by Valdemar » Tue Jun 15, 2010 3:36 pm
Well, I'd suggest the following...
1) BARD - puller extraordinaire. This ability really is under appreciated. There are always people who will say its unnecessary, but those are the rich people talking. Since you want to start from scratch - and obviously wont be in a top tier guild - a good puller is worth it. Bards also make decent tanks, and they are not that hard to box thanks to /melody. DOT camp enabled
2) SHAMAN - no need to elaborate. Healing, debuffs, buffs, DPS, pet. DOT camp.
3) DRUID - I'd substitute your Wizard and your Cleric with this one class. Obviously not as good at healing as a cleric, but much more versatile. Reliable root and snare, ports, buffs, debuffs, ++DPS. DOT camp enabled.
4) MAGE, NECRO, ENCHANTER - take your pick depending on whether you desire more group support and indirect DPS (ENC) or more direct DPS. NECRO has the added advantages of feign in case of a wipe (he can recover the group), and he is DOT camp enabled.
DPS MERCS - I dont use one, so I cannot offer advice here. All I can say is that smart people whose opinions I respect, say that both the caster DPS merc and melee DPS mercs are very poorly tuned at lower levels. Based on this, I'd be inclined to advise that you take a couple of warrior mercs instead. The DPS will still be uber, and you need some extra tankage with a BARD as your puller and main plate-wearing meat shield. I can say from experience, that BARDS are better tanks than most people believe, but it is true that the innate mitigation/avoidance for BARDs is lower than Warriors/SKs/Paladins.
Regards,
Valdemar