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Ellay
04-14-2009, 01:02 PM
I think it would be beneficial for me and probably many others if everyone lists their group/class makeup (your main group at that) and why you picked it. The pro's and con's.

For me at the moment with only being lvl 3 or so messing around I've come down to

Guardian - Best tank in terms of survivability

Warden - Fast Heals, I love HoT's, the Melee Warden is throwing me off a bit

Illusionist - Great CC , power regen , decent DPS

Wizard - Great DPS, ranged caster - easy to maximize potential.

moosejaw
04-14-2009, 02:08 PM
I run a full group of 6, here are my classes.

Paladin- It was a game time decision to take a paly. No other reason than more Aoe and dps. My noobishness may regret this later.

Bard/Troubador- To compliment my caster heavy group. He melees at every opportunity. CC

Illusionist- Decent dps and group utility. Power/mana regen and CC.

Wizard-Super dps and ports. Same role as EQ1.

Mystic-Group mitigation and good heals.

Warden- Great hots and some dps when needed.

All those classes are good aligned and every class brings some sort of group buff.

Edit: All the classes have some sort of debuff. When I stack all those before I start dpsing mobs just melt down. If I were to substitute friends into my group I would use the same class because the synergy is just awesome.

Herc130
04-14-2009, 03:11 PM
I just don't have much experience with EQ2 and most of my choices was based on how EQ1 plays and stuff I read shortly before making the toons. I think leveling is easy enough to 50+ probably that if I think I made a mistake in two or three classes ( I am positive 3 of them are exactly what I want) it shouldn't be too painful starting up new toons. Right now, my toons are just lvl23 with 20aa's. I am doing only lvl10 to lvl20 quest and moved out of TD where I just finished those level range quest and am doing Antonica...then GFay. Lots of mobs are grayed out now and all else are green with very few blues, so I expect to see 30aa's before I see level 30 without having to turn off adventuring exp.

Tank: Guardian- In EQ1, all classes hitpoints, melee DPS, mitigation, AC, avoidance and more are based on warriors (pure tank class...like guardian). Knights ( SK's and palidans) got less AC, hitpoints, mitigation etc, compared to warrios, but were also given spells to make up for it. Melee DPS classes got leven less hitpoints, AC, mitigation, but were given far better melee DPS. Monks are melee DPS class, but different and were given really good avoidance. I think I have seen at least two post here about EQ2 monk/bruisers tanking better then there SK...well, bruisers are avoidance tanks right? A naked (no gear) avoidance tank will tank better then a naked AC/mitigation tank anyday. They are "tanking" better because they don't get hit as much, but when they do get hit, generally it's for full damage and they'll be getting damage spikes and eventually you will hit encounters where your healer will just not be able to keep up with the incoming damage spikes. Casters were given the least of melee aspects but of course got lots of other things. All I am trying to say is they made a purpose class for tanking hard/end game encounter and then they adjusted all classes after that to do other things. It's kinda like a truck , a sports car and an economical car. It would be best if you bought the purpose built one of each for accomplishing the purpose, but some people don't need or can afford that level of ability in all purposes and thats why we have palidans and other hybrds. I look at them as a car-truck. Or a mustang with a v-6 or even v-4...eek! And that's why I went with guardian. They are the pure class, they were purpose made to be tanks. They didn't get more DPS then they need at the trade off of less tanking abilities.

Healer: Templar- Same reasons, this class is a pure class.

Healer/nuker-: Warden-this class made trade offs, but thats exactly what I need. Backs up the templar great for heals and can nuke. And I guess if spec'd right, can do good melee DPS too. Then of course travel utility spells.

Caster: conjuror- EQ1, mages pet are great offtanks. Better then some warriors with mediocer gear even. If my tank should drop, I want the pet to take over tanking. I even have heal spells on both healers for healing the pet. Killing easy targets right now and sometimes all I do is "...release the hounds" At first, I was losing agro off my guardian to my conj pet all the time, but now my conjuror has a pet buff/stance that makes the pet be more offensive then defensive and my tank can usually keep agro off the pet. Turn that stance off and the pet immediately grabs agro. I don't think a conjuror nukes as well as a wizard or warlock, but the conjuror also has a pet, and I think overall DPS will probably be similar with the added benefit that a good portion of the conjuror's DPS (pet melee) doesn't get resisted.

Caster: Illusionist- I do not know how this will play out in later levels. Right now this guys pet is actually pretty powerful and my illu. is the easiest class I have to solo play. His pet seems to tank better then the conjuror's pet and does way more DPS. No doubt that will change since I see post about high level illusionist not even bothering with summoning a pet. Basically, I picked this class because EQ1 the holy trinity was:Warrior (guardian), cleric (templar) and enchanter (illusionist). Maybe I regret it later and end up rolling a new class, oh well.

Scout: Dirge- I was going to go trabadour since I have an illusionist, conjuror, a templar and warden that can also nuke...but then I thought...all my classes also melee. And dirge offers the best buffs for the guardian and job number one is to make sure the guardian stays standing. Yes it's important to have DPS, but if the tank drops, then it's up to your DPS to tank and that is just not ideal. Plus....how much DPS do I lose with a dirge singing instead of a traboudor? 4 of my 6 classes will not be nuking as hard with a dirge as with a trabadour, but 6 out of 6 classes will now melee better right? Really, I am asking, I don't know. This is one of the classes that maybe I change later, but for now I am interested to see how he works out in my set-up.

Frosty
04-14-2009, 06:12 PM
Guardian - While I'm learning EQ2, the guardian gives me a lot of room for error. (If you've seen my other posts about my 1337 pulling skills :P )
The Shadowknight was still my favorite to play so far, but as expected, didn't tank anywhere near as well as the Guardian..I'll probably experiment with a Berserker too before I make my final choice. I'm 100% sure I wasn't playing the Shadowknight to it's fullest. - I do have 1 regret in that I chose a HUGE Barbarian for my current Guardian..and it's a nightmare to see around in small dungeons right now.

Templar + Warden - I want a main healer and I liked the ports from the druid. I tried a mystic in place of the Templar, but a lot of the druid and mystic buffs seemed kind of the same. I'm sure that would have changed the more I played.

Conjuror - I played a mage in EQ1 so I thought what the heck. BUT, after working on that chart, I'm not sure just how much the Conjuror brings to the multi-box group. But I'm not sure what I'd replace it with just yet.

Troubador - I just like it.. I'm never out of power..and running is nice when I'm not on a mount. Lots of really nice buffs including a group aggro reduction and a targeted aggro imrpovement for the tank. Also has a group Evac!

Warlock - I played a Wizard first, but it just didn't seem like it was doing much. One of my alt-armys used a Warlock, and it just seemed like it was kicking butt and taking names. I wanted the ports from this class too..so it was either Wizard or Warlock. But to be honest, I've yet to use a spire port.

