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#21
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Play what you want to play. If you play something you don't really wan to play, you may not play. You can choose any class/race, even if it means having duplicates in the group, it'll still work fine. You could all even play rangers, and that'd be fine if you're having fun. Or you could all roll one race, whatever keeps you guys active. Just do what you want.
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#23
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But to the OP he debates playing all the classes suggested, so everything is going swell here. That said Mage would not disapoint | |||
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#24
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Only caution I'd say is don't roll two warriors, unless one warrior is going to be absent a lot. An alt tank would be a good choice to that though, an SK or Pally. But pretty much anything would work.
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#25
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that feel of being worthless can happen pal, it can. | |||
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#26
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That group is very solid, literally anything would work, but I think you should work backwards and consider the skills your group has and what it doesnt have.
You already have CC, mana regen, transportation, tanking, haste/slow, and healing all covered. A shaman wont add much to a group with a druid/ench, and the druid has porting and damage shield to add as well. wizard is probably the worst choice, because they are bad anyway and the druid can port you already. What you need is DPS. A rogue adds lockpicking and sneak/hide CRs plus a cheap epic and dps all day. A mage is good dps. A necro is less but has more utility spells and can summon your corpse. A ranger would be fun for you and offers track, but so does the druid to a degree. Only roll a pally or SK if you want to play them, they arent bad choices but with a warrior and monk your tanking is covered and they arent the best DPS. A second monk or enchanter also would do very well. Two monks never hurt anyone and the enchanter would add dps plus a lot of other utility. Bards mix with anything | ||
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#27
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+1 to rogue
mage would be decent too but doesnt really pay off over a rogue till later on
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#28
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Mage edges out the Rogue in this case. The Rogue's added DPS doesn't outweigh the added utility of the Mage. Rogue utility is lockpick and CRs (the latter being sort of unnecessary as well given you already have a monk, porter, rezzer and Invis/ITU). Mage utility is malo for both druid and chanter charms (huge), CoTH at high end (also huge), a stunning air pet for caster mobs, a reliable off-tanking earth pet, mod rods, DS to allow the druid more flexibility, weapons for chanter pet, big nukes to burn down mobs quick on a messy pull and assorted other decent summons like shurikens for the monk, WR bags and food/water. Meanwhile, as a Rogue you're just standing around and backstabbing 99% of the time. More DPS? Yeah, but does a group with a Warrior, Monk, Enchanter charm pet and possibly Druid charm pet really need the relatively minor DPS bump a Rogue provides over a Mage? Naw.
Basically, you will be much more useful to the group as a Mage, while still adding considerable DPS of your own. | ||
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#29
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Thank you all again for your great advice. Sadly, I now discovered a couple of the other members have changed their minds. The monk and druid are now shaman and wizard. So now the group is:
Warrior Cleric Enchanter Shaman Wizard Well that throws a monkey wrench into things. Looks like we definitely need melee DPS now, so we're talking Rogue, Monk, Ranger. But without the Druid we don't have any snare to prevent runners. So that points me to Ranger. But I'm not really feelin' the Ranger right now. Hmmm... What if I went with something off the wall, like a Necro? Could such a caster-heavy group work? Again, thank you for your feedback. | ||
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#30
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You need a Ranger, Duh.
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The Ancient Ranger
Awake again. | ||
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