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Ziviz
03-28-2007, 12:57 PM
<p>My friends and I bought the game last night and have been looking through spells and abilities for each class to try and put together the best 4 man team (good alignment).  You all have been playing the game for awhile, hopefully you can help us out.</p><p>(and wow... what the heck is the problem with the forums... are they always this unreliable?)</p>

Ziviz
03-28-2007, 03:59 PM
<p> I guess they were working on the forums.. it's much better now.</p><p>So, our initial thought was to go with the tried and true Guardian/Templar/Wizard/Swashbuckler group.  Then we though maybe switching out the Swashbuckler with a Illusionist for the CC.  Hopefully someone can give us some ideas or direction. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>thanks!</p>

Ravaan
03-28-2007, 04:15 PM
<p>CC honestly is not really that important for leveling. I spent most of my leveling career with a 3 man group Guardian/Wizard and Inquisitor and there was never a need for CC. Also if you get an add just have the wizard root it and have the group move.</p><p>I think your group will rock, and swashbucklers DO get a single target CC spell that lasts i believe 15 seconds. I would stick with that group or go with one of the other scout classes ... DPS is king so the more you have especially with a guard/temp the better.</p>

Ziviz
03-28-2007, 04:24 PM
<p>The problem is, we don't want to miss out on any buffs/roles/abilities.  We'd like to be self sufficient and not rely on picking up any one we don't know to fill out our party.</p><p>Looking at the spells, it doesn't look like we'll get everything... but we might get close with a Warrior/Cleric/Wizard/Enchanter type set up.</p>

Galeden
03-28-2007, 04:40 PM
<p>I would keep a scout rather then the enchanter, some scouts can CC too, swashy is ok and there dps, or bards have some CC too, and they provide lots of utility.  There will be a lot of times you will need a tracker.  Plus they give you faster runspeed so you can get around much easier.</p><p>*edits* dang, I can't read today, keep missing things that were already mentioned</p>

Raiwa
03-28-2007, 04:46 PM
The group you propose is a good but here are some alternates for what you have and my reasons for it. Gaurdian...I have one and love him to tears but a small group Beserker/ShadowKnight is better DPS, Paladin can hold Agro in small Fast casting groups very will and brings some nice utility. Templar... Fury adds a bit of DPS and has some nice buffs for your caster.  Also a Mystic can work will with pre wards for Small group incounters cause that is all that will be needed cause mobs burn down so fast. Wizard... my favorite big DPS'r but warlocks cast faster and handle multi targets better.  Conj'ies are another option good dps and pets have alot of uses. Swashie... good DPS group Stealth(invize) some other utiltes,  Bard class can add some utilitys and good situational buffs. With this group you will blast through most content and if you need anything on the high end single zones would be another DPS or a Second Healer.... and with this base group it will be a piece of cake to get.... But the game is such that any Tank Healer DPS DPS group will be fine if you learn to play your Classes.  Have fun and good luck Raiman Lvl 70 Gaurdian of Thonatai Raimon Lvl 70 Wizard of Sinners

Norrsken
03-28-2007, 04:48 PM
Ziviz wrote: <blockquote><p>The problem is, we don't want to miss out on any buffs/roles/abilities.  We'd like to be self sufficient and not rely on picking up any one we don't know to fill out our party.</p><p>Looking at the spells, it doesn't look like we'll get everything... but we might get close with a Warrior/Cleric/Wizard/Enchanter type set up.</p></blockquote>What you really need for a group is heals/dps/tank. CC aint important in EQ2. ITs even frowned upon by the devs it seems. Considering how they beat up the enchanters every once in a while. So, go with a tank, any of the plate tanks is good for groups. Dps is pretty much wiz/lock/necro/conjie/ranger/assassin/swashie/brig Stack em high, and steamroll. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> One tank, one healer, then stack different dpsers and you'll have pretty much teh buffs you want.

khufure
03-28-2007, 08:23 PM
Here's my recommendation: Berserker is AE dps and tanks just about as well as a guardian.  End game you can betray to guardian if you want. Swashbuckler is a great utility AE dps, hate transfer, and has group invis. Fury can heal extremely well, has the best buffs for your group, has group invis, and can dps. Illusionist is (end-game) great dps, power regen, and amazing utility like crowd control and buffs. This group has great synergy and works well together.  The illusionists lets you fight almost non-stop.  All the classes are AE specd so you can pull more than 1 mob at a time.

