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Thread: Fippy Darkpaw

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  1. #1

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    I'm thinking about boxing this, i tried to play one toon but the leveling experience is sooo slow and since I 10 box WoW, playing one toon just doesn't do it for me.

    Thinking about the following combo

    -Tank
    -Healer (Cleric)
    -CCer (Enchanter maybe?)
    -Mage
    -Necro
    -Wizard

    I'll have to take a look at the synergy for this combo but it's my rough draft.

  2. #2

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    I'm 5-boxing on Vulak and am in the mid 30s now.

    I'm running:

    Enchanter
    Cleric
    Druid
    Mage
    Mage

    Works very well and I may add a SK or Warrior eventually if I decide to get a 6th account.

    My names on Vulak are Menza, Infinite, Aanza, Enza and Ynza. Send me a tell if I'm on. It would be cool to hear from someone here.

  3. #3

    Default

    Any boxers on Vulak'Aerr playing European prime time?
    Perhaps with a guild ?

    /Dunq

    EQ Main char Utaladin ............ Random name generator ftw

  4. #4

    Default

    Quote Originally Posted by RCmag13 View Post
    I'm thinking about boxing this, i tried to play one toon but the leveling experience is sooo slow and since I 10 box WoW, playing one toon just doesn't do it for me.

    Thinking about the following combo

    -Tank
    -Healer (Cleric)
    -CCer (Enchanter maybe?)
    -Mage
    -Necro
    -Wizard

    I'll have to take a look at the synergy for this combo but it's my rough draft.
    It's a good line up but I think most folks would drop the necro for another mage. Another mage will greatly improve your DPS over a necro as necro spells are long DoT's and very little burst damage save for the PBAOE's they share with clerics.

    I took a necro for one reason: fear kiting and eventually hate kiting if required. In my setup the necro is the slot that will be shared with any tanks i create and was originally filled by my SK. His DPS are weak and the only thing he contributes is the poison dots and snares to keep runners from running. Eventually, when grinding in an open area he will snare and my cleric, chanter or necro will fear the target with all the pets eating at it's back side.

    In my opinion they have little to offer a group and mine will be subbed out when I can twink out a tank and PL him. I have my reasons for taking one but at times I wish I had a wizard instead. Mmmm ports!
    I love the smell of electrocution in the morning!

  5. #5

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    On Vulak, I have created a guild named Nostalgia Seekers. It's just me at the moment, but all boxers are welcome. I figure we will eventually want to gather together so eventually we can do some raids. Raid mobs right now are permacamped, but perhaps with Kunark we will have more opportunity.

    My lead toons are named Kapok (shadowknight) and Niestra (enchanter). If you are on, give me a holler.

    I have two 5-box teams on Vulak. Both rip through everything I touch with ease, taking multiple concurrent mobs 5-6 levels above. I have been ripping through Paw with each team (independently), keeping an area of about 24 gnolls (mostly yellow/red con) cleared and sometimes could run around and poach some from far off if I cleared the 24 before the next repop.

    The synergy comes from enchanter and shaman, with buffs, debuffs, slows, speed-ups, clarity/breeze, heals, and SoW. On team 1, the mage pets do a great job tanking. Also, I can charm a yellow con mob with enchanter and use as a pet, giving the team 4 superpets. Also all five can gate.

    Having a shaman and an enchanter on your team in my opinion makes any team great. Adding a magician makes it even greater. Your remaining two can be anything, though if you have just one mage, you might want a tank class soyou can ping-pong tough mobs betwen the tank and the magician pet.

    I have gone to using 3x air pets, because between their stuns and color shift/mez from the enchanter, mobs don't do a lot of damage, and I just rip them for 20%-50% hp every casting cycle from the three mages. Blue cons take 1-2 casts. White and yellow cons take 2-3 casts. Reds take 3-5 casts. Deep reds take all five toons casting their ass off, but I still take them down. With team 1, I can pull four reds concurrently and mess up CC and still survive, though it does push the limits.

    Same synergy on team 2, but for team 2, I have two healers, and with this team the healers do double duty heal and dps. They dps until a heal is needed, then both cast their heal same time, allowing me to use a lower heal that costs a minimal amount of mana, so they both can heal just about forever. SK so far is a great tank. With enchanter stuns, and super buffing from shaman and enchanter, coupled with super debuffs on target mobs, my tank barely takes damage.

    Team 1: (lv 30 currently)
    Enchanter (lead, puller, CC), Magician x 3, Shaman

    Team 2: (lv 28 currently)
    Shadowknight (lead, puller), Cleric, Enchanter, Shaman, Magician

    Both teams lack easy destination porting (wiz/druid), but I don't really need it. Running anywhere on SoW makes it a non-issue.

    Team 1 lacks a rezzer, but I very rarely die, and when I do, it is always because of a colossal overpull, and in that case if I had a rezzer he would die anyway.

    Team 2 cannot full gate because of the SK, so this is somewhat of an impediment when I'm done with an area and want to quickly return to my bind point.

  6. #6

    Default Join em?

    Well it seems the majority of boxers are on Vulak.

    I'd re-roll my 6 on Vulak but I'd be walking away from a fair amount of hard work in getting them all geared and spells etc.

    If anyone could lend me a little plat to get started (of course I would pay it back later), I will switch to Vulak. I just can't stand having to grind garbage for a little gold for my first spells.

    Any sponsors?
    I love the smell of electrocution in the morning!

  7. #7

    Default

    Mystic,

    I've been toying the idea around of what classes to use and I finallly came to my conclusion. I'll join your guild so we can do some raid bosses eventually.

    Korruptor,

    I just started so I can't help you with the plat, otherwise I would.

    My final team composition is as follows:

    Ogre Warrior- Pure damage mitigation and tanking ability
    Dark Elf Cleric- Pure healing and hp buffs
    Dark Elf Enchanter- CC, Breeze, Pacify, utility
    Troll Shaman- Slows, Buffs, Debuffs, dots, SOW
    Halfling Druid- Ports, DD, Dots, buffs, healing if necessary
    Dark Elf Wizard- DD, Ports, Escape

    This is the combo with the best synergy that I can think of. I know it would be nice to get a mage in there, but mages aren't that great in the later expansions, I'm looking for long term effectiveness.

    The biggest issue i can see I'll have with this combo, is getting us all together during the early levels, it's quite a pain running all these toons to a central location so we can get xp together. I tried all human toons but, I have the same problem because human druids start a long ways off as well as humans can't be shamans.

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