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#1
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with a cleric, I would charm or pet tho. Also, with a warrior, you might as well do the same as you would with a pet, Root tank. relying on a warrior to aggro tank makes me laugh, especially if while leveling.
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#2
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Enchanter charm isn't what it once was here, but I find enchanters to be especially effective with a shaman. Shamans can stack their malo with tash to make charm last, can provide quick heals and/or root CC for charm breaks, and they present all the standard shaman utility and awesomeness. It's a trade off, though.. risk vs reward. Charm pets are the most powerful (highest dps and most HP, generally), but you have to face the certainty of eventually having a pet break at an inopportune time.
A necro in addition to a shaman is an excellent choice as well. Necro pets are extremely powerful and you don't have to face the possibility of them turning against you. Throwing double pets at a mob is a great option to have, and if you want them to tank, you can manage it with some finesse even when shaman heals are weak (pre-60). Necros carry a good amount of utility and great survivability. So are you more concerned with your trio leveling up, or are you more thinking about what you'll be able to do when you're all 60? Torpor isn't CH, but really a 60 shaman has more than double the healing power of a 60 cleric when you account for Cannibalize and Torporing yourself. Some situations will demand CH or an incredible amount of luck (like fungi king), but Torpor can cover most situations just fine. Warrior + Cleric + Enchanter is considered the holy trinity of Everquest groups, but I don't think this really applies to a trio - they are merely the firmest foundation of a more full group. At 60, monk + shaman really is the ultimate duo; a third is just a bonus, and personally I always preferred a rogue. Pre 60, though, I'd probably take a necro or a druid as a third to get some decent dps, add some heals, and get some snare or whatever utility the situation demands. A cleric is also an excellent choice to add to the monk/shaman duo - this allows the monk to have huge HP, frees the shaman from blowing all his mana healing (especially pre-60), and allows the shaman to focus more on dps as opposed to healing. Shamans are pretty awesome dps for the amount of utility they bring, especially if you have an epic and a JBB.
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Jack <Yael Graduates> - Server First Erudite
Bush <Toxic> Jeremy <TMO> - Patron Saint of Blue | ||
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#3
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Shaman/necro/monk or shaman/necro/ench.
No two class in classic EQ have more synergy than Shaman + necro. The shaman regens the necro so he can keep liching, and the necro in turn throws the heal-over-time on the shaman so he can keep canni'ing. If you choose your dungeons you can also have the necro keep a charmed pet, with help from the malo line from the shaman, and a tash stick is nice as well for this. The shaman slows the mob and buffs the monk, the necro keeps the monk healed with his overpowered heal-over-time (40 mana total including the dispell). Both the necro and shaman have a non-damage root for parking mobs, but a good monk should keep single pulls coming as well for efficiency. Well played this group is so efficient you'll actually get bored of how easy it is (true story). 'stuce | ||
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