• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Effective 1 Group for Luclin

nyghteyes

What is a macro??
Joined
Mar 21, 2006
RedCents
1,347¢
As I am determining the reactivation of my first team to start re-building Krono to activate the rest. I need to put together my most solid team. Considering the ridiculous amount of HP Luclin mobs have, I'm leaning towards melee dps. I have most classes available. Id like to be more robust even if fights last a bit longer.

Heavy CC and backup heals

Warrior
Cleric
Bard
Rogue
Enchanter
Shaman

or

Warrior
Sk
Cleric
Enchanter
Rogue
Shaman


Outside Wizard/Druid for Porting

Thoughts?


************************************

Edit: thanks for all the feedback folks

New Group to be:
Warrior
Rogue
Bard
Cleric
Enchanter
Monk (Beastlord onces he's PL'd, approximately 2 days before Wink)

Cleric be like "all that mana regen r belong to me"
 
Last edited:
Although casters start getting better in luclin, I completely agree on melee dps route. Personally, I wouldn't want to have a group without a bard in it for movement, epic proc, cantana, etc. Monk dps is generally better than rogue dps currently, not sure how much that changes in SoL if at all. Based on that I like your first group comp but would sub a monk for rogue for pulling in which case CC is less of an issue and you can dump the chanter and add a second monk or bring the rogue back in.
 
when sol launched, I was able to duo all the normal zone mobs with a shammy and a sk, that was in current era gear. If you are asking about up/ssra/akeva level zones the first group would sustain good. Some mobs are not mezzable, so depending on the zone CC wont help much, but a bard in that era can single pull almost all the mobs. If your in HoT+ gear should have no issues with umbral plains, suggest from zone line go out the tunnel and hug right hand wall till you find a valley and i would pull to there, no pathers and a bunch of mobs just over the hill, and if you have good dps can pull the mobs from the steps to rumblecrush, he has a ton of hp and flurries and has good regen.
 
As I am determining the reactivation of my first team to start re-building Krono to activate the rest. I need to put together my most solid team. Considering the ridiculous amount of HP Luclin mobs have, I'm leaning towards melee dps. I have most classes available. Id like to be more robust even if fights last a bit longer.

Heavy CC and backup heals

Warrior
Cleric
Bard
Rogue
Enchanter
Shaman

or

Warrior
Sk
Cleric
Enchanter
Rogue
Shaman


Outside Wizard/Druid for Porting

Thoughts?

I'd go with the first group and drop the shaman and go with a beast lord!
 
Ench, shm, brd is overkill.
Lose one of them, replace with dps.
I'd lose the shaman personally, pick up a mink.
 
Unless you are actively playing the enchanter and keeping a charm pet it really is a waste of a slot in that group. You can a) me already with the bard and b) single pull so no mez needed. You don't have any AE so no need for mass pulls and chain stunning....just grab a kei in nexus if your cleric really needs it and go slaughter shit
 
How effectively does Kiss Mez with the bard now? I have not had the greatest of luck during with Kiss 8 and the early 9 series keeping things mezzed.
 
Never used bard mez in ka8. But after trying it about a month ago I don't mez at all with my ench unless it's above 55 since that's the bard mez lvl cap. I run with 2 groups so I'll usually pull large groups and use the ench to stun while the bard mezzes. I don't find the resist thing to be a problem bc you will re-mez every target after a mob dies...which was the problem I had with enchanter mezzing and why I eventually tred out bard mez (no mana). I found myself /mqp on my ench and manually playing him bc if not, ka would re-mez every mob as soon as 1 died, regardless of time left on mez...puts the enchanter oI'm pretty fast and you are either waiting to pull or making much smaller pulls... I asked about this awhile back and it's intended (bc mana isn't an issue on live). But again, in a 1 group setup you shouldn't need to mez much, if at all, since you can pull with bard or monk. the enchanter really brings nothing to the group unless you have a full time charm pet
 
Weird. My ench only mezzes stuff when mez is about to wear off from what I noticed. Never noticed the re-mez every time you kill something, but now I'm going to pay closer attention.
 
