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  #41  
Old 01-14-2016, 06:12 PM
eqravenprince eqravenprince is offline
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Definitely Monk. Sure snare is handy, but you have a wizard that should nuke and kill the mob when it flees or right before it flees.
  #42  
Old 01-14-2016, 06:18 PM
brecon brecon is offline
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Wizards get snare.

Basically you need a puller, unless the enchanter plans on doing it.

You probably want a FD class for dungeon pulling for 40+ content - SK, Necro, or Monk would all work. Monk is the best at it, but Necro provides a ton of utility, including the ever-important corpse summon. With a cleric, wizard, and necro, you could do any dungeon content without worrying about a messing CR.

Monk is the easiest, Necro is the most complicated of those classes. If you roll Necro and start charming in HS with the enchanter, you'd absolutely destroy 50-60.

Alternative idea: Bard. You would be relying on lull pulling, but with an enchanter, shaman, wizard and cleric, you should be able to root CC a crit resist. He gets snare, additional mana regen, lots of other utility.

So you still have some choices .
Last edited by brecon; 01-14-2016 at 06:22 PM..
  #43  
Old 01-14-2016, 06:57 PM
-Catherin- -Catherin- is offline
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a shaman or a *good* bard. leaning towards the bard since you already have two forms of heals.
  #44  
Old 01-14-2016, 08:43 PM
nyclin nyclin is offline
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you really need to convince the wizard to roll a different class. if they want to pew pew, magician is a decent alternative. wizards are seriously bad in exp groups - maybe 30-50dps sustained at 60; about the same as a warrior or ranger that's autoattacking.

what you need now is a monk, or pro SK/necro. monk is probably the best choice because your group is lacking in manaless DPS.
  #45  
Old 01-15-2016, 06:08 AM
Izmael Izmael is offline
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Yeah, drop the wizard. Worst class for grouping, hands down.

As for necro, I'd still go with a monk or a rogue (or even a ranger) instead of a necro.

They truly shine only versus the undead (but they really DO freaking shine there) so unless you want to stick to Howling Stones.

Necros aren't that group friendly:
- Mana transfer is helpful but with an enc and C2 you shouldn't ever need mana really.
- Pet is weak DPS and in many situations is a liability (trains, warps, mez breaks, you name it). Their FD pulling isn't anywhere near as good as monk's.
- Corpse summons? It's 2016, EQ is figured out, you shouldn't need corpse summons. With a rogue, even less so.
- Necro mez is OK to help the enc in case of a really bad pull, but... With an enc and a shaman (root CC), you probably don't need extra help. Also a necro can only keep a maximum of two mobs mezzed at once (long recast time, 18 seconds duration mez).
- Necro heals are very weak at higher levels, at best. You have a cleric and a shaman, you don't need extra heals anyway.

They have one thing that is great for the groups: DMF. That's pretty much it. Farm them lev cloaks and you're set.
  #46  
Old 01-15-2016, 08:38 AM
beel beel is offline
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cleric
shaman
enc
enc
enc
enc
  #47  
Old 01-15-2016, 09:16 AM
Atmas Atmas is offline
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You really should play the class you want to play. Everyone is giving you some good minmax options but at the end of the day if you are going to spend tons of hours on a character it should be one you enjoy playing.

Also everyone likes to poo poo wizards for standard groups but a well played wizard adds a lot of utility. Plus having an enchanter always around makes a wizard more potent. In the same vein of you playing whatever you enjoy so should your friend. I'm guessing you guys aren't all about tearing through the game to 60 anyway. I'm also kind of doubtful that with real life constraints you will all actually level the whole way at the same pace or that some people won't possibly quit at some point. So it's probably best that you don't get invested in the idea of a perfectly balanced group (It's already changed in the last two days!).
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  #48  
Old 01-15-2016, 09:25 AM
Izmael Izmael is offline
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I would love to hear about the "lot of utility" a wizard adds to a group. Actually I never played a wizard mysel past level 4 (I think) so it's a legit question. I thought all wizards can do is port, nuke, root and AE snare.
  #49  
Old 01-15-2016, 09:35 AM
Daywolf Daywolf is offline
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Yeah and min/max for one thing may not be min/max for another. I don't recall any real end-game goals set, for what this group wants to focus on, so that it should matter.
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  #50  
Old 01-15-2016, 12:53 PM
Atmas Atmas is offline
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Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
I would love to hear about the "lot of utility" a wizard adds to a group. Actually I never played a wizard mysel past level 4 (I think) so it's a legit question. I thought all wizards can do is port, nuke, root and AE snare.
Yes a wizard can do those things and more but extrapolate on that:

-Wizards are good rooters which can help with CC in general and is even more beneficial when the enchanter isn't around.
-Wizards have stuns which can and should be used to interrupt casting mobs.
-Wizards can port which is great to have on hand when trying to get your group to get your group formed up and to an xp spot. Yeah there are things like dial a port but in group porting is even more convenient and cost effective. Especially if you get to an xp spot see its over-camped and want to go elsewhere or replace/recover a group member.
-Wizards sustained dps is not great but they have huge burst dps. A smart wizard maintains a level of mana useful for emergencies which allows them to burst down mobs like no other class can when their group is in a bad spot being overwhelmed.
-Stun/burst/snare also makes it easier to deal with annoying mobs who have low health traits.
-Evac in very dire situations.
-Tflux staff is arguably the best pulling item in the game.
-Best AoE damage (you won't always be in a conventional group)
-Can snare kite (you won't always be in a conventional group)
-Can solo well (you won't always be in a conventional group)

Like many other classes there is a good level of difference between a well played wizard and a lazy one.

There are also some game changing gear possibilities if you get your wizard to the end game, I won't really bother with going into detail because it's kind of out of the scope of this discussion. I will mention though that if you get to the end game a wizard will have more added value than a lot of other classes. For example having more than x number of enchanters or magicians at a certain point doesn't provide much benefit.
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