ZUES
03-28-2007, 08:25 PM
<p><b>Guardian</b> </p><p><b>Conjuror</b> </p><p><b>Fury</b> </p><p><b>Swashbuckler</b> </p><p>By the way.... furies can mezz and charm. I say that because of your above post.</p>

Antryg Mistrose
03-28-2007, 10:49 PM
One character from each archtype is good.  For some interesting combinations I'd recommend: <ul><li>Paladin  (SK although even better synergy with the warlock/dirge won't keep aggro from the warlock) </li><li>Fury  (nimble priest who can do some damage too, as paladin also has some heals) </li><li>Warlock (The main dps in the group, especially with the dirge debuffing and the paladin amends) </li><li>Dirge (power & utility) </li></ul>or  even better and more flexible: <ul><li>Paladin</li><li>Fury </li><li>A melee dps scout - swashbuckler, brigand, assassin, ranger </li><li>Illusionist (power and utility), very nice EoF AA buffs, and some decent KoS damage ones </li></ul>Key thing is every char is reasonably fun to play by itself too There are only 2 classes that have both Mezz and Charm to my knowledge - Coercer and Troubador.  Troubador's charm is more a toy though.

Lornick
03-29-2007, 01:46 AM
<p>I got to thinking the other day that a fun 4 man evil team would be Shadowknight, Dirge, Defiler, Warlock (or necro).  I'd call it 'team disease'.  The SK, dirge, and warlock all have nice disease resistance debuff spells and primarily disease based damage so there would be alot of synergy for damage going on.  With the dirge hate buff it shouldn't be too hard to keep the aggro on the SK.  It has one of each archetype.  The only thing that group is lacking in is crowd control, but then again... AE damage is crowd control from my point of view =p  You would also be missing a group invis caster initially, but the dirge could get that with the agi AA line.  The main reason I would consider swapping out the warlock for a necro is for their life transfers and hearts for bonus power regen for a minimal (if any) loss of dps.  I know that's like the opposite of what you asked for since that is evil based.  But I still think that 4 man group would be alot of fun.</p><p>For a good based 4 man team I would probably go with Berserker, Dirge, Fury, and Conjurer.  If your worried about crowd control then I would likely go with Berserker, Swashbuckler, Fury, Illusionist.</p>

Graywindnz
03-29-2007, 01:58 AM
<p>My suggestion </p><p><b>Guardian, </b><b>Conjuror, </b><b>Fury and Troub </b></p><p>Reasons... Guard = great tank, Conj Spected with the mage pet = 2 casters, fury= best dpser and healer all rolled into 1 (also caster), Troub = Offers utility and buffs to casters and a little to the tank.</p>

Antryg Mistrose
03-29-2007, 06:13 AM
<cite>Lornick wrote:</cite><blockquote><p>I got to thinking the other day that a fun 4 man evil team would be Shadowknight, Dirge, Defiler, Warlock (or necro).  I'd call it 'team disease'.  The SK, dirge, and warlock all have nice disease resistance debuff spells and primarily disease based damage so there would be alot of synergy for damage going on.  <span style="color: #ff99cc"><b>With the dirge hate buff it shouldn't be too hard to keep the aggro on the SK</b></span>.  It has one of each archetype.  The only thing that group is lacking in is crowd control, but then again... AE damage is crowd control from my point of view =p  You would also be missing a group invis caster initially, but the dirge could get that with the agi AA line.  The main reason I would consider swapping out the warlock for a necro is for their life transfers and hearts for bonus power regen for a minimal (if any) loss of dps.  I know that's like the opposite of what you asked for since that is evil based.  But I still think that 4 man group would be alot of fun.</p><p>For a good based 4 man team I would probably go with Berserker, Dirge, Fury, and Conjurer.  If your worried about crowd control then I would likely go with Berserker, Swashbuckler, Fury, Illusionist.</p></blockquote>Hahahahaha. There is only so far even a level 64 Master2 hate buff will stretch.  You have 4 classes all debuffing disease resists there.  The SK has buckleys of keeping the mobs of the warlock.  Dirge's also buff melee not casters, and the only melee class in that group is the dirge themself. The above poster puts a troubador in a 4 man group - not so good.  For small groups enchanter > bard, due to the way the buffs scale (bard's are group wide, enchanters are bigger but on single chars).  Mezz also has a place in a smaller group, and troub's mezz is decidely inferior.

