The Beastlords' Den

Everquest 1 => Multi-Boxing Discussions => Topic started by: Siphoning on August 07, 2007, 06:51:45 PM

Title: A 6 Boxing Question
Post by: Siphoning on August 07, 2007, 06:51:45 PM
Would this be a end game group for trophy hunting and xp aa grinding:

BL      Tank/Slower
Cleric   Healer
Necro  Dps/Mana regen (MW)/Puller (if needed)
Wizard Dps/porter
Magi    Dps/pet stun/CoTH/pet toys
Bard    Haste/Over haste/Mana regen/Spell dps increase

any and input plz
Title: Re: A 6 Boxing Question
Post by: TabarQuell on August 07, 2007, 06:58:04 PM
IMO - Not with a beastlord for a tank...

Sure i can pull it off, but i have 11k unbuffed hp, nearly 2k AC, all defensive AAs, dodge III and a double digit shielding number.

a similarly geared plate tank (SK/Pally/Warrior) will outshine me anyday. and pallies will be able to do it in 'group only' gear too
Title: Re: A 6 Boxing Question
Post by: Khauruk on August 07, 2007, 07:36:11 PM
My 6box for those purposes

Warrior, SK, or Pally.  Warrior best choice for sheer tankability.  SK or Pally for easy agro.
cleric
Shammy
Bard
Mage
Wizard

You have:
CoH
Pulling
Great healing
Slows
buffs
haste/overhaste
Ports
good DPS
Snares (admittedly not the best)
Fixed invis later on
Mez if ever needed

Or, if you're just looking to do grinding, and will have good (raid) gear available...

SK
Cleric
wiz x 4
or mage x 4

Edit:  Ding 600 posts
Title: Re: A 6 Boxing Question
Post by: sicshift on August 07, 2007, 07:37:12 PM
yeah id do a diff tank and prob would like a shaman in there somewhere....
Title: Re: A 6 Boxing Question
Post by: Siphoning on August 07, 2007, 08:19:29 PM
This what i have atm

Warrior
Cleric
Shammy
Druid
Enchanter
Necro

I realy like my War,cleric,necro tro what would be good addtions to my fav tro

What about this

War
Cleric
Shamy
Wizzy
Magi
Necro cause i love my Necro
Title: Re: A 6 Boxing Question
Post by: Khauruk on August 07, 2007, 08:29:31 PM
Enchanter - when 6boxing, crowd control is almost impossible to do effectively.
Druid - Can do several things alright, none great (when boxed).  I'd avoid druids for anything more than 3 boxes.

You also in that group have 2 slowers, 2 crappy nukers.  What's the point?

Necro - take a lot to time to start stacking DoTs, and play effectively.  Not a great puller due to both timed FD spells, and lack of mitigation.  Not a primo class to box.  Now, if you're unconcerned about the necro not bringing much to the group (like if you're raid w/ it as your main or similar), go for it.

For larger box combos, pure, simple classes work best.
Title: Re: A 6 Boxing Question
Post by: Bulge on August 08, 2007, 07:45:58 AM
Quote from: Khauruk on August 07, 2007, 08:29:31 PM

For larger box combos, pure, simple classes work best.

I have been wanting to find that out now for a long time but I have *such* a hard time choosing my new 6-box combo. Or rather, I have such a hard time leaving my old classes out of the combo, which were: BL (Main), Druid, Cleric, Necro, Mage and Enc. Mind you, this is a very old combo that I never got beyond level 65/66 but I had a blast playing them. The thing is, I keep asking myself two questions:

Where do I wanna end up with my 6-box combo: bleeding edge for single groups? Up till the last expansions with 1000+ AA? Or just for fun for a level of 50 or so?

And also: is it really fun to play with a Tank, a Healer, a slower/buffer and 3 Wizards? One of the things I like about playing several toons is the fact that every time one of them Dings, I get new, Class-specific stuff to play with. Also, equipping them is more fun, since each Class needs its own trinkets, focusses and armor. Since I am not much of an XP-grinder or leveler, this sort of thing is really an important part of the gameplay for me. Also, I am a sucker for Utility: I have the hardest time to deny myself even the silliest of Utilities. For instance, I MUST have Tracking. I MUST have Group teleports. I MUST have the ability to rez my Group.  I Must have Glimpse.....well ok, not Glimpse but you get the idea. Leveling a Chanter, Druid and Mage is so much more fun then leveling 3 Wizards........

Hard to choose. :)
Title: Re: A 6 Boxing Question
Post by: Khauruk on August 08, 2007, 01:28:28 PM
Aye...it's all what you want, not necessarily min/maxing.