Herc130
04-14-2009, 06:53 PM
Also for race, my guardian is a human. Human has a racial trait "diplomacy" which is an AoE (up to 5 targets) soothe spell. Some may argue...other classes get more strength or whatever other stat or I coulda choose better stats for racial traits for my human to help tanking, but if this plays out like EQ1, once you start getting good gear, any kinda stat bonus is pointless as all races will have gear that far exceeds your max anyway, but in the end being able to trick pull a few mobs that your group can handle versus the whole room that will wipe you is gold. Note, I haven't actually used this ability much yet, so am speaking from what others said in chat channels. All my other classes are gnomes. Gnomes are small naturally, so they don't obstruct my human guardians view and easier to move around in tight areas, also they can change into being a rotary flying robot thingy which I think is appropriate for a boxer :)

Noxxy
04-14-2009, 08:10 PM
Group 1, all 80s, all rats:
Pally, Mystic, Fury (retiring for an inquis), Swash, Troub, Wiz (retiring for an illi)
- reason: very nice AOE & DPS
- once the inquis and illi are up to speed - this will be the 'perfect' pally/heroic group

Will be retiring both the fury and the wiz of group 1 and replacing with an Inquis and an illi which I am currently leveling (half way) as the fury and the wizard are not good fits for a pally lead, whereas the inquis and illi are 'perfect'

Extremely disappointed with the wiz DPS, fury just doesn't do it for me

Most of these guys are just under the 200aa cap, fury and wiz are 170+


Group 2, all 80s, all rats:
Guard, Defile, Temp, Brig, Dirge, Coer
- reason: will not die, go anywhere
- the 'perfect' raid group

Mostly 160aa+, few higher


Spares, all 80s, all rats:
'nother pally which I will convert to an SK 'someday' + the fury and wiz in a few more weeks

Spare pally has 140+ aa


Why rats? Played rats since release, I like them, they make me laugh - are they the 'best' at any type of class? Hell no!


Had to have a laugh yesterday, saw a post on SOE re the 'most desired' ('http://forums.station.sony.com/eq2/posts/list.m?topic_id=448765')classes - the 2 groups I field (with the inc replacements) are basically the cream of both the raid and pug groups. As a result, I can successfully do a lot of things myself OR get a pug easy OR maybe get into a raiding guild via playing the utility classes (not like I want to do that again anytime soon!)

Ellay
04-14-2009, 08:37 PM
Interesting thoughts on the Warlocks vs Wizards, how well do they stack if you put them in the same group?

Illusionists have the Timestop ability or similar, not sure but it seems if you slap that onto a Wizard they turn into amazing mode ;p

Warlocks seem like they hold hate better, I was thinking about beefing up to a 5 boxing team and just going Warlock/Wiz because they both seem awesome sauce!

Frosty
04-14-2009, 10:43 PM
I added the Wizard and Dirge to the class charts tonight..I'm pretty tired so I hope I didn't miss anything. :P

It might give you a small look into stacking the Warlock and Wizard.

HomersDonut
04-14-2009, 11:11 PM
I do have 1 regret in that I chose a HUGE Barbarian for my current Guardian..and it's a nightmare to see around in small dungeons right now. Look on the broker for "Petrified <Race> Eye". They allow you to illusion yourself as any other player (and some non-player) races. Great for getting Barbarians down to a managable size. :)

Anyways... My typical 3-box groups.
Group 1: Monk, Swashbuckler, Mystic. (Lvl 66-77)
Great travelling speed (around the 50% mark) from the Mystic's AA. Great avoidance tanking with the Mystic wards to smooth out the damage spikes. Group feign death when it all goes bad. Evac and Smuggle from the Swash as well as the typical tracking and disarming of traps. Great DPS from the Swash though it is necessary for her to move around the fight to be able to use all combat arts (some are from front while others are from the rear. However, with the monk being able to spin a mob around (via an AA ability), this isn't a problem either. The downside is that this group lacks teleports.

Group 2: Berserker, Ranger, Defiler (Lvl 67)
A reletively solid group, though the Ranger can spike damage a little too easily. Not as useful in utility as Group 1 and still lacks travel options. Considering swapping out the Defiler for either Inquis or Fury.

Group 3: SK, Dirge, Warden (Lvl 35 - 54. Mentoring FTW)
So far the SK has tanked well, especially with the 'Reaver' line of AA's where she lifetaps constantly. Fast heals and Ports. Dirge has the typical evac, track and disarm.

There are other combo's I'm still toying with including ones with no healer and another with a Brigand tanking though these ones can hardly been seen as long term serious. And as you can probably see, I'm not a huge fan of Sorcerers for DPS- they just don't bring in enough utility for my liking.

Crayonbox
04-15-2009, 12:47 AM
Guardian : I played a pure tank class for tanking since EQ1 and I much prefer to pure tanking classes over the hybrids.
when it comes down to boxing, its not really about tps, its more about mitigation. and pure tanks have the best mitigation.

Ranger: I needed a scout class and I figured with a 2nd evac for moving through dungeons and track, it makes things very easy for me.
BTW anyone running a group without track, once you try track, youll never go back. 1 scout per group is almost a must unless you like running around blind mousing over every mob.

Templar: Same reason as pure tank. I prefer pure healing classes as well. I am a bit thrown off as the AA choices for the templar are a bit centered around soloers. So I am a bit at a loss at where to put some spar AAs, but thats something I'll get around to eventually.

Wizard: Evac, port and dps without worrying about positioning or facing direction and a lot of AOE.

Illusionist: Group synergy and crack. Hate redirection, CC and dps.


I am eventually planning on picking up a 2nd healer for synergy. I am debatign between shaman and druid. will most likely lean towards a shaman.

BadAnti
04-15-2009, 05:14 PM
Just trying to learn how to use IS.. so far just trying to run an SK/Inquisitor. Not having much luck bending IS to my will. Can't even figure out how to make the inactive window toon target my active window toon and /follow. Guess I better spend some time on the IRC for IS ?(

Frosty
04-15-2009, 08:56 PM
Just trying to learn how to use IS.. so far just trying to run an SK/Inquisitor. Not having much luck bending IS to my will. Can't even figure out how to make the inactive window toon target my active window toon and /follow. Guess I better spend some time on the IRC for IS ?(Are you using ISBoxer? It sets everything up pretty quick and easy.
Make sure you check the box to lock the windows in forground..or make it think it's in the forground.

Do you have macros set up for /follow? And are the keys sending to the inactive window?

/follw and /assist should be your basic starting point for tests.

Khatovar
04-16-2009, 01:50 AM
Husband plays our tanks. He's an SK, so that's the starting point for our group. Edit - This group started out "good" so they could all run the same newb quests. Swapped in the SK at 50. The changes I'm making now are what I would have done if I didn't have to worry about starting zones and good/evil.

Having an offensive tank, I wanted 2 strong healers, so templar and mystic. They offer some massive damage padding with wards & reactives. I am probably going to swap out the mystic to a defiler, though, since I am not happy with my DPS output. Defiler will offer the same on the healing end, but more debuffs/damage to offer.

Illusionist for mezzing. Very handy in dungeons. Also group invis, in-combat power regen that stacks with the troub's and various power restore/conserve abilities. She also has a spell reflect ability for my tank.

