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  #11  
Old 09-15-2011, 12:17 PM
Samoht Samoht is offline
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rog/rog/war/enc/shm/clr

no hybrids plx

the only aggro problem would be the warrior keeping mobs off of shaman if he slows on pull
  #12  
Old 09-15-2011, 12:27 PM
pickled_heretic pickled_heretic is offline
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from level 16 and up, an enchanter pays for his keep in terms of damage just by keeping 3 or more mdps hasted (it's the equivalent to having another mdps in the group for free).

then there's the clarity advantage, every caster in the group gets an additional 2-11mp per tick depending on the level of the enchanter. this stacks with pretty much anything but necro clarity.

of course there's mezzing and lulling and shit, which lets groups pull far larger pulls safely than they would be able to do otherwise, also saving mana of healers.

finally, enchanters with big sweaty manballs can charm mobs and add another source of considerable dps on top of their other contributions, perhaps even more than another additional dps would add. basically for no additional exp cost.

of course i'm an enchanter so ... yeah. other classes i like to group with are SKs (easy aggro management) monks and rogues (best dps) and shamans (synergizes well with enchanters, even just in duos).

The two classes i dislike are wizards and druids. wizards are pretty anemic single target dps and druids are, well, druids
Last edited by pickled_heretic; 09-15-2011 at 12:30 PM..
  #13  
Old 09-15-2011, 01:15 PM
Felwithemagi Felwithemagi is offline
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agree with falkun, highly dependent on *where* you will be hunting and *what* types of mobs.
  #14  
Old 09-15-2011, 02:08 PM
Demetrium Demetrium is offline
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SK/cleric/enchanter/mage/necro/rogue (HS/crypt)
  #15  
Old 09-15-2011, 02:16 PM
Autotune Autotune is offline
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Pre-Ivandyr nerf

Nec/Nec/Nec/Nec/Nec/Nec

Post-Ivandyr nerf

Nec/mnk/mnk/nec/mnk/mnk.

2man

nec/nec

3man

nec/nec/mnk
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  #16  
Old 09-15-2011, 02:31 PM
Ele Ele is offline
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I like up to 3 rogues in my groups.
  #17  
Old 09-15-2011, 03:51 PM
Kevlar Kevlar is offline
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Druid.

Don't need anyone else. Just goto a zone full of animals and tear up shit.

Starting at lvl 14...
East karana - hounds, griffawns
LOIO - tigers, grimals
Overthere - rhinos, tigers
Upper Guk - croc
Emerald Jungle - tigers, raptors
Traks Teeth - Tigers, raptors
Timorus deep - raptors

You can always quad d0rfs or specters too if you don't have a lot of time and want to do something fast.

Groups are for chumps.
  #18  
Old 09-16-2011, 02:00 AM
Webwolf Webwolf is offline
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Classes don't matter as much as the players skill, I've had some unusual group setups kick major ass. Last one I remember was Me as Tank (pal) 2 warriors who kept their health bellow 45% so they could berserker dps, cleric, shaman and bard. That group was killing stuff at disco faster than many rogue / monk dps I had grouped with previously.

Ideally you want to avoid repeat roles except for dps, so a good setup is tank, healer, CC, puller, dps x2 or 1 dps+shaman
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  #19  
Old 09-16-2011, 03:00 AM
Zigfreed Zigfreed is offline
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I like grouping with any mix. Every class brings something potentially unique to the group. The only class that is really required is some sort of healer.

With that said the makeup of your group determines the things you can attempt.
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  #20  
Old 09-16-2011, 03:06 AM
Grahm Grahm is offline
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Mnk/rog/mage/war/cleric/ench
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