![]() |
|
#1
|
|||
|
![]() Gnome Power!
Cleric, Enchanter, Mage, Wizard. Cleric: heals and buffs. The most important job in the group, should be the player that's going to be on the most because you can function without any one of the others. Enchanter: stupidly versatile class. Charmed pets do monstrous damage, second best slows in game, best haste in game, mez will save your party in a dungeon, etc, etc. Mage: The enchanter's pet is going to break charm, you'll want a mage pet on the mob to keep it off the party while the enchanter straightens out his pet. Mages are awesome constant dps and can help with spike damage. Summoned goodies can help with everything from food/water to mana regen from mod rods. Wizard: Best spike damage in the game, strong root, snare, ports. A wizard is fairly low in constant dps, but makes up for it when you need something dead real quick. They tend to med right through entire fights vs melee mobs, then light up the annoying caster mob before they can heal/nuke/gate/slow/screw your party. Their ports will ensure that if your first choice dungeon is overpacked, you can go across the world in a few seconds and snag a good camp. This combo is a tank and rogue away from a very traditional group and can really make any class that comes along work. Just add two of any class and go. | ||
|
#2
|
|||
|
![]() Human only! Be secure in your mediocrity and middle-of-the-road stats.
Or half elf only, which is about as mediocre with the added bonus of being mildly shunned no matter where you go! (I like elwing's Bloodsaber group idea. [You must be logged in to view images. Log in or Register.] )
__________________
| ||
|
![]() |
|
|