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  #91  
Old 07-07-2024, 07:38 PM
Trexller Trexller is offline
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They may take our lives, but they will never take, Our Nerddom!
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  #92  
Old 07-07-2024, 08:20 PM
Penish Penish is offline
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i knew dis thread would age well, lol
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  #93  
Old 07-08-2024, 11:59 AM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by Penish [You must be logged in to view images. Log in or Register.]
i knew dis thread would age well, lol
Poor Penish trying to save face after his thread completely backfired. Post the video please.
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  #94  
Old 07-08-2024, 12:02 PM
cd288 cd288 is offline
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i knew dis thread would age well, lol
Where's the video pussy?
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  #95  
Old 07-09-2024, 09:28 AM
Toxigen Toxigen is offline
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Enc, Enc, Enc, Enc, Clr, War is the best hole group I've been in.
ayup
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  #96  
Old 07-10-2024, 12:56 AM
Rygar Rygar is offline
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Quote:
Originally Posted by Naethyn [You must be logged in to view images. Log in or Register.]
Enc, Enc, Enc, Enc, Clr, War is the best hole group I've been in.
I'm very out of touch with things around here, but with that many enchanters wouldn't subbing 1 out for a necro actually be better? Can charm the undead in there (which destroy mobs) and have additional utility like twitches for cleric. There are even a few good areas to fear (which is great if enchanters have rogue pets, especially Rocksoul).

I would think a Paladin may be better if you're just looking for some kind of agro control on charm breaks/pulling?

That being said, there are some amazing untapped potential areas in the Hole. Dare I say even some argument for DSM's root/rotting group fantasy. Especially if you are crawling to certain areas, you don't need to kill everything before moving on. There are something like 300+ mobs in that dungeon, many high density areas off the beaten path. Can easily root/epic on an engage, enchanters kill the agro mobs, move on. When root breaks maybe it brings friends/free pulls.
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  #97  
Old 07-10-2024, 09:42 AM
Toxigen Toxigen is offline
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Originally Posted by Rygar [You must be logged in to view images. Log in or Register.]
I'm very out of touch with things around here, but with that many enchanters wouldn't subbing 1 out for a necro actually be better? Can charm the undead in there (which destroy mobs) and have additional utility like twitches for cleric. There are even a few good areas to fear (which is great if enchanters have rogue pets, especially Rocksoul).

I would think a Paladin may be better if you're just looking for some kind of agro control on charm breaks/pulling?

That being said, there are some amazing untapped potential areas in the Hole. Dare I say even some argument for DSM's root/rotting group fantasy. Especially if you are crawling to certain areas, you don't need to kill everything before moving on. There are something like 300+ mobs in that dungeon, many high density areas off the beaten path. Can easily root/epic on an engage, enchanters kill the agro mobs, move on. When root breaks maybe it brings friends/free pulls.
enc can charm the undead too

more stun, more aoe mez

cleric aint never running oom all they gotta do is CH the war and pets, literally sitting 90% of the time
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  #98  
Old 07-10-2024, 11:08 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by Rygar [You must be logged in to view images. Log in or Register.]
I'm very out of touch with things around here, but with that many enchanters wouldn't subbing 1 out for a necro actually be better? Can charm the undead in there (which destroy mobs) and have additional utility like twitches for cleric. There are even a few good areas to fear (which is great if enchanters have rogue pets, especially Rocksoul).

I would think a Paladin may be better if you're just looking for some kind of agro control on charm breaks/pulling?

That being said, there are some amazing untapped potential areas in the Hole. Dare I say even some argument for DSM's root/rotting group fantasy. Especially if you are crawling to certain areas, you don't need to kill everything before moving on. There are something like 300+ mobs in that dungeon, many high density areas off the beaten path. Can easily root/epic on an engage, enchanters kill the agro mobs, move on. When root breaks maybe it brings friends/free pulls.
You're not out of touch. 3 Enchanters is overkill due to DPS thresholds. There isn't a camp anyone has named that would utilize three Enchanters. Subbing one Enchanter for a Necro would be fine, and give you more utility.

As for root/rotting in a group, it isn't a fantasy. As you point out, there are places where this is easily doable. People simply deny reality because they don't like the idea of root/rotting doing good DPS. It hurts their other DPS related arguments.
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  #99  
Old 07-10-2024, 11:22 PM
Trexller Trexller is offline
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we are officially out of EQ related topics to discuss

the entire forum is now declared to be off-topic
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  #100  
Old 07-10-2024, 11:45 PM
Naethyn Naethyn is offline
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The hole has enough mobs to support 6 players. 4 enchanters with 4 rog pets. 1 warrior to make sure they are all backstabbing (aggro doesn't matter). 1 cleric to heal everyone and stun command the tank on inc.
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