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#1 |
Loremaster
Join Date: Nov 2004
Posts: 151
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![]() I know this may sound crazy but I have been playing around with a 3 boxing idea....3 zerkers! And so far it has been working well, the trouble with healer is if it pulls aggro it dies and there are other issues i didn't like, but with 3 tanks I don't really need healling. as soon as one tank gets into orange on HP's, I just pull aggro with another and so on...in a sense I have one big tank with 11,000 HP's, not to mention each one is pumped on regen, so they are healing when not in aggro. I have taken on named and heroic with no deaths so far. With a group of tanks you combined HP's would be near 25,000 that is alot. Has anyone else tried this? |
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 255
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![]() WOOT! Sounds good...... but I have used 3 Conjourers in the same manner... 3 tanks ( fighter pets) and 3 casters... a full group in 3 members Not much has a chance let me tell you.... Valdinar |
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 151
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I also forgot to mention that zerkers have a couple of good knock down and stun spells, but recast time takes awhile, but if you are all zerkers and plan your stun spells with a full party you will stun/knockdown every 6 seconds...alot of time i kill stuff that never really gets a chance to even swing.
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 151
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![]() My friend is doing the same thing....he believes all of one kind of toon is better than a mixed group....if you think about it, take any player type and what is it's best attribute...now times that by six in a party...whoa Think of 6 wizzards all casting group nuke at once......oh mama that would make a bang |
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#5 |
Loremaster
Join Date: Jan 2006
Location: Minnesota
Posts: 180
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How would Zerk2 pull aggro away from Zerk1? Presumably they're all using their taunts and same attacks. Zerk1 would have to stop attacking for at least 4 seconds for Zerk2 to pull the aggo. Same deal for Zerk3 to pull aggro off Zerk2 and so forth.
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#6 |
Loremaster
Join Date: Nov 2004
Posts: 151
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True alot of times it is hard to pull aggro, if you cant you just use intervene and take 100% of all damage from the other zerker.
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#7 |
Loremaster
Join Date: May 2006
Posts: 3,292
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![]() Use a zerker, a paladin and a bruiser. you get the group buffs with very little stacking, you get healing on 2 of the 3 tanks. zerker zerker zerker creates a whole mess of redudancy. but tbh, if you don't go all tank zerker inquis/templar brigand/swash spec the brig/swash for the STA line for tanking as well. Templars and inquis wear plate and can take a great deal of beating, and you still get the zerker dps and taunting... and again -- you get diversity of buffs instead of 3/4 of your group buffs being pointless due to stacking. |
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#8 |
Loremaster
Join Date: Nov 2004
Posts: 151
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![]() I would like to try all tank combo with diferent tanks....the buffs would help alpot. What I like about zerker is high dps with buckler line and when a con kills you he switches to next zerker, but then you have vision of madness in which you really didn't die and you get back up, but con already switched aggro....so it is kinda fun. Plus the regen works well....don't know about regen on other tanks but pump that AA line on zerker and put on tons of regen gear...and it is amazing....right now green no arrow up cons can't even take my hit points down, he regens faster than the damage. |
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#9 |
Loremaster
Join Date: Nov 2004
Posts: 324
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![]() The buffs from varying your tank classes could make a pretty big difference. In terms of the death/revive type thing there are other classes that offer similar abilities... Monk/bru has the agi line auto-fd on "death" Fury has rebirth (though it hits your gear) Even mixing one different class in there could make a difference. |
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#10 |
Loremaster
Join Date: Dec 2004
Posts: 150
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![]() When Kunark came out in EQ1, one of the most popular group configurations was a shaman, cleric and 4 warriors. The cleric used little heals, the shaman would buff all the warriors to superheroes and then used small debuffs on the mobs. We could chew through Sebilis like nobody's business. |
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#11 |
Loremaster
Join Date: Apr 2006
Location: South Jersey
Posts: 818
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you will be able to take out a lot of stuff...but there will be alot you won't too... Having multiple of any class is cool and works well to a point.... But say you get to a named that has A LOT of hp... The named may be able to take out all three of your zerkers before you kill him.. Add one healer in there and you have a much higher chance of coming out on top. Healers basically multiply the number of selves you have if you really think about it...a healer can heal you back up to full health several times...so basically giving you more lives... Without it you will always just be 3 zerkers...
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#12 |
Loremaster
Join Date: Nov 2004
Posts: 376
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![]() Yeah, you would get much better benefits from buffs and debuffs with mixed classes, like someone said earlier, a beserker, paladin, bruiser wouldn't be bad, could start the tanking off with the bruiser, feign death when needed, grab with the zerker, and the pally can act as a healer when needed. Though, overall I think a mixed trio would work a lot better, if I had to choose a trio to play, would go zerker, swashy, and inquisitor. Would get the hate transfer, debuffs, and dps of swash, cleric reactives that work well on plate tanks, as well as getting some dps from your healer, and have a tank that can put out decent dps as well.
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Tion - Templar \ Jeweler - Nektulos Varos - Assassin - Nektulos |
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#13 |
Loremaster
Join Date: Jan 2005
Posts: 206
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![]() This sounds interesting. I multibox 6 most of the time. I would say the bigest isssue is no buffs. The lack of the healer mitagation buff is going to [Removed for Content] the active tank so you will be getting more damage. But I might give it a try and see what happens with a group of six Arasai Zerkers. |
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#14 |
Loremaster
Join Date: Nov 2004
Posts: 151
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![]() 6 fairy zekers...lol that would be fun to watch...like a guy getting beat up on a playgroud by kids. Some of the posters are right though...eventually I will encounter cons that I can't knock down and that will start to be an issue...but so far it is so funny...I did a run and encountered a mob of 7 goblins in RE, used all knockdown spells....it made me laugh...swing they all fall, they get up and swing they all fall, swing they all fall, they get up and swing they all fall, swing they all fall, they get up and swing they all fall, ...dead, none ever even hit me....now thats a fun beating and with all zerkers even with recast times you never run out of knockdowns spells, so evey couple of seconds they are falling and stunned....lol. |
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#15 |
Loremaster
Join Date: Nov 2004
Posts: 767
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my ALL time favorite group in EQ1 (havent done in EQ2 cause i am an illy not a coercer). 6 Enchanters. Each enchanter (including myself) Charming a Mage. Each mage summons a pet. 6 enchanters = 18 man group. When you sent your pet to attack a mob they then sent their pet to attack the mob and each of the mages nuked from afar while we enchanters nuked from afar. WAS FUN AS HELL!!!! Aah if only we could do that in EQ2 as easy as you could in EQ1.
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