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  #1  
Old 05-31-2011, 10:52 AM
Messianic Messianic is offline
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If you want partnering effectiveness on the broadest scale, Monk/Shaman is unrivaled.

Monk combines the defensive aspects of a warrior in a group situation (since at this stage of the game, their avoidance and mitigation combined are extremely effective) along with powerful sustained dps.

The Shaman has buffs which amplify the monk's already generous dps and crippling slows which turn even some of the most damaging mobs into child's play. Because the Shaman has a kind of built-in clarity, the group also succeeds in being able to chew through mobs when exping with no real downtime. Chloroplast is just as efficient than CH (Chloro is essentially a 1000 heal over time for 200 mana), and since the monk already has high mitigation and avoidance, the shaman's slows remove the necessity of heavy healing (CH). Chloro is actually more efficient unless you have characters with 2khp+.

Shamans are inherent force-multipliers - despite being effective solo, they work best when they can make melee classes far stronger than they should ever have been.


The only other combo which can even compare in terms of an exp duo is chanter/mage.
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  #2  
Old 05-31-2011, 11:38 AM
Grizlor Grizlor is offline
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Shaman Necro or Shaman Monk.

If you like doing really dumb things which have a reasonably high chance of eventually killing you, shaman necro is pretty amazing (charm duo in HS/Seb Crypt/Deep Chardok/Dragon Necropolis)
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  #3  
Old 05-31-2011, 11:45 AM
Skope Skope is offline
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pally + shaman hasn't been mentioned and isn't bad. Along with shaman + SK
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Old 05-31-2011, 11:51 AM
falkun falkun is offline
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Paladin's get a bad wrap for not having the DPS of monks and an exp penalty, but I like the idea of a pally/sham combo. Especially after the pally picks up a few of the cleric tricks (pacify and root).
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Old 05-31-2011, 11:59 AM
Skope Skope is offline
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Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Paladin's get a bad wrap for not having the DPS of monks and an exp penalty, but I like the idea of a pally/sham combo. Especially after the pally picks up a few of the cleric tricks (pacify and root).
pacify is huge. Shaman with a JBB and torpor can easily keep up with heals, slows and DoTs if they don't mind spamming cannibalize like a maniac. My fav end-game combo to pair with a shaman is definitely a pally.
  #6  
Old 05-31-2011, 12:11 PM
Duie Duie is offline
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rogue /ranger works good as long as you dont run into casters

/necro or SK/ranger works better for outdoors. you can either fear kite or agro kite w/ that combo

Ranger and any melee can agro kite... once again outdoors

ranger/shaman also very viable option for both indoors and out . remeber that your desiease stacks w/ his magic and fire dots. Basicly root rot, pet and bow it down.

Druid Ranger Redundant .

Cleric Ranger fairly good up till you venture to kunark... things just hit harder .

Basicly what i am trying to say is that of your going to duo youll want the ranger for the utility. SK is another option as well as a pally/dps class.






if you are wanting to group w/ more than just you 2 down the road though,then you cant go wrong w/ the holy trio meaning war/cler or ench/cler
  #7  
Old 05-31-2011, 12:02 PM
Grizlor Grizlor is offline
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I didn't mention Shaman/SK which you could have some pretty decent success with, though I don't think it will really reach its full potential during the lifespan of this server. I remember duoing in Plane of Water with a SK buddy on live. Probably got 50 AAs together camping his sword + my sharkspine club :\
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Old 05-31-2011, 01:36 PM
Tarathiel Tarathiel is offline
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As a rogue I find that I duo well with anyone that can solo and hold most of the aggro, sk's and pallys are my first choice. Its probably not the most efficient but you would be surprised what we can do and its a lot of fun
  #9  
Old 05-31-2011, 02:00 PM
Maurk Maurk is offline
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Druid/Pally is pretty sweet, especially lvl 1-30.
Outdoors the druid can kite while the pally adds dps.
Indoors is great, because the paladin can bring in single pulls, and can also help heal to lower down time.
Having evac available in a dungeon while duoing is a must, you will feel much safer to go further inside
and paladins having LoH can really make the difference saving yourselves in a bad pull/train.

Then come end game, you can port anywhere, and rez too! [You must be logged in to view images. Log in or Register.]

P.S: The problem with warriors, is unless you are twinked out,
you won't hold very good aggro, and your caster will get pummeled alot often when they nuke a mob or heal you.
However the exp penalty does suck, and may detract anyone wanting to duo early on.
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  #10  
Old 05-31-2011, 03:38 PM
baalzy baalzy is offline
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Shaman + Whatever the other person wants to play will take you 1-60. Some more quickly than others.

Druid + Wizard is a combo that people haven't talked about that would be great. You can begin quad kiting early since the druid can round up mobs via SoW + Snare and then the wizard nukes. Then later on the druid does the rounding up via SoW and the wizard can AE snare. Then they both AE nuke.
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