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Thread: Team

  1. #1

    Default Team

    Hello!
    I´m new here and i have looked around for a good 2 man team, but i havent found anything :S
    Maybe u can help me...

    i have decided to have a Druid, but not sure about the other class

    Thanks ~Rippo~

  2. #2

    Default

    Pretty much any combo will work for a 2 man team. Personally if i was rolling only 2 id have a class that can tank and a class that can heal, this way I would always be able to find groups for instances. Something like double druid, or druid/priest, or even druid/shammy will work, it all comes down to what you like playing better.
    [align=justify]i7 920 - GTX 285 - 12GB Corsair 1600 [/align]
    Pally,Shaman,Shaman,Shaman,Shaman
    Dk,Hunter,Druid,Warlock,Priest

  3. #3

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    EVERY class can play WOW. Then it comes that every 2 man and almost every 3 man team can be viable. The things you want to think of is: tank+healer is probably able to handle more than most other types. Just play classes that you like to play, you are the one that has to deal with them for months on end. Don't let others tell you how or what to play, cause if you do, you really don't matter and then you should play blart and zhumba.

  4. #4

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    I have though about double druid or shammy / druid
    maybe better to do double druid =)

  5. #5

    Default

    I'll throw in my two coppers worth and say that I'm loving my prot pally + holy priest duo

    20v2 pulls...not a problem.
    Shadowsong US:
    Moosetracks (surv FORMER raiding main) armory L80
    Mousetracks (assass/combat former raiding main) armory L80
    Background (holy, to be new raiding main) armory L79

    Team A (Level 75) (retired, priest extracted to above)
    Foreground (prot) armory
    Middleground(demo) armory

  6. #6

    Default

    hmm.. that can be better ye

  7. #7

    Default

    i would do two classes with a res. that way no single character death runs
    Bot (80 Paladin) / Carfire (80 Shaman)
    Alliance, Madoran US

  8. #8

    Default

    Here are some thoughts to help you brainstorm and decide what you like the most.

    Synergy : classes that complement each other well
    Having two of the same class means you may have less potential of overlapping abilities and buffs, such as two warriors who's buffing shouts don't stack at lower levels plus have a fairly short duration. A paladin tank and druid DPS means you have plenty of overlap: paladin benefits from the druid stat buff, and druid gets a mana regen buff. A warrior and mage combo means their buffs are pratically useless to each other. Don't overlook the special abilities outside of combat as part of the synergy, such as having two rez'ers in the group like Bot mentioned. I loved my mage for portals that made teleporting around the world so quick and easy, whereas a warlock's summoning ability is pretty useless to a group of 2. Shammies are a great synergy class, as it's almost impossible to have too many of them and provide more buffs/debuffs than any other class.

    Versatility : have more options for progression
    Hybrid classes give you the option to change your team structure more easily. A paladin and a druid means you potentially have the choice of 2 healers, 2 tanks, and 2 DPS without even having to re-roll, just a talent and gear respec. A mage and hunter means your hunter's pet will always be the tank, and the mage will always just be pure DPS.

    Potential : can accomplish more
    As already mentioned, a combination like a tank/healer would mean that there is very little that you can't do (including soloing instances at lower levels). If you went with let's say two priests, then you may own non-elites, but a single elite can be a bit of a workout and a group of them may mean certain death unless you master mind control or rotating fears.

    Simplicity : less stuff to stress over in the long haul
    The class combination of feral tank druid and resto/moonkin druid are going to share the same class quests, requiring less time running around on slow missions to unlock class abilities or acquire special items. A paladin and warlock combination will have one questing in Eastern Kingdoms, while the other one is supposed to head out to Barrens in Kalimdor. Simplicity also covers how easy it is to find groups for other things as well; there tends to be no shortage of DPS, but tanks and healers are almost always in demand.


    There's probably a couple more categories you can add to the list here, but you'll find that while one group may be the most versatile in what you can do, they may also be the most complex to manage. Or one group that has the most potential of doing anything also has the drawback of having little synergy of abilities between them. So it's a balancing act of what you want the most out of the game.

    My personal preferences are on potential and versatility. Any combination of paladin/druid/priest where you have one tank-class in the group is the most appealing to me as it gives me a lot of options at the cost of a simple respec. Plus, there's almost nothing I can't really do by myself. Some people like the challenge of trying to do more with classes that don't have it quite as easy, such as 5 warlocks, and have proven that they can do more than people tend to give them credit for. This is probably more thought into the question than you wanted, but hopefully helps you make up your own mind of how you want to play the game.
    Duskwood - Alliance - PvE

  9. #9

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    Cast my vote for running 2 of same class to start. Druids are good, limited to race is all. Easiest to level hunters, or locks but they cannot heal. Shaman almost as good to start but some of the totem quests are a pain.
    RAF Tour Guide files are obsolete, I went to Zygor
    MultiBoxers play with themselves

  10. #10

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    I'm part time levelling a druid/shaman team. The druid is 61 and shaman is about to ding 63. Druid is balance and shaman is elemental. I have to say however that I didn't level them together. I solod the shaman as enhancement spec and boosted the druid 1-60 through instances on RAF, so I'm only learning how to play them in Hellfire Peninsula.

    These specs work pretty well together. The buffs from the the shamans totems = mana regen, increased spell power, increased cast speed and I thrown down an earthbind to make melee mobs take longer to get to my guys. I've specced the shaman to have instant cast ghost wolf....so both can go into a travel form while in combat if they need to get out of a tricky situation. Their cast times for wrath and lightning bolt are similiar....I also cast flameshock and moonfire at the same time too. They can both heal and both rez, plus there's re-incarnation for wipe recovery. Also no huge competition in gear either which is also good.

    Anyway, that's my thoughts

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