Hard to beat a 4x mage + enc + cle group. Enchanter pulls/CC's/tashes, a mage malos and everyone blows the fuck outta everything while the cleric heals. If you're concerned about KSing, 6x necros is great because at high levels you can occupy between 1 and 6 zones and just FD until mobs spawn. This gives you plenty of time to play a real game. But those six necros won't be a murderball that can 2shot red mobs like 4x mages can.Yeah I was thinking about mages being potentially better for that reason. The idea is boxing a group that are all doing the same thing. I'm not going to do it but it's fun to think about. Necros wouldn't be able to meet their full potential DPSwise but they'd also be impossible to KS.
Depending on your playstyle, you might want to replace a mage with a druid. Personally when I did Aradune I wanted to see as much of the content again as possible so I spent a lot of time moving around vs just doing commonlands->unrest->guk->hole or whatever. Moving in EQ is so painful without ports + SoW, but if your characters can bind and gate it's not so bad because ports are super easy to find in commons tunnel after the first week or so. A druid is a poor man's replacement for a mage, but when you're rolling 6 deep in easy-AF classic, it barely matters.
Related, I did 4x mage + enc + dru on live last year:
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