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Question - best start over group

Birdman

Tacobell
Joined
Jul 27, 2015
RedCents
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Alrighty folks, seems I'm in a little dilemma. I'm not sure what group make up to restart with, I used to run Sk/Cleric/Chant/Necro/Bard/Monk, and it wasn't the best group obviously. now I have 3 accounts that can be used (have ROS) other 3 have no ROS just f2p with heroic options. now basically the options I have for
acc 1 is: 110 nec, 110 zerk, or 105 cleric.
acc 2 is: 108 shm, 106 cleric, 106 chant, or 106 mage.
acc 3 is: 108 sk
acc 4 is: heroic pick
acc 5 is: heroic pick
acc 6 is: heroic pick
acc 7 is: 105 bard ( no ROS just another option to pick from.


I was thinking since I got a tank and 2 accounts have healers on them, that's set maybe go cleric/chant/sk for first 3 accounts, now I wont go afk with this group entirely considering I use mq2 more as to control other toons and I control tank. now for starters what would be a good 6 box group? now I got 7 accounts I can work with 3/7 are F2P acc. 3/7 are ROS accounts and 1 is up to EOK. any ideas? obviously Wizards are the way to go but I'm good with different set ups. gives me different camps to camp etc etc.. Throw ideas below :)
 
SK, Clr, Enc, Mag x3

Profit

I don't run it, but if I had the team I would love to give it a shot.

If you don't mind looking botlike, then there's also nothing wrong with War, Clr, Bard, Ber x3
 
SK, Clr, Enc, Mag x3

Profit

I don't run it, but if I had the team I would love to give it a shot.

If you don't mind looking botlike, then there's also nothing wrong with War, Clr, Bard, Ber x3


Trying to keep SK involved. since its a tank already geared / eok rares etc etc so. sk is a must!
 
I agree with what EQbackagain posted, the existing CLE, ENC, and SK and then level up 3 new mages. You would roll thru just about anything.
 
sk clr bard zerkx3 =win eq dps powerhouse there 10x better than any caster grp guaranteed

Edit: only reason i swear by zerkers is becuase when there out of endurance there dps doesnt go to 0 like with any caster class they can STILL dps even with 0 end IE means more kills more xp and less sitting there waiting for mana.
 
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ill have to look into running mages, ive ran 2 zerks at once and It was good. right now I been fiddling with sk/druid/zerk/chant/cleric/mage/wiz
 
SK/SHM/CLE/ENC/ZRK/BST is my go to group. It works wonders on almost everything.

never played a bst past lvl 90 might have to try it out. ive heard good things about them, I used to be able to demolish EOK back when 105 was cap. but I wanna be able to go into ros / newer content and be confident im not gonna die in 5 min lol
 
Oh those zerks x 3 gonna make u happy. I just use 2 and a wiz for travel. Both of em make fights short.

- - - Updated - - -

Sk cle and chanter to round it out
 
ya obviously sk/chant/cleric seem to be the must have!. then 3 of choice, class stacking seems to work great now with alliances,
 
I'd go with SK, Cleric, Ench, and TRIPLE ZERKER myself.
Like it's been said before : no endurance means still some DPS, which isn't possible for casters.
On the other hand there are some Mana/Endurance saving possibilities.

Mage could give the possibility of extra off tank.

My own group is 3 wizzes, because i was too lazy to up more zerkers/mages :p
 
I've been playing SK DRU BST ZERKx3 lately while I am at the wheel. It's been a fun group composition. Zerkers really benefit from the alliance triggers.
 
I could see the triple zerker being fun. I like what the BST adds to my group though. He makes sure my zerker isn't out of stamina and does a pretty good job of it.
 
If you're going to be at the computer and pulling, especially singles, the ENC is almost a waste (besides buffs). If you're planning to do progression quests and whatnot, then keep the ENC.

Otherwise, I'd do SK, CLE, ZERK, WIZ, MAGE, BARD (for the lazy-man in travel... ports and coth)

If you don't care about ports and coth and only care about dps:
SK, CLE, BRD, ZERK, ZERK, ZERK

With that said, my favorite group from my toons is SK, CLE, BRD/ENC, WIZ, RANGER, ZERK. ENC is the only toon without a chase weapon. They do very well.
 
