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#51
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![]() For the purposes of this thread, agreed with the idea of picking classes that duo/trio well together. People play different times and different amount of times. You can't go wrong with a shell of enchanter/cleric/shaman.
For the purpose of absolute cutting edge of trying to kill something difficult with 6 people: Warrior Cleric Cleric Shaman Pick 2 (Mage, Monk, Enchanter, Bard) If target mob slowable + indoors + pet availability, add enchanter. If FD pulling is necessary, add monk. If unslowable, add mod-rods err mage. If mob slowable + outdoors + AoE and party needs resists, add bard w/ tish orb. For any constraints like no duplicates, sub a cleric out and don't bother with a mage/modrod setup if only 1 cleric.
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#52
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![]() Quote:
Track me down on any of my toons...and ill get you there ! Ports, binds and starter spell pp's if wanted. Mrtwig Mrshamtastick Mrmez Mrlich Edit: Oops, i play eastern time evenings...around 6pmish to 10pmish. | |||
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#53
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This is why the druid wins the spot in the group with very little struggle. | |||
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#54
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![]() 1 tank (war/pal/sk)
1 healer (cler/dru/shm) 1 support (bard/enc) 3 dps (mage/wiz/rog/monk) necros are not as good as mage/wiz in groups. necros got some good nukes vs. undead, plus they have a pet they can haste. necros have a ghetto heal and a ghetto mez. twitching is more like a raid utility and it's not worth it to twitch if you have a bard or enc in the group. rangers are not as good as rog/monks in groups. rangers are decent if they keep DS on the tank. rangers can ghetto mez melee mobs with root. they can also sow the puller if there's no dru/shm in the grp or if the puller doesn't have jboots/traveler's boots/sow pot. but necros and rangers can still be considered dps | ||
Last edited by WHUTZ MACKIN MOBSTAH; 12-28-2016 at 06:24 AM..
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#55
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Problem is a lot of necros either don't realize their potential or just want to be lazy and think that by sending Kekeker in every fight counts as being useful in a group.
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#56
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Last edited by WHUTZ MACKIN MOBSTAH; 12-28-2016 at 06:50 AM..
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#57
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![]() If you intentionally pick undead zones to play in then necros are extremely good.
if you min/maxing knowing where to play (which zone, camps, mobs, etc.) is as important a choice as the group composition. | ||
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#58
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![]() Another completly different question:
Our Rogue has a desire for being a Dark elf. Since the rest of the group is good, would it put him in a disadvantage? Can he sneak into cities that he would normally be KoS? And would he be able to do the same stuff and quests as us? | ||
Last edited by Bagger; 12-28-2016 at 11:29 AM..
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#59
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It won't really effect gameplay, and dark elves start relatively close to freeport/kaladim. He will need to be careful when taking the boats at low lvl. From a playing perspective...rogues get a dark elf illusion mask at relatively early level. so, if you play a good race rogue you will be able to illusion dark elf. This lets you pick a higher str starting race (barbarian or dwarf---or go cool and be gnome) and solve your faction issues for old world zones. | |||
Last edited by fastboy21; 12-28-2016 at 11:22 AM..
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#60
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