Troub for buffs. Since my entire group is caster, including the tank, there was no question that I needed a troub for boosts to power regen, casting and such. Plus the run speed boost is just insane. Also gives us a second evac for the group, which is always good.

Conjuror. I am really unhappy with this one. The summoned pets just suck. The main pet is fine, but bothering with the temp ones is turning out to be nothing but a waste of power and time. And if that's the case, she really has nothing else to offer. I am probably going to swap to a warlock for more AOE damage, noxious synergy with the SK and defiler {and Troub once he gets poison AAs}, casting and aggression buffs, as well as portals for travel.

Frosty
04-16-2009, 08:43 AM
Conjuror. I am really unhappy with this one. The summoned pets just suck. The main pet is fine, but bothering with the temp ones is turning out to be nothing but a waste of power and time. And if that's the case, she really has nothing else to offer. I am probably going to swap to a warlock for more AOE damage, noxious synergy with the SK and defiler {and Troub once he gets poison AAs}, casting and aggression buffs, as well as portals for travel.
I haven't been too impressed with my Conjuror either. :S

I'm not sure if I would be able to manage an Illusionist..but that's what I'm considering since I already have a Warlock in the group.

Ellay
04-16-2009, 12:34 PM
in-combat power regen that stacks with the troub's and various power restore/conserve abilities.
Is this a for sure thing? I read the tooltip and it specifically says they don't stack on top of it. That would be nice if they did, as it would encourage me to add a troub into the mix.

Also for the Illusionist mezzing, how much micro management does this take to accomplish?

Frosty
04-16-2009, 01:36 PM
in-combat power regen that stacks with the troub's and various power restore/conserve abilities.
Is this a for sure thing? I read the tooltip and it specifically says they don't stack on top of it. That would be nice if they did, as it would encourage me to add a troub into the mix.

Also for the Illusionist mezzing, how much micro management does this take to accomplish?
This is from the data that I've found on one of the spell lines:
Scintillation
Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song.

But, it could be that my information is incorrect too..cause a lot of the stuff out there for EQ2 is outdated.

Khatovar
04-17-2009, 12:38 AM
The version I posted for the Wiki was taken directly from my level 77 Illy, it does stack.

Illy mezzing isn't too bad. I went down the Penetration line in the Illusionist tree first thing to get the increased duration/resist reduction on the single-target mez and encounter mez. My mezzes all have a longer duration than recast, so I can keep them up as long as I need to. A nice thing about the macro system is you can use the "Primary" checkbox to set a certain spell for controlling the "cooldown timer" on the macro. It doesn't change the cast order. So I set the checkbox for the mez portions of my macros and all I have to do is glance over to see how long until my box goes from grey to lit.

My team is set up to call off pets, stop autoattack, clear spell queue for both my main mez macros.

My encounter mez stuns first, then mezzes. The stun gives a chance for both buying time for the Illy to cast mez and for the team to stop hostile action.

The single target casts mez + phase {teleports target 5 meters and hate wipe}. This is mostly just for patrollers or mobs that make a beeline for one of my healers. I also stack this one with my bard's charm spell, so if Mez fails, I still have a chance to save with charm.

She also has a 0.5 second cast emergency mez and an instant AOE mez/dethreat that I use when things go to hell {my whole team uses thier version of AOE Dethreat}.

It still takes some getting used to and I don't use it as often as I could, but it's still really nice to have. But I've been outdoors a lot lately, so I'm going to need to rework a lot of stuff soon for dungeons.

BadAnti
04-25-2009, 09:45 AM
Khat do you find that your illy spends a lot of time in your main window? CC seems to be pretty micro intensive. Right now I am only running an SK/Inquis but I am thinking about adding a toon or two to the mix. I am leaning towards heavy aoe classes, possibly both will be warlocks. I think I would be better at nuking them down and aoe root if I get in trouble. Big issues for me right now are lag spikes. I live in the Middle East. My normal ping is ~500ms with the occassional spike that will send one of my toons for a walk. I noticed that 500ms turns into an easy 1+ second lag between my toons though. Anyway, I think the lag might be too much to successfully pull of good CC. Oh well, I am sure my company will move me to Europe or back to the USA someday. Then I can have decent ping times again. :D

Frosty
04-25-2009, 10:40 AM
Even with lag, I bet you can set up some sort of macro system on all toons that would work.

I've noticed while reading up on the classes that a lot of them have a mez or stun that removes them from AoE damange.
I'd think you could have a macro on each non-CC toon to:

/autoattack 0
and the 2 stop-casting and clear queue commands (I'd look them up for you but I just aggro'd my kids!)

Zamok
04-25-2009, 09:49 PM
Team of 6

Guard - Was already 70 and had decent gear from previous play

Temp - Same as above used to 2 box. Sanctuary is just an awesome spell.

Troub - Buffbot and decent melee dps. Evac for when things go south. Mez/Charm.

Fury - DPS with AOE hots. Fast travel.

Conj - OT with pet if needed short term, not bad dps. Even when mana is low still have some dps from pet.

Wiz- Mass dps. Tried ranger/shaman and Coercer for this slot none seemed to feel right. Got the Wiz to 60+ and just fitted well with rest of team.

mesmerise
04-26-2009, 05:47 AM
Guard : pure tank type , didnt try hybrids

inqui : well i got this one for some time ...maybe not the best healer,i just keep her for now

warden : port /evac /good healing

troub : cause one bard is a must to have, buffing casters,support and utility evac, track, mez, charm

illy : UTILITY and support ( TC, IA, haste, mana regen, tandem, group invis, mez some stuns,.... ) decent dps

lock : my only "true dps ", having a lot of support from troub/illy

i got a necro before, but finaly switched to enchanter for more support and atm the class need some help...

Khatovar
04-26-2009, 08:55 AM
Khat do you find that your illy spends a lot of time in your main window? CC seems to be pretty micro intensive.

I actually run healer as my main window. Husband tanks, everything else as secondary windows. The way I use my Illy is by targetting through my healer.

9 and = are my mez buttons, 5 is my all hell breaks loose button
All 3 buttons call off all pets, turn off auto attack and clear queued spells on all toons.
9 my Illy targets what I have targetted on my main, casts her group stun and then group mez. {Stun buys time for lag on clearing attacks on the other toons}.
= my illy and troub both attempt single target CC via mez and charm, so if one gets resisted, the other may still land.
5 has all my toons casting thier deaggro spells, which is an emergency AOE on my Illy.

I really don't find myself chain mezzing much with an SK and 'lock. Things melt down pretty fast to AOE damage, so it's usually either to control adds or to make the initial pull a little easier on my husband. After the first time, things {so far} tend to be dead enough that we can continue to kill the whole pack without needing to CC anymore. It tends to be more along the lines of damage control than crowd control...using my entire group to keep up stuns, stifles and dazes so they can't spit out too much damage through CAs, spells and autoattacks.

mooglej
05-05-2009, 03:15 PM
I have yet to decide on a team, course due to the fact I've only ever played 2 classes (warden necro) and didn't get them very high, low 30's. Course with other games that i've boxed a full group amount of toons, i usually pick a healer type, something with good AoE healing, and the rest dps pet classes. In this case i would prolly like to have a warden/fury combo, and 2necro 2 conjur, or 4 necros/4conjurs. But how well can their pets hold there own in maybe instances?

