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View Poll Results: Form a group
Bard 51 28.33%
Cleric 148 82.22%
Druid 14 7.78%
Enchanter 121 67.22%
Magician 31 17.22%
Monk 117 65.00%
Necromancer 25 13.89%
Paladin 24 13.33%
Ranger 12 6.67%
Rogue 112 62.22%
Shadow Knight 55 30.56%
Shaman 86 47.78%
Warrior 77 42.78%
Wizard 37 20.56%
Multiple Choice Poll. Voters: 180. You may not vote on this poll

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  #11  
Old 12-12-2011, 05:37 PM
eqravenprince eqravenprince is offline
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Quote:
Originally Posted by Szeth [You must be logged in to view images. Log in or Register.]
You would have ridiculous downtime without CH for healing. Sounds bad
I guess most of my EQ experience is before Complete Healing. Only had one character past level 39. So I probably see it from a different perspective.
  #12  
Old 12-12-2011, 06:43 PM
Daldaen Daldaen is offline
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Quote:
Originally Posted by Szeth [You must be logged in to view images. Log in or Register.]
You would have ridiculous downtime without CH for healing. Sounds bad

Also, Dald... if you were not a druid, would you still include one in your dungeon group?
Mmm probably not. Unless there were animals to charm like in... chardok. Probably another enchanter.

Charmed pets are so win if the charmer is competent. You don't need to worry about keeping them healed, they don't roll on the phat loots and they are uber DPS and when they get low on HP break em and kill for exp.
  #13  
Old 12-13-2011, 12:41 AM
Masq Masq is offline
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6 ranger cuz i dont give a fk
  #14  
Old 12-13-2011, 02:15 AM
Splorf22 Splorf22 is offline
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Shadow Knight / Enchanter / Cleric. You really don't need anything else.
  #15  
Old 12-13-2011, 02:20 AM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by usedtobejubaloftorv [You must be logged in to view images. Log in or Register.]
in terms of pure xp generation you want warrior, cleric, enchanter, rogue, rogue, rogue

swap a rogue for a druid if you need a port to get out of wherever you are going

a bard might technically do better than an enchanter in terms of raw power, but keep in mind he's got to do 20% better to break even on the xp modifier - likewise warrior vs sk/pal tanks

depending on the context you could also do well swapping an enchanter and one rogue for a necro and a monk
I think there are two flaws in your XP group. First, a solid group will kill so fast that they need a player who does nothing but bring mobs to camp [You must be logged in to view images. Log in or Register.] Monks are the usual choice here, but I suppose you could use a warrior if your enchanter is solid. Second, if you are constantly killed mezzed mobs (because there are always 2-3 queued up from your insane/awesome puller) an SK or a Paladin is going to do a lot better than a warrior in keeping them off the enchanter.

So my suggestion is SK/Mnk/Rog/Rog/Clr/Enc . . . but as I said before, you don't really need the dps, they just help you kill faster.
  #16  
Old 12-13-2011, 05:00 AM
isoka isoka is offline
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Quote:
Originally Posted by Szeth [You must be logged in to view images. Log in or Register.]
You would have ridiculous downtime without CH for healing. Sounds bad

Also, Dald... if you were not a druid, would you still include one in your dungeon group?
Looks like I will have to group with you someday Szeth so that I can show you a level 60 shaman with torpor can replace any CH. The only reason I would still bring a cleric with me is for the rez convenience.
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  #17  
Old 12-13-2011, 11:25 AM
Messianic Messianic is offline
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Seriously, necros are that low? Their pet alone is more sustained dps than a wizard.
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I'll look into getting it changed to The Secret Order of the Silver Rose of Truth and Dragons.
  #18  
Old 12-13-2011, 12:30 PM
usedtobejubaloftorv usedtobejubaloftorv is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
I think there are two flaws in your XP group. First, a solid group will kill so fast that they need a player who does nothing but bring mobs to camp [You must be logged in to view images. Log in or Register.] Monks are the usual choice here, but I suppose you could use a warrior if your enchanter is solid. Second, if you are constantly killed mezzed mobs (because there are always 2-3 queued up from your insane/awesome puller) an SK or a Paladin is going to do a lot better than a warrior in keeping them off the enchanter.

So my suggestion is SK/Mnk/Rog/Rog/Clr/Enc . . . but as I said before, you don't really need the dps, they just help you kill faster.
Just have someone root the next mob that's going to be attacked, position appropriately, and aggro is not an issue. Root is an extremely cheap spell so it won't have a significant impact on the group's mana. While there is no doubt that a hybrid tank is a far better taunt, that 1.4x multiplier (up to 1.68x in some cases, ouch!) can be a serious drag on xp generation.

The philosophy behind my proposed group setup is: establish control (wipes even with rez are bad for xp) then max DPS. Once you get the first round broken anybody (even the cleric or enchanter) can pull as well as any other; they'll just be dragging a stream of singles to camp, and if they get 2 or 3 by accident it's no big deal.
  #19  
Old 12-17-2011, 06:43 PM
Chrushev Chrushev is offline
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Interestingly enough it seems that class desirability hasnt changed since about a year ago.
  #20  
Old 12-17-2011, 06:47 PM
Skekekke Skekekke is offline
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3x rogue, monk, pally, shaman
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