Personally I am pretty happy with:
  • SK (tank, puller and snare)
  • Cleric (buffs and heal)
  • Enchanter (CC, calm and buffs)
  • Rogue (pick lock, DPS, corpse recovery and scouting)
  • Mage (DPS, back up tank [Pet keeps the agro long enough to get the SK ressed]and CoH)
  • Wizard (transportation, evak and DPS)

With the Rogue and mage you can get to just about any camp. mage dies then rogue uses SoS to drag mage to camp safe spot and resses mage to CoH the rest of the group.
 
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The team I run is SK / SHM / BRD / WIZ / MAG / RNG.

Without going into too much detail, I found that this team is incredibly adaptable if you plan on working through progression and trying to play in the way a normal group would.
 
The team I run is SK / SHM / BRD / WIZ / MAG / RNG.

Without going into too much detail, I found that this team is incredibly adaptable if you plan on working through progression and trying to play in the way a normal group would.

I thought about doing something like this for exp/PL groups. My SK is full chase and TS gear, so he doesn't die in exp groups anymore ... even if the cleric bites it he'll happily keep pulling and killing shit for hours on end. Because of that I've felt like the cleric is overkill unless I'm in harder RoS zones hunting named.
 
I thought about doing something like this for exp/PL groups. My SK is full chase and TS gear, so he doesn't die in exp groups anymore ... even if the cleric bites it he'll happily keep pulling and killing shit for hours on end. Because of that I've felt like the cleric is overkill unless I'm in harder RoS zones hunting named.
I just started hunting RoS named and I'm basically in conflagrant gear with average augs and all relevant AAs. If I die, it is usually because of mechanics rather than lacking sufficient tanking / healing. For example, AE Silence or AE fizzle wreck havoc on me, but it would still do so even if my shaman were swapped out for a cleric. The ranger is definitely key here for spot heals when the going gets really rough. With a raid geared SK and the proper INI you could probably afk farm most RoS named with this lineup.
 
I am starting on a new server and I will be running war/clr/bard/zkr/zkr/rog. can trigger the rog allliance if you make poisons for the zkrs and bard. and the zkrs can trigger alliance with 2 iirc just much easier with 3.

I run a couple different group makeups on my main server. sk/clr/shm/brd/zkr/bst. or sk/clr/shm/rng/zkr/enchi. both makeups work for me but I will say the first group setup seems to be more sustained dps and can keep going for a much longer time.
 
I am starting on a new server and I will be running war/clr/bard/zkr/zkr/rog. can trigger the rog allliance if you make poisons for the zkrs and bard. and the zkrs can trigger alliance with 2 iirc just much easier with 3.

I run a couple different group makeups on my main server. sk/clr/shm/brd/zkr/bst. or sk/clr/shm/rng/zkr/enchi. both makeups work for me but I will say the first group setup seems to be more sustained dps and can keep going for a much longer time.

right now im kinda liking the SK/Cleric/Chant/Mage/Wiz/Zerk doesn't necessary look like your afk if you got ass holes that run around and it seems to be doing ok, obviously at lvl 85-90 wont really tell to much
 
I'm 103 so haven't seen the top levels yet so maybe things change and invalidate what I think, but here is my 2c for what I know so far. I like your original group. Mine is similar and works great. If you just want to grind out AAs there would be faster selections I guess, but I really like a slower but safer group, and going to tough and dangerous places knowing I can cope with anything.

Personally I don't think the 3 Mages idea is all that good because synergy between classes and utility from multiple classes is better. In other words, 2 mages and 1 wiz would be an improvement because now you have ports and instant evac, and the wiz is great damage too. Personally I used to have a Necro and switched because there is a lot of hype for mages and I wanted to see for myself, and I often regret it when I die in a pain in the ass place and have to fight all the way back there. Previously I could just port back to the zone, have necro summon all the corpses, cleric rez everything, and I am back on my feet and the whole thing took 1 minute. In other words, I'd replace mage mage mage with mage wiz necro. Also Necro DPS may struggle in short fights but my Necro was never far off my Mage, and against big targets they do great, and the corpse summoning and some other things make them worth having. A rezzer that can FD is pretty over powered too.

I've heard rumours that wiz dps sucks but I haven't seen that myself, my wiz beats my mage, bard, and shaman, in 99% of fights, and has saved me from 1000 tedious CR's thanks to his evac.

