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  #11  
Old 06-20-2010, 10:35 PM
a2j2t a2j2t is offline
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  #12  
Old 06-20-2010, 10:44 PM
RKromwell RKromwell is offline
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That isn't bad, you can all start in the Qeynos area as well.
  #13  
Old 06-21-2010, 12:06 AM
Alawen Everywhere Alawen Everywhere is offline
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I highly recommend against that combination.

The druid will not be able to keep the shadowknight healed after about level 30.

Chicanery's ideas about this game are based on theory/versatility and not on practicality/efficiency.

The druid is basically good for sow and ports. Druid DPS and healing abilities are extremely limited at level 50. If you like that mobility, so be it, but you will find yourself very hindered when the druid gains no new heal spells after Greater Healing.

Alternately, you can start working on making friends with a good cleric.
Last edited by Alawen Everywhere; 06-21-2010 at 12:09 AM..
  #14  
Old 06-21-2010, 12:21 AM
Haynar Haynar is offline
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Druid.
Necro.
Chanter.

If you want a challenge.
  #15  
Old 06-21-2010, 12:25 AM
Alawen Everywhere Alawen Everywhere is offline
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After a long discussion with other experienced players, my choice would be shaman, mage and necro.

We're going to level the group in Kunark.
  #16  
Old 06-21-2010, 12:31 AM
astarothel astarothel is offline
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Quote:
Originally Posted by a2j2t [You must be logged in to view images. Log in or Register.]
Rofl. We have decided! We're all very stubborn, so it was difficult, but we're sticking with it!

Druid
Enchanter
Shadowknight

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I would ditch the Dru for a CLR if youre intent on a 3 part tank/dps/heals combo. You might run slow, but you'll be amazing for instance grouping.
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  #17  
Old 06-21-2010, 12:37 AM
Nocte Nocte is offline
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Shaman, monk, [any dps class]

Suprised no one mentioned that one.

Wizard would fit in nicely for portability, a pet class or a rogue/ranger would fit in as limited insurance against adds the monk can't immediately tank.
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  #18  
Old 06-21-2010, 12:49 AM
guineapig guineapig is offline
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Quote:
Originally Posted by Alawen Everywhere [You must be logged in to view images. Log in or Register.]
I highly recommend against that combination.

The druid will not be able to keep the shadowknight healed after about level 30.

Chicanery's ideas about this game are based on theory/versatility and not on practicality/efficiency.

The druid is basically good for sow and ports. Druid DPS and healing abilities are extremely limited at level 50. If you like that mobility, so be it, but you will find yourself very hindered when the druid gains no new heal spells after Greater Healing.

Alternately, you can start working on making friends with a good cleric.
I currently have a level 41 druid that regularly plays main healer in groups for tanks that are much higher level. We're not talking about raid mobs here. This is vanilla EQ mobs.

Druid with clarity can keep up on heals just fine with a tank that's one on one versus a slowed mob. And why is it one on one? Because of the chanter. The paladin also serves a dual purpose because he can always spot heal between fights (since he also has clarity). Let's not forget that a chanter can simply mez the mob if things get ugly in a 3 person scenario and the paladin has lay hands.

What's very important to keep in mind here is that the knight classes have by and large the worst DPS in the game. You need to account for that if you are trying to build the most efficient and versatile 3 person group you can come up with.

What outside of planar mobs and dragons would that trio not be able to take on exactly??? The mobs are slowed, the adds are mezzed.
Sure there are a couple of tough mobs in the game... Freeti comes to mind. But you just have a charmed pet tank for that. Problem solved.
And before you question that, I have been in a Freeti group with a druid, SK and a charmed pet about a week ago. There was no cleric there.

Also post level 50 paladins and druids both get better heals, and the enchanter gets a better slow.

You are thinking in raid terms and that's not what the OP was asking for.

Clerics provide zero utility to a three person group. I would never give up on ports, snare and sow in a three man team in favor of a class that just CH's one every minute and then sits there medding the rest of the time. Sure the cleric can nuke great versus undead mobs but to do that you are loosing all the healing mana efficiency that you are striving for in exchange for a nuke a fight and nothing else.
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Last edited by guineapig; 06-21-2010 at 12:58 AM..
  #19  
Old 06-21-2010, 12:56 AM
Uaellaen Uaellaen is offline
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Quote:
Clerics provide zero utility to a three person group.
Lull, root, stun ... just to name some of the "utilities" you seem to like in every single one of your post [You must be logged in to view images. Log in or Register.] on top lvl 39+ clerics surpass everyone on healing thanks to complete heal, wich is also less agro then 20+ of your druid heals (to heal the equal amount) ... also, paladin rez? lol? all you get in classic is revive 0% exp rez...

if thats not utility enought, the clerics hp buffs are unmatched ...
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  #20  
Old 06-21-2010, 12:59 AM
guineapig guineapig is offline
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Quote:
Originally Posted by Uaellaen [You must be logged in to view images. Log in or Register.]
Lull, root, stun ... just to name some of the "utilities" you seem to like in every single one of your post [You must be logged in to view images. Log in or Register.] on top lvl 39+ clerics surpass everyone on healing thanks to complete heal, wich is also less agro then 20+ of your druid heals (to heal the equal amount) ... also, paladin rez? lol? all you get in classic is revive 0% exp rez...

if thats not utility enought, the clerics hp buffs are unmatched ...
You are mentioning abilities that are already covered and missing out half a dozen by dropping the druid.

All three classes I am using have root, all three have lull (2 if your indoors). All three classes have stun.

Sure clerics have the very best heal in the game along with the best HP buffs. In exchange they don't have many of the abilities that a druid has.
Only 2 classes in the game have ports, and in Classic through Velious being able to port your group around is priceless.

Paladins have no trouble keeping agro off a druid with stun and blind. I never have a problem in groups.
I know their rez sucks but it's a last ditch effort to get another member of the group back to the team when things go bad and your too deep in a dungeon for the player to simply run back. In other words, it's good enough for the main purpose it serves, minimizing downtime.

Sorry but if you are doing a 3 person "A Team" to run around the world and level up together then druid beats cleric hands down.
Don't get me wrong, I love clerics but in exp groups they are usually hovering at 80% mana if they have clarity and are rarely the ones lulling mobs or stunning casters. Do you really want you main healer getting agro by chain stunning mobs when you have a chanter in the group anyway?
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Last edited by guineapig; 06-21-2010 at 01:09 AM..
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