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shuklak
02-16-2011, 07:24 PM
my friend and I might start this server, possibly a third who never played eq.

in old eq I was an ENC and my friend was a WAR.

way back in old old eq mage pets were able to out-tank some warriors. I was never elite back then, so I don't know about the very high end. best I did was pick up raids to kill naggy and stuff of that caliber.

I was thinking a shaman is a well rounded class, but so is a druid. however, I personally found wizards to be very fun and liked the tp's...

just looking for good ideas for a 2 man combo who will group together often and like to raid eventually. thanks.


edit to add...
and what about a 3-person setup?

Thoughtseize
02-16-2011, 07:29 PM
If you want the best 2-man combo you're rolling:

Shaman and Monk or Shaman and SK. The monk route has higher dps and can split camps with more ease. The SK route has a bit better survivability via lifetaps and plate (although come Velious the monk will probably mitigate better!)

If you want the most bang for your buck Shaman + Monk is where it is at.

If standing still swinging at things isn't your style then Druid + Necro works well in outdoor areas in particular.

captainspauldin
02-16-2011, 07:37 PM
here is the strongest combo's there is pretty much, might be missing one but u cant go wrong here....


cleric + mage/necro
heal over powered pet = win

enchanter + caster = win

necro + necro/rogue
always have fear/root/2pets/2xdots etc etc or fear kite with rogue backstabbin lol...win

shaman + necro/mage
basically add slow to a necro or mage and lol

Levon
02-16-2011, 07:37 PM
2 rangers.

Orov
02-16-2011, 07:37 PM
Big spoon and little spoon imo

captainspauldin
02-16-2011, 07:49 PM
2 girls one
2 men one _____
2 rangers one _____

shuklak
02-16-2011, 09:13 PM
thanks capt...

I was thinking shaman + magi would be fun and very functional. are the mage pets good tanks like old eq where they could rival warriors at 45+?

captainspauldin
02-17-2011, 02:06 AM
mage fire pet is most overpowered piece of crap making mages 10x stronger than any other class solo leveling 1-50 faster than piss

mimixownzall
02-17-2011, 02:53 AM
Cleric + Chanter = best

Anyone who argues otherwise is fucking stupid. Period.

You have everything.

Best heals, best pet (with charm), mana regen, best buffs and CC.

/thread

Fourthmeal
02-17-2011, 02:57 AM
bard bard

fugazi
02-17-2011, 06:16 AM
Ranger ranger! Snare, flame lick and bowkite while the 2nd ranger beats the thing up. If he gets aggro, he flamelicks and bowkites. *nods sagely*

karsten
02-17-2011, 07:57 AM
paladin and letyourfriendwatchyouplay

Dyrkoon
02-17-2011, 10:48 AM
Necro + *fill in the blank* :cool:

Dr4z3r
02-17-2011, 10:52 AM
Cleric + Chanter = best

Anyone who argues otherwise is fucking stupid. Period.

You have everything.

Best heals, best pet (with charm), mana regen, best buffs and CC.

/thread

No FD.

guineapig
02-17-2011, 11:23 AM
Enchanter + Druid has access to virtually every ability in the game.

The only things missing are: rez, FD, summon corpse

You loose rez but gain ports.

You don't have FD but you have the best splitting abilities in the game for both outdoor and indoor situations.

You can't summon a corpse but you do have access to both invis and IVU as well as sow.

Oh and you also have the best DPS in the game and the second best slow in the game (not that you would bother to slow mobs with this duo).

karsten
02-17-2011, 11:38 AM
some classes have certain skills, but some other classes have different skills

sweet i didnt know that

mimixownzall
02-17-2011, 12:11 PM
Enchanter + Druid has access to virtually every ability in the game.

The only things missing are: rez, FD, summon corpse

You loose rez but gain ports.

You don't have FD but you have the best splitting abilities in the game for both outdoor and indoor situations.

You can't summon a corpse but you do have access to both invis and IVU as well as sow.

Oh and you also have the best DPS in the game and the second best slow in the game (not that you would bother to slow mobs with this duo).

Rez>ports

Ports are easy to get. I would rather have a cleric who can one-cast heal a 6khp charmed pet than a druid that would have to dump his entire mana pool to heal it.

guineapig
02-17-2011, 12:15 PM
Rez>ports

Ports are easy to get. I would rather have a cleric who can one-cast heal a 6khp charmed pet than a druid that would have to dump his entire mana pool to heal it.

Generally it's more efficient to get new pets. Have pet kill the mob then finish off pet, rinse repeat.

Sacrificing every ability that a druid does have in exchange for rez which you will only use if you fail doesn't seem like a good trade off if you are in a 2-man group and want to be self-sufficient.

Not to mention that by using a cleric as part of the 2-man team instead of the druid you are basically eliminating a big chunk of your DPS potential. Things like efficient dots and damage shield combined with slow make up for the loss of CH, plus you have chloro for when your are medding up. Any time your spells are doing work for you while you are sitting down meditating, you are adding a ton of efficiency to your team. Also druid nukes are like the second best in the game (unless you count situational versus undead or versus summoned nukes).

