Hello Everyone,
What classes would you all say makes up a great 6 person group?
Hello Everyone,
What classes would you all say makes up a great 6 person group?
I don’t cheat; I just modify the situation so I can win.
6x wf sorc will be the best prolly
with some pala and rog splashes ofc
0Love Life of an Ooze: One ooze. Idiot hits ooze. Two oozes.
*insert axe*
o o
5 Exploiters and 1 heal spec'd Favored Soul with some CC?
EDIT: It's possibly that replacing one Exploiter by a 11 ranger/Warchanter I might be a good move but I am too lazy to run the calcs.
Last edited by Borror0; 08-27-2009 at 07:37 PM.
DDOwiki.com, #1 source for DDO information.
I agree, 6 level 20 WF wizards and sorcerers, each with their own role. One wizard might debuff and CC, a couple sorc do the damage, someone else is the dedicated healer, but the thing is that they have the same spells available to them and thus can conform to any role. In general, sorcs nuke and the wizards are the healers, CCers, and nuke now and then.
Hmmm... actually sounds interesting, maybe have one wizard take one level of rogue to do some traps.
}========|==G=u=i=l=d=l=e=s=s===G=u=i=l=d===> | Realm: Khyber
---------------------------------------------
A.K.A. Notacaster, Silvered, Fivecards, Laserin, Incendarius, Faerzress
3 ranger 14/monk 1/ rogue 1 warforges
1 wf sorc
1 wf wiz
1 wf bard battlebard
Ever bleed out in a thornbush? Welcome to UD14.
It's really less about what classes make up the "perfect" party and more about the players behind the characters that makes a party "perfect" for me. 6 Barbarians could be the "perfect" party if they are manned by good players. You don't necessarily need a cleric or a caster in a "perfect" party. You don't even need a full party. Player skill makes up a good party, not classes. Besides, things are more interesting in unconventional groups
So every group needs at least 1 thru 5 WF?! What ever happened to the the other races.
I don’t cheat; I just modify the situation so I can win.
I'm assuming you mean 'what is the best possible party to experience unknown content with, from a powergamer perspective'.
I'd answer the following:
2 resilient melee-capable clerics (Clr14/Mnk2, high AC, capable of dealing modest melee DPS as well as having deadly BBs)
1 Warchanter
2 resilient melee DPS (prioritize defense over high DPS; something like the Iron Monk builds of a few months ago is ideal, or possibly the Hurtlocker or Exploiter builds - you have enough DPS that you can outdo any plausible regen or self-healing of foes, and your defenses are so good that you can guarantee your clerics can keep you alive).
1 WF sorc with debuffs
That's a group of six I'd be happy to take into any content that's been released in the game so far.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
On the first day of a new mod is when my Rgr7/Rog4/Wiz5 feels the most powerful.
Before anyone has figured out tactics to overcome the new, unknown situation.
I find I have the versitility to perfom well against the unknown. And perfom better than most I find myself grouped with on that first day.
Build the perfect group? Grab six guys from Legion.
You asked for classes though so...
1 cleric
1 ranger
1 barbarian
1 bard
1 intimming fighter / pally
1 wizard
I still say that the classes played are much less important then the class of player playing.
Nightbreak - Thelanis.
DPS melee is great in MOd 9. However, it usually comes at the price of having to bring a baby sitter along. This baby sitter is forced to do nothing productive outside of babysitting melees. In fact, the true average DPS of melees is cumulative total of DPs of each melee divided by the number of (DPS +1 <---- extra is cleric). So the effective party DPS can actually be lower with a lot non self sufficient DPS. You put too many non self sufficient melee in parties and way too much healing from a second party is also needed. Besides in any of the quests or raids only a few melee are really needed.
I would suggest,
2 to 6 sorcerers
up to 2 clerics/ battle clerics/ FS
up to 1 bard
up to 1 wizard
up to 2 melee (including rogues and ranged toons)
This is the best party for low resource use and quickest runs. I find, I actually take more damage in parties with more melee (especially on elite), use much more resources, and the quest ends up taking longer while the baby sitter frequently shrines or the melees lumber into extra aggro. Plus they constantly whine about their unecessary entitlement buffs. While the baby sitter usually complains about the need for pots or extra scrolls. Never mind that he is not contributing offensively. Definitely, the name of the game in mod 9 is self sufficiency.
5 AC/DR melee characters
1 favored soul that is offensively specced
A stack of haste/displacement clickies
Thanks for the long time forum user purge of Aug '10 (Sarcasm for those who don't get it)
Me and any 5 of my friends.
But seriously, I would not want to tackle an unknown quest without a full trapsmith along. This can be either a rogue splash or a full rogue, but if they took disable and search, but not spot, then it's up to the barbarian to find the traps, and if it's something like a break-away floor, you might wish you had someone with serious spot.
Most rogues can have full trapsmithing and useful DPS, there are some exceptions to this, such as my cleric/rogue who can't fight his way out of a paper bag, because destruct and blade barrier don't work on paper bags. Survivability as a rogue is usually a matter of skill, but again, there are some "easy button" rogue splashed melees who are full trapsmiths and reasonably sturdy.
As for my "perfect" party, I'm pretty flexible. For instance, if a bard who likes crowd control is around, the need for a caster is less, unless there's a boss that begs for nukage.
A highly self-sufficient party does not need a dedicated healer, but most parties have at least someone who went for DPS at the expense of survivability assuming most parties have healers. Even in a self-sufficient party, I'd still like a cleric around for emergencies, or at least buffs and offensive spells. Favored souls are so diverse that you can't really just pick one up and assume they will heal you, or cast anything at all except divine favor, divine power, etc. A FS built like a high-spellpoint cleric with the most common spells can be an awesome healer. One built more like a paladin with extra spells is, well, a paladin with extra spells, i.e. just another melee.
Roles I'd want in my "explore new (or new to us) content" party: crowd control, healing, trapsmithing, and lots of damage.
Hmm, I wonder if I can make a rogue/battlebard build that can do all of that?
??* Worth[R]Elf ??* Kittu[R/P]Dwarf ??* Alexo[S]Drow ??* Amida[R]Elf ??* Krsna[R/F]Warforged ??* vainangel[F/W]Human ??* Cundi[FvS]Drow ??* ♪♫.we are sarcastic.♫♪
Cleric
Buff/CC Bard
Sorc
Paladin
2 TWF Dwarven Ranger DPS
I am not saying it cant be done, but I have yet to complete a "New Invasion" on elite with more than one melee. The groups that I have easily completed it on elite with have all been small with the majority of players running casters.
Since mod 9 came out, a small almost unnoticeable explosion in capability of casters has occurred. At present, even the majority of casters don't even realize, recognize or for that matter understand it. However, the resulting tidal wave is coming. Who will be on the beaches when it arrives?