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Message ID: 799
Date: Fri Oct 8 07:11:02 BST 1999
Author: David Blank
Subject: Re: Lots o Wizard groups


>1. Bard
>2. Wizard
>3. Wizard
>4. Wizard
>5. Wizard
>6. Enchanter

For what purpose? You always have to ask that?
Once this group is sitting in a room you'll do
fine...how you'll ever survive to get there is
the question. :) More casters = more downtime
from all that mana being used. Now the Bard
and Encanter help minimize that but essentially
all your damage is from those wizzies dumping
on the poor beastie. I had this same argument
with a friend and he took the above party
approach exactly...until the saw it in action
and realized how poorly it stacks up for dungeon
crawling to:

1. Monk (best puller in the game bar none)
2. Warrior (best damage sponge bar none)
3. Enchanter (amazing...simply amazing)
4. Cleric (superior/complete heals and res's)
5. Shaman (best friend of any tank...2nd healer :)
6. Druid (Evacs, damage shields and 2nd healer)

Some flexability there but this is pretty darn
good overall.

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