Go Back   EQ2Flames Forum > General Discussion > Combat Discussion

Reply
 
LinkBack Thread Tools
Old 07-09-2008, 06:25 PM  
Pirate Jones Jr.
 
Thundolfe's Avatar
 
Character: Tirinya
Guild: Clan Lupar
Server: Nektulos

Posts: 168
Photos: (0)

Default Re: Raid Groups

Thanks for the replies, and I know we are definitely missing classes, but we have what we have at this point. We're progressing through kor-sha though so we're not doing too badly, lots of competent peeps.
Thundolfe is online now   Reply With Quote
Old 07-10-2008, 01:36 PM  
make war, not love
 
firamas's Avatar
 
Character: Entropie/Athropos
Guild: Confirmed/Radiant
Server: Unrest/REM

Posts: 2,625
Photos: (0)

Default Re: Raid Groups

4 bards, 4 chanters, 3-4 fighters, 6-7 healers

that should be your core. get those prerequisites online every night (and dont exceed those numbers in a 24 man raid)... then fill in the rest from there.
__________________
Athropos Cynosure --Red Eye Mountain-- 40 Witchunter [Radiant]
Entropie N'evrending --Unrest-- 80 Mystic [Confirmed] ...retired
Become Death --Nagafen-- 80 Brigand [The Kraken] ...retired
Firamas Slytheryn --Unrest-- 80 Bruiser [Enlightened Dark] ...retired
Firamas Shadowstrike --Tarew Marr-- 70 Monk [Enlightened Dark] ...retired
firamas is offline   Reply With Quote
Old 07-14-2008, 02:11 AM  
Visitor
 
Character: Kanlaeel
Guild: Eternal Odyssey
Server: Antonia Bayle

Posts: 41
Photos: (0)

Default Re: Raid Groups

Quote:
Originally Posted by firamas View Post
4 bards, 4 chanters, 3-4 fighters, 6-7 healers

that should be your core. get those prerequisites online every night (and dont exceed those numbers in a 24 man raid)... then fill in the rest from there.
3-4 fighters? most fights you need 1 fighter, though an off tank is deffinatly nice, however very rarely do you ever need 3 tanks and though i havnt been to anything higher then Kor-sha i cant think of a single fight where you'd need 4 (not saying there are none, but i havnt seen any)

i'd change that to 4 enchanters, 4 bards, 2 fighters (cause the original question was most fights, not specific scripted fights) and 6 healers.

that way you'd have your tank, 2 healers, bard, enchanter, and hate transfer scout in group 1, ot, 2 healers, bard, enchanter, and scout in group 2, 3 scouts, bard, enchanter and healer in group 3, 3 mages, bard enchanter and healer in group 4.
Kanlaeel is offline   Reply With Quote
Old 07-14-2008, 02:50 AM  
W.W.E.J.D?
 
Character: Jesum
Guild: Warhammer is fun
Server: Dark Crag

Posts: 106
Photos: (0)

Default Re: Raid Groups

Quote:
Originally Posted by Kanlaeel View Post
3-4 fighters? most fights you need 1 fighter, though an off tank is deffinatly nice, however very rarely do you ever need 3 tanks and though i havnt been to anything higher then Kor-sha i cant think of a single fight where you'd need 4 (not saying there are none, but i havnt seen any)

i'd change that to 4 enchanters, 4 bards, 2 fighters (cause the original question was most fights, not specific scripted fights) and 6 healers.

that way you'd have your tank, 2 healers, bard, enchanter, and hate transfer scout in group 1, ot, 2 healers, bard, enchanter, and scout in group 2, 3 scouts, bard, enchanter and healer in group 3, 3 mages, bard enchanter and healer in group 4.
you are leaving out your monk.
Jesum is offline   Reply With Quote
Old 07-14-2008, 03:40 AM  
Self-Proclaimed Baller
 
Paperclip's Avatar
 
Character: Recast / Paperclip
Guild: Paradise Lost
Server: Oasis

Posts: 533
Photos: (0)

Default Re: Raid Groups

Aye. MT, OT, and Monk.
__________________

Co-Leader of Paradise Lost
Oasis Server

http://eq2paradiselost.guildportal.com
Paperclip is online now   Reply With Quote
Old 07-14-2008, 09:56 AM  
King of the Ellipsis...
 
Thelounge's Avatar
 
Character: Lounge (retired)
Server: Mistmoore

Posts: 1,935
Photos: (31)

Send a message via AIM to Thelounge Send a message via Yahoo to Thelounge
Default Re: Raid Groups

Quote:
Originally Posted by Azleya View Post

Also, grouping a ranger with a troubador is gay.
Might be late, but i wanted to add...

