Truth be told, I'm just killing time until Vanguard is released. I
wouldn't mind getting into the beta, but I don't care for the idea of
playing through a buggy version of the game and then starting over a few
months down the road.
So, in the meantime, I've fired up my EQ accounts to pass the time. I'm
gonna play on a server where I already have a few characters though none
are very high level, so twinking isn't really going to be much of an
option.
I've got a mage up to level 12 or so, and am trying to decide on which
class to compliment it with in a 2-boxing scenario. I got some really
good insight from a thread Lance started way back when, but even after
considering all the good points mentioned therein, I'm still having
trouble deciding.
http://groups.google.com/group/alt.games.everquest/browse_frm/thread/ae25
48eae6099f9d/e8ff1d550b5c465a?lnk=st&q=everquest+dual+box&rnum=6
&hl=en#e8ff1d550b5c465a
...or, if it wraps badly - http://tinyurl.com/qhsm5
Some classes I've considered so far and my relative perspecives:
SHAMAN
Pros:
1) Heals
2) Buffs
3) Slows
4) Haste
5) Root (I've never been one to use root much outside of soloing though)
6) Pet (not the greatest, but extra DPS is extra DPS)
7) SoW
8) Potions
9) Can take a bit of a beating in tight situations
Cons:
1) I play a shaman main on another server
2) I can't imagine playing a shaman without constantly using canni. I
would just feel I'm not being efficient otherwise. That said, it would
make it a fairly busy class for 2-boxing.
3) Gawd, everyone 2-boxes a shaman :P
BEASTLORD
Pros:
1) Heals (minimal)
2) Buffs (some)
3) Slows (decent)
4) Self-haste (?)
5) Nice pet
6) Respectable melee DPS
7) Mana regen (somewhat and much later)
8) SoW (later)
Cons:
1) I've never been a huge fan of the beastlord class. Don't know why.
2) Would end up often tanking with poor man's gear and little healing. I
wouldn't seem to make sense to choose a melee class that I would
regularly need to back away from the fight.
ENCHANTER
Pros:
1) Mana regen (huge factor)
2) Crowd control (significant factor - would make them more time
intensive, but when you need it, it's indespensible)
3) Haste
4) Slow
5) Buffs
6) Seudo pet (again, extra DPS is extra DPS)
7) Charmed pets (substantial DPS and HP at the cost of greater - though
manageable - risk)
8) Root (I've never been one to use root much outside of soloing though)
9) Lull pulling
10) TASH (significant factor)
Cons:
1) Leaves the duo with the mage pet as the *only* tank option (even in
emergency) and sole source of melee DPS (is that really an issue?)
2) I play a shaman (near-)main on another server.
NECROMANCER
Pros:
1) DoT's are just flat out wicked
2) Snare
3) FD pulling
4) Fear kite (though I've never been a big fan - could be useful in an
emergency)
5) Capable pet
6) Mana battery (? Never played a necro very high, so am unfamilar with
this ability)
7) Debuffs
Cons:
1) Leaves duo with pets as *only* tank option (even in emergency) -
though fear is a last resort
2) "Twitching" may be time intensive
3) The necromancer class' famous ability to solo might leave me feeling
that 2-boxing is holding this character back :P
SHADOWKNIGHT
Pros:
1) Effective tank class
2) Decent DPS (for a tank class)
3) Pet (feeble, but again, extra DPS)
4) Snare
5) Fear kite (eh /shrug)
6) FD pulling
Cons:
1) Would have to rely on taps and bind wound for any healing at all
2) Don't bring much other utility to the table
Anyone got any comments on these ideas or suggestions for other class
options? I'm not necessarily worried about getting the most bang for my
buck. I'm more concerned with what will feel right and be more fun while
not being the worst possible combination, effort-wise.
> Truth be told, I'm just killing time until Vanguard is released. I
> wouldn't mind getting into the beta, but I don't care for the idea of
[quoted text clipped - 5 lines]
> are very high level, so twinking isn't really going to be much of an
> option.
yay!
want to come to FV? it's not a roleplay server anymore, it's a place where
all that high-end gear you always dreamed can just fall into your lap
(literally)
(for me, it makes it worthwhile to start from scratch when i literally have
an empire on another server)
(and i won't bring it up again)
> I've got a mage up to level 12 or so, and am trying to decide on which
> class to compliment it with in a 2-boxing scenario. I got some really
[quoted text clipped - 3 lines]
>
> ...or, if it wraps badly - http://tinyurl.com/qhsm5
ah, nostagia~!
