by Ungkor » Sat Sep 02, 2006 2:31 am
Assuming you're referring to two boxing the pally spell sets, so I would probably go with something like this:
1. Slow
2. Malos
3. Panther
4. Canni
5. Blast Heal
6. HoT
7. DoT (PoR nectar or Yoppa)
8. DoT (Curse of Sisslak)
9. DoT (Yoppa or Bane)
In whatever order you find easiest.
Forget Champion if two boxing imo. A single dot is gonna do way more dmg than 10% to hit and 140 attack on a single pally. Panther is nice for its efficiency, but its the first thing I'd drop if I need a utility spell like root. Its only about 60 dps on a melee typically. Most our dots are more than that (except disease). Those 3 dots above would probably easily kill a mob when two boxing before BoD slow wore off, so you can forget Turgur, unless you expect to be fighting multiple mobs often, in which case, the duration of turgur would save you mana.
Now.. if you are two boxing in a full group, that'd change things a bit. Are you the main healer or not? For me, if I'm the main healer, and its very melee heavy, panther stays up. The efficiency is easier to maintain than dots, so you'll save mana for healing. You'd also want to drop a dot for champion also if its a full group, and probably drop a dot for utility, like for root or ae slow or group hot depending on content and risk.
Things to never use when two boxing:
1. Nukes
2. Disease dots:)
Disease dots might be more efficient, but they are half the dps. You really want to be spending your mana on dps and not on healing, and disease dots will just draw out the length of the battle. And nukes are just extremely inefficient, and should only be used when attempting to 'burst dps', if you can call it that. And that order would be nectar, yoppa, sisslak, bane, yoppa's rain of venom, Tears of Saryrn, nuke (ice or poison depending on resists.
Idol of malos is nice if you are pulling steadily to a single spot. Other than that, I never use it outside of raids where AE debuffs are necessary. AE slow though, I do tend to mem that in groups sometimes, if the content is risky, slows bounce, and adds are often. It has a neg 100 resist check so it lands easy, is very low aggro, and gives you a rune effect to absorb dmg. When main healing, and 3 tough mobs enter camp, AE slow+Group HoT buys you enough time, with almost no aggro, to get things under control.