View Full Forums : Weird groups in LDoN


Panamah
09-11-2003, 07:44 PM
Well, we didn't succeed, but mostly because we had some LDoN noobs and a couple of people with happy feet... but we had a very, very strange group:

Rogue, Rogue, Beast, Monk, Cleric, Necro

We were killing very fast, as you may guess. About 20-30 seconds per mob. We had a bad partial wipe, but the cleric got camped, at one point. Then at the boss mob, someone got too close during the pull and aggro boss and extras and the dungeon timed out on us. We shouldn't have wiped on the pull, I'm not sure the Beast could've tanked the boss, but maybe...

And also, the last room looked like it'd be a very, very tough one to break without a mezzer.

But anyway, I'm happy that these odd groups are possible. Definitely would've been doable with a non-assination quest I think.

DemonMage
09-11-2003, 09:02 PM
Just one question... what's so strange about the group?

Northerner
09-11-2003, 09:54 PM
I had a similar one last night (only me for Rogues and a Mage in there instead). The BL should be able to CC with the pet pretty easily and tanking the 66 named is not *that* bad. Heck, Necros can CC very well in a lot of these things and a Monk should be able to split off the boss I would think. Hard to say though, the pathing is actually very good from what I've seen.

/shrug We did a slaughter easily enough though.

Autumn10
09-12-2003, 06:27 AM
We did a kill boss dungeon last night with me(druid), 2 bst, 2 pallies, and a wizard. We got just about every mob in the boss room as an add and survived. We also lived through people getting a little careless with traps and running ahead so go figure. :p

Panamah
09-12-2003, 06:29 AM
<blockquote><strong><em>Quote:</em></strong><hr>Just one question... what's so strange about the group? [/quote]

No traditional plate tank, no traditional mezzer or slower. Our necro wasn't real keen on the idea of being CC. I don't think it's a part he's played much.

greggo rumbletum
09-12-2003, 06:34 AM
Have 65 necro, 65 mage, 64 druid, 61 druid and 63 cleric lined up for Saturday to do a dungeon. Will grab a_random_guildmate-01 to make it up to 6, probably a pally - should be fun :)

princess0fdiabl0
09-12-2003, 08:36 AM
ive been CC myself each dungeon ive been into, not that hard of a job as long as no one tries to offtank teh mob you want to move away =)

DemonMage
09-12-2003, 10:42 AM
Well, mez and slow arn't really needed in LDoN. And the mobs don't hit hard enough to warrent a plate tank 100% of the time, though the agro a pal/sk can create is very welcome if you have an enchanter, due to the insane slow/mez agro there.

[Edit] Still, long as you had fun it's all good. Was just curious what was odd, since it seemed like a normal old group to me =-)

Sealody
09-12-2003, 09:02 PM
Necro, Ranger, Bard, Wizard, Shammy and Druid...

No tank, no chanter, no cleric... simple.

Normal is a joke... our fastest time was 17 mins to success. We avg ~30mins each. Hard is definally hard, but a success nonless.

Sea!

Aquila Swiftspirit
09-13-2003, 05:30 AM
Some friends of mine had a BLAST in a five paladin and one bard group in a Mistmoore dungeon. All that slay undead :)

Teaamilie
09-13-2003, 05:33 AM
Paladin, cleric, drizzard, and three wizards (all 65 with AA up the ying yang, all spells).

We tore through that dungeon. =)

Za Arain
09-15-2003, 08:49 AM
My first ever adventure was Druidx2, Necro, Monk, Bard, Wizard. One druid healed, monk tanked, necro was CC, bard was puller. Worked out great.

Glynna1
09-15-2003, 12:49 PM
My favorite group so far was last night: Ranger x 2, shaman, mage, bard and druid (myself).

Killing was fast and I was able to nuke a lot because heals were at a minimum.

I have been primary healer on several occasions and it's very important to know whether your role will be main healer, or nuker w/back up heals.

The type of adventure you pick also plays an important role on what you think you can handle.

kineada
09-15-2003, 01:02 PM
Druid, rogue, bard, wizzy, shaman and cleric for a Guk adventure. I (druid) was tanking.

Ranger, ranger, ranger, druid, shaman and cleric for a Takkish adventure. By the bye ... Rangers and druids pretty much own Takkish. Lots and lots and lots of summoned things in there.

SuburbanLife
09-16-2003, 02:41 PM
I prefer to have a Beastlord over a shaman for slows in the group simply because their slow is perfect, they have beast clarity, and their pet adds a good amount of dps and is very useful to offtank an add.

Oldoaktree
09-16-2003, 03:46 PM
I find I do them more often in LDON than I have in a long time, since in elementals you really need a traditional tank class to hold a group together and defintely some kind of slower.

So far in LDON the most out of the ordinary groups I have had were...

Monk, monk, monk, shaman, bard, druid (completely rocked...well geared monk MA'd and we cruised, though yes at normal level).

