#21
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Why full groups? Overkill for this game. 3 is the best, but if you want to be a little more social go with 4.
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#22
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Feel free to shoot me a PM.
I could do something like every thursday starting at 7pm pacific time and just slow motion cruise through the game. Regarding the poster talking about why 6 players? With 6 players you are a hyper durable content crushing machine + the 6 guy is basically a freebie EXP wise. It gives more durability and less chance of wipes. It allows people to take bio breaks. It also supports more players that might not fit into a power duo or trio. | ||
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#23
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Quote:
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#24
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Quote:
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#25
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Sk over pally
Druid over Wiz Group would be better, SoW for indoors, backup heals, FD pulling. | ||
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#27
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Quote:
Can't go to hate/sky with one group without Wizard. Can nuke for days with that mana regen. Wizard can also handle stuns/snares, the enc focused on cc/slows/charm. | |||
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#28
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I'm down to play on green, and mornings EST totally work for me. I'm pretty new, having only messed around a bit on blue, but I'd love to get to play with a group to get my feet under me. I am still debating what I would like to play, but almost anything would be new to me, so I'm pretty flexible.
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#29
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Quote:
We're either looking to go all casters (would prefer to get a couple with pets like a mage and necro) or a typical setup with tank/healer. Either way we need two more people. Current Group Composition Bard Enchanter Druid Undecided What We're Looking For Either a typical tank/healer setup or some mages/necros to round it out. Starting Location Qeynos Times First day: Whenever, try to get on in the afternoon/evening Rest of the time: 7am EST start | |||
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