Never used bard mez in ka8. But after trying it about a month ago I don't mez at all with my ench unless it's above 55 since that's the bard mez lvl cap. I run with 2 groups so I'll usually pull large groups and use the ench to stun while the bard mezzes. I don't find the resist thing to be a problem bc you will re-mez every target after a mob dies...which was the problem I had with enchanter mezzing and why I eventually tred out bard mez (no mana)

I am testing this as I type, on a TLP server. I am not having this issue at all. Glamour of Kintaz is not recasting on mob deaths..
Are you using a different Mez? Or perhaps AE mez? I can't get my enchanter to AE mez at all correctly, so i stopped bothering. IT will single target mez like a boss though, just wish there wasn't this shitty 5 NPC limit due to only 5 Extended Target window slots on TLP.
 
Was using glamour, but maybe it's been fixed in the later versions of KA. I'll try it again today.

Either way, still stand byvmy original statement that enchanter is a waste of a spot in 1 group setup :-P
 
In luclin, and even in POP, I'd say without some sort of porter, you're going to be hating life when you need to move around.

Best group comp I've come up with is Warrior/Monk/Bard/Cleric/Enchanter/Wizard.

Enchanter for mana, slow/mez...oh and I guess that asphyxiate dot thingy
Wizard for porting/nukes (nukes for days with bard+enchanter, and come luclin, mana robe+mount)
Bard (If you don't understand the bard pick, I can't help you)
Monk, well that's my main
Warrior (defensive! Cy@ namedz)
Cleric CH, DL Bombs, Group Heals, whatever style of healing, the cleric got me covered.

If you really didn't want a porter, I'd drop the wizard for a mage. Mages destroy in group content.

Rogues are extremely gear dependent IMO. Even in your comp, with a bard/enchanter, a mage will likely out preform any rogue unless you're in full raid gear. (and even then...in group content, I'd bet the mage crushes the rogue)

Honestly, without knowing what your 'main' is (assuming you raid), it's hard to recommend a group to build around what you intend to main. (apologize if you did list your main, I didn't see it)
 
all you need is rogue epic, and thats autogranted at 50 ;)

anything is going to destroy what was actually group content in era. we are way move OP then back in the day. If you wanna press your group and kill as much as you can, stay away from casters...with bard and enchanter my wiz/mages are always almost oom....melee can go on for days.

if you plan on killing anything with motm, you will regret taking any casters.
 
SK/CLR/BRD + DRU/WIZ/WIZ would be my vote

I don't play on TLP, so thinking through it more... Enchanters are way easier to CC with "manually" than a bard.

I'd run SK/CLR/ENC + DRU/WIZ/WIZ


Using Janktron's logic which I also tend to agree with for ERA content

SK/CLR/BRD + DRU/BST/ROG or (BER)
 
I mean, I've boxed all the 1 group motm mobs no problem. I don't regret my enchanter and wizard one bit :P

To each their own I suppose.

(If using the 'rogue epic' logic, just get another monk. Epic is just as easy, and an epic monk will smash a rogue without even trying)
 
I mean, I've boxed all the 1 group motm mobs no problem. I don't regret my enchanter and wizard one bit :P

To each their own I suppose.

(If using the 'rogue epic' logic, just get another monk. Epic is just as easy, and an epic monk will smash a rogue without even trying)
not saying motm mobs arent doable...but did you have melee in your crew when yhou did them? did yhou look at the parse? my bard out dps my wizards on draco. casters are garbage on motm mobs.

and yea, could do double monk...but rogue will catch and surpass monk soon ....prolly by pop.
 
I Main my Warrior pretty regularly, I don't regret my chanter so far, but if no chanter I don't think Bard slow is good enough. No Chanter or Shaman worries me with lack of high % slow. Bard @ 60 max slow is 30%? Same with Beastlord

War
Cleric
Ench (Shaman?)
Druid (Instead of Wizard)
Monk
Bard

Seems light on DPS but sacrificing the High % slow worries me. Once I can farm some Krono and get a second group going this seems the safest bet.
 
