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trowadeath
03-03-2012, 03:09 AM
Hey, I plan on starting to play again once EQ1 goes F2P, and I want to 6 box. I'll be playing on Luclin and am interested in doing endgame content, so my team must be viable endgame.
If at all possible I'd like to be able to breeze through early levels too..

Here's what I'm thinking so far.

CORE
SK (tanking / pulling)
cleric (healing)
mage ( malo / dps / offtank)
wizard ( dps / ports / succor )

options
enchanter (cc / crack / slows) || shaman ( buffs / slow / offheal )
Maybe Bard for more utility, or another ranged dps.

Any suggestions are welcome,
Thanks

Ualaa
03-05-2012, 09:49 PM
It's been a long time since I've played...

You used to need:
- a tank
- a healer
- a haste/slow guy (Enchanter or Shaman, not usually both)
- three more with damage dealing ability

Tanks used to be:
- Warrior (hardest to hold threat, lower damage, far superior mitigation and hence healer mana efficiency)
- Shadow Knight (very easy to hold threat, dps could go nuts almost immediately, not as good mitigation)
- Paladin (similar to the SK as far as threat/tanking efficiency, but more secondary heals and less dps)

Another consideration is a puller:
- A feign death class was an asset.
- Especially if it wasn't your tank, so you could chain-pull camps.
- By the Planes of Power era, a Bard with brains had the tools to outpull anything.

Not sure that you still need a Necromancer, but they used to be the only option to get your corpse back in many zones.
A rogue was good in many places for that too, but see-invis/stealth mobs sucked in places.

A friend said bards basically twist their own songs now.
Rather than needing to push "1" (start song A), "1" (end song A), "2"... etc...
To "weave" 3-4 songs at once.

Necromancer had Dead Man Floating, for water breathing.
Druid had Spirit of Wolf, which was huge.

JackBurton
03-06-2012, 12:46 AM
I used to box monk cleric bard team. To do end game zones later added pally to tank and shaman for better slows.

http://www.youtube.com/watch?v=75jqhDFPxAU

Destahd
03-06-2012, 09:54 AM
Caveats... This is old now. I used to 'box' 6-18 in EQ, but using macroquest2.

The group setup was Warrior, Shaman, Enchanter, Cleric, Mage, Rogue/Monk (Started with a monk, ended up with a rogue, better dps/options.)

A buddy of mine used to have SK, Wizard, Druid, Bard, Cleric, Berzerker. (This was part of the 18 at various times. We shared.)

I would not recommend any melee classes, you will struggle a lot.

It is a completely different thing to use mq2 versus ISBoxer in this context, that should go without saying.

As a Tank, I personally found the warrior to be the best tank. Between the warrior and the SK, the WAR was always the main tank.

EQ is very much a game about CC/handling many mobs at once (in my opinion, at least.)

The SK is by far a better tank for multi-trash situations if you have mediocre CC.

With the Enchanter doing great CC (Which you won't be able to do with ISBoxer.) the Warrior was a superb tank.

Given the difference between ISBoxer and mq2 (mq2 is automation of basically every class other than the tank and we would sometimes 'drive' each others tanks via irc/mq2eqbc on occasion too) You will want:

Paladin/SK tank since CCing in EQ is high-management.
Shaman has really nice group heals/slow.
Cleric really nice single-target heals.
The Necro is a good suggestion, actually, since that's relatively easy to work a rotation for.
Wizard would be a nice one, simple dps.
Mage, same, send pet, spam nukes.

The bard idea, is good in principle, but again, bards are high-management. (/twist is a mq2 command, not a EQ one, btw.)

There is clearly a difference in automation versus 'macroing' as we do in WOW and is more common in this forum, but personally, boxing EQ with mq2 was easier and more effective.

WOW and EQ are very different and doing a full group in EQ with the constraints from ISBoxer/WOW would be difficult to do to the same level of satisfaction. (This in my opinion and to my taste, of course.)