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  #1  
Old 05-31-2023, 08:34 PM
Keebz Keebz is offline
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Personally, I'd rather have Monk pulls/offtanking than Rogue corpse dragging. You pull constantly, while you only corpse drag occasionally. Not to mention, Monks are decent corpse draggers themselves, and if you really need hide/sneak you can just make a level 1 halfling Rogue.

As for DPS, melee DPS is pretty bad if you're untwinked. Rogues don't start pulling ahead until Epic and the charmed pet(s) is going to be the real DPS engine in the group anyway.
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  #2  
Old 06-01-2023, 02:28 PM
Ennewi Ennewi is offline
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Druid brings evac, harmony, and thorns to compensate for low damage output of paladin; animal charm more than makes up for that as well, just have to pick and choose the right zones. Druid also adds another root into the mix, not to mention snare which can go a long way to keeping the enchanter alive if they really like to flirt with death. Plus regen to lessen the amount of heals needed on puller.

Necromancer wouldn't benefit from clarity, but would have more options for charm and another FD/rez class would go a long way to cutting down on CRs, and it offers pretty strong crowd control in case the enchanter goes down, but also mana reserves so they're less likely to.

Depends what appeals to the player more and if they're reliable in that role.
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  #3  
Old 06-01-2023, 09:49 AM
Toxigen Toxigen is offline
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With 5 you can literally do anything and level up fine.

The druid is basically useless there, though. Necro would be a better option.

Enc / cleric / paladin / necro / monk would be strong as a completely untwinked comp.
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  #4  
Old 06-01-2023, 02:54 PM
Dulu Dulu is offline
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Main Tank: SK/Paladin beat Warrior in all group content. Better agro, utility, damage, etc. Warrior gets disciplines and will be the better raid tank, but for a 4-man group, trust me and run SK/Paladin. SK having the Engulfing Darkness line, and Paladin having root/flash of light are enough to justify them over a Warrior alone. Then factor in things like Paladin stuns, and SK drains, and it's not even a close contest.

Healer: Cleric is a pretty clear answer here. Nothing will keep your small group alive quite like a Cleric.

Enchanter: Pairs well with the Cleric, and particularly the Paladin. Having a group filled with stuns, roots, and snap agro is perfect for an Enchanter. Enchanter damage from charm and top tier CC can carry the group. If someone is willing to play this class, and masters it, it's not a bad idea to simply build around the enchanter.

Flexibile DPS: Monk would be my suggestion. High damage, split pulls, mend. Really a top tier addition to any group. Similar to the Warrior comment above, a Rogue will generally out class them in raid situations, but a Monk brings way more utility to a group.

For your group setup, I'll rank my flexible DPS options in order of personal preference:
Monk
Second Enchanter
Necromancer
Bard
Rogue
Ranger
Druid


Something to keep in mind:

If you don't take the SK as the main tank, perhaps take a Druid/Ranger/Necro in your flex DPS spot for snare. Snare will save your life in dungeons.
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  #5  
Old 06-02-2023, 12:06 AM
Snaggles Snaggles is offline
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Yea I’m team Druid too. Imagine just have a porter among buddies let alone the utility spells. Druid spots Ench, cleric spots pally and monk. Plus your group gets snare, harmony, regen, thorns, and sow.

With four slots just have fun. You will easily be able to grind to 60 and adventure unless you roll like 4 rogues.
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  #6  
Old 06-02-2023, 04:43 AM
nostalgiaquest nostalgiaquest is offline
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I'd advise against warrior or rogue as a first character. Only because (in my opinion) they're kind of boring classes unless geared out. If you have friends playing for the first time, you'll want to keep them excited. Warrior is just auto attack, kick, and taunt. Rogue is just auto attack and backstab. With paly/sk/monk, you have spells and abilities to look forward to getting to keep you interested.

