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Question - Choosing a TLP

swarmhost9922

Active member
Joined
Jan 8, 2015
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I have some friends that are interested in playing EQ now that we all have put aside a few other games. What is the TLP scene looking like these days? I know you can't run MQ2 on Mischief and Thornblade so those are pretty much out of question. Any of the other TLP's still going strong? What would it be like for two full groups to start today?

Thanks in advance.
 
You will see boxers everywhere. No one minds you running MQ2 or MQNext. Some of the box armies are impressive.
 
Right on. I will let my buddies know this could be a good server to see content passed OOW. I guess I will start my journey tonight.
 
Decided on warrior, cleric, bard, beastlord for now. Debating on monk/rogue, shaman/rogue, or shaman/ranger. We'll see how I feel when I wake up. Thanks for the information, fellas.
 
This was a trick question. The answer is actually "TLP sucks, play on live"
 
Quick question for my TLP brothers: is running a plate tank an absolute must just for leveling/grinding AAs in PoP+? I don't remember when trash starts getting tough.
 
an "absolute must" no, but if you are planning on having a char who is low on gear and aa trying to tank in the higher zones, you will want a plate tank to keep from having to med after every mob.
 
so I geared up the squad today. But, as it seems many here have done, I thought “what if I added another group?”

i now have 12 accounts. The second group hasn’t been made, however, I feel like I will end up with 18-24 by Saturday morning.

cheers.
 
so I geared up the squad today. But, as it seems many here have done, I thought “what if I added another group?”

i now have 12 accounts. The second group hasn’t been made, however, I feel like I will end up with 18-24 by Saturday morning.

cheers.


one of us.. one of us...
 
So I did something wild today. I took my 12, added 12 more earlier this week, and tonight I subbed another 30. I have 0 idea what I will make on them, I have 0 idea if I can even box GoD+ raids, I have 0 idea how I can control that many or what tools to use. I swear I am not addicted.

I suppose I need to:
  • Figure out a well-rounded 54 man team
    • I've searched around and can't really find information about "raid comps". I mostly just find 3box-6box comp questions everywhere.
    • How many clerics? How many tanks? How many druids/shaman? Bard in each group? Has my life really come to this?
  • Actually make macros so I'm not manually typing commands
    • I think I will use MQNext and use the ButtonMasher tool, as I can have all my hotkeys in a nice and neat grid that can be easily shared across my squad
  • Realize my head will explode doing anything that isn't tank and spank (which I assume is everything after PoP?)
    • rip
 
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Bard, cleric in each group is pretty much the staple. From there its just creating pockets/teams that maximize things.
Get a tank group ( BRD, CLR, TNK, OFFTNK, RAMPTANK, XXX)
Get a support group (SHM, ENC, CLR, BRD, BST, DRU, NEC)
From there, sprinkle in melee/caster/ranger groups in pockets of 4 (Since every will have cleric and bard)
Melee: MNK, ROG, ZRK
Casters: WIZ MAG
Ranged: Ranger(s) (can be counted as melee in an era as well, so can also be part of melee)

These are just suggestions, as some prefer to split the tanks into different groups (so PAL can help heal their group, SK can help buff their group, etc etc)
 
  • Figure out a well-rounded 54 man team
    • I've searched around and can't really find information about "raid comps". I mostly just find 3box-6box comp questions everywhere.
    • How many clerics? How many tanks? How many druids/shaman? Bard in each group? Has my life really come to this?

You definitely do not need a bard in each group. Only the DPS groups *need* a bard, tanks groups can do without. You probably want 5-7 clerics and 4-5 Shaman. Tanks: 2-3 Pal, 2-3 SK, 3-4 War depending on how much you want to balance DPS vs Tank/healing. Higher DPS will kill events quicker, more tank/heal will have better survivability. 2 Necros, a 3rd is possible but debuff slots will be limited but no more than 3.

Basic Melee group:
Bard, Shaman, Bst, Zerk, Monk/rog, Ranger

Basic Caster group:
Enchanter, Druid, Bard, 3x Mag/Wiz

Necro Group:
Ench, Druid, Bard, 2x Nec, 1x mag/wiz/nec

Main Tank Groups:
Clr, Clr, War, War, SK, 1x Pal/Shm

Off Tank Groups:
Clr, Clr, 4x Pal/SK/War
 
I would disagree. Tank group def should have a bard for the AC, resists, DS, stripping debuffs, and utility.
 
With full control of the raid comp you can do things like hyper stacked synergy. Like a tank group of: Bard (AC/DS/overhaste for threat), clr x2 (2x divine arb for ohshit!), SK (group ac tap), war 2x. This is the kind of control and planning you should be thinking about.
 
Any group that can have a bard, should have a bard. They just bring too much utility plus who the hell wants to run around a raid full of characters, when 6 of those characters don't have bard speed?
 