How well do the dps pet class's fare when they resort to using there pets as tank subsitutes? As an example, I've boxed 1 priest 4 locks in WoW and used 3 of the locks pets as tanks with 1 support caster pet. This method worked very well for me while instancing. How well would the above group compare to the same relation in classes over in EQ2?

Do warden/fury hots stack or overwrite each other? Would necro dots/debuffs stack on a single mob? Are their tank class pets buff enough to stand against instance mobs/bosses? Maybe not single handedly, but in numbers? ie: 3 tank pets and 1 support caster type?

I last played long ago, maybe a year after release, found getting instance groups during this time was the greatest pain I had with the game which led me to stop playing. Boxing will enable me to get past this obsticle with ease.

Khatovar
05-06-2009, 02:24 AM
I agree with Tweed. Pet tanks aren't going to hold up as tanks against more difficult mobs. Outside they should be fine and lower dungeons they could be doable but tanks in EQ2 have a lot of tools to mitigate damage that pets don't get. Even real tanks can take huge damage spikes ...pets get turned into confetti.

And you will be trading off a lot trying to keep a pet up. Healers don't just heal in EQ2, the game is tuned with the expectation that healers will also cure and debuff at all times and DPS when possible. Trying to keep up a pet will kill any debuff cycles that your healers should be performing. Using the parent class of the pet to control the pet via thier pet heals/mits will interfere with the DPS they should be putting out. You may be able to juggle agro with agro transferrance spells, but again, that's more stuff to do that detracts your attention from actually DPSing. And unlike WoW, agro on tanks is as much about the DPS the tank puts out as it is about taunts, so you will be losing the DPS that a proper tank brings. You will probably find that after a certain point, you can't transfer enough agro to keep a mob off your toons and can't kill fast enough to keep your toons from running out of power.

All healers have AOE heals. The way healing works is not about direct healing for the most part. The main line of defense is mitigating damage, via wards, reactive heals or HoTs, depending on class, and curing. Basically a healer prevents damage first, restores chunks of health second.

The other way EQ2 is different from WoW is stacking is futile. Buffs from the same class won't stack. The game is designed for other classes to compliment each other, it's expected that you go into instances with certain types of buffs. You want to cover the widest spectrum of buffs and that you can in a group. With multiboxing, you get the benefit of focusing your buffs. For example, my current group is SK, Temp, Defiler, Warlock, Illy and Troub. Defiler gives me noxious debuffs, which helps my husband's SK and my warlock since they do noxioous damage. It's a caster heavy group, so my troub and lock both provide lots of power replenishment. My illy provides buffs to melee attack for my troub and SK. And so on. You want to pick the classes that will give the most bang for the buck for your playstyle.

It's kind of overwhelming at first, but you just have to break it down into steps. For me it was starting from the top down. My husband is playing A tank. Therefore the kind of damage I can expect will require B healer{s}. I want {caster or melee} DPS which makes my group {caster or melee/AOE heavy or single target focused}, so I should have C for utility. From there you can refine it down to specific classes and chose them based on what they bring to the table for general de/buffs and specialty de/buffs.

There's a ton of nice info in the Wiki ('http://www.dual-boxing.com/mediawiki/index.php/Everquest_II') that will be very helpful.

Frosty
05-10-2009, 11:31 AM
I'm starting to really like my current group. I haven't had the urge to make alts at all. :P

I'm finding that my Inquisitor reactive heals and Defiler wards are usually enough to not heal at all for a group of 3 blue con Heroics.
I think I just got some other buff/heal type spell on the Warden last night, but I was too tired to re-write macros again last night. :whistling:

I did run into a couple of heroic mobs that seemed to take a little longer to kill, but I've been happy with the current kill rate for the most part.

Lyssia
09-12-2009, 07:58 PM
Guardian : I played a pure tank class for tanking since EQ1 and I much prefer to pure tanking classes over the hybrids.
when it comes down to boxing, its not really about tps, its more about mitigation. and pure tanks have the best mitigation.

Ranger: I needed a scout class and I figured with a 2nd evac for moving through dungeons and track, it makes things very easy for me.
BTW anyone running a group without track, once you try track, youll never go back. 1 scout per group is almost a must unless you like running around blind mousing over every mob.

Templar: Same reason as pure tank. I prefer pure healing classes as well. I am a bit thrown off as the AA choices for the templar are a bit centered around soloers. So I am a bit at a loss at where to put some spar AAs, but thats something I'll get around to eventually.

Wizard: Evac, port and dps without worrying about positioning or facing direction and a lot of AOE.

Illusionist: Group synergy and crack. Hate redirection, CC and dps.


I am eventually planning on picking up a 2nd healer for synergy. I am debatign between shaman and druid. will most likely lean towards a shaman.

Just thought I would point out that most of the elven races are gaining Tracking as a racial ability with the next GU. Changes are currently on the test server and I was happily surprised when I found my wood elf and half elf toons both have tracking now. :)

Twiz
09-14-2009, 07:19 PM
SK/Defiler/Swash/Dirge combo.

Mainly because my SK was already 42 and have access to a 52 Dirge. So the Defiler and Swashie are 18 with the others mentored down and cleaning up missing quests, etc. I can swap in a 47 Fury if I want to forego the swashie (not likely) and have access to numerous other 20-30something toons.

I started the SK a long time ago and had a lot of fun with it but, much to my current dismay, stuck with my necro until 80. I've had a lot of fun with this group so far and am looking forward to getting into the higher levels. Also looking forward to adding a 5th account which will probably be a 2nd healer.

Unfortunately, I'm suffering from horrendous alt-itus (inq and lock) right now and thinking about new toons takes up most of my free time. :)

asgradth
09-28-2009, 06:56 PM
I run 3 teams, depending.

MT Raid Group:
Guard - great tanking ability, horrible aggro control against more than 1 target.
Defiler - part of the dynamic perfect healing duo for raid mt groups
Templar - the other part of that dynamic healing duo
Dirge - hate control and melee proc to help the guard keep aggro
Coercer - hate control, dps and pet-offtank
Warlock - AOE Dps
This team is designed to tank in a Raid and effectively cannot die (unless you forget to pre-ward/heal, or just plain mess up). One issue is Low DPS... w/ Epics & T1 Armor, you'll only be pulling ~ 7k dps (depending). You can walk into a Deep Forge or the first two Scion TSO Instance (unmentored) w/ Kunark gear and should be able to complete the daily mission. The rest of TSO is hit or miss. another issue is Aggro Control... Unless you're geared up and AA'd up, the Guard just cannot keep aggro on more than 1 mob effectively. YYMV, but if you want an AOE Tank, go Bezerker.

