Another long post from Asgradth...
I'm not here to rain on anyone's parade, and thankfully we are all free humans who can do whatever we want... But coming from a fella who used to three box eq1 in 2001 (iron man) and the same fella who has 6-box'd eq2 for almost a year and is setting up a 2nd system to start 12-boxing, here's some comments and advice. My ideas come from my two main teams:
Guardian Templar Defiler Dirge Coercer Warlock (lvl 80, epic'd, T1/T2 shard armor and 150+ aa - Retired)
Shadowknight Warden Troubadour Illusoinist Conjuror Wizard (lvl 59 w/ 102+ aa)
Do not run more than 1 of the same class in the same group. Each class has 'almost' unique buffs to that class, especially at lvl 60+. Once you hit end-game, having 2 wizards in a group is less effective than 1 Wizard & 1 Warlock. And even then, a Wizard/Warlock combo is not as effective as a Necro/Warlock or Wizard/Conjuror, mainly due to buffs and special abilities. It may work for WoW, but it won't work for EQ2.
Coercer/Illusionist: Yes, single target, before lvl 80, these guys fire off spells like mad... But once you get to TSO, you're going to be severly lacking in the DPS Department. Illusionist can hold their own, but Coercer won't keep up. If you want to control the fights, use an Illusionist. If you want to feed hate to the tank, run a Coercer. Also, half of the coercer's dps strength comes from it's charmed pets... and if you charm a pet, you loose all those single target MT Buffs.
[chanters can land 3 4 spells before some wiz can even cast 1 so... why not :P]
Because in the time it takes the chanter to land 4 spells for a total of 5k damage... the Wizard landed two spells for 25k + damage. Love the Ice Comet II & ManaBurn. Don't base your opinion of a class till you're at level 80 in a TSO Dungeon. Trust me, that's when the game REALLY takes off.
[pally / zerker / zerker / zerker / dirge / warden team]
Sorry, 3 zerkers = gimp. And to run a Pally w/ 3 zerkers? No. Just No. Zerker Dirge Warden is a great start to a 6-box team. Add in some more melee dps (swash, brigand, etc) and a 2nd healer and now your'e talking... something like: Bezerker Warden Inquisitor Dirge Swashbuckler Coercer - spec out the Warden & Inquis for melee dps and you got a sick team on your hands (this is what my 4th 6-box team is shaping up to look like). This is one of those 'cannot fail unless you try' teams, since you get a strong tank, 2 healers, crowd control and great dps.
[Has anyone ever tried a troubadour/5xsorcerer team? aoe insta death]
Sortuv and Yes. My current 'DPS Raid Group' is: Troubadour, Illusionist, Warden, Conjuror, Wizard, Warlock. This is pure sick dps. SICK DPS. Sick. At level 56 with ~ 90aa, I was pulling entire sections of the Silent/Lost City in SS and my team was averaging 8,000 DPS per fight, mainly through AOEs (warlock and wizard were doing ~ 2.5k dps per fight, each). Between the stuns and roots, I barely took any dmg.
End game (TSO/Kunark), all of your cloth and leather wearers can pretty much be 1-shootted, especially when you start hunting the lvl 81-83 triple ^ in Chelsith and the like. To survive, you need a Tank that can keep aggro. Until you get everyone into shard armor w/ epics, you'll probably need two Healers. You'll also NEED an Enchanter to survive some of the encounters (XKD , ugh) and you need hate transferable DPS. Without these things, you will, unfortunately, fail and fail Hard. With these things, you will be the envy of everyone who knows you.
Don't let me talk you out of trying something different... that's how most major discoveries of our time were made... If you at least learned something from this post, then it was worth it.
g'luck
Connect With Us