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Question - Favorite group comp using only CTWN plugins?

Since this favorite my actual favorite is a pet group. It would be Pally, Shaman, 2 Beastlords, Necro, Mage. Fun for doing missions where CC isn't needed
 
So far my favorite and best lasting has been sk, shm, bst, mag, mag, ench. Though it could be maybe interesting to swap 1 mage for another beast or necro.
 
Enc with CWTN is amazing. If you havent done it, its highly recommended. Pulling a crap load a mobs and watching them lock down with ease is very satisfying
 
right now running sk, shm, bard, bst, zerk, zerk . Stick with what I have or go rog, rog or mage, mage in place of the zerks?
 
Groups thrive with synergy
bards are universal, aside from that: echanters for casters, shaman for melees. Shaman is good for heavy pet classes too prolly more so than an enc but no CC
melee-pet classes-casters
Quick class notes
Warrior best mitigation, maybe overkill for group content
SK Y'all know this moving on
Paladin least popular but certainly viable hybrid buff(pal,bst,rng) in alot of instances you can use a pally in place of the wis healers
Brad adps rock and roll, best puller cept maybe for a manual chanter ^^
Shaman good dps and adps, root rot buffs shines best with fast attacking, dual wield classes wich is also pets
Cleric best healer no contest but kinda overkill too
Druid good synergy with casters, can make fire based classes do more damage even more so with necros, great heals, nukes dots buffs ports snare tracking
Enchanter CC undisputed champ, good synergy with casters, pet class, can nuke or root rot if needed rk 3 xp aura is 9%? o.0
Mage Great dps, pet class, mod rods, call of the hero is so good(run the mage instead of the group and coth the group in, best damage shields
Necro Great dps, pet class, FD rezzer, mana battery root rot summon remains
Wizard fart fart port fart
Beastlord Great dps, buffs, hybrid buffs, pet class group mana regen
Ranger great dps tracking, braindead dps hybrid buffs
other melees ber rog monk are fairly self explanatory

What is needed: The Holy Trinity, Tank Heal CC(only in EQ it seems), DPS, (ports, slows, snares, lockpicks, tracking etc.)
You can go a heavy pet class setup: SK Shm Nec Mag Bst Enc/(can add a stronger pet class(no CC needed?) or bard here
Heavy melee: War Shm Rog Ber Rog/brd/bst
Heavy Int group: Tank is purely pref here..Pal if no Cleric: Pal Enc Dru(if no Wiz) Nec Mag Wiz(If no Druid)/mag/bst/shm/brd

After all the iterations of the best group set up, i poersonally go with SK(war) Enc Cleric Mag Necro Druid.
I love control and utility, necro is great dps and can feign and rez the group, mag great dps pet tank and call of the hero is so useful. Druid back up heals buffs ports tracking i also have a bard on this account if i need picklocks
 
War, Rog, Rog, Bard, Shm, Monk... All max AA, all have NoS/Ls raid gear/weapons. Trash mob fights last just about 6 seconds. Good pharm team for memory forge drops:)
 
my current group setup is SK, brd, shm, bst, rog, zerk (I know there's no CWTN plugin for bard), but I'm working towards War, clr, enc, dru, wiz, wiz. I'm doing this with persona's (recently returned and all alts are 100 or below anyway) and the zerker is raidgeared, so I'm creating the war on that toon. This way the war can be raid geared too and only need to get visible slots for him.
So far the war is already out dps'ing the sk, even though he only just started working on aa's, while the sk is max AA.
Someone told me wiz are useless nowadays, but so far at lvl 117 with autogrant, his dps is on par with 125 max aa sk.

That been said, the melee group with SK can handle all group content so far, I use hytiek's Grind in FF to get aa's and lvl new persona's, which works fine (occasionally I find them in lobby, mostly due to the "cannot see" bug). I can also run the scripts for FF and HaF just fine, but I don't remember if I did them before I started raid-gearing my zerker.
the only 2 places I struggled a bit so far are the camp to kill Dok in Pal'lomen and the center fortress in Moors of nokk. I suspect that having an Ench for CC might be better there, because I feel that it's a bit more responsive than the bard at mezzing.
 
My fav group of CWTN is Pal/Sha/Ench/Mag/Bst/Dru. They overlap heals, rez, melee, pet, dot, and feel indestructible.