DPS Hunting Group
Shadowknight - Decent->Good Tank and Awesome Aggro Control
Warden - With this group, you need heals, not a dps healer (fury). Warden Mythical = Easy Mode Healing
Troubadour - You will need power regen and Aria (spell proc) absolutely rocks
Enchanter - Power Regen, Healing Buffs and single target DPS all in one package. Time Compression (drool)
Conjuror - Awesome AOE Dps (epic + t2 shard armor + aoe mobs = 4k+ dps), especially with a caster pet in a group with a troub and enchanter.
Wizard - pure unadulterated single target dps
I just got this team into Full T2 Shard armor w/ Epic Weapons yesterday. All of them have 187+ AA (3 guys @ 200 already). I love this group. If I'm slacking, I pull ~ 10k dps (using treasured/legendary kunark jewelry). If I focus on a fight i can pull 12k+. If I pull a couple AOE Groups, I can easily suprass 20k DPS (30s burst).

DPS Raid Group
Warlock , Warden, Troub, Enchanter, Conjuror, Wizard : Nuff Said

I love my DPS Hunting Group. It was a PITA growing them up. With one healer, I had no chance in any TSO Instance, even trash mobs wiped my group... I got them all into T2 Armor w/ Epics (150 grey 'daily missions' ugh) yesterday and cleared the first two Scion TSO Instances, Deep Forge & Najena's Hollow Tower (with 1 healer!!). I got to the end boss of Crucible, but I still have to work out some kinks in the book clicking thing every 20% (/sigh).

It really doesn't matter which class you pick, as long as you pick classes that compliment each other. Don't group a Dirge with a bunch of Casters... Don't run a Troub in a MT Group... Check out eq2wikia and read what spells do what for each class, then do your thing.

And yeah, in my MT group, I should have gone Swashbuckler or Assassin instead of teh Warlock... but I didn't wanna have to worry about mob positioning on every pull. Sometimes, Laziness Wins :cool: !

victor
09-30-2009, 04:00 PM
my team has not been around long (only been 6 boxing about 6-7 weeks).

1. guardian
2. troubadour
3. coercer
4. defiler
5. necromancer
6. inquisitor

all but the necromancer are around lvl 65. the necromancer is lvl 80. So far i have run every regular heroic instance no problem and mobs die pretty fast and the necro works well but i am wondering if thats because he has been mentoring. might be a different story after lvl 75. necro has 145aa's and the rest all have around 75aa's. hopefully i won't have to replace him as he was my original character. if i do then it will be for a warlock i am thinking.

i am surprised to hear from above posts about the difficulties with shard instance. i am disappointed to hear this as i was hoping to do these instances myself although from my reading of those zones some boss mobs seem impossible for one person to handle (such as the book burning one listed above). at least i'd like to be able to do half of them with my team and do an instance a night.

what do more experienced boxers think of my line up? if it sucks just say so as i'm asking for experienced advice.

Noxxy
09-30-2009, 07:43 PM
...necro works well but i am wondering if thats because he has been mentoring
- good chance
- anything mentored is basically going 'god-mode'


...hopefully i won't have to replace him as he was my original character
- no harm in having a necro if that's what you enjoy
- stick with it and see for yourself as it probably won't be your only group of 6 you create so you can swap n change at a later date for comparision


...i am surprised to hear from above posts about the difficulties with shard instance...
- once your team is equipped, TOS isn't hard

Think of it this way, all TSO instances are naturally graded. You would be in for a hard time if you think you can waltz into Guk with quested RoK gear. Walking around the higher end obviously takes some tasty items gathered after months of camping and running lower level dungeons.


..i was hoping to do these instances myself...
- no worries - just start with the 'easy' ones and work your way up the list


...some boss mobs seem impossible for one person to handle (such as the book burning one listed above)...
- yes, scipted encounters are always a pain
- you will find that some scripts you can do - others just aren't posible unless your an octopus
- BUT - I have found that you can knock off most scripted events IF you drop one of your toons and replace with a good friend who does the running around


...i'd like to be able to do half of them with my team...
- give it a few months to gather gear
- being able to do half easily will require T2 and class fables with the odd bit of tasty jewelry


...and do an instance a night...
- easy peasy once your geared
- good chance you'll be doing more

asgradth
10-02-2009, 06:03 PM
i am surprised to hear from above posts about the difficulties with shard instance. i am disappointed to hear this as i was hoping to do these instances myself although from my reading of those zones some boss mobs seem impossible for one person to handle.

Do NOT be discouraged. Do NOT give up... Oh yes, it is hard. It is sometimes insane. You will Wipe. You will wipe in ways that would disband a normal PUG, but do NOT Give up. And don't do the same thing over and over expecting a different result. Try different things. Experiment. That's the glory of running your own 6-box, you can do whatever you want.

After 14 tries, I finally got the book burning end-mob in Crucible to 20% last night (i want that fabled shield!). I keep wiping cause he fires off an AOE that moves my toons, and i can't move'm back too the books fast enough. Each time I got closer, but ... after 3 aoes, my toons are just too scattered for me to handle it. I've got some more ideas to try and if i figure it out, i'll post it here.

For some fights, you'll even need to make a special macro key or two, to do the stuff you gotta do. Most things can be fixed with /follow, /stopfollow, and /autoattack 0. The rest, good luck!

But, there will be certain encounters you will not be able to box, especially in VP and any T4+ Raid stuff. But don't worry, if you ever get that powerfull, just run 1 toon at a time. Look at it this way, at least that's the only time you have to run 1 toon. Everyone else is stuck with 1 forever :).

I cleared the first two Befallen dungeons wednesday night, then got the the electricity trap w/ boss in the 3rd dungeon and ... went out for a cigarette and a beer after that FAIL. That fight is Insane, but I think i know how to beat it. Time will tell.

And, to enforce what Noxxy said, don't walk into a TSO 'easy' dungeon decked out in Kunark Gear and expect to win it non-mentored. They're just too hard. Once you get into T1 w/ Epics, the easy ones will be managable. Once you get into T2 Armor, all bets are off.

victor
10-06-2009, 03:37 PM
those are some very comprehensive details Noxxy and Asgradth. - thank you!

sounds encouraging and i'm looking forward to taking on those zones. I've been busy this last week at work and haven't had time for much else but recently i beat Cazel the Mad and the Ancient Cyclops in the early 60's levels. doesn't sound that great compared to what you guys are doing but to me it was a vendetta victory as those were two mobs i had major troubles with back in the day trying to solo on my necro. Ancient cyclops was easy with stuns and Cazel was still a bitch and i wiped once but i figured out the send in pets first to get the ae knockback stun and then i stunned him and took agro with my guardian. haha i'm loving the 6 boxing. so much more content to go too and an expansion coming out in february. should be another year or so of fun.

victor
10-06-2009, 03:40 PM
and yeah i figure i'll leave the necro in the setup until there comes a time when/if he becomes a burden. the real test will come when they are all at 80.

mooglej
11-02-2009, 01:47 AM
With time on my deployment winding down from all the freedoms Ive resently defended, <2 weeks left as I type, a lot of cash for a new computer + new multibox setup + new game, I turn my attention to EQ2 after a long sabbatical. Seems all are pretty much anti stacker when you've all built your groups. Ive enjoyed boxing same type hybrids classes, that play well together or healer/dps pet classes. In eq2's case, seems the best fit would be multiple paladins setup with the right macros, group healing and main tank warding seems like a very doable option. I haven't played the game very high, or read enough knowledge to confirm or deny how well this could work out in the heat of swinging swords to down mobs in-game. I would think that a single hybrid type class would only possess a fraction of the healing potential of that or a healer type class when compared on a 1:1 ratio. Yes, maybe true, but enough of them in the same group might pull off numbers that far surpass a single healer in that spot, while at the same time being able to crush some numbers DPS wise as well.

