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Old 07-03-2024, 01:10 PM
bcbrown bcbrown is offline
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My friend, my perspective is as it always has been: I'm interested in the question in the context of leveling relatively untwinked from 1 to 60, not endgame camping.

That means no torpor, no fungis, no pocket characters. In that context I rather like the following groups, in a very rough order:
enc/clr/necro/wiz
enc/clr/mage/wiz
enc/enc/clr/wiz
enc/enc/necr/clr
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  #2  
Old 07-03-2024, 01:16 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
My friend, my perspective is as it always has been: I'm interested in the question in the context of leveling relatively untwinked from 1 to 60, not endgame camping.

That means no torpor, no fungis, no pocket characters. In that context I rather like the following groups, in a very rough order:
enc/clr/necr/wiz
enc/clr/mage/wiz
enc/enc/clr/wiz
enc/enc/necr/clr
That's good to know. I have always been focused on endgame, as the point of leveling is to get to 60, and a caster group is already leveling fast.

It sounds like you are admitting your arguments against Shaman are not relevant for an endgame focused group, so we can put them aside until people want to focus on the leveling group discussion.

If you want to discuss an endgame focused group, please let us know which camps are better with Cleric over Shaman.
Last edited by DeathsSilkyMist; 07-03-2024 at 01:21 PM..
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  #3  
Old 07-03-2024, 01:18 PM
Topgunben Topgunben is offline
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Join Date: Sep 2014
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Quote:
Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
My friend, my perspective is as it always has been: I'm interested in the question in the context of leveling relatively untwinked from 1 to 60, not endgame camping.

That means no torpor, no fungis, no pocket characters. In that context I rather like the following groups, in a very rough order:
enc/clr/necro/wiz
enc/clr/mage/wiz
enc/enc/clr/wiz
enc/enc/necr/clr
At what point do a clerics heals become so absurdly better than a Druids, that you would be willing to throw away QOL features like regen, sow, porting? I think the obvious answer is probably whenever they get complete heal, but I would think what a PITA when the cleric dies and now he/she needs a port.
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  #4  
Old 07-03-2024, 09:25 PM
Vexenu Vexenu is offline
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Quote:
Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
My friend, my perspective is as it always has been: I'm interested in the question in the context of leveling relatively untwinked from 1 to 60, not endgame camping.

That means no torpor, no fungis, no pocket characters. In that context I rather like the following groups, in a very rough order:
enc/clr/necro/wiz
enc/clr/mage/wiz
enc/enc/clr/wiz
enc/enc/necr/clr
I actually like your earlier suggestion of ENC/ENC/CLR/DRU best (although I concede the Wizard in place of the Druid for an ultra-endgame focus with Hate access and TL shenanigans, but most comps would get way more overall mileage from the Druid).

The Druid gives you a third charmer in a good number of zones (which the group could obviously prioritize while leveling) for ridiculous DPS, and just as importantly, provides a massive safety barrier for the group by keeping all pets perma-ensnared. DSM also made a viable point about a group comp being superior if it can split into two duos when necessary or advantageous, and this comp obviously could - both ENC/CLR and ENC/DRU are extremely capable. Throw in all the extra Druid goodies like track, ports, SoW, Harmony, thorns, extra heals, ultimately PotG, etc... and this group is really cooking. Insane safety margins for charming with both the Druid (snare/heals) and Cleric (stun/heals) in support. Can easily run roughshod over all groupable content and dungeons. I really don't think the Wiz comes out ahead of the Druid unless the group wants to specialize in sniping Hate minis.
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