> Some classes I've considered so far and my relative perspecives:
>
> SHAMAN
[snip]
if you've played a shaman and *loved* it, then playing another will actaully
be great for you ... if , on the other hand, you think you might mind
repeating it .. don't bother
the shaman/mage duo would be very nice; the slows and buffs of shammy would
let ol' flamey serve as a more viable tank overall ... plus, honestly, with
good gear a shaman can tank (you know the details better than i)
and one last point ~ 2boxing with a mage is a no-brainer .. i mean, c'mon!
mages! send pet, nuke! wee! (don't hit me, my g/f plays a mage, she'll hit
me for you [all]) ... you *will* have the time/attention leftover to take
full advantage of the shaman...especially if you do a canni macro
> BEASTLORD
>
> Pros:
> 1) Heals (minimal)
> 2) Buffs (some)
3/4 of a shaman is a really big deal
> 3) Slows (decent)
> 4) Self-haste (?)
not till the high 50's...you'd probably be pet-cleric'ing anyway
so...beastlord pets beat mage pets, bl can slow, sow, and tank a little ...
and if you just play pet cleric, your duo will do very well ... you'd only
be mising snare (but you have 2 nukers) and crowd control (not to be taken
lightly)
> ENCHANTER
you'd effectively be soloing your mage most efficiently =P
with a chanty's slows, that pet as a tank will work very well...tash won't
be as big an issue until the higher ups anyway ... the main thing is the
clarity and mez - you won't have to worry about adds (huge plus!) and you'll
optimize the mage's output (which is all offense)
you can charm, too, though i wouldn't recommend it without a healer after 50
(if you're boxing), but the chanty is mostly the defense that the mage so
desperately needs
> NECROMANCER
necro is a great option ... no downside at all, except it'll make your mage
seem pathetic ^_^
(i don't play a necro)
> SHADOWKNIGHT
oh come on, really? what would you even do? maybe if you said ranger, and
you said you were planning on either twinking to all hell or fighting only
animals (snare + panic animal), that'd be ok ... sk can snare/fear also, but
it just isn't the same ... do the necro if you want that, or else level a
3rd toon who can heal =P
you must really want to try the class out, since it's so misplaced to be
mentioned here ... if you really want it, why not reroll the mage into a
priest? (stick to cleric if you plan on duo'ing past 5o, i would say)
> Anyone got any comments on these ideas or suggestions for other class
> options? I'm not necessarily worried about getting the most bang for my
> buck. I'm more concerned with what will feel right and be more fun while
> not being the worst possible combination, effort-wise.
with /autofire, or whatever it is, a ranger might be a nice companion -
they're a melee, so they can save you enough time to gate (then run the
melee away), but with summoned arrows from the mage, you'll have damage
forever (albeit not great damage)
with proper attention (potions/gear and the hurdles that come with them) a
war / monk could effectively solo to 50, so having the mage there would make
it faster ...
enchanter is really great to put with a mage, but you will find yourself
hurting for DPS (plus enc's slow undermines mage's DS)
beastlord, if you don't mind my confidence, is perhaps the best partner for
a mage, especially if you're playing on a low budget...you'd only be hurting
on big pulls, and it might be a pain to be a pet-cleric and not a proper
melee, but you could always develop that later when gear/cash becomes more
free
necro is possibly better, possibly worse ... for the record, a necro CAN mez
(not just undead), but not until 33 or 34, and the recast makes his mezzing
capacity exactly 2 mobs ... and mobs under lvl 55 ... but it's there, and
it's nice, and post-55 a necro can just solo all your adds =P
and shaman, if you loved the class, is the last option that pops out at me
... the slow is good enough that it can work as its own crowd control (if
you're clever)...but more than with the enchanter, you'll be hurting for dps
~firiona.goom~
Richard Carpenter - 18 Apr 2006 18:13 GMT
>> Truth be told, I'm just killing time until Vanguard is released. I
>> wouldn't mind getting into the beta, but I don't care for the idea of
[quoted text clipped - 16 lines]
>
> (and i won't bring it up again)
Heh, my main main is on FV. He's a 58 bard, and I have no intention of
even trying to 2-box with him. I put so much effort into playing him,
that splitting my attention even a little would make me feel like a
slacker. :P
>> I've got a mage up to level 12 or so, and am trying to decide on
>> which class to compliment it with in a 2-boxing scenario. I got some
[quoted text clipped - 14 lines]
> actaully be great for you ... if , on the other hand, you think you
> might mind repeating it .. don't bother
< snip >
Though I would enjoy levelling up another shaman, I would kind of like to
try something else, really.
>> BEASTLORD
>>
[quoted text clipped - 8 lines]
>
> not till the high 50's...you'd probably be pet-cleric'ing anyway
I really just don't like the idea of keeping a melee class on the
sidelines so much of the time.