The main thing I'm not sure about in the end levels, is the Bard/Enchanter thing. Personally I think there is too much overlap so having them both is not a good idea, especially now that Ench's got their damage nerfed. I ditched my ench in the 70s and swapped in a bard and I prefer it. They hit haste cap with just bard songs, he can calm stuff and forgotten memories so I can get a single pull guaranteed every time with no danger, and he has good mana regen. I am sure an Ench could do all that too, but I wouldn't want both is my point. Imo the ideal groups are

1) Any good tank, and all focus needs to be on getting them the best gear because groups win or lose all based on this one class. The rest could be in cloth and you still win 99% of fights if the tank is a beefcake.
2) A healer.
3) A secondary healer. I like having a second healer because it takes the strain off the main healer, and there are occasions when my tank was far behind the curve in terms of gear/AAs and he could die in 4 seconds on a pull of 3 mobs, and the Cleric's heal takes 3 seconds to cast, and one heal wasn't enough so.... that second heal from the Shammy saved my tank many times. And when things get stable, they can focus on DPS and do a fair job at that. I just prefer 2 healers, it is safer, and the reduced dps is less important to me than the occasions that my Cleric gets 1 shotted and my Shammy takes over and we win, etc.
4) A CC/puller - bard / ench / monk
5) Dps
6) Dps

For my 2 DPS I went with Mage and Wiz but if I was to start again, I'd be tempted with the berzerkers route. I think there are too many people who use isboxer or mq2 now that I wouldn't even care if it looked obvious. Although I went with Mag Wiz and I'm happy with that, they do great dps, can evac, can give pet toys to the shm pet, have a phat DS for my tank, don't need to move so fighting in tight quarters is easy, and best of all, I only need to ninja run my stealthy mage to wherever I am going and then he can summon my entire party to him. Just my 2c.
 
I used to think the same microscope. U need a secondary healer. Not any more. Originally i had a cleric n shm in group. Harder content the slow was great. He hardly healed. Dropped him for a chanter. Had a bard dropped for zerk. Had a zerk already (had a mage in this spot originally) and a wiz for travel. And now i have a tendency to drop the chanter for a zerk. Who needs cc when u kill stuff like mad. I just pull it, tank pops disk, watch the ginsu's chop it down.
 
started 5 new groups....
1 War,Cleric, Chanter, Wiz, Wiz, Bst
2 War, Cleric, Chanter, Wiz, Wiz, Zerk
3. War, Cleric, Bard, Wiz, Wiz, Mage
4. SK, Cleric, Chanter, Wiz, Wiz, Necro
5. SK, Cleric, Bard, Bst, Zerk, Zerk

They are all doing quite nice, the most important thing is getting your ini all setup to work together, if you get that done then any 6 will do just fine.
I also just did a few singles like a rogue, a ranger and a paladin for raiding and single farming like for mats and shit.... to level them I replace the #6 spot with whatever I need to level or I do a 9 man group and level whatever 6 at a time....
 
oh and just popped a 6th pet group with an SK, Cleric, Chanter, Mage, Bst, Necro... oh the carnage of pets is insane! I almost don't need a tank!
 
oh and just popped a 6th pet group with an SK, Cleric, Chanter, Mage, Bst, Necro... oh the carnage of pets is insane! I almost don't need a tank!

I used to run necro - folks told me they were not good since they couldn't maximize their dps
 
oh and just popped a 6th pet group with an SK, Cleric, Chanter, Mage, Bst, Necro... oh the carnage of pets is insane! I almost don't need a tank!

What did you say? I should try a Pally, Mage, Mage, Mage, Beast, Enc group? Haha I bet that would be freakin fun.

Ohhh... wait... or swap the Enc for a bard!
 
I would try to keep a somewhat balanced group as well in terms of caster and melee dps. There are several named in RoS that 100% reflect spell or melee dmg depending and it cannot be dispelled. So that 3x zerker group would get crushed. I supposed the mage group might work ok in either situation though, thats an interesting thought =).

My team is War Brd Rog Enc Wiz Clr but I don't think it's really 'the best', should probably drop the bard for another dps honestly they don't seem to justify their own existance anymore, except for cool run fast buffs.
 
Question - best start over group

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