Rattfa
03-29-2007, 06:40 AM
Berzerker Fury Conjourer Warlock

ATG
03-29-2007, 07:00 AM
The best 4 man group I can think of is Pally, Fury, Wizard, Coercer. With a pally and coercer, your wizard can nuke all out and never get aggro. Your fury can add dps since the pally is half (well maybe a quarter) a healer. And the coercer is just fun as hell for charming mobs to drop on plat farmers. Your single target dps will be through the roof and group encounter dps will be relatively high. Adds and really hard group encounters can be taken of by the coercer. The only thing you really lose is the scout's track. If you really have to go all good, then Illusionists will be able to substitute for the coercer well enough.

Beldin_
03-29-2007, 08:15 AM
Go to Freeport ..  SK, Brigant, Defiler and Fury <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Miele
03-29-2007, 09:52 AM
Have a Shadowknight tank, from there everything you'll add is just cosmethics <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> Seriously, lifetapping is just that good when tanking and lets your healer free to do other things, like debuffs or dps. If you want to have good synergies too in terms of debuffs, pick Shadowknight, Defiler, Warlock, Brigand. If you prefer to be on the good side, pick Zerker, Fury, Swashbuckler, Conjurer. If you are on the CC side of the things, change the warlock or the conjurer listed above with an enchanter. CC is not needed most of the time, this is true, but in some situations, especially when playing with less than 6, an illusionist or a coercer can completely change the tide of the battle. I'd pick it as 4th choice if one of you is willing to play one, it can be a very rewarding experience. What I learned is that the illusionist/coercer must have an open mind and not pretend to mez every add he sees, just AEing the encounter and mez eventual other added encounters is generally the way to go.

ZUES
03-29-2007, 10:00 AM
<p> Dont pick a paladin or shadowknight like some have said. In the higher levels you'll find that both paladins and shadowknights are not very good tanks. I'm not trying to offend anyone cause I have a paladin myself. We just dont have the taunts that guardians and zerkers get. Sad but true. So I recommed.......</p><p><b><span style="color: #ff0000">Guardian or Berserker</span></b></p><p><b><span style="color: #ff0000">Conjuror</span></b></p><p><b><span style="color: #ff0000">Fury</span></b></p><p><b><span style="color: #ff0000">Swashbuckler</span></b></p>

MullenSkywatcher
03-29-2007, 10:51 AM
Miele@Lucan DLere wrote: <blockquote> If you prefer to be on the good side, pick Zerker, Fury, Swashbuckler, Conjurer. </blockquote> Words do not describe the ridiculous amount of mobs you can AoE down to dust with this group.  For additional fun, you can make a guild called 'Death From Above' and make all of them Fae!  Try not to giggle when you pull all of crushbone to the front door.

Galeden
03-29-2007, 12:25 PM
<cite>ZUES wrote:</cite><blockquote><p> Dont pick a paladin or shadowknight like some have said. In the higher levels you'll find that both paladins and shadowknights are not very good tanks. I'm not trying to offend anyone cause I have a paladin myself. We just dont have the taunts that guardians and zerkers get. Sad but true. So I recommed.......</p><p><b><span style="color: #ff0000">Guardian or Berserker</span></b></p><p><b><span style="color: #ff0000">Conjuror</span></b></p><p><b><span style="color: #ff0000">Fury</span></b></p><p><b><span style="color: #ff0000">Swashbuckler</span></b></p></blockquote> Straight taunts no, but other abilities more then make up for it.  Life taps give a lot of agro, and with a pally, the hate transfer buff (amends I think?) with a wizzy or warlock almost guarenties they will never ever loose agro.  In raids with amends on a wizard or warlock, a pally can actually pull agro from a guardian or zerker without taunting due to all the agro transfered from it if.