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Party building exercise
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<blockquote data-quote="Herschel" data-source="post: 5195054" data-attributes="member: 78357"><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">I'll add more later but got three of them finalized (hey, conference calls where I just have to sit and half listen are only so long). I'm looking at party composition in general, so level 1 on through Heroic for base parties.</span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Party 1:</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Cleric (ranged), Warden, Druid (beast form), Ranger (archer)</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The pairing of the Cleric and Warden seems like a natural with a controller that gets close to melee and a defender who is pretty durable. The Archer is generally the best distance damage dealer. The Warden’s marking ability helps mitigate the lack of bursts and blasts.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Party 2: </span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Warlord (tactical), Fighter (single weapon), Barbarian (Thaneborn), Wizard (orb)</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">This party has two targets for Commander’s Strike and the best overall control unit to help mitigate its heavy melee reliance. The Thaneborn has a couple of nice tricks to help make the Warlord’s big powers hit and the three stout melee guys can form a nice pocket for the Wizard.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Party 3:</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Warlord (skirmishing), Swordmage (Assault), Avenger, Seeker (throwing)</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">This party is built for mobility. The Seeker can get stuck in melee and do okay and escape and the Warlord build is potentially the most mobile leader. This party is light on raw damage but deadly accurate. </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Party 4:</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Cleric (melee), Swordmage (shielding), Invoker, Warlock</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">There’s a fair amount of squish here but the Swordmage can mark one and Booming Blade another target and the Cleric can stand in melee too, especially if it’s a dwarf. </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Party 5:</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Runepriest, Paladin (strength), Wizard (staff), Sorcerer</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The staff wizard has decent defensive capabilities and the Paladin gives a slight boost to the party’s healing reserves. </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Party 6:</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Artificer, Paladin (charisma), Rogue, Druid (caster)</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The artificer can move surges around and both it and the druid can drop in to melee for a round, if needed. The Paladin helps the healing a bit in case the Artificer gets knocked down while granting CA for the rogue.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Party 7:</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Bard, Fighter (Tempest/Brawler), Seeker (bow), Barbarian (Rageblood)</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Good overall mix of abilities and powers. </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Party 8:</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Ardent, Battlemind, Psion, Ranger (melee)</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: #000000"><span style="color: white">Psionic shenanigans abound and a flat-out beater to go with them.</span> </span></span></p></blockquote><p></p>
[QUOTE="Herschel, post: 5195054, member: 78357"] [FONT=Times New Roman][SIZE=3][COLOR=white]I'll add more later but got three of them finalized (hey, conference calls where I just have to sit and half listen are only so long). I'm looking at party composition in general, so level 1 on through Heroic for base parties.[/COLOR][/SIZE][/FONT] [COLOR=white][/COLOR] [FONT=Times New Roman][SIZE=3][COLOR=white]Party 1:[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Cleric (ranged), Warden, Druid (beast form), Ranger (archer)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]The pairing of the Cleric and Warden seems like a natural with a controller that gets close to melee and a defender who is pretty durable. The Archer is generally the best distance damage dealer. The Warden’s marking ability helps mitigate the lack of bursts and blasts.[/COLOR][/SIZE][/FONT] [COLOR=white] [/COLOR] [FONT=Times New Roman][SIZE=3][COLOR=white]Party 2: [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Warlord (tactical), Fighter (single weapon), Barbarian (Thaneborn), Wizard (orb)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]This party has two targets for Commander’s Strike and the best overall control unit to help mitigate its heavy melee reliance. The Thaneborn has a couple of nice tricks to help make the Warlord’s big powers hit and the three stout melee guys can form a nice pocket for the Wizard.[/COLOR][/SIZE][/FONT] [COLOR=white] [/COLOR] [FONT=Times New Roman][SIZE=3][COLOR=white]Party 3:[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Warlord (skirmishing), Swordmage (Assault), Avenger, Seeker (throwing)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][COLOR=white]This party is built for mobility. The Seeker can get stuck in melee and do okay and escape and the Warlord build is potentially the most mobile leader. This party is light on raw damage but deadly accurate. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][/COLOR][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Party 4:[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Cleric (melee), Swordmage (shielding), Invoker, Warlock[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]There’s a fair amount of squish here but the Swordmage can mark one and Booming Blade another target and the Cleric can stand in melee too, especially if it’s a dwarf. [/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white] [/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white]Party 5:[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Runepriest, Paladin (strength), Wizard (staff), Sorcerer[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]The staff wizard has decent defensive capabilities and the Paladin gives a slight boost to the party’s healing reserves. [/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white] [/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white]Party 6:[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Artificer, Paladin (charisma), Rogue, Druid (caster)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]The artificer can move surges around and both it and the druid can drop in to melee for a round, if needed. The Paladin helps the healing a bit in case the Artificer gets knocked down while granting CA for the rogue.[/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white] [/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white]Party 7:[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Bard, Fighter (Tempest/Brawler), Seeker (bow), Barbarian (Rageblood)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Good overall mix of abilities and powers. [/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white] [/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white]Party 8:[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Ardent, Battlemind, Psion, Ranger (melee)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][COLOR=#000000][COLOR=white]Psionic shenanigans abound and a flat-out beater to go with them.[/COLOR] [/COLOR][/FONT] [/QUOTE]
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