Best 6 man exp group for PoP
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Best 6 man exp group for PoP
Let's face it, times have changed since I've last seen this discussion on these boards. Many classes have new abilites and many others have been nerfed. We have new heals to druids/shaman and the ability to stack DoTs added to all capable classes. Knight classes have gotten a real boost, and warriors have the /shield command. Basically, the playing field has been leveled for many classes and almost any group configuration is doable.
So, for exp grinding in PoP, what 6 man exp group would you suggest as able to take MoBs down fast and with low dowtime?
I like the 3 priest class combo as a starting point with melees and specialists thrown into the mix.
Cleric
Shaman
Druid
Warrior (/shielding chanter)
Necro
Chanter
Nuking, DoTs, DS, CC, pet, regen (mana and HP), evac, slow, haste, great buffs (for casers and Melee alike), mega healing, and rez for when things go wrong make this a rather nice group that could take on most anything.
Anyway, just bored at work is all. Any and all classes could be replaced but this is an excellent balance IMO. Besides, I'm big on healing ad back-up healers.
So, for exp grinding in PoP, what 6 man exp group would you suggest as able to take MoBs down fast and with low dowtime?
I like the 3 priest class combo as a starting point with melees and specialists thrown into the mix.
Cleric
Shaman
Druid
Warrior (/shielding chanter)
Necro
Chanter
Nuking, DoTs, DS, CC, pet, regen (mana and HP), evac, slow, haste, great buffs (for casers and Melee alike), mega healing, and rez for when things go wrong make this a rather nice group that could take on most anything.
Anyway, just bored at work is all. Any and all classes could be replaced but this is an excellent balance IMO. Besides, I'm big on healing ad back-up healers.
i think 3 priests is too much redundancy to call it an ideal group.
it is certainly fine, since druids do bring damage.
that group has only 1 melee, and i dont think you can say any group is ideal that has most of its damage mana dependent, unless it is AEing.
My opinion an ideal group is:
Cleric
War/SK/Pal to tank
Bard/Ench for mana regen/haste
Damage Melee
Damage Class (caster or melee)
Shaman if Bard is for mana regen and haste, to do slows, otherwise another melee
it is certainly fine, since druids do bring damage.
that group has only 1 melee, and i dont think you can say any group is ideal that has most of its damage mana dependent, unless it is AEing.
My opinion an ideal group is:
Cleric
War/SK/Pal to tank
Bard/Ench for mana regen/haste
Damage Melee
Damage Class (caster or melee)
Shaman if Bard is for mana regen and haste, to do slows, otherwise another melee
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3 Beastlords
1 Enchanter
1 Cleric
BUA HA HA
1 Enchanter
1 Cleric
BUA HA HA
Khrashdin 80 Protection Paladin
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There is no best group. I have gotten the "perfect group" set up before - and it's really no better then the "less then perfect group setup"
Usually - I grab a cleric and shaman, if I can't get that, I get an enc, if I can't get that, I get a necro and go kill undead (70% slow). Any class that can slow = good idea to have. Bst have a 50% slow and a 65% slow proc. Bards are also great for mezzing and have 2 30% slow songs (get some resists but they stack)
So really - Group people lfg - it causes a lot less problems =D
Usually - I grab a cleric and shaman, if I can't get that, I get an enc, if I can't get that, I get a necro and go kill undead (70% slow). Any class that can slow = good idea to have. Bst have a 50% slow and a 65% slow proc. Bards are also great for mezzing and have 2 30% slow songs (get some resists but they stack)
So really - Group people lfg - it causes a lot less problems =D
A good group is one with good DPS, FT, CC, and most of all each player works together extremely well. The way you get this is not very important... people can argue which classes are best for each task ect, but when it comes down to it... it is the people behind the character that makes the group good.
Last edited by Paruhdox on November 4, 2002, 4:47 pm, edited 1 time in total.
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well
Not the best probably, but I've found that
Rogue
Ranger (am 3)
Ranger (am 3)
Warrior
Cleric
Enchanter
churns out some fooking awesome DPS
Rogue
Ranger (am 3)
Ranger (am 3)
Warrior
Cleric
Enchanter
churns out some fooking awesome DPS
Coercer
Mage
Mage
Mage
Mage
Enchanter
Cleric
Mage
Mage
Mage
Enchanter
Cleric
She Dreams in Digital
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And here I would have assumed the enchanter was slowing..Gnomies wrote:That would be some insane DPS, especially with all the new spells mages get. Except I would throw a BL in there for slows.
Mage
Mage
Mage
Mage
Enchanter
Cleric
Personally I'll group with any group makeup that asks me. And invite any class that is LFG. I guess I am just nutty like that.
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gotta say it
Wouldnt
enc
enc
enc
enc
enc
cleric
work better than
mage
mage
mage
mage
enc
cleric
dire > mage pet
enc
enc
enc
enc
enc
cleric
work better than
mage
mage
mage
mage
enc
cleric
dire > mage pet

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Yes, I also invite anyone LFG. Honestly, I think VI has done a great job with class balancing. The key was breaking the trinity, which they have done nicely.
