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Message ID: 3131
Date: Sun Jun 30 14:44:30 BST 2002
Author: Su
Subject: Re: [EverQuest] Good duo for dungeon play?


Yeah. Root is very good. It can save your life if you have to park a mob and
run to zone. It could mean one less mob hitting you from behind and such. Or
give you time to move away and gate.
luv,
-Su


Didn't bother with root?? I have a level 50 Ogre Shaman that STILL uses root
to this day. Get all your spells...you might be surprised how useful they
can be.

----- Original Message -----
From: Toni
To: EverQuest@yahoogroups.com
Sent: Wednesday, June 19, 2002 8:27 PM
Subject: Re: [EverQuest] Good duo for dungeon play?


I say go with the vah shir shaman <grin> I play one & it's awsome. you
are not kos in many places plus, the vah shir look cool =D Shamans get
root at 14 and a couple others which I never bothered with as tthe mobs have
a chance to break the root with every hit with the other roots.

Kat

Rich <rpreller@...> wrote:

the only problem I foresee with using a troll shaman is that wonderful
20% xp penalty. you could go with a dark elf shadowknight (clinging
darkness at 15) and a barb or vah shir shaman, thereby not having to worry
about the xp penalty, and getting a snare type spell at 15. you could also
use a druid for the healer type, and they get snare fairly early, (I'm not a
big fan of druids, but if you like their play style, good on ya) plus
heals, and regen. a druid combo with a warrior, SK, or pally could be a
very easy leveling pair. tis your choice on what to use as a duo, just be
aware that there are lots of problems with pet pathing in dungeons.
Rich
----- Original Message -----
From: Louis Gumaer
To: EverQuest@yahoogroups.com
Sent: Wednesday, June 19, 2002 7:27 AM
Subject: Re: [EverQuest] Good duo for dungeon play?


Necros are pretty nice though. They got snare, mez, healing and damage
over time. Insane mana regen. A good pet. Summon corpse. I could summon my
corpses if they die, and then rez them to get the exp back.

I guess I'm gonna go with the shaman though. Sounds like a Paladin
should be able to kill just about anything with 1375 extra hp and their mana
to life conversion spell and Regrowth and Torpor cast on them against a
slowed and dotted mob.

I'll use a Troll shaman too for the snare which would be really useful
in a dungeon.
----- Original Message -----
From: The Mad Macinchaote
To: EverQuest@yahoogroups.com
Sent: Tuesday, June 18, 2002 4:36 PM
Subject: Re: [EverQuest] Good duo for dungeon play?


Yep, pally and shaman is a good team.
----- Original Message -----
From: Louis Gumaer
To: EverQuest@yahoogroups.com
Sent: Tuesday, June 18, 2002 7:35 PM
Subject: [EverQuest] Good duo for dungeon play?


I have two computers and two accounts and I want to play two
characters to at least level 50. I want to be able to go into dungeons for
experience instead of outdoor kiting. One of the characters I would like to
be is a paladin. I have been playing a paladin/magician duo and it seems
really good for dungeon play. I have been looking at necromancers, shaman
and druids as well. They all seem to have their strengths and weaknesses.
Paladin/Shaman duo seems really good, as the Shaman would be like a third
tank. The others would go down fast when swarmed.

Visit the EverQuest homepage at http://www.everquest.com


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Visit the EverQuest homepage at http://www.everquest.com


Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.


Visit the EverQuest homepage at http://www.everquest.com


Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.


Visit the EverQuest homepage at http://www.everquest.com


Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.




Princess..... having had sufficent experience with frogs, finally found
a real prince





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