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Message ID: 3133
Date: Sun Jun 30 15:22:26 BST 2002
Author: Su
Subject: Re: [EverQuest] Good duo for dungeon play?
----- Original Message -----
From: Toni
To: EverQuest@yahoogroups.com
Sent: Thursday, June 20, 2002 12:54 PM
Subject: Re: [EverQuest] Good duo for dungeon play?
Actually what I meant is that I never bothered with the upgrades to root..
I still use root quite a bit =D
Kat
Orion <orionv@...> wrote:
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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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.
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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Princess..... having had sufficent experience with frogs, finally found
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