I don't think anyone suggested no shammy and no enchanter.
I would definitely have 1 of those...and I would take a sham over enchanter. Better slow, faster cast, better pet, and melee buffs. Plus better dots/nukes and spot heals.

- - - Updated - - -

just to drive my point home...draco.jpg

monk died about 6 mins in when i forgot to reslow and got my warrior killed...forgot to rehaste him after that so his parse is lower than it should be.

mage i didnt start nuking til towards the end so he couldve been a bit higher, his mana pool was around 40% when draco died.
 
Would PAL/SHM/BRD/WIZ/MNK/MAG work? I've been considering it. I know SHM is generally outpaced by CLR healing but the utility trade-off is huge IMO. I'm not going to worry about 90% vs 96% rez because I don't die all that frequently. WIZ gives ports due to DRU being largely redundant due to SHM. MAG for mana free DPS with the ability to burn when needed. MNK for pulling and best in era dps. PAL is great group tank and fills in some of the missing pieces due to lack of CLR and will only get stronger as the the xpacs are released. BRD for the regen and other bardly awesomeness.
 
I will never, ever, go without a cleric. If you do, drop that Mage for a Necro. If someone goes down its most likely going to be your Wiz then Pally. Lots of places in luclin take work to get to, I would hate having to give up on a long winded run to a camp because I couldn't rez my tank.
 
I will never, ever, go without a cleric. If you do, drop that Mage for a Necro. If someone goes down its most likely going to be your Wiz then Pally. Lots of places in luclin take work to get to, I would hate having to give up on a long winded run to a camp because I couldn't rez my tank.

Agreed 1000% on the necro if you don't have a cleric. Hell, I like having a necro even WITH a cleric. Pet does good dps, they don't need an enchanter with lich, dots are still pretty solid dps even if you only use 1-2. Occasional lifetap to offset lich. They only get better from here.
 
After reading all of the comments on bards, do bards finally start matching enchanters in terms of mez capability in Luclin? I was having to run a ENC in my groups in kunark primarily because of the bards inability to mez past 55. Even though I had a bard, I found more value in the enchanter, primarily in the mez department.

I actually took a break during Velious and recently started back this week in prep for Luclin, but going to downscale to a 3man group instead of 6. I just rolled up a DRU/ENC/Monk(main) group, but after reading through this post and several others, I'm starting to second guess my ENC pick.

Any thoughts?
 
Now sure how many mobs are 58 and above that you intent to camp. Can get a 57 Mez Dreams of Ayonae With only 3 toons you need will need to DPS with either one you choose, Bard Melee if you have epic vs chanter with mount imo. Maskois new bard code is awesome so its no longer a question of safe mezzing.
 
Rich (BB code):
1	war/shd/pal
2	clr
3	brd
4	mnk
5	wiz
6	mag

I would not level 2 tanks at same time especially if you expecting to level 2nd group

Leveling the clr/mag/mnk/brd will allow you to do damage shield PL of other toons if you want
 
Tank doesn't really matter. I can't think of anything that is 1 group-able, but requires defensive, though it might come in handy in a pinch.
Always go cleric, and get a slow/crowd control. The rest really doesn't matter much so long as it adds dps.

My first group was Paladin, Cleric, Enchanter, Druid, Monk, Rogue. If something was doable with 1 group, I could do it.
If I had taken a bard instead of enchanter, I would have swapped the druid for a wizard, ports are a utility I dislike going without. I just like to pull large groups of npc's at once generally, instead of worrying about splitting, so I prefer the enchanter mez, as I find it more reliable.

These days I roll with 2 groups, and have to constantly force myself to not start a 3rd. Gets expensive on TLP, but I absolutely love the power of rolling with 2 groups
 
2 Groups is definitely a riot, I've only managed to afford 3 during the beginning of expacs when I can farm more expensive items.
 