The newer group I am trying out with CWTN is War/Sha/Ench/Dru/Rngr/Bst. Still to young for any conclusions.
 
is it a big loss of potential to go CLR instead of SHM in the group:

WAR/BRD/CLR/MNK/ROG/ZERK?

i mean, do i still need the shm to hit haste cap for all of those melees at higher level? or for any other clear reason besides some dmg procs? i tend to like safety and with only bard mana regen, i figured the clr would be the 'easiest' on the journey up
 
is it a big loss of potential to go CLR instead of SHM in the group:

WAR/BRD/CLR/MNK/ROG/ZERK?

i mean, do i still need the shm to hit haste cap for all of those melees at higher level? or for any other clear reason besides some dmg procs? i tend to like safety and with only bard mana regen, i figured the clr would be the 'easiest' on the journey up
Being "on the way up" clr is more than fine
 
right now my fav group comp is SK, Brd, Clr, Rng, Rog, Bst. Having a blast with this group
 
is it a big loss of potential to go CLR instead of SHM in the group:

WAR/BRD/CLR/MNK/ROG/ZERK?

i mean, do i still need the shm to hit haste cap for all of those melees at higher level? or for any other clear reason besides some dmg procs? i tend to like safety and with only bard mana regen, i figured the clr would be the 'easiest' on the journey up

BRD is the ONLY class that can hit the haste cap since they maximize both haste and over haste. The other part of the equation is the worn item haste. However, all haste classes hit 100% on live, only bard gives 125% to the group. Pretty sure that's been the case since PoP, in case you're doing TLP. Even beastlords were hitting it in Pop, assuming a 40% haste worn item was involved.
 
I'm ready to jump in and try out the Bard CWTN Plugin. It came up on my YouTube feed yesterday. I've been running the following even before MQ2Brad...

SHD/CLR/BRD/ROG/BST/BER. No Raid Gear, Only up to ToL Xpac, LVL 120, MAX AA, With Blood Soaked Gear & Memoryforged Weapons. Solid tanking/healing and tons of DPS.
 
Now that we are getting cwtn bard. I'm thinking of doing sk/shm/brd/bst/ber/mnk.
 
I choose to believe one day, on a quiet winter morning, we're going to wake up one and MQ2B----* is going to be sitting there, ready to be tested

Thx, out of those two, what do you think is preferable for general use? I'm imagining that melee group would tear through burns like paper, but couldn't sustain as well as the casters listed over long-periods of time without any mana regen available (although the shamy has canni so maybe that's all the group needs?), and could easily fall apart on adds... Safety is certainly a factor in my equation for sustained farming/AA grinding. Are either of those two options just clear winners?
Your day has arrived!
 
Any group without a bard makes me sad. I truly believe necromancers are next to useless without a bard in group.

Your best bet with pure CWTN plugins is probably either:
SK/enc/Clr/mag/mag/mag
War/Shm/Bst/Rog/Zerk/Rog (no mez tho)
Why not cleric with warrior and shaman with SK?
 
SK, Bard, Shamy, BL, Rog, last spot Zerk, Monk, Ranger for a melee group. SK, Bard, Druid, Chanter, Mage, last spot Mage, Nec, BL for a caster group.
 
what is the ultimate mana regen group? is it:

ENC
BRD
MAG
BST

and SK, SHM picks for tank/heals to use it ?

or maybe is this a group fit for a DRU healer?
 
what is the ultimate mana regen group? is it:

ENC
BRD
MAG
BST

and SK, SHM picks for tank/heals to use it ?

or maybe is this a group fit for a DRU healer?
Sks can load a mana tap vice health for the group, also druids HP buff is mana regen. necros get a mana tap dot, but depending on kill speed, mostly useless in group.
 
heck ya brother

doing WAR / CLR / BRD / ZERK / ROG / BST at the moment

bass pumpin, arms flailin
still running this, but at level 100 with cotf the rogue is struggling to keep up with the rest of the a-team melee

sometimes even the bard is beating him on trash. i’m wondering if i should swap him out for a shaman and run the epic

but tbh probably another zerk is the real answer at least for this era

for now i’m gonna keep grinding aa’s and try to get the rog geared before i retire him. are rogues just like that at 100, though?
 
still running this, but at level 100 with cotf the rogue is struggling to keep up with the rest of the a-team melee

sometimes even the bard is beating him on trash. i’m wondering if i should swap him out for a shaman and run the epic

but tbh probably another zerk is the real answer at least for this era

for now i’m gonna keep grinding aa’s and try to get the rog geared before i retire him. are rogues just like that at 100, though?
It's hard to compare apples to apples when comparing DPS characters until they're all at the same point of achievement in the game.
It's best to get them all on an equal footing. Equip them all equally (all T2 gear with no augs, or all augs), and max AA. So that you can give them a proper comparison. If you compare a level 100 rogue with random gear to a level 125 Max AA Full raid geared rogue you'll find the second one is better by a very big margin. As such, you'll need to have an "equal" setup before comparing the capabilities of two different classes as well. Otherwise the results are going to be skewed.
AA's is a big one that can make a character drastically different than they started out at.
Augs are another one that makes a significant difference.
Gear can have a big impact.

Berserker doesn't get their Dicho until 101. So they're less than impressive pre-100.
Rogues are definite an AA character. But also a lot of white damage. Meaning their auto-attack is king for them. You'll want to make sure you have the best possible weapons as well to maximize their DPS.