I usually had a Ranger in my group prolly 80% of the time throughout all of the guilds I was in during the first 7-8 Months of EoF (I left the game after that)

I also like Kall's group setup, we never had the ability to put a dirge in our group 3 when I played. Would have been awesome for me tho

Is good to see the group setup changing, always thought some of you guys (like pinski, sorry but you are so analytical/precise) would be stuck in their old ways
__________________

"Voy a navegar, al puerto del alma, cruzando el mar, hasta que llegaré"
Thelounge is offline   Reply With Quote
Old 07-14-2008, 11:42 AM  
make war, not love
 
firamas's Avatar
 
Character: Entropie/Athropos
Guild: Confirmed/Radiant
Server: Unrest/REM

Posts: 2,625
Photos: (0)

Default Re: Raid Groups

Quote:
Originally Posted by Kanlaeel View Post
3-4 fighters? most fights you need 1 fighter, though an off tank is deffinatly nice, however very rarely do you ever need 3 tanks and though i havnt been to anything higher then Kor-sha i cant think of a single fight where you'd need 4 (not saying there are none, but i havnt seen any)

i'd change that to 4 enchanters, 4 bards, 2 fighters (cause the original question was most fights, not specific scripted fights) and 6 healers.

that way you'd have your tank, 2 healers, bard, enchanter, and hate transfer scout in group 1, ot, 2 healers, bard, enchanter, and scout in group 2, 3 scouts, bard, enchanter and healer in group 3, 3 mages, bard enchanter and healer in group 4.
I don't think the OP is in a guild that's farming endgame content atm, hence I offered the standard "core" requirements. More of a general guideline. And 3-4 fighters is a good starting point. Unless your players are all 95%+ attendance, you want at least 4 geared and experienced tanks available, so that 3 can be in raid at any time. On fights that REQUIRE a MT/OT combo, you need the ability for another fighter to jump in if someone dies, so having only 2 in raid is risky. Ideally the OT group would contain both of the intended OT's, so the buffs, healing, and aggro could be smoothly managed. 2 healers each in MT/OT group, 1 per DPS group.

Oh, and just be willing to be flexible! Don't get in the mindset that "we need exactly this [xxx,yyy,zzz] formula" or we can't do this encounter. You'd be surprised what non-standard setups can do. Shit, last night our usual MT wasn't on so our monk tanked Tangrin. Was just as smooth as if the guardian did it. That's the same monk that can pull near-T1 DPS if he's filling that role elsewhere. Don't pigeonhole people. =)
__________________
Athropos Cynosure --Red Eye Mountain-- 40 Witchunter [Radiant]
Entropie N'evrending --Unrest-- 80 Mystic [Confirmed] ...retired
Become Death --Nagafen-- 80 Brigand [The Kraken] ...retired
Firamas Slytheryn --Unrest-- 80 Bruiser [Enlightened Dark] ...retired
Firamas Shadowstrike --Tarew Marr-- 70 Monk [Enlightened Dark] ...retired
firamas is offline   Reply With Quote
Old 07-14-2008, 03:07 PM  
Regular
 
Character: Thundaarr
Guild: Nightcap
Server: Unrest

Posts: 707
Photos: (0)

Default Re: Raid Groups

Quote:
Originally Posted by Kall View Post
This is the best raid you can make at the moment in my opinion:

Guard
Defiler
Templar
Coercer
Swash
Dirge

Zerk
Monk
Dirge
Templar
Mystic
Illus

Dirge
Troub
Illus
Brig
Wizard
Mystic

Troub
Warlock
Wizard
Ranger
Inquis
Illus
Late to the game, but I'm always a big fan of raid group set up threads :p

I would have assassin in group 2 instead of Illy. Illy isn't gonna be able to do nearly the dps in that group as they would be able to do with a trouby, and assassin would be lovin the zerk procs and CoB. I would probably have inquis in group 2 as well, just for the dps lovin.
Thundaarr is offline   Reply With Quote
Old 07-14-2008, 05:20 PM  
Addict
 
kanolth's Avatar
 
Character: Kanolth
Server: Antonia Bayle

Posts: 442
Photos: (0)

Default Re: Raid Groups

Zerker for OT?! Nothing beats a crusader for OT tbh.

Our guild shadow knight is a god with dealing with massive add encounters like OK, not to mention his survivability on par with our MT.
__________________


They sure do...
kanolth is offline   Reply With Quote
Old 07-14-2008, 05:53 PM  
Regular
 
Character: Thundaarr
Guild: Nightcap
Server: Unrest

Posts: 707
Photos: (0)

Default Re: Raid Groups

Yeah Kanolth, I tend to aggree with that. Crusaders are some of the best OT's out there. I personally would go with a paladin, but a well played SK can rock, and have great survivability (bloodletter rocks)

I was merely responding to Kaif's set up, zerks are great for melee and OT groups as well though, because zerk proc is nice, and they have great survivability. The only thing zerks lack as an OT is a great snap aggro tool that refreshes a little quicker.
Thundaarr is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are On


Sponsor Ads


All times are GMT -4. The time now is 10:05 PM.


Design By: Miner Skinz.com Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.1.0