Yea I really did enjoy 2 groups vs 1 on RF and LJ
However 2 is just not enough or some of the raids I wanted to do so was tempted to go 3 groups.

2-3 wiz in a group btw is a BLAST and with luclin more opportunity for AE damage with an enc doing mez/stun.
Even if not doing AE, single target in kunark using rain vs icecomet was more mana efficient.
Rich (BB code):
1	shd
2	clr
3	enc
4	wiz
5	wiz
6	wiz
 
Kind of an interesting group but here's what I have currently on Phinny:

War
Clr
Brd
BL
RNG x2

Note, I didn't decide on this comp, but is what my friends/family wanted to play. Double RNG is incredibly easy to box once lvl 59+ with autofire/endless quiver/AM points.
 
Having done every TLP server from Combine/Sleeper and on...

Tank
Cleric
Bard

Now you decide. Do I want to be caster dps or melee dps?

Caster:
Wiz Wiz Wiz (Or Wiz Wiz Ench if you just have to have something better than bard slow)

Melee:
Monk Rogue Monk (Or Monk Rogue Shaman if you have to have something better than bard slow and want a back up healer)


The farther you go in the expansions the better the bard gets. You might have it "rough" with mezzing for next xpac or two, but eventually bard is all you need for slowing/mezzing etc. It's all about how you like to play. Heck Tryn's group there with double ranger I'd replace beastlord w/ a 3rd ranger. The downside to that group will be later on when rangers can't just rely on AM3/EQ and have to weave in nukes/dots etc.

Ultimately there is no "best" answer. Heck for fun I've run 4 monks a bard and shaman before. One monk was better geared than the rest w/ raid gear and could easily tank anything.

I will just say this. Don't count on the beastlord for "DPS" anytime soon. W/O Double Attack and their better dot lines, it's gonna be a struggle bus for them to compete dps wise.
 
Speaking of 12 boxing. What are those of you who do it running with?

I'm currently
Group1: Tank, Cleric, Bard, Monk, Rogue,
Group2: Tank, Shaman, Druid, Bard, Enchanter

The remaining spots I rotate between Ranger Wiz and Monk Mage.
I kind of like not having to manage mana on the mage/Wiz, but missing having a teleport in each group, also mages have some good utility.

I am thinking of dumping a bard for something else. With horses + ae mana and resists coming with luclin, I could replace it with a other dps.
How do beastlords do in a 2 box set? I like having every buff available, paragon etc. But is it worth it to bring one along for buffing the others? Or just toss in a other dps?
I don't like the druid a lot but glades/seasons/SoE are good. Hrmm
 
Rich (BB code):
1  PAL		1  SHD
2 SHM		2 CLR
3 BRD		3 ENC
4 MNK		4 MAG
5 ROG		5 WIZ
6 RNG		6 WIZ

Bards are sexy, but I dont like stacking enc+brd, dps is reduced too much vs having a mnk/rog or wiz/mag/nec in that spot.
I also do not like having 0 enc as clarity is really massive for everything you do.

Group 1 has no ports but has tank, dps, control, snare. Paladin for HP buff and extra healing more so than Rez.
Group 2 has all you need, the problem I had with this group on TLP was for magic immune, which was really city of mist and plane of hate and never ran into it elsewhere.

2 Clerics is not enough for a CH line so until you go 3 groups or 4 groups I dont see the advantage to warrior as I think everything without a CH line can be done with PAL/SHD.

If you were going to try to self-raid I think minimum would be 3 groups with 2war 4clr. I would have a cleric in each xp-group-mode and would level a 4th on same account of a redundant brd/enc

For xp-groups I think you basically just avoid tank+tank, cleric+cleric, enc+shm, enc+brd in same group and you should be destroying things.
The enc+shm/brd stack is not 'that' bad but I wouldnt build a group that way if I had another option.
 
Effective 1 Group for Luclin

Users who are viewing this thread

Back
Top
Cart