#21
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3 Wizards, 2 Enchanters and a compentant cleric ready to heal his ass off.
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#24
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Quote:
I don't really see how what was said is underhanded, and it's hardly trolling. Someone asked what the best 6 man group on this server was, I, like most of the others accused of underhanded trolledness simply told the truth. A real troll answer would have been something which tried to derail the thread, which ironically happens only after someone makes a wrongful accusation of trolling. But anyway; if I were to pick a 6 man group after Nilbog and his team finish their fixes I would go something like this: Shadowknight Monk Shaman Magician Wizard/Druid Enchanter SK = King aggro, good tank. Monk = Pulling, melee dps. Shaman = Heals/slows/hastes/sow etc. Magician = Fairly obvious DPS Wizard/Druid = Extra DPS or healing as required - could go rogue or another magician as well. Enchanter = Crowd Control | |||
Last edited by Villert; 11-03-2009 at 12:14 PM..
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#25
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---
Any tank Cleric Enchanter --- Now that the Holy Trinity is complete it doesn't really matter what the other 3 are. | ||
Last edited by Rifter; 11-03-2009 at 02:29 PM..
Reason: Weird as crap formatting.
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#26
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This almost seems like a thread made by a disgruntled ranger fishing for answers that would support his own agenda.
However, my ideal group would be: CLR PAL SHM ENC WIZ WIZ Reasons: Sufficient healing and tanking. Crowd control. Very high DPS. Cleric and shaman save mana by really only having one party member to buff. As I see it, paladins are the best tank slot with their ability to lull and pull along with their spell utility and LoH. While this is my ideal group, I would trade it any day for a 3-epic wiz / 2 enc / cleric AE - seb group. - Slayn - 37 Enchanter | ||
Last edited by Slayn; 11-03-2009 at 10:35 PM..
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#27
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Shadow Knight
Shaman Shaman Monk Monk Enchanter Unconventional, but it could work... Maybe... | ||
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#28
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I'm not big on these kinda threads, but here's my 2 cents:
Shadow Knight Monk Enchanter Cleric Mage Druid Strange lineup with a couple of interesting aspects to it: 1. ) While feign pulling isn't too heavy too necessary with the enchanter present, both tanks have "out" clauses on bad pulls / zone pathing trains. Very handy indeed. 2. ) Druid can group port, which is swell.. 3. ) Mage has damage shields covered (upcoming patches, hopefully).. and as always is DPS incarnate. 4.) SK Snare makes for nifty feign splitting in tight spots. 5.) Post group options: There are a ton of really swell duos and trios that can continue to hold a group of spawns after the rest of the group says goodnight. [You must be logged in to view images. Log in or Register.] | ||
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#29
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Thread should have been over by the 2nd reply anyways, 6 mages.
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#30
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Sk + 5
edit: Me + 5
__________________
Greldor Demortalius
Ogre Shadowknight | ||
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