> so...beastlord pets beat mage pets, bl can slow, sow, and tank a
> little ... and if you just play pet cleric, your duo will do very well
> ... you'd only be mising snare (but you have 2 nukers) and crowd
> control (not to be taken lightly)
BL pets are more formidable that mage pets? I did not know that.
>> ENCHANTER
>
[quoted text clipped - 9 lines]
> after 50 (if you're boxing), but the chanty is mostly the defense that
> the mage so desperately needs
The tash, mana regen and CC aspect are what appeal to me most. In playing
casters in the past, I remember resists really taking a bite out of my
mana pool and making it more difficult for me to last through the entire
fight before, say, my pet takes a dive.
>> NECROMANCER
>
> necro is a great option ... no downside at all, except it'll make your
> mage seem pathetic ^_^
>
> (i don't play a necro)
Honestly, I'm leaning toward the necro right now. When just duoing, I can
see the fights lasting long enough for a necro to flat out kill some
major mob tail.
>> SHADOWKNIGHT
>
[quoted text clipped - 8 lines]
> into a priest? (stick to cleric if you plan on duo'ing past 5o, i
> would say)
This was really just my only consideration for any sort of tanking class.
I'm not too familiar on just how well the mage pets can tank. Can they
really render a tank class unnecessary for a duo?
>> Anyone got any comments on these ideas or suggestions for other class
>> options? I'm not necessarily worried about getting the most bang for
[quoted text clipped - 5 lines]
> the melee away), but with summoned arrows from the mage, you'll have
> damage forever (albeit not great damage)
Again, keeping a DPS class out of the action so they can sit back and
plink away? Hmm...doesn't sound too appealing to me.
> with proper attention (potions/gear and the hurdles that come with
> them) a war / monk could effectively solo to 50, so having the mage
> there would make it faster ...
Can't really see me going that route without a healer. You're pretty much
resigning yourself to more downtime, I would think.
> enchanter is really great to put with a mage, but you will find
> yourself hurting for DPS (plus enc's slow undermines mage's DS)
Kind of figured that might be the case. Another reason I started leaning
toward necro - extra tank plus nasty damage capabilities.
> beastlord, if you don't mind my confidence, is perhaps the best
> partner for a mage, especially if you're playing on a low
> budget...you'd only be hurting on big pulls, and it might be a pain to
> be a pet-cleric and not a proper melee, but you could always develop
> that later when gear/cash becomes more free
Nah. I'm not wanting to concentrate on one class over the other here, so
it would bother me to not really be playing the beastlord class the way
it was meant to be played.
> necro is possibly better, possibly worse ... for the record, a necro
> CAN mez (not just undead), but not until 33 or 34, and the recast
> makes his mezzing capacity exactly 2 mobs ... and mobs under lvl 55
> ... but it's there, and it's nice, and post-55 a necro can just solo
> all your adds =P
Aye. Aside from missing heals and maybe slows, I can't see where I could
go too wrong.
> and shaman, if you loved the class, is the last option that pops out
> at me ... the slow is good enough that it can work as its own crowd
> control (if you're clever)...but more than with the enchanter, you'll
> be hurting for dps
Thanks a bunch for the input.

Signature
Richard Carpenter
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
b - 19 Apr 2006 23:44 GMT
>>> Truth be told, I'm just killing time until Vanguard is released. I
>>> wouldn't mind getting into the beta, but I don't care for the idea of
[quoted text clipped - 21 lines]
> that splitting my attention even a little would make me feel like a
> slacker. :P
that's fantastic! and *gasp* we need a bard! feel free to look me up if you
ever log back into FV: memblur / goom
>> [snip]
>> so...beastlord pets beat mage pets, bl can slow, sow, and tank a
[quoted text clipped - 3 lines]
>
> BL pets are more formidable that mage pets? I did not know that.
BL pet has nothing but melee and a proc ... it doesn't stop to cast, it
isn't 'balanced' (damage-wise) to compensate for stunning, and it has more
HP
so...yeah, BL pet beats mage pets...moot point if you're bothered by leaving
BL out of melee, so it doesn't matter (i'd feel the same way)
>>> ENCHANTER
[cut, snip, erased forever!]
