#1
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What 3 class group is best?
Hi guys, just started playing and love it. I played a warrior back in 2001 and was discussing this with my brother as he wants to play as well with his son. With so many options it gets confusing, we want to do dungeon crawls and be able to solo as well. Thanks [You must be logged in to view images. Log in or Register.]
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#2
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Chanter, cleric, tank (probably sk for pulling)
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#3
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My personal opinion
1) Shaman, Monk, Chanter 2) Cleric, Monk, Chanter 3) Cleric, SK, Chanter 4) Cleric, Warrior, Chanter | ||
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#4
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Shaman, necro, necro for non-raid content. You can absolutely wreck Howling stones.
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#5
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Cleric + enchanter + whatever. Add another caster or pet class if you don't want to deal with melees, or a monk which would probably be the best melee to add in that trio. Shaman can add dots, malo, another slower. Mages and necros give a pet that can take over if chanter charm pet breaks. Druid and wiz add caster dps and transportation. Basically, a cleric and a chanter are the foundation of any solid group, so having both of them really sets you up for any grouping situation you might find yourself in.
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#6
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A flowchart for picking a trio:
1. Pick a priest. Having some kind of healing hugely increases your margin for error. Cleric and Shaman are both superb, but Druids got buffed nicely in Velious and have ports. 2. Pick a tank. Monk, Warrior, Paladin, Shadowknight, Bard, and Ranger are all reasonable choices here. Hybrids mix a bit better with shamans because their higher threat means slow lands earlier. 3A. Pick a support class. You need one of Shaman/Enchanter/Bard for slow, haste, mana regen etc, so if you don't have one this is your last chance to fix that. 3B. Pick a DPS class. Otherwise, your primary issue is damage, and reasonable choices there are Enchanter, Necro, Mage, Rogue, Ranger, and Monk. A few trios suggested by this algorithm:
There are certainly plenty of unconventional trios possible but without a priest and tank they will be based on either fear kiting or pet tanking and so won't be very flexible. | ||
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#7
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You guys are nuts. Cleric, Enchanter, Enchanter.
__________________
60 Warlord - Dudeisbeast
60 High Priest - Salient 60 Grand Master - Twopiece 60 Arch Mage - Masta <Aftermath> | ||
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#8
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ranger /ranger /ranger
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#9
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#10
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If you all want to be able to solo and you want to be good enough to dungeon crawl also, and you don't want to be dependent on gear, and you want to die as little as possible my suggestion would be shaman, necro, mage.
They are all great soloers, and they all have pets (shaman at 34.) Indoors you can have the shaman slow and root. Outdoors you can snare and fear. The necro can keep the shaman healthy for cannibalize. The mage can summon gear for pets. The shaman has regen to counter lich. The necro can charm/mez undead. The mage could swap pets based on mobs (for stuns, ds, root/tank...) You could also add just about anything and make a bigger group without much adjusting. You would have plenty of cc, plenty of dps, plenty of utility, plenty of options. I believe this group would perfectly fit with what you're looking to do. | ||
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