Who the big dog on the porch is also ebbs and flows from one expansion to the next. It's not a bad idea to have some options once you've maxxed a toon out, so you can swap them out and level up an alternative.
 
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The answer with Bard our now is so clearly
Shaman, Pally, Bard, Necro, Mage and Beastlord.

3 Rezzers all kinds of healing, 3 Pet classes for crazy damage. ADPS from multiple classes. There are no weaknesses in this group.
 
The answer with Bard our now is so clearly
Shaman, Pally, Bard, Necro, Mage and Beastlord.

3 Rezzers all kinds of healing, 3 Pet classes for crazy damage. ADPS from multiple classes. There are no weaknesses in this group.
I'm running the same group except using sk instead of pally. Tons of fun so far, granted they are only level 87 at the moment, they've been solid the whole way up.
 
I'm running the same group except using sk instead of pally. Tons of fun so far, granted they are only level 87 at the moment, they've been solid the whole way up.
It's a great group and they only get stronger. I chose Pally for Defense but SK works great for offense as well.
 
Is there a consensus better tank for pushing group content with group gear at levels 100+? At full AAs.

I’m considering making a full caster group (yes even without bard - I already just ran a full melee group) and am trying to decide if Sk just beats Pal all around, specifically, if all I plan to do is farm nameds and missions.

I should add: my goal for the tank is staying alive easier, not necessarily having some percent better dps, since sometimes group content can be randomly overbalanced.
 
Is there a consensus better tank for pushing group content with group gear at levels 100+? At full AAs.

I’m considering making a full caster group (yes even without bard - I already just ran a full melee group) and am trying to decide if Sk just beats Pal all around, specifically, if all I plan to do is farm nameds and missions.

I should add: my goal for the tank is staying alive easier, not necessarily having some percent better dps, since sometimes group content can be randomly overbalanced.
I find them to be about the same on self-survival. Pally can help keep a group up a bit better but it has hardly been necessary in my opinion.

The biggest difference to me is harm touch on bosses. It is significant and I cannot separate my bias towards damage. It is a little more than "some percent better".

If you are doing druid I would use the PAL.
If you are going SHM either works.
If you are going CLR your healing may be a bit overboard with a PAL.

Ultimately it doesn't matter. You'll easily be successful with both.

Also Sic likes to point out NEC PAL synergy for making things undead and then booping them hard with PAL.
 
Thanks for the reply and thoughts.

The current prospect is: PAL or SK / SHM / and all 4 pure int casters

This is sort of a personal experiment to make a team that minimizes (ie. brings to zero) boxes moving around mobs to melee. I want them to sit in a pile on chase 50 yards away and support the tank with artillery.

Anyway, by some percent, I mean that even as much as 30-50% Sk>Pal I could forgive… I still want the tank that dies less in scrappy gear. But sounds like on survivability they’re about the same?
 
Also Sic likes to point out NEC PAL synergy for making things undead and then booping them hard with PAL.

Anyone know if mq2pal will adjust and do this on the fly?

guess that would require checking if a non-UD mobs was suddenly made UD and then reacting appropriately? or we just talkin slay undead kicking in passively?
 
Anyone know if mq2pal will adjust and do this on the fly?

guess that would require checking if a non-UD mobs was suddenly made UD and then reacting appropriately? or we just talkin slay undead kicking in passively?
We certainly do handle all that
 
is it a big loss of potential to go CLR instead of SHM in the group:

WAR/BRD/CLR/MNK/ROG/ZERK?

i mean, do i still need the shm to hit haste cap for all of those melees at higher level? or for any other clear reason besides some dmg procs? i tend to like safety and with only bard mana regen, i figured the clr would be the 'easiest' on the journey up
i have this same set up and shred everything...to me Shammy is not as reliable as Cleric when things get alittle crazy.
 
Started WAR / CLR / BRD / ZERK / ROG / BST

Ended up switching to SK / SHM / BRD / ZERK / ZERK / BST ...

Gauging results after getting max AAs and 2.0s across all the toons: the SK/SHM combo is able to stay alive against harder targets than WAR/CLR, hands down. SK self healing is bonkers, way more than I expected. I've seen the shaman die on a big pull and the SK picks up his own self-healing as if nothing happened. I don't run a heal meter, but I bet it's easily 50% of overall healing taken as a tank coming just from itself. I think the WAR did more dps sustained but the burst burns on SK are otherworldly... like a get out of jail free card on tough pulls. The WAR could flip a switch and become almost invulnerable but when it wears off, it felt like that's it.. I had a dragon glyph button on tap for that situation. The SK on the otherhand self heals all of the time, and then during burns just self heals infinitely more.

