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Question - suggestions for a 6th

smige001

New member
Joined
May 26, 2016
RedCents
90¢
I currently run a 5 toon group (Mag, SK, chanter all max AA, and druid/cleric about 11k AA) Im looking to add a 6th but dont know what to add. I could go with another melee to boost long fights when mana runs out or a bard for the rediculous mana regen that dichotomic gives. I could also add a wiz for the extra caster damage. Im currently trying to get through all of the TBM group content and having issues with it. Any advice on which way to go?
 
Too bad you can't replace the chanter with bard, and add a wiz. If you are set on current composition, I dont think you could go wrong either way, but if mana is an issue now, I would go the bard. DP is the best :-D
 
The only toon mama is an issue on is the mage. He is room in like 30 sec. I use the mage with the druid to move the group around. The druid ports then I run the mage and coth.
 
Id drop druid for a wizzy and add a bard. Wizzy is more DPS with ports/exodus/etc. Unless you just rely on him for backup heals.
 
I believe that generally speaking ench's do more for casters and bards do more for melee, as such a wiz - straight and simple dps, matches well with ench would probably be an ideal choice.

Alternatively, a rogue. dps, path recording for pulls in newer KA, could make CoTH easier in some spots. While this rogue's dps will likely lag that of one with a bard & shaman, it does add utility that should be considered.

*and I wouldn't lean too heavily on bard dichotomic mana song - too many people have mentioned it for it to stay un-nerfed for forever.
 
make a small army... then you make make anything work with anything....!
 
Just add a wizard to that group IMO. If you want to replace other classes, you can follow the advice of others already listed for that.
 
I am quite happy with my wizard addition at this point and I am barely scratching the surface:

So far 105's SK, Bard, Cleric, 98 Wizard soon to be 105

My question is who is going to be number 5 .... shaman? mage?
 
I am quite happy with my wizard addition at this point and I am barely scratching the surface:

So far 105's SK, Bard, Cleric, 98 Wizard soon to be 105

My question is who is going to be number 5 .... shaman? mage?

I'd recommend chanter for the slows. I know bards get slows but chanters make like much easier. I'd advocate not to run two priests. Really no need to.

Could always go the Raz route and go another wizard :p
 
Depends on if you plan to eventually have a full live group.

I always prefer have 2 tank options and 2 healer options of some sort in my groups, only because of experience with oddities taking out the group cause the 1 toon has issues. As in, right now i am running 2 groups to farm TBM items...

Group1=SK,Bard,Shm,Dru,Bez,Rog
Group2=SK,BL,DRU,Wiz,Clr,Mage

The group make up for these guys is more about who needs the AA and whose next in line to loot X item right now, and mobs tend to get knocked out fairly quickly even with 1-2 toons still getting to 105 in each group.

One of the named I am camping has this annoying debuff called Faith, that basically puts a Divine Aura on the target (can't be hit, can't hit anyone, cant cast) so randomly... the tank is out of play for 3 ticks... or the healer....which is when tank2 or healer2 comes into play!
 
I am quite happy with my wizard addition at this point and I am barely scratching the surface:

So far 105's SK, Bard, Cleric, 98 Wizard soon to be 105

My question is who is going to be number 5 .... shaman? mage?

+1 for mage

pet for tank #2, pet toys for sk, CotH for travel, wicked DS on tank, solid dps...

or with bard, could also consider melee focus: monk / rogue / zerker or even potentially ranger / beastlord...
 
I'm so torn on my live group's tank. SHD is so nice because of the AE threat skills, but WAR has so much better mitigation. Other five slots are WIZ/WIZ/BRD/ENC/CLR. A third wiz in place of the BRD might improve DPS, but I really like being able to move at bard speed, have a puller who can drop aggro and all those other things that bards give you.
 
I think it depends on what you want to do...

both SK & War will work with that mix, the warrior would be better aligned if you're the type who is after the hunter type achievements and killing named in the zones, an SK would be a better fit for someone who is seeking the slayer type achievements of killing thousands of mobs.

The warrior also opens the opportunity to good races / deities which is pretty irrelevant but can be slightly easier if bonechipping the first handful of levels (and it also opens the door for halfling in particular which get a 5% racial experience bonus *I believe*).

The warrior has a LOT less AA to max, and I believe gets a 5% experience bonus.

The SK gets self lev, self invis, IVU and probably a handful of other things to make travel easier.

both work wonders though, I've got a 105 war and am trying to finish out my 105 SK to replace him.
 
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I think it depends on what you want to do...

both SK & War will work with that mix, the warrior would be better aligned if you're the type who is after the hunter type achievements and killing named in the zones, an SK would be a better fit for someone who is seeking the slayer type achievements of killing thousands of mobs.

The warrior also opens the opportunity to good races / deities which is pretty irrelevant but can be slightly easier if bonechipping the first handful of levels (and it also opens the door for halfling in particular which get a 5% racial experience bonus *I believe*).

The warrior has a LOT less AA to max, and I believe gets a 5% experience bonus.

The SK gets self lev, self invis, IVU and probably a handful of other things to make travel easier.

both work wonders though, I've got a 105 war and am trying to finish out my 105 SK to replace him.

Racial experience bonuses and penalties on live were phased out a long, long time ago. Been the case for at least 6 years although I think they were phased out well before then (think 70s golden years were when it was phased out so OoW-PoR).

Sks do fine for tanking nameds for hunter achievements. In group content you'll be fine with any of the three tank classes in group gear. Warrior just ends up requiring less gear to tank certain content because of the mitigation values.
 
The draw of the SK to me was always their non-damage AE threat skills. It's SO nice to have that drop on inc and then whenever it's up on the mezzed mobs in camp. That said I'm a warrior newb so maybe there is something I don't know that they can do.
 
I am quite happy with my wizard addition at this point and I am barely scratching the surface:

So far 105's SK, Bard, Cleric, 98 Wizard soon to be 105

My question is who is going to be number 5 .... shaman? mage?

The answer is obviously Wizard... It is always wizard... You can either get the tank belt for slows or use the bard to slow, or both.
My main group right now: SK/CLR/BRD/WIZ/WIZ/WIZ and it is amazing....


I have another group that is PAL/CLR/ENC/WIZ/WIZ/WIZ and while the synergy with Enc+Wiz is unreal, I miss the mana regen / other bard stuff.

Etherealmist runs Tank/Healer/Bard/Enc/WIZ/WIZ and seems to like it... my dps whore nature has a problem dropping a wiz for an enc, but who knows maybe a 5th group is needed :)
 
heh, until you tun into an encounter that makes using caster damage impossible or impractical. One of the draws of a mage, at least the pet is delivering melee damage. How ever that is also one of the reasons I prefer a selection of toons to work with =)
 
I have 2 melee heavy groups as well... the best policy is build an army, so that you can mix and match whatever you want :)
 
I use a group geared SK for all my tanking needs and have never run into an issue.
 
Question - suggestions for a 6th

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