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#1
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![]() Doing this currently with RL friend and family... or I was, until my kids slacked off. Our choice of a group was pretty much spot on with yours. PAL, CLR, WIZ, BRD, ROG
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#2
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![]() Dang it kids, do your everquest chores!
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#3
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![]() Looks like I'm a week behind y'all. Hopefully I'll catch up this week (current lvl 11 Human SK)
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#4
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#5
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![]() I disagree on the Bard never with Enchanter idea. Bard can fill the gaps and let the enchanter do the heavy CC lifting. Also frees up enchanter to be a bit less cautious on charms as bard is right there to lock it down should it break free. And it should increase the overall rate of pull having both.
And I don't see the rationale behind using shaman as heals if you have knight tanks. Cleric is best heals in the game, knights are best group tanks in the game. All of this points towards more efficiency and faster rate of pulls. Plus, if you have an enchanter shaman isn't really needed anyway. And I also disagree with the sentiments regarding Wizards in groups. You will still have crazy ass trains every once in a while, so having Evac really smooths over the night/peace of mind. And Wizards are about double mana efficiency of magicians, so while I can agree that magicians have more overall dps in a group setting, I would still rather have the evac, roots, and on demand damage of the Wizard. I believe the majority of "wizard is worst class for groups sentiments" come from the fact that its easy for Wizards to afk under the guise of medding for mana. A well played Wizard in a group is a strong asset imo. All that being said, I still believe this is an ideal group. 1. Paladin or SK 2. Cleric 3. Enchanter or Shaman 4. Bard 5. Rogue 6. Wizard
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Green: Gyarados
18 Human Bard (rip night vision) Blue: Tejin Tatsumaki (retired) 56 Dark Elf Magician ('09-'11) Live: Azen Darkwood (retired) 65 Wood Elf Ranger ('00-'05) | ||
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#6
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Also with the Shaman ur getting the Malo line which is huge for charm duration (and basically required @ camp like fungi king) | |||
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#7
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