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  #31  
Old 01-14-2016, 09:35 AM
Manticmuse Manticmuse is offline
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Mage, then you wont have to root every mob for the warrior to hold aggro against a rogue.
  #32  
Old 01-14-2016, 10:10 AM
Izmael Izmael is offline
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With the new group layout, you'll be low on DPS and have no FD pulling. I'd say monk or ranger (for snare)
Try to convince the wizzie to play a druid though... you have no good snares. If he does, switch ranger with a monk or rogue.

As for mage pet rooting mobs: 1) any half assed rogue knows how to evade and has no problems with aggro management with a warrior, 2) root proc is resisted a lot 3) root proc lasts for just a few seconds when it lands.

Two enchanters in a group more often than not find themselves one enchanter too many.
  #33  
Old 01-14-2016, 10:14 AM
Seldig Seldig is offline
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So we need a puller, snarer, and melee DPS. Would a Bard work?
  #34  
Old 01-14-2016, 10:17 AM
Daywolf Daywolf is offline
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Quote:
Originally Posted by fadetree [You must be logged in to view images. Log in or Register.]
You need a Ranger, Duh.
Yeah, then they won't bug me with tells when I'm on my ranger while I'm farming HQ skins "owww helpz me tracksis mob fur epix dropz!". Lets face it, it's the only tracking in the game that doesn't suck. But, I'm sure someone in their group could roll an alt ranger, you can almost do quest hand-ins to 25, then easy fear kite to 30, result is a decent tracker. A must for tailors. For leveling I'd take ranger over rogue, but endgame results may vary.

Quote:
Originally Posted by Manticmuse [You must be logged in to view images. Log in or Register.]
Mage, then you wont have to root every mob for the warrior to hold aggro against a rogue.
See?! Ranger yup. And they have a cleric for revives [You must be logged in to view images. Log in or Register.] Always a plus.
Though a ranger can pull aggro, just harder. Burning the mob usually gets their attention though.
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  #35  
Old 01-14-2016, 11:38 AM
maskedmelon maskedmelon is offline
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Quote:
Originally Posted by Seldig [You must be logged in to view images. Log in or Register.]
Thank you all again for your great advice. Sadly, I now discovered a couple of the other members have changed their minds. The monk and druid are now shaman and wizard. So now the group is:

Warrior
Cleric
Enchanter
Shaman
Wizard

Well that throws a monkey wrench into things. Looks like we definitely need melee DPS now, so we're talking Rogue, Monk, Ranger. But without the Druid we don't have any snare to prevent runners. So that points me to Ranger. But I'm not really feelin' the Ranger right now. Hmmm...

What if I went with something off the wall, like a Necro? Could such a caster-heavy group work?

Again, thank you for your feedback.
Necro would work great. They've FD, mana transfer, heals, mez, charm and more!

For snare, just have the wizard handle it. It is only 75 mana at level 29 and is generally an infinitely superior use of their mana since they are utterly incapable of sustained dps. They make decent pullers in late game too. Most people fail to recognize the full utility of a wizard because they roll them for ports or the big nukes and then quit once they figure out their sustained dps is around 12. Their burst dps is handy for large targets though.
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  #36  
Old 01-14-2016, 12:03 PM
Morlaeth Morlaeth is offline
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Quote:
Originally Posted by Seldig [You must be logged in to view images. Log in or Register.]
Thank you all again for your great advice. Sadly, I now discovered a couple of the other members have changed their minds. The monk and druid are now shaman and wizard. So now the group is:

Warrior
Cleric
Enchanter
Shaman
Wizard

Well that throws a monkey wrench into things. Looks like we definitely need melee DPS now, so we're talking Rogue, Monk, Ranger. But without the Druid we don't have any snare to prevent runners. So that points me to Ranger. But I'm not really feelin' the Ranger right now. Hmmm...

What if I went with something off the wall, like a Necro? Could such a caster-heavy group work?

Again, thank you for your feedback.
Yes, the necro would be great in this group. The pet will provide sustained dps (as will your enchanter friend's charmed pet) and you have so much utility as a necro. You can help the ench with mezzing in those OH SH** situations, FD, snare, fear, etc.

Keep us posted on the progress of the group! This sounds fun!
  #37  
Old 01-14-2016, 12:11 PM
Seldig Seldig is offline
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You know, I might just go ahead with the Necro. Plenty of utility, FD, etc.

Plus, there is the added intangible: Our "Wizard" is my brother, and he knows that my usual main alt is always a Wizard -- while his main alt is always a Necro.

Karma's a b*tch, bro.

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  #38  
Old 01-14-2016, 12:30 PM
indiscriminate_hater indiscriminate_hater is offline
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unless your brother is trying to get away with minimal effort, tell him to drop the wizard
  #39  
Old 01-14-2016, 12:50 PM
Ivory Ivory is offline
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Necro is ah-may-zing!

Mine is 41 now, and I built her tanky (focusing on AC items). I can easily out-tank my pet.

So I can get up and melee with it (using vampiric embrace and the DS spell)...then back up and my pet takes agro when I need to lifetap heal.

Super strong!!
  #40  
Old 01-14-2016, 03:56 PM
thejester11 thejester11 is offline
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With the new group layout, I'd say you definitely need a Monk. Great puller, solid DPS, off-tank and good CR helper.

Necro is great, but is more of a support class. Your group doesn't necessarily need support, it needs core roles. Monk 100%

Also, a Shaman shines with a good melee class to buff.
Last edited by thejester11; 01-14-2016 at 03:59 PM..
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