I'm bringing up a 4man team : Guardian (shield/defense aa), Mystic (speed cast/heal aa), Dirge (songs aa) & Wizard (dmg/speed aa). The guardian & wizard are from qeynos, the mystic and dirge from freeport. At level 1, i took the whole crew to Sinking Sands and used the karpet to get them into Gorowyn/Butcherblock, then drug them to the beginning of the RoK newbie zone. At level 29, i'm still wearing 99% of the gear I got at level 18 when I finished the quests. Like TDK said, great newbie spot. The only ugly part is having to poison the eggs, then steal them, with each toon... but it's a small price to pay for the AA xp you get from all the easy quests.
The more people in the group, the less xp you get per kill. It's like .1% - .2% drop, depending on the toughness of the mob, but over 5000 mobs it really adds up. On the other hand, If I pull out the dirge, or wizard, i notice a huge drop in overall dps. So, the more toons you add, the less xp you get, but the more slaughter you can do. Personally, considering you'll eventually reach level 80, it's not a race, so take it slow and do it right and have fun.
I've done things a bit different from TDK (whos info I've used to base alot of my setup on, including the innerspace fix, THANKS!). For sake of ease, i'm going to call them the Tank, Healer, Singer & Nuker.
On my tank, the F key targets the next NPC. On the other 3 toons the F key targets the tank. Since you have implied targeting, you're guaranteed that everytime you hit f, everyone's on the same target. This also helps out in the 30s lasting buffs that have to be cast every 60s. Your tank is always targeted. I don't have any keys setup to target individual toons, because (as we see below) it's not really needed!
The cool thing about EQ2 is, if you drag a 'group target' spell to the hotbar (like heal or intercept), right click it and choose 'create
macro'. Within the macro, you can tie a team-mates name to the spell. This allows the healer to always have the Tank targeted (with the F key), but at the say time, lay down heals on any toon in the party.
So, on the healing side, i've got an Alt Bar setup. Alt-4 heals the tank, the singer/wizard Detaunt, and the tank taunts. Alt-5 heals the wizard, the wizard detaunts, the tank/dirge taunt (lvl 29 ability for dirge to taunt). Alt-5 heals the healer, the tank uber_taunts, the wizard unloads the uber_nukes, and the dirge taunts/uber_nukes. I then have a 'normal' heal setup on key 8, so I can take control of the healer, target anyone and heal.
Using this knowledge, i redid all the hotbars on all my toons. For blank spots... like I want key 6 to 'only' do aoe heals, then key 6 on the rest of my toons start a Heoric Opportunity. The HO is a great 'blank' key... and it keeps new spells from entering your hotbar each time you level when you want that spot 'open.
I set this up this-morning around 1am, and after re-adjusting myself, I was able to (as level 29) tear through the Ruins of Varsoon, got 6 exquisite chest drops and a total of 7 master spells (once chest had 2!!) Before i re-did my hotbars as mentioned above, I was getting slaughtered before getting to the Golem area.
My other keys look like: Key 1 is the tank taunting/pulling w/ a ranged attack, and starts an HO on the other toons. Key 2 causes everyone to Debuff/Stun/Dot. Key 3 is the straight up nukes. Key 4 is melee attacks. Key 5 & 6 are reserved (meaning they only do things on 1 or 2 toons).
People 'say' you can only have a maximum of 2 spells in a macro in eq2. They're wrong. You can have as many as you want, and as long as they all have different cooldowns and recast timers, pushing that key over and over will activate every single spell (not in order, there's no rhyme or reason to the order, but it works). It just won't cast all the spells automatically, you have to keep pushing that key to activate the next spell in the macro. Personally, I put a maximum of 4 'spells' in any macro and as of level 29, it's working very well.
G'luck!
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