View Full Version : Advice for Group Constellation
slothi
12-22-2011, 02:09 AM
Hey there,
so we are usually a 3-men-guild who started playing around 2 months ago (We got 1-2 additional casual players).
We capped our first chars three weeks ago (2 Sorcs, 1 Dark Monk) and tried to explore the mid lvl raids & epic dungeons with mixed success. So we're thinking about TRing after the 2nd toons hit the 20 and we're currently looking for the perfect layout for a 3-men group who will be able to do at least epics up to adq1.
You guys have any advies or recommendations?
Thanks in advance
TheDearLeader
12-22-2011, 02:15 AM
Don't?
Stay at 20, and get gear. Run in a full party. Run raids. Get Green Steel, Baubles, other tasty things.
Once you've got a GS HP and SP Item, and one of them is Dual-Shard Concordant Opp, and you have Torcs, *then* TR.
TRs with gear are so much better than TRs without, it's not even silly.
Kriogen
12-22-2011, 03:33 AM
Hey there,
so we are usually a 3-men-guild who started playing around 2 months ago (We got 1-2 additional casual players).
We capped our first chars three weeks ago (2 Sorcs, 1 Dark Monk) and tried to explore the mid lvl raids & epic dungeons with mixed success. So we're thinking about TRing after the 2nd toons hit the 20 and we're currently looking for the perfect layout for a 3-men group who will be able to do at least epics up to adq1.
You guys have any advies or recommendations?
Thanks in advance
Version1:
- Slot 1: Warforged Wizard18/Rogue2 or Wizard17/Rogue2/Fighter1. Hybrid, adaptable, versatile. Traps, buffs, nuke, chewtoy if required
- Slot 2: Warforged pure Wizard or Sorcerer
- Slot 3: Warforged pure Wizard or Sorcerer
Version 2:
- Slot 1: Warforged Wizard18/Rogue2 or Wizard17/Rogue2/Fighter1. Traps, buffs, itd.
- Slot 2: FvS or Cleric
- Slot 3: FvS or Cleric
Mix divine and arcane classes and you'll do more then fine. Blue-bar has a huge advantage when soloing or low-maning.
Dark-Star
12-22-2011, 11:40 AM
Three Pale Master wizards.
You can heal each other via bursts and auras, and have mana-free unlimited nuking, insta kill, tons of immunities, great saves if built correctly, DoTs, buffs, debuffs, CC, etc.
Three manning ADQ1 Epic is a tall order for most players, and will require very good player skill and quest familiarity. It is still one of the most difficult quests in the game.
Aashrym
12-22-2011, 12:37 PM
If you don't want 3 palemaster wizards or 3 favored souls you might want to try 1 favored soul, 1 bard, 1 artificer. Between those 3 classes you cover a lot of different abilities.
That's if pure classes suit you. You have great healing, strong CC, traps, ranged damage, instant death, couple of blade barrier kiters, great buffs... Each of you should be able to contribute and have fun in your group too.
If you plan on doing more TR's you may as well go for 3 wizards and plan out a final life.
slothi
12-23-2011, 07:35 AM
Thanks for the input so far.
We probably farm further equipment for the TR first, since we're having basically no trouble now with the first two epic chains after a few adjustments.
CheeseMilk
12-23-2011, 01:05 PM
Yeah, definitely spend some time gearing up your toons this life.
Really, there is no "ideal" group make up... as long as all three of you are playing characters that you enjoy playing, you'll find a way to make it through...
For example, I'm running up my TR rogue acrobat with a couple of guildies, a monk and a pale master. We excel at some quests, others are a bit tougher. We fill in gaps with hirelings and the occasional PUG. At this point, we've all been through the game so often that it's more about the social aspect than the questing, and it's great!
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