Hi Everyone,
Myself and some friends (5 of us) are looking to make a fun and well-balanced group for some very casual dungeon and skirmish runs. To be honest, we're not the "best" players so having our group composition be well balanced with good synergies would be nice to help offset our noobness. I would appreciate any advice other players have. Thank you!
-Octavius
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Here's what I'd suggest, (and please keep in mind that this is my preference):
1. Tanking Paladin
2. Devoted Cleric
3. Control Wizard
4. Great Weapon Fighter, (I like to have an off-tank specced GWF on my team)
5. This last slot is kind of open - you could go for a debuffing Warlock, or a buffing Ranger - any class that helps bolster the performance of the other team members.
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1 tank, 1 healer, 3 dps.
A more specific group composition that I would recommend is:
1 GF, 1 DC, 1 MoF CW, 2 DPS
If you want a class by class break down of what I think would work best for your circumstances, a fail safe group that is unlikely to be nerfed and will blast through all content easily and with no bug abuse or questionable mechanics then:
Tactician GF
Righteous AA DC
MoF Ren Buffer/Debuffer CW
Hunter Ranger Trapper
Destroyer GWF
This party composition will handle everything with ease.
Tank: Prot OP or GF both work
Healer: Devotion OP or DC both work fine
DPS: any combination will do fine. Variety is good, but you could do ok with 3 TRs.
People who say you "need" a <*insert paragon/class here*> or else your party will be fail, just mean that some fights might take 30 seconds longer.
You're a group of friends, so let everyone play what is fun for them.
8#$&% #2*$^ 5##$ !$&^%
Tank - probably GF at the moment if the nerf to OP goes through
DC - heals, buffs and debuffs
GWF - at the moment best DPS
CW - give some DPS and control
and then finish it off with whatever DPS you prefer
Have a read of some guides on the class you are choosing, there are some paths that are much better than others - i.e. oppressor (CW paragon) is HAMSTER at end game. So unless you want to repec when you get to lvl 70, best to have an idea of what works from the start.
(Sin)cerely
Kain
Healer: DC (have a very balance set of spells)
Tank: OP. (GF is gear dependant)
DPS: GWF (easiest/highest)
CW: good debuffs, CC average damage
HR: good damage, CCs, flexible buffing/support.
TRs and SWs are a kinda one trick ponies and hardest/trickiest to do solo quests with.
These are my suggestions if you and your friends don't want to spend or buy much things from the auction house. You should be able to finish most content with just blues/stuff you find, due to the amount of CC and support skills each class has.
and also the featured satirical comedic adventure "A Call for Heroes".
Added bonus to having multiple characters at - at least - 60 is that you'll get, through a quest, access to their Class Sigil which is basicly a free, reclaimable artifact.
2. Healer AP dc
3. 3x Dps dc
The most DCs you could justify is 3.. 2 overlapping buffers.. one can be focused dps. But the rest of is is redundant.
For the sake of simplicity, I am going to treat any buffer/debuffer class as dealing no damage and only count their contribution towards damage from their buffs and debuffs.
So, lets take GWFs as our unit of measurement for dps and assume all GWFs do the same damage.
Lets start with 1 GWF. Adding a second GWF will increase the parties damage by 100%. Once you have 2 GWFs, adding a third will increase the parties damage by 50%. So, lets allocate units to the value of the GWFs dps, 1 GWF = 1.
3 GWF = a unit of 3.
Now, a buffer/debuffer cleric can say multiply this by 5, giving you a unit of 15.
A GF can say multiply this by 3, giving you a unit of 45.
Alternatively, lets propose the following:
2 GWF = a unit of 2.
Same thing, buffer/debuffer cleric multiplies by 5, giving a unit of 10.
A GF multiplies by 3, giving a unit of 30.
A MoF Ren CW multiplies by 2, giving a value of 60.
Oh, hang on, 60>45, oh dear, there is a reason to take more than DC/GF and GWF/SW!
You can also justify taking a HR instead of 1 of the GWFs for saving time on bosses.
1. GF tatician (far superior to OP after nerf, superior buffs, constant 65% protection if feated like that);
2. DC righteous (DC can give extreme buffs debuffs);
3. CW mof renegade (More awesome buffs and even more important, conrol and positioning of targets);
4. SW temptation (a bit of buffs and to make sure that all the situations requiring healer dont require DC to drop buffs);
5. A cleaner, GWF destroyer, SW fury.
SW protection: only 5% on foes within 20', and Wraith, but that's pretty meh to use, hard to target in multi target and has low uptime, needs recast after recast but all the protection should already be granted by GF+DC anyway.
SW dps: self dps + dark revelry + infernal wrath.
OP protection: Aura of truth + bane + Sof (getting nerfed soon) + 5% stats up after heal;
OP dps: self dps (lower than SW) + aura of courage + aura of wisdom + bane + 5% stats up after heal.
That aura of wisdom seems really good for GF and DC but SW DPS will be far superior, i dont think it would be a big difference tbh.
As for buffs:
Aura gifts (gives 25% of a paladin's power to the party, paladins tend to have a lot of power.)
Aura of Courage (roughly 18% party dps boost)
Aura of Wisdom (boosts party recharge speed)
Bane (30% dps buff)
a temptation SW is strictly a worse devo OP in terms of what it does.
Vow of enmity, Bane, Bond of Virtue, Shield of faith, Justice Paladin with prism. None of that cure wounds nonsense favoured by light pallies (eww, light). You will never compete, ever, with your temptation lock, you won't even heal for 50% of what that build can do. I know this for a fact, I used to play temptation lock but stopped in mod 6.
You appear to be defending the MoF Ren CW. I blame bias a bit :P. My main is a CW btw. Leave the worst buffer at home, take the extra dps and melt everything anyway.
And why are you trying to prove you know more than I. You clearly do. Im still entitled to my opinion and I do believe I havent been banned on these forums which means I can express it.
To OP. Listen to Sharpedge.
So if u have e.g GF, DC, CW mof rene, HR, GWF, drop cw mof or HR, especially if its not trapper
About the low lvl part, if u r fresh, not experienced players there is no chance for complete, if its 1.6k IL party of ppl who play this game for a year now and they challenged and finished every content (lets say fresh, secondary toons) they will most likely finish t1 dung on ease. This game is quite dynamic one and requires for players to be expert in what they r doing. Entrance cap which is 1.6k IL into t1 is there as minimum, not as optimal. Non-experienced 1.6k il player will be only a leech, even if u have experience from other games, its not WoW, u need to actually react here.
And there is a difference in reaction of a headless chicken (which most players in this game still is, judging from crying about DR being too hard for 3k IL) and an expert.
(Sin)cerely
Kain