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#1
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For the purposes of this thread, agreed with the idea of picking classes that duo/trio well together. People play different times and different amount of times. You can't go wrong with a shell of enchanter/cleric/shaman.
For the purpose of absolute cutting edge of trying to kill something difficult with 6 people: Warrior Cleric Cleric Shaman Pick 2 (Mage, Monk, Enchanter, Bard) If target mob slowable + indoors + pet availability, add enchanter. If FD pulling is necessary, add monk. If unslowable, add mod-rods err mage. If mob slowable + outdoors + AoE and party needs resists, add bard w/ tish orb. For any constraints like no duplicates, sub a cleric out and don't bother with a mage/modrod setup if only 1 cleric.
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#2
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If you intentionally pick undead zones to play in then necros are extremely good.
if you min/maxing knowing where to play (which zone, camps, mobs, etc.) is as important a choice as the group composition. | ||
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#3
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Another completly different question:
Our Rogue has a desire for being a Dark elf. Since the rest of the group is good, would it put him in a disadvantage? Can he sneak into cities that he would normally be KoS? And would he be able to do the same stuff and quests as us? | ||
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Last edited by Bagger; 12-28-2016 at 11:29 AM..
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#4
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Quote:
It won't really effect gameplay, and dark elves start relatively close to freeport/kaladim. He will need to be careful when taking the boats at low lvl. From a playing perspective...rogues get a dark elf illusion mask at relatively early level. so, if you play a good race rogue you will be able to illusion dark elf. This lets you pick a higher str starting race (barbarian or dwarf---or go cool and be gnome) and solve your faction issues for old world zones. | |||
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Last edited by fastboy21; 12-28-2016 at 11:22 AM..
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#5
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Quote:
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#6
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Quote:
Same vice versa. I don't recall any good rogue quests that a dark elf can't do. Maybe there is something I'm forgetting. I've never rolled a DE rogue, so maybe there is some racial/deity benefit in there somewhere that I'm unaware of. Certainly nothing game changing though. | |||
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Last edited by fastboy21; 12-28-2016 at 02:27 PM..
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#7
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Analyze the difference between necro nukes and wiz/mage nukes. Then analyze the difference in mana regeneration.
Pretty sure once necro gets its first lich spell they become the best group dd class. Their lich spells get more and more relatively powerful too. This includes the necros regular and undead dds. They really aren't that different. | ||
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#8
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Iksar Monk (Tank/Pulls/Dps)
Enchanter Shaman (Level 35+) Cleric Rogue Rogue
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60 GrandMaster <Aftermath>
Tarew Marr former <Noble Lion> ![]() | ||
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#9
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Shaman/chanter/monk is the holy trinity.
Otherwise I'd add necro then rogue. | ||
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#10
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another note OP: if you will have a regular group, you might seriously consider rolling on Red. you'll have pretty much the entire server to yourselves, and since your group is designed to be self sufficient, you can go wherever you want to level and find whichever camps have gear you care about.
also, since you'll all be traveling in a group, you won't have to worry much about PKers giving you trouble. Red also has the benefit of some nice experience bonuses that turn the leveling from a grind to a workable pace. that combined with nearly nonexistent competition for camps, and you can actually dungeon crawl with your buds instead of just sitting somewhere fighting the same 3 mobs over and over. | ||
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