Of course if self-sufficiency, max efficiency and having access to the most abilities possible are not the goals, then that's another story I guess.

audacity
02-17-2011, 12:21 PM
I'd go for the fat chick. That way when you're deepeein her, you're less likely to go sack2sack with your bro. It will be difficult because of her size to get the full eiffel tower on her though. I think you'd be better off, because if you nut while you're high fivin your bro, you just should probably have boned him to begin with and save you the possible back injury(ies).

Dyrkoon
02-17-2011, 12:24 PM
Wow, sooners are kinky...*Sickened*

karsten
02-17-2011, 01:06 PM
nono, audacity has a point

shuklak
02-17-2011, 04:02 PM
because I very well might have another regular friend join with me... what about a 3-person setup as well?

stonebeard22
02-17-2011, 04:20 PM
Another Necro / Mage. =D

guineapig
02-17-2011, 04:48 PM
because I very well might have another regular friend join with me... what about a 3-person setup as well?

With the enchanter/druid combo I would add a paladin.

Now you have the ability to rez which is the main thing people were complaining about.

Paladins have pretty bad DPS but they are masters of agro control and stunlocks when combined with an enchanter. Also they can do all the pacifying for you. Blind is also a nice addition.

On the flip side (if you don't think rez is that important) you have SK. Also great at agro control. Instead of lull they have FD. Their DPS is similar to that of a Paly.

It comes down to which method of pulling suits you the most. Keep in mind that you do have an enchanter that can mez adds to it's not as if getting a few adds is a big deal.

Of the 2 I still prefer paladin and I'll explain why. A paladin can use his stuns to temporarily agro adds off the enchanter until the enchanter can get off a mez. In order for the SK to get agro off the enchanter he is either going to use disease cloud or some other form of damage. When the goal is to mez the mobs; doing direct damage or putting dots on the mob is probably the worst thing you can do. Also the paladin has access to root WITHOUT a damage component. (A sometimes necessary alternative to druid root which will break mez).

With enchanter/druid/paladin you basically have all your bases covered no matter where you go.

(EDIT: Post classic you will have problems healing the tank in the group with this setup unless your MT is a charmed pet but it's pretty much unbeatable up to level 50. That being said, 6-man groups will be more efficient come Kunark and there are always clerics available to join a group that includes a tank and a chanter.)

shuklak
02-17-2011, 05:51 PM
thanks for the great indepth reply.

you say that clerics are always availabe... is that a server thing that there are just a lot of clerics?

and how about warriors? I ask because one of my friends was an old school warrior and he might want to be one again. I would presume he would be a higher end player and would want to plan for the long term (levels over 50 that is because I see kunark is coming next month.)

Psionide
02-17-2011, 06:06 PM
Also druid nukes are like the second best in the game (unless you count situational versus undead or versus summoned nukes).


HUH?

Pyrocat
02-18-2011, 01:58 AM
Shaman / Enchanter. Malo for longer charms, buff charmed pet, shaman slow (better + saves the enchanter mana), sow, shaman is ridiculously mana efficient, JBB, torpor for 24 second "save the chanter" HoT when malo wears off.

Auvdar
02-18-2011, 02:05 AM
Also druid nukes are like the second best in the game (unless you count situational versus undead or versus summoned nukes).


No. Maybe 3'rd.

Humerox
02-18-2011, 05:23 AM
Good 2-man combo (http://www.youtube.com/watch?v=lUI9-emy8ZI&feature=related)

Druid/Chanter seconded.
Necro/Shammy duo is hot too, imho.

fischsemmel
02-18-2011, 07:40 AM
necro + rogue

In theory, maybe, this is a good combo. But in practice? You'd be hard pressed for this to work better overall, over the course of 50/60 levels, than necro + [insert any caster here].

Omnimorph
02-18-2011, 08:10 AM
Ench / Druid is good.

One of the best utility classes? necro's, so add them to whatever you want and it's a benefit (pulling, dps, tanking, mezzing, then to a lesser degree healing, mana dumping, also they get a rez later on, making them immense)

Monk / shaman has always been a popular combination, monk's can tank anything effectively once it's shammy slowed, shamans can heal, dot, buff, sow etc.

Mage / cleric can duo virtually anything.

edit : lol @ young 2 boxer

guineapig
02-18-2011, 10:57 AM
HUH?

No. Maybe 3'rd.


Who would you say is second best then? Because druids have Mages beat end-game in classic.

Single target direct damage:

DRUID
level 59 wildfire 1024 damage for 320 mana 3.2 ratio
level 57 Frost 762 damage for 250 mana 3.048 ratio

MAGE
LEVEL 57 Shock of Steel 795(@57)-825(@60) damage for 275
ratio at level 60 = 3.0

These are the classic damage ratios, all nukes got boosted up and in 2005.
Most other classes don't even get straight nukes from 57-60.

Best straight nukes in game = wizard. Second best = druid, third best = mage.

Now if you were to include mana efficiency of AoE, Rain, versus summoned or undead or whatever, then it's a different story. But for straight nukes druids are more efficient than mages.

guineapig
02-18-2011, 11:37 AM
Slightly off topic but who has better heals at 60, druids or shaman? This would include heal over time, any type of regen, etc. I know in classic they are both equal at 50 but in Kunark their healing spells start to change.