Could anyone give me advice how this could work out? Leveling and near end game?

Lokked
11-03-2009, 01:55 PM
I would at least consider switching out 1 Paladin for a Troub in the very least. Paladin's don't get any Haste or Casting buffs, and the Troub can increase all of their effectiveness while DPSing himself.

If you manage to bend your mind to align with the general multiclass strategy that EQ2 demands, this thread has a lot of good information about group setups.

Being able to create your own full group has several advantages. Decide how you want to specialize your group as far as DPS goes (AE Meleeing, AE Spell-Casters, Single-Target Meleeing, Single-Target Spell-Casters, etc). Then figure out which Healer synergizes with your Tank and DPS method.

I've never used a Paladin as a tank, so I can only speculate on group setups:
AE Spell-Casting - Paladin, Templar, Mystic, Troub, Illusionist, Warlock
Single-Target Melee - Paladin, Defiler, Warden, Dirge, Brigand, Coercer (although in this group, an SK might be better)

At any rate, I'm not experienced enough to explain why or why not to go with multiple same classes. Perhaps Noxxy or Asdgradth can chime in. I do know that your buffs won't stack, and you will be missing buffs against certain schools of magic. You might get raped in fights designed with this type of damage in mind.

Noxxy
11-03-2009, 06:40 PM
To enhance a statement mentioned by Lokked:- "...You might (WILL!) get r**** in (ALL) fights (IN THE END_GAME)..."
Stacking does not work in EQ2. (Please note the super-sized 'period')
Think of it this way, most mobs are designed by the developers under the assumption that a basic team will:
- be able to put out enough dps ('dps') to overcome a mob of similar level
- have appropriate buffs ('b') to either increase survivability or DPS ('dps')
- are able to debuff certain mob attributes and characteristics ('db')
- be able to take incoming damage considering both their level and the mob ('id')
- fights last, on average, for a certain amount of time ('t') thus finding the break even between id & dps (as the longer a fight lasts, the more chance both team hp and mana will decrease - therefore, the quicker a fight (+dps) potentially, the less id taken by the team plus faster recovery (mana, etc.)

By having a stacked team, you'll be missing out on a lot of these basic team building assumptions.

For example, as you mentioed, all paladin team:
- low dps = longer fights (t) = increase incoming (+id) = -hp & -mana = death spam
- same line buffs (b) will not stack so your potentially only running a team as if 1 person did all the buffing as opposed to 6 people running buffs which again = low dps (or team attributes / characteristics / resists) = longer fights (t) = increase incoming (+id) = -hp & -mana = death spam
- each class debuffs certain mob attributes or characteristics - for example, class 'x' may debuff the mobs cold resist and str whereas class 'y' may debuff a mobs heat resist and int. By running the single classes, your missing out on the ability to debuff entire lines of mob attributes and characteristics. As you can guess, once again you will experience low dps = longer fights (t) = increase incoming (+id) = -hp & -mana = death spam
- an all paladin team may potentially be able to take more incoming damage but seriously, paladins run on mana, once that's gone it will just be a slug fest which = ... can you guess ... longer fights (t) = increase incoming (+id) = -hp & -mana = death spam

In all honestesy mooglej - have a quick read of this entire thread - grab a team you like the look of and run with that - it will save you a lot of pain down the track

mooglej
11-04-2009, 07:23 AM
/noted /bubble bursted

thanks for the positive info guys. I've read the whole post and understand about buff/debff stacking. My dreams of plate wearing aoe grp healing fantasy is just that. :). Again thx fr the tips.

Lokked
11-04-2009, 01:46 PM
Another thing of note is that running 6 different classes is not much more difficult then running 5 single classes in, say, WoW. Don't let this seem intimidating.

Basically, set up a hotkey for each of the following:
Following/Targetting Main
Pulling/Turning Autoattack on
Major Taunt with Tank / Detaunt with Alts (sort of a panic key)
Debuff (Maybe 2 debuff keys)
Single-Target DPS
AE-DPS
Heal Tank
AE Heal

In your Healing macros, organize them like this, using these command lines:

/clearallqueuedabilities
/cancel_spellcast
Single-Target-Heal-1
Single-Target-Heal-2
Single-Target-Heal-3
/clearallqueuedabilities

Get a UI mod such as Profit UI or Fetish UI
Get the mod EQ2MAPS (definitely get this one)

If you are making a 6-man, DO use a class that can group-stealth. and DO use a bard of some sort. This is just my recommendations. Being able to stealth your entire group through most trash is extremely useful, and my Bard provides my entire group a 40% run speed bonus. No need for mounts.

Another useful idea would be to choose a race for your Main that can track, so you don't have to switch to an Alt to do it.

Sazed
11-12-2009, 01:33 PM
I am new to the forum and am glad to have discovered it. I have found some very helpful posts from just reading over a few threads for a few minutes. Going to go with the title of the thread and explain my 6 person boxed group and why.

Pally- Tank that needs little attention. I went with the Pally over a SK for two reasons. The main reason is Amends, I can put it on my dirge and not have to worry about any toon generating too much hate. The other reason is I run with one healer, the pally group heals help get the casters back to full health after AoE attacks.

Templar- My healer of choice. I ran with a warden in this position when I was leveling up my toons but found that he requires way too much attention to keep the tank alive in TSO encounters. Pre pull I cast repent and the group reactive, I usually dont have to do anything else unless I get adds or it its a nasty/named mob. I wish this toon had better AA choices but the buffs he gives are very nice.

Illy- Love this toon, with myth the group does not run out of power. IA for the dirge, TC for the coercer + spell proc on pally, Illy and Coercer.

Coercer- Good caster dps, hate buff for the tank, dps buff for the Pally, dirge and troub. Coercive Healing for the templar and manaward on the MT if things get too bad. I have thought about switching this toon to a warlock or wizzy but he just does great dps with very little effort.

Dirge- My main, and best geared toon. There are better classes to fill this spot but this toon is max AA and geared very well. The debuffs that he gives, attack speed, resists, mitigation, STR/AGI make things much easier. The defensive buffs he has parry (with mitigation AA) and stoneskin also help alot. I have a mid 50s defiler on this account, I may get him to 80 one day to replace the dirge on really tough zones.

Troub-My new toon to the mix when I went from 5 to 6 toons. He is not 80 yet and is ~100AA so his usefulness is not all that great yet. Once he is able to upgrade his defensive song with the mitigation AA and get upbeat temp to put on the Illy I think he will be a good addition. The group wide spell proc buff and the deagro song is nice for the casters add the +defence song for the tank and a few other toons and he works out ok.

