R
Roo Stercogburn
Guest
Standard farming line-up: 4 tanks, 2 healers , mage with pbt + misc damage dealer as the standard group lineup of choice (adjust classes as appropriate for each realm). Zzzzz
I wondered first of all what 2 peep team combo you think rocks and then what size of group you like to use when not simply camping the standard line-up, i.e. when you are doing something more interesting. Also wondered what you think the pros an cons are.
Berserker/shaman combo
Massive damage, heals for low downtime, shammy has long range pull and DoT. Mobs die so fast from zerk they don't get too much time to inflict much damage.
Pro: best buffs in Midgard. Con: low armour factor on zerk occasionally shammy can struggle to heal.
SM/Runie combo
Pet self bladeturns in addition to pbt. SM debuffs, runie nukes after pet has done enough damage to hold agro.
Pro: no pressure on casters. Con: dependence on power regen
4 peep group:
This oddball combo completely owned: 2 SMs, 1 hunter, 1 warrior. 1 SM does str/con debuffs and heals, 1 SM does dex/qui debuffs and nukes/backup heals. This group combo effectively has 3 tanks+hunter for melee, great cc and good heals when split between 2 SMs. 2 pets = mob often stunned for a lot of fight. Hunter can do long range pulls and mobs are completelly debuffed before they get to group.
Pro: all major skill areas for good group covered. Con: no buffs or power regen
I wondered first of all what 2 peep team combo you think rocks and then what size of group you like to use when not simply camping the standard line-up, i.e. when you are doing something more interesting. Also wondered what you think the pros an cons are.
Berserker/shaman combo
Massive damage, heals for low downtime, shammy has long range pull and DoT. Mobs die so fast from zerk they don't get too much time to inflict much damage.
Pro: best buffs in Midgard. Con: low armour factor on zerk occasionally shammy can struggle to heal.
SM/Runie combo
Pet self bladeturns in addition to pbt. SM debuffs, runie nukes after pet has done enough damage to hold agro.
Pro: no pressure on casters. Con: dependence on power regen
4 peep group:
This oddball combo completely owned: 2 SMs, 1 hunter, 1 warrior. 1 SM does str/con debuffs and heals, 1 SM does dex/qui debuffs and nukes/backup heals. This group combo effectively has 3 tanks+hunter for melee, great cc and good heals when split between 2 SMs. 2 pets = mob often stunned for a lot of fight. Hunter can do long range pulls and mobs are completelly debuffed before they get to group.
Pro: all major skill areas for good group covered. Con: no buffs or power regen