(I know that shaman are more mana efficient in general by virtue of canni, etc. so ignoring those for a moment.)

Psionide
02-18-2011, 12:26 PM
How come you didn't add in the mages 59 nuke Seeking Flame of Seukor? Granted it's a LOS spell sure but its still a nuke and it hits for 1600 damage for 413 mana.

guineapig
02-18-2011, 12:32 PM
How come you didn't add in the mages 59 nuke Seeking Flame of Seukor? Granted it's a LOS spell sure but its still a nuke and it hits for 1600 damage for 413 mana.

Wow I completely forgot about that spell, but it's not 1600 damage, it's 1024.

2005-04-12 13:05 Changed Slot 1 from "Decrease Hitpoints by 1024" to "Decrease Hitpoints by 1607"

Also the mana cost was 320... This would make it basically the exact same spell as Wildfire. (Sheesh, you would think they would have at least made the druid spell ice-based instead.)

So, looking at this spell that makes druids and mages tied for second place at level 59 in Classic-Velious.
(People never give druid nukes enough credit. :D)
So anyway, it further enforces my point that 2nd best nuker in the game, combined with healing/porting/ rooting/snaring/lulling/DSing/sowing capabilities in a 2-3 person group = win.



EDIT: What's the differentiation between single target and LoS exactly? This means you actually have to be facing the mob like a bolt spell?

Thoughtseize
02-18-2011, 01:39 PM
Slightly off topic but who has better heals at 60, druids or shaman? This would include heal over time...

Torpor = win

fugazi
02-18-2011, 02:10 PM
Wizard/wizard/enchanter or bard.

guineapig
02-18-2011, 03:07 PM
Wizard/wizard/enchanter or bard.

This is awesome till the moment somebody needs a quick heal and mez gets resisted.

john_savage1982
02-18-2011, 03:22 PM
2 man - enchanter, cleric
3 man - enchanter, cleric, shadowknight
4 man - enchanter, cleric, shadowknight, druid
5 man - enchanter, cleric, shadowknight, druid, rogue
6 man - enchanter, cleric, shadowknight, druid, rogue, monk

DetroitVelvetSmooth
02-18-2011, 03:38 PM
If you are planning on playing with a lot of pugs, then do the chanter cleric thing. If duoing, id go with chanter/(necro/druid/shammy/mage) - any of those is gonna kick ass.

Psionide
02-18-2011, 04:12 PM
Wow I completely forgot about that spell, but it's not 1600 damage, it's 1024.



Also the mana cost was 320... This would make it basically the exact same spell as Wildfire. (Sheesh, you would think they would have at least made the druid spell ice-based instead.)

So, looking at this spell that makes druids and mages tied for second place at level 59 in Classic-Velious.
(People never give druid nukes enough credit. :D)
So anyway, it further enforces my point that 2nd best nuker in the game, combined with healing/porting/ rooting/snaring/lulling/DSing/sowing capabilities in a 2-3 person group = win.



EDIT: What's the differentiation between single target and LoS exactly? This means you actually have to be facing the mob like a bolt spell?


Well then man yeah given that I would say yeah druids are up there I only played one till 50 so yeah even me I didn't give them enough credit for nukes but damn guess so.

Yeah, mages bolt spells all are line of sight which means you have to see them and the spell doesn't immediately hit them when it's done casting. The further you are away from them the longer it takes for the damage of the spell to hit their hps.

shuklak
02-18-2011, 05:16 PM
so are most people suggesting enc primarily because of the charming?

I did play an enc so I appreciate their cc and clarity line, but I was never a big charm user and don't really see myself in that role again.

DetroitVelvetSmooth
02-18-2011, 05:38 PM
primarily for clarity, whether you charm or not.

guineapig
02-18-2011, 05:44 PM
so are most people suggesting enc primarily because of the charming?

I did play an enc so I appreciate their cc and clarity line, but I was never a big charm user and don't really see myself in that role again.

Even if you don't plan on using charm enchanter is still a great choice.
Haste, slow, clarity and mez are the main ways to increase efficiency in a small group. Enchanter has access to all 4. When you take charm out of the equation you are removing most of the DPS potential of the enchanter class and this is something that you will have to somehow make up. Either by not using an enchanter at all, or picking a class that has extremely high DPS when combined with haste and/or clarity.

There are many classes that can add great DPS to a duo or trio but nothing tops enchanter utility. Bards are the only other class that can mimic enchanter abilities more or less.

Necros and shaman are great at supplying partial utility + good DPS. If you want utility but you're worried about the DPS output, necro and shaman both have the ability to speed up their own mana regen.

There are so many viable options out there really. Many good examples have been given in this thread.

Most important thing to consider when making an "ultimate 2-man or 3 -man" group is how many game abilities do I have covered and how many redundancies are there (2 classes that do the same thing). You want the most useful abilities you can have but limit the amount of redundancies. IE: Bard and enchanter in the same group... While they do work great together, many of their abilities will not stack so it's wasted potential.