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Old 01-01-2024, 10:18 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by fortior [You must be logged in to view images. Log in or Register.]
So what’s the highest value stuff a theoretical 4 man group could take, maybe it’s better to see what is out there and then design a group around that
Monk/Shaman/Enchanter is one of the best trios out there. It can handle any single group content that doesn't require a Warrior using Disciplines as far as I know. It's a good template. That is why Necromancer/Shaman/Enchanter is what I would pick for the first 3. Shamans and Enchanters are the two best solo classes in the game. Putting them together means your group can do everything those two classes can solo, and more when they are grouped. Necromancers are also very good solo classes, especially in undead zones.

The fourth member is a bit harder to pick when restricted to caster/priest, because there is a good chance that one or more players have a pocket Wizard, Mage, and/or Cleric already. On Blue especially, people have tons of alts.

Cleric is an easy choice for CHealing the pet and Aegolism as a generalist pick. Mage can be useful for a few CoTH pulls like Chardok Royals. Wizard would be useful if you want to go to Hate. In terms of how useful the class is at 60 for the individual player, I would lean towards picking the Cleric if they don't have a pocket Cleric already. That is what I suggested on page 1, Shaman/Necromancer/Enchanter/Cleric. You can make a pocket Mage and Wizard for CoTHs and ports if you don't have that already. It is a bit more annoying to swap the Wizard for ports, so you could do Wizard instead of Cleric if that is a serious pain point, and the specific player doesn't mind leveling a Wizard to 60.
Last edited by DeathsSilkyMist; 01-01-2024 at 10:22 PM..
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