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#1
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If we are considering spawn locations I'd have to go with Iksar SK, gnome CLR and erudite PLD. If exp penalties are added then you'd die of some terminal illness before hitting 60. | |||
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Last edited by Keza; 06-05-2019 at 01:41 AM..
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#2
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This puts "worst" into a whole new perspective. | |||
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#3
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Cleric, SK, Pal is mediocre trio, not bad - and can even CC mobs when needed. | |||
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Last edited by eunomios; 06-30-2019 at 07:11 PM..
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#4
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Maybe the cleric should be halfling, to make the xp penalty difference more severe.
I just realized that the Erudite Paladin will also have to disband at some point for the SK to catch up. So they can sit besides the SK and once the SK has slowly gotten his mob down enough % ensuring he's getting the exp, the cleric and the Paladin can add their immense dps to the fight! It's also good that all three will have desire for the same loot due to all using plate. Paladin and Cleric can fight for some Wisdom gear and the SK and the Paladin can discuss who's getting the weapon upgrade. Probably the Paladin, because he will be higher lvl. Btw. the Iksar will ensure they can't do any xp quests like DF belts or Bone Chips, eh? | ||
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Last edited by Yasi; 06-05-2019 at 08:55 AM..
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#5
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XP is shared in groups so everyone progresses at about the same rate; that's basically the reason penalties are 'shared'.
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#6
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Damn it. So no halfling then. We don't want the three to advance too quickly!
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#7
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Druid/Cleric/wizard = quad kite over cleric's words of aoe. Confirmed super XP group. Surely not close to worst?
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#8
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Actually the cleric could tank in wiz/clr/rog with rooting. Wizard could toss in a nuke at 50-60% or whatever. If the wizard is high enough you could also fear kite. Of course there is also just kiting a group of mobs and AoEing. I don't think the cleric or wizards ones are capped at 4 so you could probably do some bunkers AoE killing if you had the spawns available.
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#9
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With no repeatable classes, and level appropriate gear the worst trio would have to be Rogue/Mage/Wizard since all die fast, there's no real healing or buffs, no tanks for aggro and not-die-ability. They'd be able to kill stuff, but breaking camps would be tough and the downtime would be pretty high.
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#10
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