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Old 12-03-2007, 11:35 AM  
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Default Re: 6 Man config

some solid ideas here, although as said theres no reason to want to live in qeynos.

so my suggestion would be:

zerk/guard (depends on playstyle, if you want to slaughter mass solomobs for quests, go with a zerk, if you aim for stabbing single heroic mobs, go with the guard)

inquis + defiler (self explanatory... superb healing capabilities and some serious amounts of dps and buffage)

assassin + brigand (thats the fucking best dps combo you can get out of 2 chars)

last slot is up to your choice: dirge for massive dps buffage,
coercer for DPS-buffs, +aggro (VERY needed versus the brigands aggro issues), general CC-capabilities, manaward and so on, coercer=teh_pwn
or... well illusionist: some dps-buffage, less CC-capabilities but with a skill-selfbuff when hes in the need to mezz orange mobs

so in the end you have a very nice group of 6 people which can all be freeportz or neriak-inhabitants (once they finally add the neriak->rok transportation route they promised with the start of neriak :X)



OH edit:
Quote:
Our playstyle in past MMO's has been CC and great single target dps focus firing down mobs.
this works with eq2 too, so id stick with the guard in this case, although the scouts would surely like the +str and the bezerk proc over the +wepskill buff of the guard

Last edited by the_mo; 12-03-2007 at 11:39 AM.
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Old 12-03-2007, 11:41 AM  
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Default Re: 6 Man config

Good luck on your travels! only other thing I can suggest is putting your strongest players skill wise on the tank and healer, an enchanter played by someone with good reflexes can be a lifesaver too. (dunno if thats an option for you)

Oh and if you are going for the caster group perhaps the paladin would be a nice choice since they would make a lot of use from caster buffs
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Last edited by Saracen; 12-03-2007 at 11:43 AM.
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Old 12-03-2007, 12:23 PM  
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Default Re: 6 Man config

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Originally Posted by Meredoth View Post
A group of us are new to EQ2 but not MMO's, we'd like to come up with a good self-sufficient 6 man group for levelling up, able to run just about any one group content. Any feedback from experienced players would be greatly appreciated, this is what we're currently considering:

Guardian
Templar
Illusionist
Troubadour
Wizard
Conjuror

Based on initial research, it seems wizards and conjurors would have a lot of synergy and both would be buffed by the illusionist and troubadour. Enchanter has CC capabilities which could also come in handy, with Guard and Temp highly capable tanks and healers respectively. Like I said though, we're new to EQ2 so this is based off research as opposed to actual experience. I'd like some feedback from experienced players on how well this would work for one group content and levelling up as a group efficiently.




I've been trying out 5-boxing for the last few weeks. This is exactly the group I've come up with, minus the Conj. Really good synergy, throughout, though only up to lvl 30 with them so far.

I had a Defiler level capped already, or I would have used that class as healer. Then I'd have been tempted down the disease/poison path, which would have been Def / SK / Ass / Brig / Warlock / Necro


As it is, I'm more than happy with the choice you've outlined. It burns down stuff very fast and with the various AA choices you can get the Wizard to nearly 100% hate reduction, with a couple of easy to get items; with Time Compression from the Illus, a Wizzy in this group is nuts.


Only thing I would do, if I added a sixth, would be to go for a Fury instead of a Conj.
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Old 12-03-2007, 02:17 PM  
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Default Re: 6 Man config

We go:

Berzerker - Really good dps, and pre-RoK (AA is different now) a bucker berzerker is enough tanking ability to do any single group content
Mystic - Melee for decent dps, awsome debuffs, and wards mean almost nothing ever hits the tank
Dirge - This group is a high melee group, the buffs are awsome, and the defense song of the troub is nothing compaired to the parry and stoneskin of the dirge.
Illusionist - mez when needed, adding to it the super fast casting nuke with RoK proc loot, and they do good DPS also. They also have some great AA lines (illusionary arm, and time compression on the slow rune casting mystic ftw)
Swashbucker - extra hate for the berzerker and dps.. additional debuffs.. melee dps is great with the dirge.
Fury - Back up healing, and nukeing when needed for extra dps. This could swap with a warden, we just happen to have the fury.

