Heading back to EQ2 to multi-box - could use some general advice
Greetings. After getting into multi-boxing with WoW with 5 accounts, running my characters through instances up to level 80, I've decided to take a break and go back to EQ2. I played EQ2 a year ago, 2-boxing a couple different teams. I ran into problems with my ISP blocking certain ports that made the game unplayable - but since I was ready to go back to WoW for a while I didn't bother getting it fixed. Now, I've got the itch to go back to EQ2. I've got some general questions that I hope that those of you more experienced with the current state of EQ2 can help me with.
I only got to about level 42 before, with around 50 AAs. I played almost exclusively with combat experience turned off, as I was intent on seeing as much of the world and doing as many quests as possible. I 2-boxed a conjurer and a fury, and a berzerker and warden - both teams worked quite nicely. But I don't have any experience with the game beyond that point. I did put together a decent nest egg, as I ran certain instances over and over again for master drops. I don't recall for sure, but I believe I have a few pp in the bank total and a good number of master spells. I think I have enough to outfit a new team, certainly.
I have two decent machines - including one pretty new machine that I put together last fall. It's a quad-core Intel (6600? - can't recall for sure), 8GB RAM, Vista 64, 10,000 RPM drive, Radeon 4850 video card, etc. From others' posts here, I'm assuming that main machine is capable of running at least 4 characters. My other machine is a dual-core Intel CPU, 4 GB, running 32-bit XP.
I've got two 28" monitors on the main machine, and one 24" on the second machine. As of this morning, I'm still downloading patches to the game, so I haven't even logged in to see how I can position windows, etc.
I'm not even sure if it's necessary to use two machines - but it does seem a like a good idea since I have the second machine right there. My initial thought is that I'd run my main (a tank) and maybe all my damage characters on that main machine. I'd control my healer(s) and buffer on the second machine. I plan to go with Innerspace and the other IS tools available. I used Octopus with WoW - and it seems like it would work as it's simply a software keystroke broadcaster. But I haven't seen anyone mention it in relation to EQ2, and I know EQ2 needs the windows to have focus - so I'm assuming Octopus won't work.
With all that background information in mind, I have some areas where I'd love to get others' advice.
- Is a fully party of 6 very advantageous before the very highest levels? My initial thought was to go with 6, as I went with 5 in WoW to maximize potential. But EQ2 is a different game, and maybe a full group isn't that important. I know most quests were doable solo or as a duo - but dungeon running was tougher unless I waited until things were almost greyed out. Adding at least a third character would have made a big difference - so maybe a team of 4 would be perfectly fine. That's where I'd like to get some advice.
- If I do go with a full team, what would be a good mix of classes? I know that EQ2 doesn't benefit from class stacking, so I'd want a diverse group that adds synergies. I just don't know enough about the current state of the game - or about the scout classes in general, as I've never played one - to really know which classes work well together. I've read through the posts here, searched EQFlames, and other places - but haven't found many posts containing advice on multi-boxing class compostion. I did find one on EQFlames, but it was 2 years old.
- When multi-boxing, do you use heroic opportunities? I did when 2-boxing - but that was with one hand on each character's keyboard. With more than 2 characters, I'm not sure how I could pull off HOs - but I know they're very powerful. I'm just curious if others do HOs, and if so how. I suppose you could map each character's trigger spells to the same key, and cycle through that key - but it seems like casting the wrong spell by another character at the wrong time would mess up the sequence.
- I've read a litlte bit about the RAF program. Since I have 2 active "veteran" accounts, one of which goes all the way back to the original release, should I refer 2 additional accounts from each of those legacy accounts? Or should I chain all six together - refer C from B, D from C, E from D, and F from E? If I do that, then nothing will be linked to one of my two original accounts - but I only want to create 4 new accounts - not 5. Not sure what the best way is to go about this.
For classes, I'm thinking of the following. I would create a "good" team first - so classes like shadowknights and assassins are off-limits for this first go-round.
