#21
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Wiz
Wiz Wiz Wiz Wiz Wiz This way they could keep a 6-spawn camp locked down. Each wiz kills one mob, then complains about being OOM for the next 5 mobs, till it is their turn again to nuke. | ||
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#22
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5 rogues and 1 shaman.
Shaman keeps aggro with a low level slow and tanks, while the rogues backstab. He tosses regen out as needed. This might be the highest sustainable DPS 6-man group. | ||
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#23
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Druid
Cleric Enchanter Paladin Rogue Ranger | ||
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#24
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War
Clr Shm Ench Monk Insert dps Can do anything w this group.
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Founder of Team Manastone - first manastone on Green
Dangeres - Firiona Vie Project - retired Turbosilk - Firiona Vie Project - retired Turboshok - Firiona Vie Project - retired Turbosilk/Dangeres/Turboshock - Green - Retired Dangeres/Turbosilk - Blue - Retired Turbosilk - Tunare/Firiona Vie - 60 Wizard - retired Dangeres - Tunare/Firiona Vie - 60 Shaman - retired | ||
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#25
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Necros get no love in this thread....
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#26
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6 monks.
In 2000 this is a group I had for hand room in KC. 4 out of the 6 of us had Fungi's. It was insanely good, we would swap off who is tanking when needed with FD. Everything just melted. We ended up getting 2 T-staff drops because we were doing so well no one wanted to leave. Had the camp for about 14 hours or so. I just wish I could get a group like this again | ||
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#27
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1.) Monk - Offtank + perfect puller, great dps with or without twink gear.
2.) Enchanter - Healer mana + best CC + Slows + Haste. 3.) Paladin - Guaranteed Aggro, LoH for oh shit pulls, not as gear dependant to tank group content. 4.) Rogue - Single Target DPS - seb crypt access, corpse drag, sneak scouting. 5.) Cleric - Solid Heals. 6.) Druid/Shaman - Just that offhealer/buffer feels good for the group. Could sub out for another rogue or DPS class, but honestly having 2 healers in a group just pretty much eliminates major fuck ups from afk. Shaman probably better value here for the stronger STR buff to the 3 melees. If you fuck up in a group with this comp don't know what to tell you. EDIT: Don't forget the server launch special: 4 mages + 1 enc + 1 cleric(all gnomes).
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Last edited by Knuckle; 01-26-2021 at 03:29 PM..
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#28
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It all depends on gearing, Rangers on blue now are far more worthwhile then they were prior to velious, etc.
In any given situation I prefer: Ranger - Tank Bard - Puller Rog Rog Enc Shaman (w/ torpor) Ghet Rekt m0bz | ||
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#29
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Monk- Pulling
Cleric- Ch the pets Enc- Charm Enc- Charm Enc- Charm Enc- Charm 4 charm pets geared out, monk none stop pulling and cleric just complete healing every few mobs. | ||
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#30
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Paladin: snap aggro, pre-mez break aggro, LoH
Cleric: BiS Heals, HP buffs Enchanter: BiS CC, Clarity, Haste, Slows, Charms Bard: BiS Dungeon puller, CC, Charms, HP/Mana Regen, Snare, Melee Buffs Rogue: Sustained DPS, lock picking, corpse retrieval Wizard: On demand damage, BiS roots, Evac SK is up there with Paladin but I just think Paladin is the BiS dungeon tank because of downtime heals, caster interrupts, and breaking mez safely. I also think Wizards are slept on a little bit, If you get a seriously nasty pull, you have that on demand damage to blow stuff up instantly. Plus Evac is great utility. This is my perfect group. It may not have the highest DPS output (I can agree that 4 enchanters charming is best there), but I think this is the most balanced setup. Over a long period of time, I believe this group would be the most successful.
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Green: Gyarados
18 Human Bard (rip night vision) Blue: Tejin Tatsumaki (retired) 56 Dark Elf Magician ('09-'11) Live: Azen Darkwood (retired) 65 Wood Elf Ranger ('00-'05) | ||
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