Works amazingly well.

Last edited by Aela; 12-03-2007 at 02:22 PM.
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Old 12-03-2007, 03:10 PM  
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Default Re: 6 Man config

IMHO 2 healers with most of the described groups is an overkill, haveing a chanter alone can overcome a second healer. If you goal is just a straight badass herioc zone group I would say Pally is the best tank for the job Crusaders do very well in group content and Pally is a bit better with hate control with amends.
Healer pretty much any healer will do fine as long as they understand the class, but a shaman are very good in group content imho as wards are basically 100% effiecent. I would prefer illusionist for chanter class as stated before IA/TC are very nice.
I would go with a dirge for the bard as they previde some great protection to the tank with stoneskin and parry buffs and can do a litle splash heals and rez if required.
I would go brig over swashy as they have nice debuffs that will let you really slam the mob and can make a nice amends target, then any high dps class for the last spot assassin,ranger, wiz, or warlock will all fit in nicely, but I would go with either wiz or warlock to balance 2 scout 2 mage so there is less wasted loot aka caster vs melee dps loot.

Pally
Dirge
Illy
Brig
Shaman
wiz/war

Last edited by simpwrx; 12-03-2007 at 03:11 PM.
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Old 12-03-2007, 03:27 PM  
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Default Re: 6 Man config

Conjurors and Illusionist at higher lvl can pump out some GREAT AE damage, so can wizards. You will find in this MMO that there are many linked encounters, where there is no choice but to fight up to 5 mobs at once. There are some later instances (thinking RoK) where a chanter is very nice to have, but root will work too.

My preffered melee dmg set up is

Tank
Shaman
Druid
Dirge
Hate transfer (swashy or assassin)
Brigand/Ranger/ or any massive dps will do here

I have a paladin, so I am partially biased towards them. They bring great survivabilty and aggro control to a group, even if they don't do as much dps as guardians or berserkers.

If you're going to go the caster route, then you can go
Tank
Cleric
Troubador
Wizzie
Illusionist
Conjuror

I think that is close to what you were envisioning for your set up. If you had that group it would be great dps, and if you roll a paladin, then they benefit from prescision of the maestro as well, as they do cast spells.

In this game honestly as long as you have the holy trinity (healer, tank, dps) then you will be able to tackle most group content with ease.

Also, I would go for the melee set up personally, because with 2 healers you will always be covered should one not show up, and brigands can tank most heroic content easily should the tank not be there. Also, (again remember I'm biased toward paladins) if you choose paladin you will be able to do things even if your healer doesn't show up provided you have enough dps to burn it down.
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Old 12-04-2007, 03:26 AM  
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Default Re: 6 Man config

Sometimes its the quality of the player that determines the best combo available on larger guilds.
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Old 12-04-2007, 07:58 AM  
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Default Re: 6 Man config

Quote:
Originally Posted by fyrewyzrd View Post
Sometimes its the quality of the player that determines the best combo available on larger guilds.
agreed. I still don't think I've witnessed the potential of all classes yet!
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Old 12-05-2007, 07:35 PM  
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Default Re: 6 Man config

Paladin
Defiler
Illusionist
Troubadour
Warlock
Conjuror

Beserker
Defiler
Illusionist
Dirge
Swashbuckler
Assassin/Brigand

Last edited by Jorp; 12-05-2007 at 07:37 PM.
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Old 12-06-2007, 06:34 PM  
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Default Re: 6 Man config

if your going with a pally bruiser is a great amends target and a bruiser played right puts of a lot of dps and will out tank a brig you also have fd incase things go bad and he can get up and rezz every one else
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