by Cromagnon » Tue Oct 21, 2008 5:13 pm
Macnair summed it up pretty well, and I'd tend to agree on most points, and the 3 that I'd suggest would be:
1) Mage: Gives you great Damage shield, Call of the Hero (for pulling, ease of movement boxing multiple toons), another target for panther procs(mage pet), summoned items (clicky gate item will save you from having to buy gate pots for warrior), Offtank, nukes, and all around dps is great (pet for sustainable dps, nukes for burst).
2) Druid: Gives you damage shield, extra healing power, tracking, damage in many forms (dots, DDs, aoes, short duration DS), snare, pacify for single pulling outdoors, decent buffs that stack with shammy for most part, ports & evac (huge for boxing, enables you to try harder things and especially the AA Exodus is a get out of jail free card), Flight of Eagles, and the ability to have him perform whatever is needed the most at the camp you are currently doing. Will add the most versatility to your group IMO. Can always switch druid to heal duty and put shammy on debuffs/dps/buffs duty as well.
3) Wizard: Small damage shield (enables your worn gear damage shield to kick in, minor but it does help), huge burst dps, evac & ports (see druid), and is a toon that you won't have to babysit alot as a boxer (nuke or macro key series of nukes, then let him med while working other two toons), ability to use single target evac translocate(can be very useful for bad pulls), snare, root.
Those seem to me like the best 3 options for your setup, there are other toons that would be viable (such as necro/ranger/etc) but in my own opinion, you'd be best off adding one of the 3 listed above as they will bring a good amount of utility to your little group.
G'luck
Crom
By Account:
Notfit 82 Gnome Enchanter
Cromagnon 82 Ogre Warrior
Mahlon 71 Dark Elf Wizard
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Dartil 90 Capri Wearing Druid
Cromkins 71 Ogre Beastlord
Locusta 66 Drakkin Rogue