Thread: Four man group
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Old 01-10-2013, 03:19 AM
gotrocks gotrocks is offline
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i highly recommend putting a cleric in, or at least a shaman. druids start to fall behind in the healing category later in life.

that being said, definitely include a wizard or druid as well, for those all important ports.

so thats two slots, shaman/cleric and druid/wizard. just add a tank and dps. Warrior and monk will have alot of versatility, but so will sk/monk (excellent pulling combo) or paladin/monk. Adding a rogue instead of a monk can work well, and to that end, an sk/rogue may be the best option. Youll get to keep the all important feign death as well as having the uber dps of a rogue. So, in conclusion...

cleric/shaman, wizard/druid, sk/war/pally, rogue/monk. if it were me personally, i would do

shaman, druid, sk, rogue. unconventional, but i can almost guarantee this group could go from 1-60 in any zone with litlte problems and be very efficient. just my 2 copper pieces. You could in fact replace the shaman with a cleric (for much better heals, and the all important res in case you wipe), but it sounds like you're experienced and shouldnt be dying much. Also, shaman buffs are just *so* good, and with their slow they heal arguably as well as a cleric (not quite, but they are close. slow is amazing).

One more thing to add that i just thought of, having an enchanter in group is invaluable. Their CC is king. so this may be a better option:

cleric/wiz/enchanter/sk or paladin or warrior. enchanters really are the group kings, cc is just so amazing.