The switch from ROG to ZERK was not because the lack of dps on the ROG. The rogue actually popped up higher on the meter fairly consistently, but I decided to test out another zerk to 3-box level up the SK/SHM, mainly, but stuck with it to full AAs and another 2.0 while I grinded the SK/SHM since my rogue is already capped, and I am not at all disappointed by the way that CTWN handles two ZERKS in the team - the adps cooldowns for all of the melee are neatly coordinated out of the box - it's amazing! like having 2x the duration on some of them. I haven't done a fair one-to-one parse across the whole team, but I'm guessing the second ZERK adds more dps across the team than the one ROG, even if the ROG puts up higher numbers by itself sometimes. Against humanoids maybe another story, but there aren't many where I hang out.
 
I have a stupid idea. can someone talk me out of it or is it just going to happen?

I want to make a 6 box team with 4 rangers, used only for headshotable mobs at range... with maybe a pal/clr to meatshield.

Is it going to be disappointing or pretty cool?
 
A little bit of back info. I play with 2 to 3 of my brothers and box them when one or more of them are not around. We are prepping for Oakwynd 6 boxing and are rethinking our strategy.

Currently we run: SK, SHM, BRD, <BRO>, <BRO>, DRU/<BRO>

We LOVE having ports and I was never able to do a good /kissassist file for a wizard. This is probably due to not ever really playing one. We don't mind the dual heal setup, especially when my brothers throw more "human" components in and try to kill me all the time then blame MQ for them dying.

We are probably going to stick with SK has the tank, while this is up for debate as we have never tried WAR or PAL. I know SK really well so it would make for an easier transition.

I plan on getting MQ2SK, MQ2BRD, and possibly MQ2DRU if y'all think MQ2DRU could heal through group TLP content. We've struggled with Druid /kissassist in the past due to me trying to make a hybrid druid most of the time. The only thing I have him doing now is Heal and it's been working fine. I actually like the DRU healer better than the SHM. I figure I can swap the SHM for a BST for the most part.

With that we plan to run:

SK, BRD, DRU, BST, <FILL>, <FILL> (fill due to personas now and the brothers liking a TON of different classes and the ability to swap depending on what they want to play.)

Just wondering if any of y'all had thoughts on this. We have a 7th account that I can do OOG, but I really just want it to be a random buff bot and not an outside healer if I can.
 
I would keep the Shaman honestly. Druid and Shaman on Hybrid would solve many role applications. Shaman epic 2.0 pairs fabulous with bard epic 2.0. Rogue would be an easy slot in. Mage would also pair well. Pet toys for 4 members, great damage. Sk sha dru bard bst with mage or rog would wreck shop.
 
old thread, old questions... but cwtn edition.. Building a pop era group (fangbreaker) and interested in opinions. I will probably not be farming epics, but who knows. That's what they always say...

-I want a RNG so that takes a slot.
-I feel more confident with CLR healer in this case.
-Do ENC / BRD work well enough together to be functional and not terribly inefficient? If everyone has mana to benefit from it?
-If I do take both, I'll run an SK tank to take advantage of the mana regen. If just 1, a WAR instead.
-Leaving 1 slot: WIZ? to fully absorb the mana and utilize it?

So: anyone got opinions on SK / CLR / ENC / BRD / WIZ / RNG ?

I know a full melee group probably 'wins' but my last group did that, so am looking to switch it up. Is there anything glaringly inefficient here? I know, I know, it's what you enjoy. I will enjoy anything, though, so I am happy to have inputs.
 
Favorite caster type group for me is SK Wizard Wizard Mage Bard Cleric. Melee for me is Sk Rogue Zerk Zerk Bard Shammy although every expansion it usually changes some depending on what type of toon seems to be the strongest in that time.
 
old thread, old questions... but cwtn edition.. Building a pop era group (fangbreaker) and interested in opinions. I will probably not be farming epics, but who knows. That's what they always say...

-I want a RNG so that takes a slot.
-I feel more confident with CLR healer in this case.
-Do ENC / BRD work well enough together to be functional and not terribly inefficient? If everyone has mana to benefit from it?
-If I do take both, I'll run an SK tank to take advantage of the mana regen. If just 1, a WAR instead.
-Leaving 1 slot: WIZ? to fully absorb the mana and utilize it?

So: anyone got opinions on SK / CLR / ENC / BRD / WIZ / RNG ?

I know a full melee group probably 'wins' but my last group did that, so am looking to switch it up. Is there anything glaringly inefficient here? I know, I know, it's what you enjoy. I will enjoy anything, though, so I am happy to have inputs.
I think enc+bard is too much and I'd drop one for another dps. I'll caveat that I haven't played PoP in era since it was released so this is going off what google tells me, but I'd keep the chanter since you have a wizard and probably add another wizard if you don't mind the overlap.
 
Question - Favorite group comp using only CTWN plugins?

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