- 1 tank - probably go with a guardian, as with a full party of 6 it seems like DPS can come from other places. But this is one of many areas where I need advice - maybe a more versatile tank would do better. I love monks - I played one in original EQ for years - but I'm not sure they're viable tanks in today's game. And my recollection from a year ago was that berzerkers were better multi-target tanks. I just like the idea of having a tank that buys me the most time - so a guardian is tempting.
- 1 healer - probably a warden. Not sure about this, either. I know I would sometimes run into mana problems with my duos - but with greater DPS I might be able to get by with a single healer. Obviously another option would be 2 healers - perhaps a fury and a warden.
- 3 mages - not really sure what to do here. I thought about the utility of an illusionist, a conjurer with a good DPS pet, and maybe a wizard or a warlock. That would be some good dps - but maybe it's a horrible idea. Again - I'm open to ideas and suggestions.
- 1 scout - If I go with a mage-heavy team, then my damage is caster-based. With that in mind, it sounds like the troubador is the way to go as they buff casters. I think melee-based scouts would be tricky to manage - so I'm thinking a single buffing "bard" type scout makes sense.
With all that in mind, here's one thought for a team of 6.
Tank - guardian
Healer - warden
DPS - conjurer, wizard
Utility - illusionist, troubador
My general strategy would be to charge in with the guardian, and break follow on the other 5. Try to take and hold aggro on the mobs with my tank, picking them off with caster-based DPS. The conjurer pet could add some melee or magic DPS - but given the overall makeup it might make sense to stick with the magic-based fire pet. My healer would hopefully focus almost entirely on the tank - if I pull agro with a caster I'll be in a bit of trouble. The troubador wouldn't likely go into range - he would stay back simply as a buffer/debuffer.
This is already an overly-long post, so I'll end it here. In short, I'm just looking for any bits of wisdom others can offer in regards to multi-boxing EQ2. Anything you can offer is greatly appreciated. I'm getting excited about getting back into the game again. Switching back and forth from time to time is a great way to breath new life into an MMO for me - in a year I'll probably be excited to get back into WoW :)
RE: Heading back to EQ2 to multi-box - could use some general advice
[quote='Captive',index.php?page=Thread&postID=18888 0#post188880]
Is a fully party of 6 very advantageous before the very highest levels? [/quote]
I personally went with a full party. The dungeons in the 70-80 range are looking much less forgiving than say, SOS. I'm sure that they can be done with less, and the lower level dungeons can certainly be done with less, but I figured may as well run a full party and drop toons that I don't need to than to need toons I don't have.
[quote]If I do go with a full team, what would be a good mix of classes? I know that EQ2 doesn't benefit from class stacking, so I'd want a diverse group that adds synergies. I just don't know enough about the current state of the game - or about the scout classes in general, as I've never played one - to really know which classes work well together. I've read through the posts here, searched EQFlames, and other places - but haven't found many posts containing advice on multi-boxing class compostion. I did find one on EQFlames, but it was 2 years old. [/quote]
First, everything is old in EQ2. Finding new information takes me all damned night half the time. We probably have some of the better information here going into the Wiki. For example, [url='http://www.dual-boxing.com/mediawiki/index.php/Main_Tank_Selection']Noxxy's Tank Comparison[/url] and in random places in the various EQ2 threads. My 70+ team in my sig is working really, really well so far. But it will depend greatly on 1. what you want to do and 2. what classes you like to play. For example, if you want to do a full group for 70-80 dungeons, you'll probably want 2 healers and a mezzer. If you want a caster-heavy group you'll want a troubador in there somewhere for the power regen. If you go with a Guardian for your tank, you can probably hybrid one of your healers to off-heal-off-dps since a guard can take a good beating, but dps'es for crap compared to offensive tanks.
Best bet is to just ask away when you come up with something. Someone usually has an answer and if not, it's more theory-crafting for us to play with.
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When multi-boxing, do you use heroic opportunities?
