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Old 12-03-2007, 08:13 AM  
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Default Re: 6 Man config

Troub is a scout. Don't let them know that though ^_^

I'll assume the purpose of this group is to tackle difficult heroic content.

I'd recommend
Paladin (No other tank can beat a pal for single group content)
Templar (Easiest healer to solo heal those 2-healer zones with)
Dirge (Someone's gotta loot the chain, and you need track)
Illusionist (CC and double the mana regen goodies)
Wizard/Warlock (Amends target)
Monk/Bruiser (to FD past content you want to skip, someone's gotta loot the leather)

IMHO, this is the best group to do those "2-healer" zones. With extra help from dirge stoneskin, brawler avoidance, enchanter CC/stuns, and pally bum heals, most 2-healer stuff should be 1-healerable. You also benefit that every type of loot that drops can be used by someone in the group.

Troubs are great, but for single groups dirges are better IMHO. With a chanter there's no need for ghetto CC, and with only one healer there is a great demand for another rezzer+emergency heals. I prefer a dirge to a necro in this spot though because you need a scout for track and runspeed. Mana regen doesn't hurt though.

Conj/Nec aren't a bad choice for a dps slot. But with bard+chanter you don't need the candy, you don't need the ghetto heals, and they're poor amend targets.

I don't think Shamans/Brigs are the best picks for single group stuff because although they have fantastic debuffs fights rarely last long enough to utilize them.
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Last edited by Mezelline; 12-03-2007 at 08:20 AM.
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Old 12-03-2007, 08:24 AM  
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Default Re: 6 Man config

Yeah I realized it and changed it to DPS Scouts! TBH, I think the troub/dirge for mana regen is unecessary for the same reason you stated for DPS Scouts, fights dont last long enough to use up power, especially if you have high DPS. Now then dont get me wrong as a melee DPS I will swear up and down I need a dirge in my groups!

As someone else pointed out earlier, if the tank goes down a swash/brig can also jump in and tank. I have actually run heroic instances with a rogue tanking...
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Old 12-03-2007, 08:28 AM  
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Default Re: 6 Man config

hmm good idea with the brawler class.

but I still think a fury + shaman combo is a better option as a single healer is a weakness if you get unlucky or if that player can't log in for whatever reason.
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Old 12-03-2007, 08:32 AM  
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Default Re: 6 Man config

moving around is also important and druid portals plus a wiz/warlock port is really taken for granted until you don't have one!
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Old 12-03-2007, 08:53 AM  
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Default Re: 6 Man config

Guard, Temp, Assassin, Dirge, Illy, Bruiser(mm...CA dmg). Pretty much own everything..in the face...
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Old 12-03-2007, 10:08 AM  
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Default Re: 6 Man config

Paladin,Swash,Dirge,Illu,Warden,Temp

- you can all live in the same town too
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Old 12-03-2007, 10:24 AM  
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Default Re: 6 Man config

Quote:
Originally Posted by Popsi View Post
Paladin,Swash,Dirge,Illu,Warden,Temp

- you can all live in the same town too

Why would you want to live in Qeynos? I would live as Exile in Nek Forest before I would ever live in that place. I want to kick a puppy after walking through that /hug gay fest called Qeynos.

Qeynos = Sony EQ. Coincidence? I think not.

Those classes aren't bad but I would go Fury for the leather healer. A little more DPS and the swashie would love the agitate.
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Old 12-03-2007, 10:46 AM  
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Default Re: 6 Man config

Berserker, Fury, and Dirge for the neutrals.

Swash, Mystic, Illusionist, if you're playing good, Assassin, Defiler, Coercer if you're playing evil.

Guardians are overkill for group content, and Paladins don't do as much DPS as warriors can, so Berserker is the obvious choice. Swash/Assassin are both great scout DPS and hate transfers, Mystic/Defilers are great at debuffing and wards are great for healing efficiency. Illusionist and Coercer are both great at mezzing and buffing the group for power and haste/DPS buffs respectively. The dirge is just... necessary, even if it's boxed for its passive buffs. Furies are great at group healing and filling a tank's HP and they can also put out decent DPS (while healing). And a Fury makes it SO much easier to get around (Pact of the Cheetah grants up to 100% run speed for 52 seconds).
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Old 12-03-2007, 11:26 AM  
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Default Re: 6 Man config

Zerk/Guard- Which ever floats your boat, with the extra 20 AAs, Guards can toss out a ton of DPS now (and can put moderate on the warlock :P)

Mystic/Defiler- Which ever floats your boat again. I'm partial to defilers myself :P

Fury - Second healer on tough encounters, and very nice DPS when burning through trash.

Illusionist - TC for Shaman, IA for scout, Haste for Tank and Scout, power regen

Swashie - DPS + Hate transfer.

Warlock - DPS + Propagation
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Old 12-03-2007, 11:32 AM  
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Default Re: 6 Man config

We had chosen Conjuror/Wizard for the dps synergy and stacking mitigation debuffs. All conjuror spells, like all wizard spells would proc off frigid gift with iceshape. Likewise, Troub was chosen for Precision of the Maestro and Jester's Cap, and Illusionist for Time Compression and CC. Basically we wanted to have tanking, healing, and CC covered with optimized caster dps. We went the caster route because ranged dps in general tends to more low maintenance thinking this would free up some healing needs. Upon further reflection I do like the idea of a Paladin tank for this group, for greater hate management and survivability.

Bruiser for Drag and FD, Necro instead of Conjuror, or Dirge instead of Troubadour for more utility are other suggestions I'm looking at. As for going heavier on scout dps, if it can be done with 1 healer effectively, I'm open to the idea. Our playstyle in past MMO's has been CC and great single target dps focus firing down mobs. It's a playstyle preference over strong aoe but if strong aoe is a MUST in this game, we will adapt of course.

Thanks for all of the suggestions thus far, and any additional feedback would be appreciated. We'll be starting up today after work.
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