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DPS Group Guide : EverQuest 2 General Discussions

Posted: June 27th, 2005, 8:11 am
 
valthonis
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Making the Ultimate Group for Ultimate Experience Per Second - This is from experience and the pain of several high level players. I will explain as much as I can here.

Slots:

The ultimate group contains the following setup of classes for the 6 available slots:

Slot 1) Tank - Light armor Fighters are NOT tanks nor DPS, they are useless at every level!

Slot 2) Priest - Any priest will work.

Slot 3) Priest/Enchanter - This priest should not be the same type as slot 2, but this is the "flexible healer slot" you may even substitute this position with an Enchanter to Mez and Breeze at higher levels. You won't always be able to get a different healer type so if only the same type is available, go for it. (Really low-level groups following this guide may even substitute this slot with a DPS Class defined below)

Slot 4) DPS - Defined DPS is "Damage Per Second" How much damage is possible per second by this individual. Your usually looking for someone who is a Scout or Mage based class for this slot.

Slot 5) DPS - At higher levels you will not want a group of mages for DPS, but in a pinch you may take more than one. The reason for this is simply that Mages to slightly more damage than scouts can, however, they also eventually run out of power. Scouts can continue to do DPS after the Mages run out so in non-stop pulling groups you only want one mage. This is the same as in EQ1. So get a Scout for this slot.

Slot 6) DPS - For DPS Slots, you usually want one Mage and two Scouts. The reason you want one mage type, "At minimum" is for Heroic Opportunities (HO's). If you have 2 Priests, one priest and the Mage can run the HO - "Arcane Chalice". This will help with power regeneration and reduce downtime for non-stop pulling groups. For this slot get another Scout.

Rules:

1) No Communication Barriers.

The basic rule of making a group to follow you is make sure they can follow you. Someone who doesn?t speak your language isn't going to be much help or assistance. They need to find a server where they can be loved for the language they speak. If someone can't follow basic direction they won't be a help.

2) Spine, Boot, Comment.

These three words make up rule number two. Have a spine, stand up and tell them what to do and how to do it. If the persist on negatively affecting your group, boot them out and replace them. (Healers can be hard to find, but if they wont heal then you need someone else.) Then finally after you?ve directed the group with your spine of steel, and booted out negative members, comment about stupid mistakes by asking them what they are doing. Then help them correct it. If a group is doing well, say so. If a group keeps splitting up, say so, and say, "We need to stick together.? If a group is just doing a grind and it?s making you sleepy, start up a conversation that won't turn into delegations or arguments. (Example: So does anyone here use Teamspeak?)

3) Super Friends!

Get to know the people you?re grouped with. Add them to friends list, and look them up every day and talk to them. Especially if it went well during the hunt. First impressions with the "Ultimate Group" setup usually go very well, and everyone is extremely impressed with your skills. Hunt with them more often. Join groups that they run. Sometimes things usually get turned over in your favor and you end up rebuilding the group. (Don't be afraid to boot a "backup tank" for sake of speedy exp.)

4) Lack of skill = lack of group "unwritten until now - golden rule"

What do you do with a tank that can't pull correctly or can't pull the mobs you designate? You find a replacement in tells and when he arrives you replace him. The shock of suddenly being groupless will send him to a server where they can understnad or back to the LFG lines with a new outlook on groups. A Healer that waits to heal to late, draws agro every fight or a Necromancer that breaks mezzes, or possably even a rouge who attacks before the tank taunts will allways need to be replaced. The average member will do his job and just that, an average job. That's all that required to make your group work realy well. Replace them with someone who can work with the group instead of against it. This kind of relates to rule number two. However, you need to guage someones skills here, not their attidude. This also relates to rule number one, if they can't understand you, then they can't pull the correct mobs

Search:

The search for members can be tough some times so defiantly follow rule number three it will help avoid this process. Sometimes rule three can't help you here and your forced to find more people. So when searching for members you want to keep the level of the group around the level or the critters your facing maybe a level or two below. Sometimes you can break this rule of searching and just use the average level of the group. Another thing is look in all of the zones. You should be know enough to know which zones are close to you and which zones you'll be willing to wait on people to run from to join your group. Also, never search for just "Templar", "Illusionist", or any specific class. Always search for Priest, Scout, Fighter, or Mage in the Search Tool. So in summery, look for the basic classes, in all zones, and send a tell to them first.


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Posted: June 28th, 2005, 5:00 am
 
zaboron
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This guide definately is copied from somewhere else.
Anyways, the best tank for groups are brawlers, because of increased dps and less damage taken compared to e.g. guardians.


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Posted: June 28th, 2005, 9:54 am
 
samp76

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valthonis";p="67701 wrote:
Slot 1) Tank - Light armor Fighters are NOT tanks nor DPS, they are useless at every level!


This is not entirly true. Being a lvl 50 monk myself, I can agree that we are not RAID lvl tanks, but I can tank with the best of em on non-raid mobs(where advoidence plays more of a role).
And my DPS(at the momment) revivals some scouts and casters.

Remember with the combat rebalance or whatever you wanna call it, will change alot of stuff.


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Posted: June 28th, 2005, 10:54 am
 
valthonis
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I will not dispute that monks and brawlers can tank, as I play a monk myself. But this guide was written before the avoidance and mitigation changes a while back, BUT. you compare the tank classes with AVERAGE gear and the heavy tank does come out slightly better in the long run.


Valthonis
And yeah this guide was copied from somewhere, A comunity I happen to be a part of and helped with the setup of the guides and guild for EQ2.


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Posted: June 28th, 2005, 11:16 am
 
djvj

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Being in the best raid guild on server and have done just about all the raid mobs, I can say this. The only tanks that are even worth using as MT on raids are #1 guardian, #2 zerker, #3 paladin. That has been the order at which we found is best to worst in classes that can handle raid level encounters. Sorry to say that monks and brawlers just cant stay alive on most raids when tanking.


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Posted: June 28th, 2005, 4:12 pm
 
zaboron
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djvj";p="67747 wrote:
Being in the best raid guild on server and have done just about all the raid mobs, I can say this. The only tanks that are even worth using as MT on raids are #1 guardian, #2 zerker, #3 paladin. That has been the order at which we found is best to worst in classes that can handle raid level encounters. Sorry to say that monks and brawlers just cant stay alive on most raids when tanking.

Well title of this thread says DPS Group Guide.


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Posted: June 28th, 2005, 4:15 pm
 
zaboron
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valthonis";p="67745 wrote:
I will not dispute that monks and brawlers can tank, as I play a monk myself. But this guide was written before the avoidance and mitigation changes a while back, BUT. you compare the tank classes with AVERAGE gear and the heavy tank does come out slightly better in the long run.


Valthonis
And yeah this guide was copied from somewhere, A comunity I happen to be a part of and helped with the setup of the guides and guild for EQ2.

You cannot compare tanks with average gear.
1 ebon = 3 platin on my server
7 pelts = 2 platin
so brawler do have better gear most of the time. There isn't much competition for light armor.

I agree that raid tanking is a DONT for monks/bruisers most of the time. But in xp groups, they are the first choice for two reasons:
1) they deal more DPS, increasing xp over time
2) they take less damage than guardians over longer periods of time


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