What I liked about Everquest was the number of possibilities. There's always an advantage and disadvantage to any choice. Also consider that some equipment items can compensate for class restrictions through effects and procs.
I've found the following combos good. Some are better than others dishing out damage.
shaman/necro
druid/necro
wizard/enchanter
warrior/cleric
SK/cleric
Any class can do more damage than a warrior. SKs are nice because they make decent tanks and have great utility spells like darkness(snare) and feign death.
Basically any 2 classes can work pretty well together as long as one can heal somehow. Consider if you will want to kill creatures that summon. If so be sure you have someone or something that can tank because casters are somewhat frail.
Keep in mind that with a mage you get nearly the nuking ability of a wizard _and_ pets, the earth pet has considerable hp for tanking though not as good as a plate melee class player.
Enchanters can dire charm creatures up to level 45 which may lack hp but can do great damage. Hasted with weapons they are scarey. Necros can DC undead and druids can DC animals.
I don't know if they changed it after I left but some DCable level 45 creatures in gates of discord did outlandish melee damage. Where a typical level 45 creature might do 144 per hit these 'special' creatures would hit for over 300. They looked ordinary, you just had to let them hit you first to see if it was one of the tough ones :(
Sorry I rambled...
Last edited by zuperzip; 10-09-2006 at 08:54 PM..
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