I've a friend who keeps talking about coming back to the game and 6boxing.  His pre requisite - all classes must have pets, and must use them.  Sounds like a nightmare to me.
Title: Re: A 6 Boxing Question
Post by: hakaaba on August 08, 2007, 10:24:23 PM
what are you talking about? since the push change, a full group of pets probably doesnt even push as much as just 1 used to.  And thats assuming theyre all facing the same direction
Title: Re: A 6 Boxing Question
Post by: Khauruk on August 08, 2007, 10:50:18 PM
Well, his shaman and SK would never get pet hold or pet focus.  His cleric would need to cast pet hammer every single mob.  Mage and Beastlord...just more to do each mob.  And I don't recall what his last toon was going to be....most likely necro.  Not a 6box friendly class in general, imo.
Title: Re: A 6 Boxing Question
Post by: dainfrol on August 09, 2007, 12:48:52 AM
One addition to a large box set you could consider is a Ranger.  /autofire and then cast GotE/Predator when needed.
Title: Re: A 6 Boxing Question
Post by: Bulge on August 09, 2007, 01:16:23 AM
My combo had a lot of pets: Mage, BL and Necro and I was planning on throwing in the Chanter pet at some point too(with the appropriate AA's) and they were indeed a hassle to control. Still, they are one of the fun things imo of playing several classes. I had learned to control the pet push, though I must admit it could be horrible at times: no fun seeing your mobs being pushed into the Lavarivers in Lavaspinners Lair. :) But one thing I really liked about pets were their sustained damage. Then again, at some point when my Druid, Mage and Necro got a few Nuke AA's, I usually killed the mob with nukes before the pets could do any real damage. I had not perfected  my playstyle yet to the point where I could have the pets off tank mobs, so to be honest the pets were becoming more of a liability then a help. Now with pet-pulling nerfed they even seem less attractive.  Having to summon and hand out pet toys every time I logged in was not the most fun either though I did consider this part of the RPG fun. However, if three Wizards are becoming so much better in the DPS area, and with so much less hassle, then it is hard to keep choosing pet-classes over a Wizard.

Maybe just keep one Mage in there for Off tanking?

Tank (I am thinking SK because they seem a lot more fun then pallies)
Druid (sorry, can't do without Tracking, it the tool that actually makes doing a zone or dungeon fun for me.)
Shaman? (Bleh, I always considered this a boring class). DO I really need a Slower these days anyways?
Wizard
Wizard
Mage?

I know, I know, where is the Cleric. I must admit, my Cleric owned my Druid with his HOT's and all. I think I would rather let go of the Shaman then the Druid, but that would leave me without a Buffer and Slower.

Sigh, too hard.
Title: Re: A 6 Boxing Question
Post by: Khauruk on August 09, 2007, 01:42:14 AM
SK
Cleric
Wizard
Wizard
Wizard
Druid

Mobs will die so fast that you won't need slow.  Use the druid as outdoor help for puller.  /shrug...great in many circumstances.  Or swap in a mage for coh.
Title: Re: A 6 Boxing Question
Post by: Bulge on August 09, 2007, 03:54:40 AM
Mmmm, I like it. I'd love to get rid of the Shaman. I think the only thing missing would be some sort of Haste and Slow. I do think I will trade in one wizard for a Mage, they can do some nasty damage with their fireball too especially since I am used to Fire debuffing with my Druid anyway. The Mage would also bring it's own debuffs, COH and an off tank. I like it. I never considerd this combo because I did not dare leave out the Slower.  Also, at first I had a hard time leaving out my Enc because I love to be self sufficient when it came to Clarity buffs. But with the latest regen changes and the fact that I still get some regen with the Druid, I think the use of the Enc has fallen off even more. Haste was nice though. Oh well, this is a Nukers combo anyway, not a meleeing combo, who needs Haste! I also like how I would only have to fire off a Fire debuff before a fight and not have to slow also.

Thanks. So I can really do without Slow? :D Would you advice a Paladin over an SK, so I can stun a bit, in order to lower the damage I am taking? Paladins seem so boring though, no real pulling toys, and too much overlap with the Cleric.
Title: Re: A 6 Boxing Question
Post by: Khauruk on August 09, 2007, 04:21:25 AM
Haste - potions.
Slow - "negated" by burning everything to the ground as fast as possible.  Try to get your AC as high as possible is all I'd say.  Also druid atk debuffs on named mobs to help w/ healing some.  Work SK's AAs early, esp. defensives.  Put all your pp pretty much into the SK's gear (excepting foci, but mage could summon some of those too).

Works for some.
Title: Re: A 6 Boxing Question
Post by: Zebrn Beasword on August 09, 2007, 04:24:28 AM
/strug my group between me and a bud is

Beastlord, Druid, Druid, Monk, Warrior, Wizard. 
Title: Re: A 6 Boxing Question
Post by: Bulge on August 09, 2007, 04:33:01 AM
Yes, Hand of Ro has a nice attack debuff and there was another one. There were some nice  parses posted some time ago about how an attack-debuffed mob was hitting for max damage much less frequently. They should be around these forums somewhere but it sure was an incentive to start using those attack debuffs. I hope this is indeed still true.

