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.