Hey Mooni,
About the only group I have troubles with assembling the 'perfect' team is a 4 man
A really simple guide I use is -
- 3 man - tank, healer dps - we all know that one
- 4 man - tank, heal, dps either bard or cc - I actually find a 4 man difficult as it's the hard choose between bard/cc - really have to consider what each brings to the team before making a decision and what you plan to do
-- why not tank, heal, bard ,cc? IMHO you give up way too much dps vs having a dedicated dpsr
- 5 man - tank, heal, dps, bard, cc - have to make sure you pick up a little extra healing if going heavy (i.e., dirges have heals as does a tanking paladin, etc)
- 6 man - for boxing in a heavy dungeon, tank, 2 heal, 3 dps (where #1 = dps, #2 = bard, #3 = cc) [if in a light dungeon or farming could prob drop the extra healer for an extra dpsr]
IMHO I 'think' you are not having as much fun you can be mainly because 2 of your 4man team are healers - this makes for some sloooowww grinding
So the question comes down to how to give yourself a better combo -
- tank - you've already got the sk so stick with that
- healer - defiler OR fury - really depends on what you plan on doing (i.e., more dps or more defensive)
- dps - brig if you like melee - lock for caster - prob stick with the lock as you have 1 already
- and the last spot I'd lean towards - bard - if you like the brig idea = dirge, or if going lock = troub
Whilst a cc (a coer in your case) is a very good char to have I 'think', as a 4man, you'd get extra benefit out of a bard (evac, run speed, mana regen, massive buffs/debuffs)
- something sounds off TBH Mooni - and I think it keeps going back to that fact you have 2 healers in your 4 man therefore very low dps --> more healing or more chance the lock will proc --> casters (healers mainly) going OOM or grabbing aggro --> deathspamOriginally Posted by Mooni
- exactly how I melee all the timeOriginally Posted by Mooni
- tank on awsd
- all slaves on up/down/left/right
- tanks body pulls or 'whatever', drags mob through your team, spins mob 180 degrees - mob perfectly in between your tank and your team plus everyone in melee range
- if I misjudge I can shuffle the slaves forward with a quick tap of the up arrow and as they have naturally 'autofaced' the mob they move in the right direction
What I'd honestly suggest to yourself and anyone else just starting is this - have a look at everything because it's so easy to say get to 20 - so why not make 1 of 'everything' you think might be interesting?
- WARNING: what might be an uber char at 20 may well and truly suck at level cap so still do your research
- as your just in 'test' mode I'd totally forget about betrayals and all that cr@pola - just grab a 'good' throw away char for 'good' classes and a bad for bad
- remember - you will prob throw these chars away so just use 'n abuse
So a simple list of things to try are:
- both crusaders (sk / pally) on the 'tank' account
- both shamans (def/mystic) + warden on the 'healer' account
- lock and both rogues (swash/brig) on the dps account
- both bards (dirge/troub) on the utility account
Then if you get a 5th account
- both cc (coer/illi) on the cc acount
Then 6th
- both clerics + fury
I'd put the fury with the clerics as then you get to match a fury + defiler or a warden + cleric if you go 6man
IMHO, the classes to avoid whilst boxing are:
- sorry to say - wiz - I honestly think more dps can be gotten out of a well handled rogue over a wizzy anyday BUT there are teams on here that have used a wizzy well so do your research (or try yourself!)
- any predator - range, positionals, stealth = boxers nightmare - very hard to micro-manage
- as a main tank - any brawler - imho too 'light'
- and IMHO - and ONLY my personal preference - I avoid summoners (but some of the gang on here do use these classes very successfully - just my personal preference as I tend to go deep TSO and the less squishies the better)
If you get more than the 4 accounts I'd then have a look at wardens, warriors and clerics
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