, but all three gets a bit greedy on support classes. - I would limit the number of rogues in the group, they have the least utility out of any class for your general exp-grind group. 1-2, great, 3 pushing it and 4 means you are cutting out either a support, tank, or healer. Even a wizard or ranger fills support role better than a rogue. As for pro-killing groups: - dungeon crawling: bard/sham/cler/SK/rog/monk. Between bard and shaman melee buffage, the rogue and monk will be doing work, clerics are hands-down the best healers, and an SK might actually be able to generate the aggro needed to keep the rog/monk alive without overlapping abilities with the cleric too much (sorry PALs). - AE groups: bard/cler/enc/enc/wiz/wiz. Can't really deviate too much. Of course this is all incredibly narrow minded. Had a group the other night in the Hole with mostly pet classes and a shaman healer. Mage summoned weapons were RIPPING through elems faster than even the rog/monk combo would, so please do not take this example as a "catch-all". It is a well-rounded group that could accomplish a lot in a group, but there are TONS of alternate combinations that will work, there are other combinations that will work because of the people behind those character class combinations, and there are other combinations that will be better suited to the specific tasks at hand. Make a group by 1) what you need for your task and 2) what is available at the time. You will get much more accomplished by doing it than waiting around for the prime group make-up. /flame on
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