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Old 12-26-2016, 08:05 PM
Dreenk317 Dreenk317 is offline
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Join Date: Jun 2011
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My two cents looks something like this:
Cleric - for heals and emergency CC with root and stun, invis vs undead

Paladin - tank with great snap agro and heals/Lay on Hands in a pinch, pacify to help pull, CC via root and stun

Bard - off tank with slows and chain mez to hold agro, melee and charm dps, stacking mana/health regen, great puller with lull/mez/charm/snare, CC via mez/charm/fear/snare, group run speed for travel

Shaman - buffs/debuffs, dps via dots and pet, slows/haste, hp regen (stacks with bards), CC via root, SoW, invisible/see invisible

Enchanter - CC, dps via pet, mana regen (stacks with bards), haste, and slows.

Rogue - dps pure and simple, as well as granting access to locked doors.


This is what I would do, the bard does have a fairly high player skill necessary to be as effective as it can be though. Also, anyone who says bards can't tank is silly, we get plate, defense skill equal with a warrior and way way way more agro holding ability. Watched a sub level 60 bard tank CE in seb, even tanking emporer successfully, I think he was lvl 57? No epic, kept resists/AC/regen up while twisting slows and mez for agro. Was awesome.

Also almost everyone in the group has some form of CC available to them which is always useful, and bard again is useful because all groups need snare to prevent runners (root works but can break allowing them to continue running).

No monk is necessary to pull with both bard and chanter being excellent pulling classes.

The only change I might make is SK instead of pally, would have a little more dps and ability to snare.


Granted this is just what I think would be fun. One of the fastest leveling exp groups I've ever been in was chanter/shaman/bard (me)/cleric/ and necro. Insane fun, nothing could stop us.
Last edited by Dreenk317; 12-26-2016 at 08:19 PM..