I just stick em in my stage1 & stage2 macros, which is my debuffs and main DPS buttons reesepctively. Since my macros are something like 7 spells long each, I've always got HOs started and am usually hitting the proper triggers just with the random spamming. I don't always nail them, but I ceratinly nail them a lot more often than I would if I had to remember to start HOS off a seperate button.
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I've read a litlte bit about the RAF program. Since I have 2 active "veteran" accounts, one of which goes all the way back to the original release, should I refer 2 additional accounts from each of those legacy accounts? Or should I chain all six together - refer C from B, D from C, E from D, and F from E? If I do that, then nothing will be linked to one of my two original accounts - but I only want to create 4 new accounts - not 5. Not sure what the best way is to go about this.
I am probably not the best person to answer that. We reffered mostly based on the horses :X
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For classes, I'm thinking of the following. I would create a "good" team first - so classes like shadowknights and assassins are off-limits for this first go-round.
1 tank - probably go with a guardian, as with a full party of 6 it seems like DPS can come from other places. But this is one of many areas where I need advice - maybe a more versatile tank would do better. I love monks - I played one in original EQ for years - but I'm not sure they're viable tanks in today's game. And my recollection from a year ago was that berzerkers were better multi-target tanks. I just like the idea of having a tank that buys me the most time - so a guardian is tempting.
Guardian is always a good starter tank. Paladins are supposed to be pretty good as well. My husband never really got into his bruiser and our berzerker team isn't up high enough for me to really judge them. The viability of all tank classes are currently under review, so everything is up for change right now. Of course, we know nothing right now, since they just scrapped everything they were working on and decided to start over.
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1 healer - probably a warden. Not sure about this, either. I know I would sometimes run into mana problems with my duos - but with greater DPS I might be able to let by with a single healer. Obviously another option would be 2 healers - perhaps a fury and a warden.
I'm gonna say you really don't want just 1 healer. 2 is the way to go. If you go with a Gaurdian, I'd suggest warden and mystic {since defiler is out of the question}. Mystic's wards will buy time for the warden's hots to tick and together they can dump out some massive healing. When not healing, the Mystic has a ton of debuffs to dish out. If you go with a monk, however, I'd advise against the warden, since thorns and spores would be severly underused on a class that relies on avoiding getting hit.
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3 mages - not really sure what to do here. I thought about the utility of an illusionist, a conjurer with a good DPS pet, and maybe a wizard or a warlock. That would be some good dps - but maybe it's a horrible idea. Again - I'm open to ideas and suggestions.
1 scout - If I go with a mage-heavy team, then my damage is caster-based. With that in mind, it sounds like the troubador is the way to go as they buff casters. I think melee-based scouts would be tricky to manage - so I'm thinking a single buffing "bard" type scout makes sense.
You'll probably want to drop a mage for the 2nd healer. I personally went with Illy for Mez and Conj for pets and CC.
For scouts, they come in 2 flavors, DPS and utility. Assassins, Rangers, Brigands and Swashbucklers lean toward the DPS. You'd use them in place of mage DPS if you wanted a more combat DPS group instead of caster DPS.
Troubadors and Dirges are your support classes. If you use a caster DPS group, you want a troubador for power regen, cooldown reductions, mental debuffs, magic debuffs. With a melee heavy group, you want a dirge for defense debuffs, STR & AGI debuffs, phy resists debuffs, attk speed debuffs, hate buffs, STR, AGI and Melee buffs, Phy DPS buffs, Parry buffs, melee Damage procs, and attk speed boosts. Troubs also have a very short, single-target charm, which can come in handy. Dirges have a single target fear instead, which I have not played with yet.
Troubs and Dirges can also DPS and debuff all over the place. I alternate between using my troub as ranged and melee DPS, depending wholly on how long I'll be engaged with said mob. For questing, things die fast, so I let him ranged DPS. In dungeons, I scoot him up with my husband's tank to stabby-stabby while I nuke away. Melee DPS is incredibly easy in EQ2 compared to WoW with the bungie-cord follow and will be easier once the new patch goes in. So much so, that I may try and talk my other half into a melee DPS group for the next round.
Shutting up and going to play now. :D