[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.
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.When multi-boxing, do you use heroic opportunities?
I am probably not the best person to answer that. We reffered mostly based on the horses :XI'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.
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.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.
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.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.
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.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.
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.![]()
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