I have thought about switching the pally to a SK once the templar is geared well enough to keep the low HP toons up by himself. I also may end up switching the Coercer out with a Lock/Wizzy, but I just dont have the desire to lvl another toon right now. Let me know what you guys think, I see some excellent posts and would welcome any comments.

Captive2
11-12-2009, 06:05 PM
Really interesting group, with two bards and two enchanters. I have never seen that setup before, but it does make some sense. By having a paladin tank, you can get by a bit easier with a single healer. It sounds like your characters are very well-geared, with raid drops, mythics, etc. Those things will likely always be beyond my reach, as I'm in a guild by myself. Does most of your dps come from your bards or from your enchanters? I suppose with the overlapping buffs it would be a bit like having 4 dps classes, whereas most groups end up with one dps or two dps classes.

The fact that you mention TSO encounters tells me you're able to survive those with a single healer. That's very interesting. I've had it in my head that double healers at that level are an absolute necessity for 6-boxing, just because the margin for error with a single healer is so thin. With the right AAs, I suppose you can help offset some of that. I may try a single healer group sometime, just to see how it works. I'd probably go with either a warden or a templar, as my very limited perspective suggests those are the two most powerful pure healing classes.

You certainly don't have to worry about mana with that group. I run a troubadour/illusionist in my group, and that pairing with expert or master regen spells means I basically can't run out of power. I suspect that later encounters may involve strong power drains, and at that point dual mana regen may be a luxury I can't do without. Today, with the content I'm doing, it's overkill. My power never dips below maximum even on epic fights.

Good stuff. I enjoy reading about other people's groups and what works for them.

Sazed
11-12-2009, 11:38 PM
The only buffs that I have overlaping are the enchanter group buffs and the bards allegro AA ability, both of which add togther. DKTM from the bard AA will not stack, but the troub can get theirs to 12.5% with AA so its superior anyway. As far as gear, my Illy, Dirge and Pally are mythed the others have fabled epic. The Pally and temp are in T2, the chanters are in a mix of T2/T3, troub is only 78 so no shard armor yet. My dirge is raid geared, T3/T4 mix.

The only power buff I keep up is from the Illy, but before I got the Illy myth I kept the dirge power song on as well. TSO content is doable with one healer, just gotta start with the easy ones first and get a feel and some upgrades them.

As far as the damage it comes in order of dps Dirge (only due to gear), Coercer, Illy, Pally.

Lokked
11-17-2009, 01:32 PM
3-box group related:

I created another 3-man group based on utilizing my guildies who play regularily and play high level tanks.

They are all lvl 63 with ~70 AA.

Brigand - uses a shield and specced STA, STR then down Honour Among Thieves in Brig tree.
Dirge - Specced STA, WIZ then down to Luck of the Dirge.
Warden - Specced completely Melee. STR, WIZ then down to Force of Nature.

The Warden's AE melee heals are extremely helpful. With a 1.2 speed weap, FBSS, Fortissimo and STR tree, I attack every 1.0 sec, 54% DA and 32% chance to heal off melee proc, which includes the 6 Combat Art skills for heal procs.

I couldn't live without stuns and mass interrupts after playing with this group. I time Brig Cheap Shot, Dirge Cheat Shot, Brig Stunning Blow, Brig Blackjack and Dirge Luda's and a ^^^ same con mob won't even get more then 2 autoattacks in before it's dead. The Warden's AE heals take care of this. Add Cacophony of Blades and Sandstorm? Pure CCing destruction. Keeping AE agro? A Double Up'd Barroom Negotiations + Swear has never caused attention to be drawn to my Warden (the only thing that would draw AE agro).

When playing with a tank, I simply visit my AA mirror on the brig to respec to AGI / STR and head down to Tenure.

Another thing to note: Brigand spells are dirt cheap, including masters (for the most part). Warden are pretty cheap as well. Dirge are the most expensive of the 3, but still cheaper then any of my other 3-man - SK, Lock, Defiler.

My Warden and Defiler are the same level, but I would have to say that Warden is becoming easier to manage and can fit in more DPSing while healing then the Defiler. You really need to get at least ~40 AA on the Warden in order to get the melee healing + the faster HoT ticks before the Warden becomes easily managed, though.

All in all, I love my no-Tank Class team. Melee Synergy rocks!

Twiz
11-18-2009, 08:23 PM
Lokked,

That sounds like way too much fun. I've got an old level 48 pocket Fury that I may have to try that with when 6-boxing sounds like too much of a hassle.

Milque
12-02-2009, 05:01 PM
Hi, new forum (and Inner Space/ISBoxer) user and first post.

Spent the better part of a week getting my head around ISBoxer. I'm still working out the best team and how best to use them (Using a G13 and G110 so not lacking for keys to assign).

The group right now conists of 6 on one PC: SK, Necro, Defiler, Inquisitor, Warlock, and Dirge.

I wanted an all evil team centered around the SK. I'm not sure if I decided on the best combo or not. Although now that the accounts are all set up, half of the characters are sub L10, so I have time to change. I'm still trying to find good resources on multiboxing EQ2 and group setup and I'm glad I found this site.

Twiz
12-02-2009, 05:14 PM
Hey Milque, welcome to the forums!

That group is very near what I run. I would suggest replacing the Necro with an Enchanter (Coercer in your case). I played a Necro to 80 and, while fun, the benefits lost by not having a Coercer around are pretty massive.

I would also look into swapping Dirge for Troub (Can betray to keep evil team). Dirges generally work best with melee-based teams and, with a potential Coercer/Warlock combination, you want a Troub to benefit the casters.

I leveled up a bunch of small teams (amounting to 20-25 different characters) to level 20-21 before setting my main team in stone. It does get old doing the same low level area so often and so back-to-back, but it'll give you a pretty good idea on how a team feels and how it works together.

Hope this helps!

Milque
12-02-2009, 05:44 PM
Hey Milque, welcome to the forums!

That group is very near what I run. I would suggest replacing the Necro with an Enchanter (Coercer in your case). I played a Necro to 80 and, while fun, the benefits lost by not having a Coercer around are pretty massive.

I would also look into swapping Dirge for Troub (Can betray to keep evil team). Dirges generally work best with melee-based teams and, with a potential Coercer/Warlock combination, you want a Troub to benefit the casters.

I leveled up a bunch of small teams (amounting to 20-25 different characters) to level 20-21 before setting my main team in stone. It does get old doing the same low level area so often and so back-to-back, but it'll give you a pretty good idea on how a team feels and how it works together.

Hope this helps!

Actually it helps quite a bit. I've been fighting with learning the most useful macro setups for my playing style. Combat is mostly centered on the SK with commands being sent to the other members. I've already realized I'm going to have to change this up as it's too hard to control positioning and relying on timers/macro chains for all the major non-autoattack zaps is convenient, but impossible to really have a clue what you're doing. Just getting the dirge to try to do anything this way (with most of the focus on the SK screen) had my brain twitching and I was afraid to try a CC caster. I'd hate to give up my necro, though (SK and Necro are my two favorite classes, and I was looking forward to seeing how the non fighter pets work at higher levels since I finally have a group vs solo).

