You could in EQ1 ..im not on atm.. but i think all services can be had with SC.
Printable View
I found a way to do click healing, sort of. ProfitUI has pre-configured buttons on the group window, next to each group member, for cures/heals. The cures light up and it is simply whack a mole. The heals are on numbered buttons above the cure buttons for each group member. The heal and cure spells can be modified by editing a ui text file. I have set up video feeds from my two healer classes to the tank window and I can heal someone who isn't the implied target rather easily.
The UI also lets you set the heal or cure to be qued with your other actions or execute a 'stop casting' command for an immediate cast.
The only misgiving so far is being unable to sort the group alphabetically so you have to include part of the health bar in your video feed so you are healing the correct toon. Cures will always light up so you don't need to see a health bar to cure the correct toon.
That's neat.
More flexibility, is definitely welcome )
I have 6x pallys @ 71, they would be farther but I kept setting the AA high so I could quest some without leveling out of zone. They seem to level fast if you put the AA to 0%. I like the pallys but they hard at first (that was mainly because I was a pure newbie and more or less running around with no gear on... naked so to speak) I've learned that gear makes a huge difference for all classes. good gear makes the pallies rock. Mastercrated anything beats almost all quest rewards. I'm really starting to like a more balanced team as they get higher (58 or so ) Pally, illus, Mystic, Templar, warlock, troubadour. I have 3rd team I setup just to try something else Berserker, Beast Lord, Warden, Lock x 3. The warden is a healing machine and pretty much has to be since he's the only healer, not sure I can keep that team going, we will have to see. The worst pat of this game is leveling up your crafting, it's got to be the most boring system ever devised and it is SLOW, after about level 30 crafting just SUX, it makes my eyes roll up into my head.
I've been 6-boxing EQ2 on and off since the early days. I just returned after being gone for over a year. I run three different teams:
MainTank Raid Group: Guardian / Templar / Defiler / Dirge / Coercer / Warlock - it doesn't do much DPS, but the Guardian can hold aggro seemingly forever, even when there is a DPS Group in the raid going all out. Last time I checked (late 2011), with full 2nd-Tier Shadow Armor and the rest of the gear Legendary/Fabled, it pulls around 12k DPS. I main tanked a number of raids back in the day with this group, mostly Boxer Raids (had to be 3 boxing or higher to join us).
OffTank Raid / Heroic Group: Shadowknight / Templar / Warden / Troubador / Illusionist / Wizard - This is my favorite team to clear dungeons with. It's hard to die with 2 healers and an illusionist. The DPS is upwards of 20k (late 2011), with same full 2nd Tier Shadow Armor and the rest of the gear Legendary/Fabled. There's lots of utility here with 4 'evacs', multiple hastes, two porters and bard speed.
DPS Heroic Group: Shadowknight / Warden / Troubador / Illusionist / Wizard / Conjuror - This is the same as my OT Raid group, but with the Templar pulled and a Conjuror inserted. The Conjy adds another 4-5k DPS (~25k DPS late 2011), with some nice utility (shards, summons) and having various pet options helps, as I can use the Earth pet as an offtank since I don't have as much healing.
I've pondered melee groups, but end game content is fairly hard to melee with all the knockbacks and aoe's. I prefer to stick the other 5 toons in a corner, pull the mob to the center of the room w/ my SK and nuke from a distance. YMMV.
I've pondered a new team, going a bit more melee, with something like:
Monk / Mystic / Inquisitor / Dirge / Assassin / Beastlord
The shields from the Mystic combined with reactives from the Inquisitor should keep the Monk (MT) alive through most any encounter. And with 3 DPS Classes (monk, assassin, beastlord), things should die fairly quick with all the extra melee buffs coming from the Mystic Inquis and Dirge. I dunno, again, lots of knockbacks in end game. Keeping everyone close in for combat, and alive, could prove interesting. I'd also consider swapping the Monk with a Bezerker for the extra AOE Hate they can generate to hold aggro.
Militant Revolution of Chainsaw Leprechauns (Oasis Server)
Very nice info asgradth :) I essentially have your DPS Heroic group with a Necro instead of a Conjuror.. and not sure why as I like conj, but everyone said to pick up the necro instead on the forums because the troub buffs him better with upbeat tempo as opposed to the conjy getting it.
Just recently getting back into boxing myself and saw my old team was a bit odd. I ran Pally, 3 warlocks, Fury and Templar. This teams about 4 years old if I recall and the idea was mainly to keep aggro with the pally, and just absolutely destroy things with the locks. However, now that I think about it most likely this groups going to run into some really nasty issues later on in the game. However, it does make for some absolutely sick power leveling potential. Should I just scrap this group now (Mid 40's) and build a more balanced setup or finish it out and then just mentor the holes in my group later on?
Being level 40 you aren't that far ahead, 1-20 is super easy questing in New Halas or similar.
The way buffs work in this game it's good to have one of each archetype, and not duplicate classes or the same type, IE a warlock and a wizard the buffs kind of overlap.
If you like that build there isn't a whole lot to change, drop 2 of the locks and add in other stuff. You definitely need an enchanter and/or bard in there though.
I've started playing recently this week all new to the game.
I decided to go with SK, Templar, Warden, Illusionist, Wizard, Troubadour. Buffs seem decent, after reading some of Asgradths' posts it seemed like decent group makeup.
Im not sure this is the best makeup for me, as im still very new to the game. Does the Evil vs Good mean anything major to me? is there any reason i should of went one route or the other? all my toons are currently Evil Half-Elfs, i have not even left the starting area yet and my toons are already 10.
Im still trying to figure out all the abilities on the 6 toons, to build macros for them, this game with all the abilities can get overwhelming similar to how i felt when i first started EVE 6 years ago. To me this is a good feeling picking up a new game, even though its older then some of the others.