EDIT: I found that post with the parse of a non-debuffed mob and an attack-debuffed mob: http://www.eqrf.net/rf/viewtopic.php?p=24058

Note how pretty much all the Max damage hits disappear, while the min damage hits are raised by about the same amount. I really wonder if this is still the case.
Title: Re: A 6 Boxing Question
Post by: Khauruk on August 09, 2007, 04:49:51 AM
Hand of Ro, Sun's Corona, and Fixation of Ro will all stack.  Also, TBS has a cold resist version of Corona (can't recall name atm).  Hand + Corona = -190atk (effectively a softcap increase of 190Ac).

Look on thedruidsgrove.org for Fenier's parses on atk debuffs.

I see a huge difference when I've been grinding in MPG w/ bst/druid.
Title: Re: A 6 Boxing Question
Post by: Bulge on August 17, 2007, 10:42:12 PM
Well, I am going for it. I rolled a new SK, a Druid, A cleric and 3 wizzies. I decided I wanted to keep things as simple as possible, which is why I ditched the Mage. After playing a beastlord and a pet-heavy combo for so long, I am sortoff done with all the pet grooming and buffing and giving them toys all the time and what not, so this is a very pet-light group. Also, I keep talking about off tanking with a Mage pet, however I never have been a very subtle (or smart) player, so basically my two "survival" tactics with adds have always been: quickly kill them before they kill you, or SUCCOR. :D  With the 3 wizzies, the first tactic will hopefully be more viable. The second tactic sure has its bases covered with 3 wizzies and 1 druid. :)  I have no slower: again, keeping it as simple as possible. I never minded slowing when my beast was my Main, but if I have to use a non-main char to slow (Enc or Shammy) I already start to find it a hassle, especially since I always loose time by checking if the mob resisted or not.

Reslowing and stuff just takes precious seconds away from nuking that mob to smithereens. This was already true for my old Combo and moreso with this new combo. Avoiding adds is something I always was pretty carefull with , I just never see myself develop a playstyle where I have several mobs in camp on a consistent basis.  I will have to learn to pull with an SK though: I do not think I have the patience for FD splitting, so hopefully better tactics have been developed?  :) To be honest, I have no idea how FD splitting even works.  I can see myself splitting mobs with root though: I have 5 root classes, and since I can kill mobs fast, hopefully root-parking is a viable tactic for pulling. Now for the unfortunate add: Rooting will not be viable, since the mob will still be near me and beat on me. Moving myself or the group away is too much hassle. So I guess I'll pop my defensive discipline in case of an add and start nuking. :D

So it's like this: HoT from CL on SK, SK pulls mob with dot or snare or some, while incoming Druid does HoR(fire debuff), SK melees a bit, then 3 wizzies and maybe Druid nuke to death, rinse and repeat.


Sound good? ;)


Title: Re: A 6 Boxing Question
Post by: bham on August 20, 2007, 12:23:58 PM
I would go:

Warrior
Bard
Cleric
Shammy
Wizard
Wizard

if I was to start again from scratch.

I have no intention of doing so, so ill probably just add a bard to my current 5 and call it close enough....

I dont give a damn how well you pull, sometimes you will get 2-3, and without any slow or any CC; you will have to evac everytime. Whats the point of crawling through a dungeon towards a named if you have to evac everytime you make the slightest mistake?

Also, DPS is dependant on uptime. If you can burn a mob in 20 seconds flat thats great. But if you then spend 2 min splitting off the next one with your SK, cause you cant handle 2 or 3, you overall kill speed isnt actually all that good. Bards make insanely good fast pullers, and if an add wanders into camp, he can mez it and you can forget it till the current mob is dead. A bard can add so much to a group, even if all they do is:
A) pull with HoS (resist debuff)
B) melody some cool songs once the mob is in camp
C) mez an add that wanders into camp evert now and then.
D) they track!!

You talk about simplifying you group? a decently geared/AA warrior is much simpler to play than an SK. Get 4 aggro procs, cast bazu below on incoming, use taunt/mock/scowl if you lose aggro. Thats all you need to do.... You dont need to chain cast aggro spells... your spells dont get fizzles or interupts... Also Warrior DPS is appreciably higher than SK. If you arent going to raid defensive disc will make a huge difference on how big a named you can take down. People who say that defensive is irrelevant in group content are in RAID gear. When doing group content in group gear, the ability to HALVE the damage a named does is very powerful. The main advantage that a SK has is that they can hold aggro better with gimp gear than a warrior can.

A shaman is pretty damn handy. Malis stacked with HoS means about 99% of you wizard spells will land for full. Slow isnt what it used to be, but on hard hitting mobs its still almsot essential (unless you are RAID-geared). They have a lot of tasty buffs and their DPS, while no match for a wizard is not insignificant.