Anyway, a lot to think through. Especially since I don't have all the facts.

I've heard mention of a spreadsheet of class stacking someone has put together here, but I'm not sure where it's at (been playing EQ2 since beta off and on, but at all things multibox I'm a pure noob.)

I'm very lost, so appreciate the advice.

Twiz
12-02-2009, 07:06 PM
It can be fairly overwhelming at first. I practiced all the macros first on a training dummy. :)

As far as the necro goes, I'd say play what is the most fun for you. :) As more veteran members of the board will attest, your group will already be more efficient that your common PUG, simply because you created the characters to fit the team; you didn't create a team out of existing, pre-made characters, so to speak.

There's a lot of info on these boards concerning macros, etc. I think it's best to keep it simple. Find the most useful CA/spells for each class and use them over and over. I use about 6-8 CA/spells per toon, spread across 3-4 keys (2 CAs/spells per macro). While I may not be utilizing everything in my inventory, this keeps it easy to manage. This also may change in the future as my team levels. :D

As far as commands being sent through the SK, that's exactly how I play. My macros are roughly setup like so:

1: SK pre-buff (not assigned to any other toons)
2: SK single target taunt (not assigned to any other toons)
3: SK Taunt, Toons/Defiler Pet assist + 2 CAs/Spells (fight buffs/debuffs)
4: Debuffs
5: Damage
6: Damage
7: Damage/Positional damage (backstabs for Dirge and Swash...start with Walk the Plank so the mob is facing away for both Dirge and Swash)
8: AOE/Encounter if toon has it
9: Can't remember...another AE?
0: Attack/Spellcasting Off
- : Follow
=: Stop Follow
F1: Target Tank
F2: Group ward
F3: Group Heal
F4: Cure Tank
F5: Ward/Reactive Tank
F6: Single Target Heal Tank (Inq/Defiler)
F7: Single Target Heal Tank (Inq/Defiler)

And that's about it. It works for where I'm at but I know full well it will probably grow in complexity. For instance, I have yet to mez anything. I don't have a button for battle rezzing, etc. I still manually click Escape if I have to (yikes!).

Anyways, your setup will change as you move through the levels. There's a wealth of info here on the boards that was absolutely invaluable to me when I started. In fact, I still read old threads simply because it may apply to me now as opposed to 30 levels ago. Also check out the wiki, got heaps of good info on it.

Captive2
12-03-2009, 12:02 PM
I'd hate to give up my necro, though (SK and Necro are my two favorite classes, and I was looking forward to seeing how the non fighter pets work at higher levels since I finally have a group vs solo).

I completely agree with Twiz here. Play what sounds like the most fun. I have a conjuror in my team for almost the same exact reason – I duo’d one with a fury and wanted to see how the non-tank pets did.

There are certainly combinations that work well together, and you’ll find lots of good ideas in this thread. But play what sounds like fun – your team will be so much more powerful than a pick-up group it will stun you. Plus, you don’t have to share any loot :)

I’m currently playing my first 6-box team – a guardian, troubadour, conjuror, illusionist, warden, and mystic. If I had to do it over again, I’d probably swap out the conjuror for a wizard – but I have enjoyed the conjuror class and their fire pet puts out some nice DPS. He’s just awfully squishy :) I’m currently level 70 with around 130 AAs.

My next team, which will probably be a while off as I still have a TON of things I want to do with this team, will be a Freeport or Neriak-based team. I’m leaning toward something very similar to your team – a shadowknight, defiler, inquisitor, troubadour, warlock, and coercer (or maybe illusionist). I also want to try a monk tank – I’ll probably go with a monk, dirge, templar, mystic, illusionist, and swashbuckler. I haven’t thought much about that team, yet, but it’s a lot of fun to try new classes and see how they work together.

Enjoy 6-boxing EQ2, and welcome to the forum!

Milque
12-04-2009, 02:27 AM
Wanted to say thanks to those who gave advice. I've kind of split the difference on team composition. I swapped out two character classes for new toons:

Slot 1) SK
Slot 2) Necromancer
Slot 3) Defiler
Slot 4) Coercer (swapped out the Inquisitor. I may regret the loss in heals later, but I'm hoping the CC makes up for it, and dual healing from one keyboard was proving inefficient - i.e. I was dead by the time the extra heals would have helped or I simul casted both healers and wasted mana 95% of the time)
Slot 5) Warlock (So far the necro mentored down is outparsing her severely, but I think that will change when the group's levels even out)
Slot 6) Troubador (swapped out the Dirge)

We'll see how it goes.

So far I've got everything mapped out nicely to where I can run any toon and manage combat (with the tank pulling aggro as long as the puller survives the initial pull).

I've got something funky going on with my group target macro that I can't figure out. Each character has Ctril 1-6 set as a macro to follow character 1-6. I've set ISBoxer to use F1 through F6 to send the Ctrl-1 - Ctril-6 to each character but the one in the main window. The idea is that I can use the same key and get all the characters pointed at the right toon as opposed to the normal F1-6 behavior which is dependant on group order.

I've verified all the keys and mappings, but when certain characters use the command others end up targetting the wrong toon.

Ugh... So close.. But I'll get it figured out.

Thanks again, all.

Twiz
12-04-2009, 03:20 PM
Sounds like a plan to me! The best thing is to just start playing around with combos and see which feels best.

One thing to try is this: put similar classes on the same account. For instance, I have an account for tanks, one for main healers, one for dps, etc. It makes it easy to to swap characters in when/if needed.

Another benefit of setting up your accounts this way is easy macros. I'm not sure how ISBoxer works since I use HotKeyNet but I imagine it may be similar. For example, if I want to send a command to my healer, I send it to the "MainHealer" window, instead of "Nabok" (inquisitor name). If I want to Evac/Escape, I send it to "DPS1" or "Rogue1" instead of "Fingel." This way I'm not editing a load of text files for each combination.

This also helps my brain! No matter which team I'm using, I always know that F5 will be pre-buffs, F6-F8 will be heals, F1 will be "All Target Tank," etc.

Captive2
12-04-2009, 08:27 PM
Just a couple quick thoughts. My last post got eaten somehow, so this isn’t as thorough the second time around :(


Your problems with group follow might be related to the way group references work. For example, in a group of 6 the 6th member will be the last member to join – except for the member who joined last. That character will be “member 1” in their own group list, and the second-to-the-last joiner will be “member 6”. In other words, the list of members 1-6 won’t be the same for all characters. Every character will be member 1 in their own list, and the remaining members will show up in the order in which they joined. If your commands are referencing “member 1” instead of “character name”, that might throw off some of your macros.
Your choice of a coercer might be helpful since you’re looking at a single healer. It’s my understanding that coercers get an AA ability called Coercive Healing. I’m not positive how it works, but I think it may increase healing ability for the target member by a substantial amount. I’ve read posts here and elsewhere suggesting that a single healer group is more viable with a coercer due to this ability. A defiler is supposedly an excellent single-target healer, so combined with your shadowknight’s excellent agro ability you should be able to focus on keeping the tank upright and do very well.