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Message ID: 3081
Date: Wed Jun 19 18:30:47 BST 2002
Author: The Mad Macinchaote
Subject: Re: [EverQuest] Re: Good duo for dungeon play?


Bard/wiz works very nicely too, at least outdoors or in larger, more open areas inside.  Bard kites in smallish circles using Selo's and a song to keep aggro, wiz snares, then nukes about every 15 seconds. Only downside of this is it does require a bit of room to pull off properly...something about the size of KC's right courtyard works nicely. Something like Frenzy is a little too small for that tactic.
----- Original Message -----
From: Biltilie Dwimmerlaik
To: EverQuest@yahoogroups.com
Sent: Wednesday, June 19, 2002 1:13 PM
Subject: Re: [EverQuest] Re: Good duo for dungeon play?

Rich wrote:

> true, very true...  but nothing rocks like a monk/shammy combo


what i also like very much is a druid/monk or druid/warrior combo,

because of the druids transportation spells ... but with luclin
it already got much better.

IMHO druids/shammies work better with monks, because monks don't
need the extreme heals like warriors. a warrior/cleric combo is
pretty "brutal", but the cleric has no SoW-like spells and not
everyone has jboots ... well, you could still buy SoW potions.

another interesting combo is mage/cleric (which i currently use).
but i know it only works very good at 39+ for the cleric and 51+
for the mage.

i also played a chantress/wizzy combo for some time ... it makes
both parts very happy ... and very effective ... ;-)

i wanted to try a bard/ranger combo one day, but i think this has
to be done by two persons, because both classes are very active
ones.


Biltilie Dwimmerlaik
level 53 female gnome magician
Tarew Marr



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