O
old.Kulthas
Guest
The best XP / Item Hunting group I've ever managed to set up comprised of the following Alb Classes:
1x Cleric - Rej / Enh specced
1x Sorc - Mind specced
1x Minst - Powersong - natch
1x Theurg - BT
1x Wizzie - Hurt meh!
1x Pally - Healchant - Ideally S&S specced
1x S&S Arms - Guard
1x Tank Class - as Protect is required
The S&S Arms should have a high shield spec and Guard the Pally who is constantly Heal-chanting to draw any aggro from failed Sorc Mezzes and as backup Mob CC along with the Minst. Healchanting allows the Cleric to be ready with the heals as he / she knows who's going to get the aggro.
Tanks should use the fastest (and yeah, least damaging) weapons they have with the Enrage style, to keep the real damage makers, the Casters, free from hassle. Tanks also use less End with the lighter weapons.
Two Enrages on a Yellow con mob should be enough to keep aggro on the Tanks - add (approx) one Enrage per additional level of Mob con.
Protect should go on the Cleric, Wizzie and Sorc to allow them to do their thing, with the Theurg acting as a passive BT and not nuking until the Mob is badly hurt, as He / She's unprotected.
The Pally / Cleric gives Rezz redundancy and the group as a whole has probably the most possible power squeezed into it, due to the nukers, while offering optimum Protect and Crowd Control.
If you go to Dartmoor, try to note the non-spawn ares and don't be afraid to run to them during a pull - as long as you don't aggro more mobs in getting there. DON'T fight in spawn areas, as the pop rate is crazy.
We survived for 10 Hours (and 25 uber drops later) in Dartmoor like that, doing Giants, Elders and the like, and explored all over the place - was one hell of a hunt
Appologies to the Classes that aren't included here - I'm sure that there's other good Class combos, but this is the one I found to be most effective and had the most experence of.
1x Cleric - Rej / Enh specced
1x Sorc - Mind specced
1x Minst - Powersong - natch
1x Theurg - BT
1x Wizzie - Hurt meh!
1x Pally - Healchant - Ideally S&S specced
1x S&S Arms - Guard
1x Tank Class - as Protect is required
The S&S Arms should have a high shield spec and Guard the Pally who is constantly Heal-chanting to draw any aggro from failed Sorc Mezzes and as backup Mob CC along with the Minst. Healchanting allows the Cleric to be ready with the heals as he / she knows who's going to get the aggro.
Tanks should use the fastest (and yeah, least damaging) weapons they have with the Enrage style, to keep the real damage makers, the Casters, free from hassle. Tanks also use less End with the lighter weapons.
Two Enrages on a Yellow con mob should be enough to keep aggro on the Tanks - add (approx) one Enrage per additional level of Mob con.
Protect should go on the Cleric, Wizzie and Sorc to allow them to do their thing, with the Theurg acting as a passive BT and not nuking until the Mob is badly hurt, as He / She's unprotected.
The Pally / Cleric gives Rezz redundancy and the group as a whole has probably the most possible power squeezed into it, due to the nukers, while offering optimum Protect and Crowd Control.
If you go to Dartmoor, try to note the non-spawn ares and don't be afraid to run to them during a pull - as long as you don't aggro more mobs in getting there. DON'T fight in spawn areas, as the pop rate is crazy.
We survived for 10 Hours (and 25 uber drops later) in Dartmoor like that, doing Giants, Elders and the like, and explored all over the place - was one hell of a hunt
Appologies to the Classes that aren't included here - I'm sure that there's other good Class combos, but this is the one I found to be most effective and had the most experence of.