With the group I outlined above, I read the comment that it was a tad heal heavy. Well, I would actually assume the cleric would be on heals 90% of the time, while the druid was nuking/DoTing and the shaman was slowing and DoTing. So really, they are true back-up healers in the sense that they would only be healing if the cleric was OOM or was meleeing a bit. Mana regen is fantastic with PotG and KEI alone. Not to mention self buffs like Yaulp, canni, and Mask of the Stalker. I don't feel mana would really be an issue.
Besides, I have seen very few places were people get to kill 24/7 and not have to wait on respawns. A group's kill speed is generally dependant on spawn time and amount of MoBs in the area more than anything. 3 druids root/rotting in ME end up waiting on MoBs at times. So, the best group in the best gear would only suceed in having to wait earlier
In PoP, a 6 man group is the way to go, and it's nice to see that again. I've even done several pick-up groups and had great success and met some cool people.
With the group I outlined above, I read the comment that it was a tad heal heavy. Well, I would actually assume the cleric would be on heals 90% of the time, while the druid was nuking/DoTing and the shaman was slowing and DoTing. So really, they are true back-up healers in the sense that they would only be healing if the cleric was OOM or was meleeing a bit. Mana regen is fantastic with PotG and KEI alone. Not to mention self buffs like Yaulp, canni, and Mask of the Stalker. I don't feel mana would really be an issue.
Besides, I have seen very few places were people get to kill 24/7 and not have to wait on respawns. A group's kill speed is generally dependant on spawn time and amount of MoBs in the area more than anything. 3 druids root/rotting in ME end up waiting on MoBs at times. So, the best group in the best gear would only suceed in having to wait earlier

In PoP, a 6 man group is the way to go, and it's nice to see that again. I've even done several pick-up groups and had great success and met some cool people.
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I remember a group that worked surprisingly well.
warrior, rogue, pally, sk, ranger, monk, bard.
Things died so fast that you didn't really need to heal much, and all the minor buffs from the ranger, pally, bard got people decently protected.
Actually, I think you were in that group Voronwe. I don't remember where we were. Some inside zone.
warrior, rogue, pally, sk, ranger, monk, bard.
Things died so fast that you didn't really need to heal much, and all the minor buffs from the ranger, pally, bard got people decently protected.
Actually, I think you were in that group Voronwe. I don't remember where we were. Some inside zone.
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heh
If fighting purely undead, then:
Pal - Tank/heals/stuns/Undead nukes
Clr - Heal/Undead nukes/stuns
Clr - Heal/Undead nukes/stuns
Clr - Heal/Undead nukes/stuns
Necro - Pet/Mez/Undead nuke/Heal
Bard - Mana/DS/Melee/BoostSongs
With this combo, you have 5 players and a 6th with a pet that CAN melee/proc-on/nuke the target, all of them have healing ability in some form, and you can even break out mass "pets" for an intense fight if needed.
This is only undead though, the standard group is just too broad there would be no perfect group.
Pal - Tank/heals/stuns/Undead nukes
Clr - Heal/Undead nukes/stuns
Clr - Heal/Undead nukes/stuns
Clr - Heal/Undead nukes/stuns
Necro - Pet/Mez/Undead nuke/Heal
Bard - Mana/DS/Melee/BoostSongs
With this combo, you have 5 players and a 6th with a pet that CAN melee/proc-on/nuke the target, all of them have healing ability in some form, and you can even break out mass "pets" for an intense fight if needed.
This is only undead though, the standard group is just too broad there would be no perfect group.
I probably gave you virtual items once upon a time...
Xanupox said "
Pal - Tank/heals/stuns/Undead nukes
Clr - Heal/Undead nukes/stuns
Clr - Heal/Undead nukes/stuns
Clr - Heal/Undead nukes/stuns
Necro - Pet/Mez/Undead nuke/Heal
Bard - Mana/DS/Melee/BoostSongs "
Guess what Xan, in PoP those undead are a LOT stronger, the necro pet would last .5 seconds tanking, hell the epic lasts about 1.0 seconds tanking. A better PoP under team would be WAR, PAL, PAL, SHM, CLR, and any other class.
Pal - Tank/heals/stuns/Undead nukes
Clr - Heal/Undead nukes/stuns
Clr - Heal/Undead nukes/stuns
Clr - Heal/Undead nukes/stuns
Necro - Pet/Mez/Undead nuke/Heal
Bard - Mana/DS/Melee/BoostSongs "
Guess what Xan, in PoP those undead are a LOT stronger, the necro pet would last .5 seconds tanking, hell the epic lasts about 1.0 seconds tanking. A better PoP under team would be WAR, PAL, PAL, SHM, CLR, and any other class.
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I wouldn't take more than 1 paladin simply because they would ping pong the mobs constantly with group heals. They do seem to be a very very good tank against the undead though. The group heal is as good or better than AE taunt against them. They also hit like a Mack truck against undead. I would throw Pal, Cleric, Necro, Rogue, Rogue, Bard against undead.