>> you can charm, too, though i wouldn't recommend it without a healer
>> after 50 (if you're boxing), but the chanty is mostly the defense that
[quoted text clipped - 4 lines]
> mana pool and making it more difficult for me to last through the entire
> fight before, say, my pet takes a dive.
did you mean at high levels? or in general? there is a lot to consider with
resists - it's possible you had some bad luck
use fire nukes in velk's and cold nukes in sol a/b ... etc ... i would never
list resists among the reasons to choose / not choose a class, but you're
not alone
i'm also pretty sure mob resists got changed sometime in the last 3 years,
but i could be mistaken ...
tash is only a magic debuff ... the mage himself will have a cold/fire
debuff, and all the mage's good nukes are cold/fire, so the tash isn't the
holy grail it would be if you were playing another class
as far as defense goes, the enchanter really is king - but the necro, as you
were mentioning you may be preferring, can do a few miracles himself ...
>>> NECROMANCER
>>
[quoted text clipped - 6 lines]
> see the fights lasting long enough for a necro to flat out kill some
> major mob tail.
necro? awesome!
>>> SHADOWKNIGHT
>
> This was really just my only consideration for any sort of tanking class.
> I'm not too familiar on just how well the mage pets can tank. Can they
> really render a tank class unnecessary for a duo?
pets can tank up to the 'lower-high' levels and then again at the top end
while slumming, in my experience...the focus items are increasingly
important starting in the late 50's...if you're just trying to get to 50,
you'll do fine - your problems will arise in the level(s) right before
getting a new pet
truth be told, most player tanks have the same problems in those same
levels...maybe i am only thinking of PoP+ though...glad this is a public
forum =)
have fun with your new necro!!
>SHADOWKNIGHT
>
[quoted text clipped - 14 lines]
>buck. I'm more concerned with what will feel right and be more fun while
>not being the worst possible combination, effort-wise.
Personally I'd go for this one and bring potions. With mage DS you
can do alot more damage, you've got tanking ability, good aggro
management (for when your mage goes ape with the nukes), and a less
focus-intensive class. Boxing a chanter (if done well) should be
about as easy as boxing a bard...
Shaman, everyone does that.
Necro, anything added will hold you back.
Beastlord, what gimps. forget that class.
Rogues, never get to BS cause you're the only PC in melee range.
Ranger, hmm, maybe.
Berserker, great DPS but not a tank. still possible with Mage DS's
and potions.
Paladin's, better healing than SK's but less damage output.
wizard, well DPS is important....
~F
Richard Carpenter - 19 Apr 2006 13:48 GMT
>>SHADOWKNIGHT
>>
[quoted text clipped - 29 lines]
> Paladin's, better healing than SK's but less damage output.
> wizard, well DPS is important....
SK would be my choice if I decided to go with a tank class. My only concern
there would be that with a tank class, I'm basically giving up a couple of
the things mage pets offer - tanking and the nice DS of the fire pet. The
pets would strictly be there for DPS at that point, which may not
necessarily be a bad thing.
Speaking of tanking, just how effective can I expect the mage pet to be in
this regard? Can they really manage it well enough to forego a tank class
under the right circumstances?

Signature
Richard Carpenter
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
Faeandar - 19 Apr 2006 19:23 GMT
>>>SHADOWKNIGHT
>>>
[quoted text clipped - 35 lines]
>pets would strictly be there for DPS at that point, which may not
>necessarily be a bad thing.
use the air pet for stuns. decreases DPS output of mob, usually
better than the added DS DPS.
>Speaking of tanking, just how effective can I expect the mage pet to be in
>this regard? Can they really manage it well enough to forego a tank class
>under the right circumstances?
A mage pet can usually tank effectively. The problem will be pulls.
If you get more than one the pet is not very good at mitigation or
avoidance, it's just tough. And the first time you heal a pet who
hasn;t been on a second mob...well, ranger-gate comes to mind.
A true tank would give two benefits as I see it. 1) a simple 2-box
combo (maybe not a big deal for you but it's all I can do to 2-box a
cleric and berserker) and 2) split pull capability if you go paladin
or sk.
~F
> I've got a mage up to level 12 or so, and am trying to decide on which
> class to compliment it with in a 2-boxing scenario. I got some really
> good insight from a thread Lance started way back when, but even after
> considering all the good points mentioned therein, I'm still having
> trouble deciding.
Personal experience here. I 2 boxed a cleric and mage. I just setup simple
cast keys to cast and sit down on the cleric.
1 target mage, heal, sit
2 target mage pet, heal, sit
3 assist mage, root, sit
4 assist pet, root, sit
5 assist mage, nuke, sit
6. target mage, stand, follow
etc.
If I played in a group I would just have a set that targetted the different
people for heals. Now to be really honest I used MacroQuest to run the party
cleric, so it would pick the correct heal based on damage taken and class or
the target, but I did not need it when running just 2 box solo.
I also 2 boxed a druid & beastmaster this was the easiest since the druid
just thorned, healed the bst, and snared the bst target, and dot'ed made for
a short list of keys.