I also say don't sleep on the bard! My favorite class by a long shot. A well played bard can really raise the quality of any group. But a shit played bard is worthless, so keep that in mind.
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  #7  
Old 06-05-2023, 02:13 PM
skulldudes skulldudes is offline
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really think people discount how well a druid can grease the wheel for a regular static group. solid buff lines, go wherever you want, and more *extremely useful* clickies than u could shake a shillelagh at.
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  #8  
Old 06-05-2023, 03:15 PM
Foxplay Foxplay is offline
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Enchanter , Cleric, Shaman, Monk

Full debuffs
Slow
Charm pet dps (in most places)
Pacify
Pull splitting with FD
Melee dps + PC tank
CH, Rezes etc

Only thing your missing is ports which can easily be done via DAP or random wiz / druids
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  #9  
Old 06-05-2023, 03:48 PM
Atmas Atmas is offline
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Cleric, Enchanter, Knight, and Flex.
Cleric + Enchanter is already a great duo. Knight snap agro plus other utilities set them so far ahead of warrior it's ridiculous for a group. Knight pulls with FDs/Lulls/Roots and snares are also miles ahead if you don't get a monk or want to put all the work on the enchanter.

The cohesiveness of those 3 can't be understated. Knights benefit from both the mana regen and haste buffs of enchanter. They have snap agro making the cleric healing more efficient and do an infinitely better job of helping the enchanter with pet breaks.

The 4th member could be whatever there are different benefits to members like monk, rogue, necro, etc. I probably wouldn't do a shaman in this comp.

There are some alternative comps with shaman/druid healing and other tanking like warrior, monk, or ranger. You can play them if you enjoy the classes, they just probably won't be as efficient but playing what you like is best in the long run for having fun.
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  #10  
Old 06-06-2023, 08:59 AM
Toxigen Toxigen is offline
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Quote:
Originally Posted by Atmas [You must be logged in to view images. Log in or Register.]
Cleric, Enchanter, Knight, and Flex.
Cleric + Enchanter is already a great duo. Knight snap agro plus other utilities set them so far ahead of warrior it's ridiculous for a group. Knight pulls with FDs/Lulls/Roots and snares are also miles ahead if you don't get a monk or want to put all the work on the enchanter.

The cohesiveness of those 3 can't be understated. Knights benefit from both the mana regen and haste buffs of enchanter. They have snap agro making the cleric healing more efficient and do an infinitely better job of helping the enchanter with pet breaks.

The 4th member could be whatever there are different benefits to members like monk, rogue, necro, etc. I probably wouldn't do a shaman in this comp.

There are some alternative comps with shaman/druid healing and other tanking like warrior, monk, or ranger. You can play them if you enjoy the classes, they just probably won't be as efficient but playing what you like is best in the long run for having fun.
Nah.

You don't want your tank pulling. You want to constantly have mobs in camp with the monk (or bard) puller working on more as soon as you're down to 1-2 left. IIRC the op changed from 4 to 5 players.

Enc / Cleric / Tank (war if going long game) / Monk is the core. 5th is pure flex:

- Shaman is nice for the melee buffs, malo for enc pets...if the enc or cleric quit you're still sorta covered. Definitely the #1 choice if going the long haul (torpor).

- Necro is a great option. Undead charms, CR master, can backup the enc on rough charm breaks, pump mana if enc/cleric aren't playing optimally (remember these guys are newbies).

- Rogue is my favorite pick here. The group can funnel all their plat to get epic mq'd (after cleric of course) and then its game on. Instant access to Hole, HS wings, Seb Crypt, etc. Most of their time is going to be spent at 50+, not 1-50. Bring a 5th that brings the boomstick in the late. Oh and corpse drags.

- Mage is an interesting one. This is a completely untwinked group, so the mage pets will actually bring some pretty good damage. Free haste items for enc pets, coth is fun...this player is probably gonna quit anyway so having a coth bot at least partially leveled is nice.

- Druid is just poop. Who cares if you can travel around on a whim? Ports are a minor inconvenience and make up less than 0.1% of your actual play time. Only way to salvage this is to visit some spots with animals to charm so they can at least help out. If they plan on farming chardok extensively you could make an argument.

- Bard only if this 5th player is a tryhard. Not likely. Their tryhard should be on the enchanter.
Last edited by Toxigen; 06-06-2023 at 09:04 AM..
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