BL, BL, Rogue, Ranger, Druid, Druid (went just great...though I often find that it takes a bit to get the flow of working with another druid as you both keep trying to cast the same buffs, etc).

At least at the normal level, you again have the option to try creative groups and have them work. In hard level I hear the mobs hit for 700 ish (900 for the named) so I would probably stick closer to normal formula (tank, slower, some form of rez if not a cleric, etc).

Generally speaking, the extra 20 AP has not enticed me to play the hard level zones, since it means sacrificing the old timey fun of random groups. But I have seen some of the named drops from the hard zones and they are a helluva lot nicer than the stuff you get in normal zones. Ring with 7 to about 9 stats and 90hp/100 mana for instance. Pretty nice stuff.

Northerner
09-17-2003, 03:09 AM
We pulled off a Mage/Druid/Rog/Rog/Wiz/Necro the other night. I called it the "casters relearning aggro festival" but hey, it was a win if not nearly as fast as some.

If the Necro was a little more used to CC+TM and the Mage had TMing in mind it would have been a cakewalk I figure. Myself and the other Rogue were fine on ping-pong and the Druid knew enough to /assist heal here and there. I'll still give a nod to the Wizard (no pants) for knowing when and what to do. A small caveat in that we did steal a haste before going in and I still had HoV and Fo7 up at least. Still, rooting and non-newbie target selection can get it done well enough.

I'd actually go so far as to say that group could break my record time given pre-buffs of KEI and an initial VoQ. Of course I'd still sub that smart Rogue for a smart tank but I was still impressed given the general bazaar-quality gear (myself pretty much included). It's really funny in pickups at present and you can certainly see those with raid experience and those with "old game" experience.

mightymus
09-17-2003, 06:06 AM
What i find so good in LDoN is that it's not the classen that make you thru, but how well the then players play them...

unless at lower level, where you just need a twink tank and a healer to rule...

corlathist
09-18-2003, 04:46 AM
my favorite group to date is 3 Bsts Druid Wizard Shaman
Shaman was the main healer. Bsts multipulled each easily handling 1 or 2 mobs and holding agro. Druid/Wizard used AEs and Rains.

A good bst shines in LDON. pulls with slow, pet takes on the slowed one (and actually gets agro & holds agro) then slows and tanks a 2nd.

Panamah
09-18-2003, 06:46 AM
Yeah, I'm wondering if shaman's aren't getting squeezed out of groups by BST now.

Anyway, last night's group was druid, druid, rogue, bst, monk, warrior. :) Druid's did some root parking, bst did off-tanking and slows.

Oldoaktree
09-18-2003, 07:21 AM
that will take a bst over a shaman for the slow slot.

If you have 5 and no slower, a shaman is still going to be first choice if you have to choose between the two.

If however you form a group with a BST in it, you may fill that last slot with DPS instead. It just depends.

As with the druid / cleric question, you wouldn't go into a hard dungeon without a chanter or shaman slow (at least not liekly to). In an easy dungeon you have flexibiltiy and you can generally work with whatever you get.

corlathist
09-18-2003, 08:41 AM
Shamans arent hurting for slots to bsts. Keep in mind better haste via shaman. And they can do decent dps too.
Offensively. Rains, Curses are potent dps, especially when you factor in the Shamans most powerful asset thier mana regen. They can keep mana up better than most in the grind.

Also, at65 Shamans rock as main healers in a group especially with druids. Druids can fire off spots as needed. But Quiessence rocks for main healing a group. With the right AA, Quiessence becomes a 200 Mana ((less specialization/scm/focus) heal that cures 1800 and has a casting time of 3 seconds.

Panamah
09-18-2003, 08:58 AM
Beastlords get celerity, so they're doing ok with haste.

corlathist
09-19-2003, 03:08 AM
Nod on Bst Celerity.

But its just ironic in that most people credit their own DPS to themselves. Where really a portion of a melee's dps should be credited to the haster. In a melee heavy group 10% haste difference can add up quite a bit, reducing any difference in Bst DPS vs Shaman DPS.

I just wish our Feral Pet Haste spell worked on anyone in animal form!

Panamah
09-19-2003, 07:38 AM
<blockquote><strong><em>Quote:</em></strong><hr>But its just ironic in that most people credit their own DPS to themselves. [/quote]

If they didn't, then I'd have to say that meleers are so out-of-balance that it is criminal!

I wish there was a long lasting haste potion though for those times you don't have a haster with you.

Aracnoid
09-20-2003, 08:33 PM
Had an interesting assasinate adventure yesterday. We had a very convensional group: Cleric, Enchanter, Druid, Paladin, Ranger and Wizard in MM.

However, the named room somehow could not be pacified and so on the first 2 times we tried to pull the room, all of the 6 or 7 mobs aggro'd. The first time, Pally, Ranger and Chanty died. Second time, Pally and Cleric died. Evac'ed on both occassions. On third try, pally tried to pull nearest mob but still, the entire room aggro'ed despite paci.