Sham in each melee group is less important prior to omens. With buff extension aa and focus you can keep avatar on 9 or 10 melee.

If I was going to min/max a raid I’d also look at keeping enough bls to fero all the melee. 1 bl can keep 5 melee fero. Paragon is also a nice bonus.

Probably also worth considering that on raids you really only need “enough” healing and tanking. If you are optimizing dps you probably don’t need 4 war 2 pally 2 sk and 10 clerics. I would probably run 2 war and 1 of each knight.
 
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Would be a meme raid group but for ease of play and low start up requirements you could run something like war/pal/bard/clr/clr/clr enc/sham/bard/clr/clr then 7 groups consisting of 5 rangers and a bard. With elemental bow and blessed champ arrows you hit 390 range which I think out ranges every ae in time besides quarm so healing would be just main tank and off tank

Pewpewpew

Edit: you might be able to skip pally. If all the healers are max range and all rangers are max range i don’t know how mobs in this era handle rampage if no one is close enough for them to wack.
 
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I guess overall, figure out how long you want to be mega boxing, and then plan ahead. If youre wanting to do it past OoW theres no harm in prepping your melee groups with bard+shm and in the meantime, the excesss shammies can be set to dot if not healing. There's ways to work around that.

The advice in this thread aren't necessarily wrong, jsut geared toward seperate eras.
 
So I did something wild today. I took my 12, added 12 more earlier this week, and tonight I subbed another 30. I have 0 idea what I will make on them, I have 0 idea if I can even box GoD+ raids, I have 0 idea how I can control that many or what tools to use. I swear I am not addicted.

I suppose I need to:
  • Figure out a well-rounded 54 man team
    • I've searched around and can't really find information about "raid comps". I mostly just find 3box-6box comp questions everywhere.
    • How many clerics? How many tanks? How many druids/shaman? Bard in each group? Has my life really come to this?
  • Actually make macros so I'm not manually typing commands
    • I think I will use MQNext and use the ButtonMasher tool, as I can have all my hotkeys in a nice and neat grid that can be easily shared across my squad
  • Realize my head will explode doing anything that isn't tank and spank (which I assume is everything after PoP?)
    • rip

Limit your tanks to 3-4. I'd do 2 wars, 1 SK, 1 Pally. Your tanks will be very beefy since you can feed them all of the gear. You basically only go as far as your tank can carry you, but your SK/Pally should also be able to tank the majority of raid targets once you gear them up. I'd do 1 bard and 1 cleric per group. Bards boost everyone. Bard speed for moving toons is a requirement. I recommend the clerics just due to group heals being so much more effective right now and AE heals are only able to be used every hour (MGB timer). Dead DPS does 0 DPS. 1 shaman per melee group. Eventually you can shift the cleric out and a melee in when shaman get better group heals. 1 druid minimum. Their debuffs are extremely underrated. Long term, you'll want 1 druid per caster group. In Dodh, your pure melee (zerker, rogue, monk) will get their 1 min short duration buffs that have synergy with each other, so plan your DPS groups accordingly. You'll want several rangers and beastlords for MGB Auspice and Paragon as well as Fero on your DPS. Rangers and BSTs actually make decent spot healers too. Don't carry more than 2 enchanters. You'll probably only want 2 caster DPS groups and the rest melee.
 
All groups bards. Resist song etc. Always. There is really no sub for a mass boxer to have a bard in each group. Especially on TLP.

2 warriors, 1 sk, 1 pally makes sense. You don't want a shaman per dps group, that's overkill. 2-3 shaman in 54.
 
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Don’t clerics get their stationary ward heal with gates? Like a 20 min cooldown so should be able to always have it up on raids. Shammy should be good to keep up dps groups atleast by omens if you factor in ae heals and pots.
 
So I did something wild today. I took my 12, added 12 more earlier this week, and tonight I subbed another 30. I have 0 idea what I will make on them, I have 0 idea if I can even box GoD+ raids, I have 0 idea how I can control that many or what tools to use. I swear I am not addicted.

I suppose I need to:
  • Figure out a well-rounded 54 man team
    • I've searched around and can't really find information about "raid comps". I mostly just find 3box-6box comp questions everywhere.
    • How many clerics? How many tanks? How many druids/shaman? Bard in each group? Has my life really come to this?
  • Actually make macros so I'm not manually typing commands
    • I think I will use MQNext and use the ButtonMasher tool, as I can have all my hotkeys in a nice and neat grid that can be easily shared across my squad
  • Realize my head will explode doing anything that isn't tank and spank (which I assume is everything after PoP?)
    • rip
Umm wow man…. That’s pretty intense, really fast. I’d say that gout out of control quickly 😂😂😂
 
Question - Choosing a TLP

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