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#11
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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 | ||
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#12
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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..
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#13
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![]() agree with falkun, highly dependent on *where* you will be hunting and *what* types of mobs.
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#14
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![]() SK/cleric/enchanter/mage/necro/rogue (HS/crypt)
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#15
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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
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![]() I like up to 3 rogues in my groups.
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#17
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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. | ||
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#18
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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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[57 Knight] Webwolf
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#19
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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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Litha Weapon - 54 chanter
Zigfreed Lincoln, Founding Fathers, 34 pally R99 I've escaped and only have time to forumquest. | ||
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#20
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![]() Mnk/rog/mage/war/cleric/ench
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