Pally and Wiz died. But something different happened on 3rd try. The pally and wiz died a few meters away from the other 4 group members and so, the mobs did not aggro against the remaining four (so no need for evac). One by one, the mobs went back to the room, until only the named and her pet was left outside the room.

Just then, the ranger said "Pulling named" and so she did. With only 4 members, the ranger tanked, druid nuked, cleric healed and chanty tanked the pet.

We won. It was the most fun, difficult, and interesting assasinate I've done.

King Burgundy
10-04-2003, 07:34 AM
Had the no tank group today: Druid, Cleric, Monk, Wizard, Enchanter, Necro. We rocked a guk slaughter.

Then we had the no slower or cc group take 1: Druid, Cleric, Cleric, Paladin, Monk, Wizard. We destroyed a guk rescue mission.

Lastly, had the no slower or cc group take 2: Druid, Cleric, Cleric, Paladin, Monk, Monk. This one we took a collection in guk and ended up finishing with only about 15 minutes left. But it wasn't due to any lack in our group, just that collections suck. :)

I'm afraid I can never try the no healer group, since I am one, but I imagine its probably doable as well. :)

Aracnoid
10-06-2003, 05:28 AM
win adventure: Did a no paci, no CC, no slower, no haste, no aggro holder, no back-up healer group - Dru, Rog, War, Mag, Mag, Wiz. Did assasinate easilly.

lose adventure (also assasinate): Dru, Pal, Mag, Sha, Ran, Ench. Very well-rounded group. Got slower, puller, haster, buffer, healer, back-up healer, off-tankers. Somehow, first pull was a very bad pull and chanty failed to mez, so we just zoned out. But then ... Chanty left the group !! so down to 5. ... then pally and ranger got into an argument midway and ran left !! so down to 4. We actually reached the named assasinate target with no deaths, but with no real paci or CC, the mobs just jumped on us and end of story.

lesson: know who you are grouping with.

Kineada
10-06-2003, 05:09 PM
Had a druid, rogue, rogue, cleric, ranger and shaman on an adventure. Druid tanked, dps did dps and things died really REALLY fast.

Kitsune Sama
10-07-2003, 05:53 AM
I've had a lot of fun group in ldon. Almost any combo can work.

My favorite so far was the monk/monk/monk/druid/druid/bst group. That one rocked

Another one that was fun was the mage/mage/monk/monk/war/druid group. Burned thru Tak in no time.

mage/mage/necro/monk/warrior/druid was great for MM

Thats what makes ldon so great. I can almost make any group work.

Geddine
10-12-2003, 12:30 AM
Here is a weird group we had yesterday. Was playing one of my twinks
Paly x3, Ranger, Beastlord, Rogue.

Borblefoot Furtoe
10-14-2003, 03:49 AM
The most odball group I was in recently was this weekend, and it turned out to be one of the best LDon groups yet. It was composed of.

65 necromancer
65 necromancer
65 magician
65 bard
65 druid (me)
65 enchanter

We literally tore through mobs anywhere between 15 and 30 seconds a kill. I only had to heal 3 or 4 times the entire time. And only on pulls of three or more. I nuked more than I healed on that one. We did a slaughter in miraguls finished it in like 30 minutes.

The funny thing was we got the mage because a 65 SK wouldn't join us without a cleric. The mage was replacing a 65 ranger who was the tank on our last dungeon. Unfortuately the SK logged off before we could taunt him with our success.


Borblefoot Furtoe
Storm Warden
Firiona Vie Server

Summerthorn
10-14-2003, 09:29 AM
I actually enjoy doing the 'non-standard' group setup.

Here's what we had the other night-

59 Druid
56 Druid
56 Wizard
59 Shaman
56 Enchanter
59 Mage (me)

We finished an assassinate in Rujark in 40 minutes.

The Enchanter (only outside recruit- rest are all RL friends/ family)
was a bit iffy about our lack of melee, but 3 mobs in he lost any concern.

We had no issues at all- Druid/ Mage/ Wizard dps makes short work of mobs- pet tanking was never an issue.

LDoN is fun for the ability to form all sorts of odd teams, and still succeed, at least IMHO.


:flipbg:

Kulothar
10-15-2003, 03:49 AM
Wierd but worked was Bard, wizzy, wizzy, druid, druid, bst.

The Bard was our puller and tank with Bst and pet off tanking. they never knew what hit them and on multiples we aoe/rained them to death. With bst and bard clarity (and KEI precast) mana wasn't a problem. The Booboo's even got to play a bit and with the Bard/BST buffs we all did fine.

I did have a Pally, enc (2nd box), wiz, cleric, SK (my alt), rogue group that I was in fail 4 times in Guk.. The pally attributied it to enc/healer mobs but I think him and the cleric were 2 boxed and were not stuning. At one time all but the cleric and enc were mezed from a two pull and there was way too much mob healing going on. I finally left the group because the cleric insisted on tanking and my enc died twice from lack of heals. If my SK didn't have regen and self heals he would have died more also.

What are the best classes/tecniques for Guk?