I am just looking for some general discussion of What class is your MT & OT and why those classes? Also what does your raid set up look like in groups and why? and go.....
MT: Guardian, sometimes Paladin OT: SK I don't know why we set them up that way. When I am building a raid, I usually want: Group One Plate Tank Healer x2 (Mystic and Templar is nice) Dirge (buffs) Coercer (powerfeed, Shout, buffs) T1 DPS (for hate transfers) Group Two Tank Healer (1-2 depending on squishiness of tank and skill of healer) Dirge (buffs) Enchanter (powerfeed) DPS (1-2, T1 DPS, or something like a summoner for DPS/utility) Group Three Healer Dirge (buffs) Melee DPS x 4 (or 3 + 1 powerfeed) Group Four Healer Troub (buffs) Illusionist (buffs, powerfeed) Mage DPS x3 (who benefit highly from the Troub and Illy)
Guardian Templar Channeler Defiler Coercer Dirge Zerker Dirge Coe Assassin Mystic Inquis Troub Illy Warlock Wiz Rogue Troub Illy Warlock Wiz SK. We run guardian/zerker simply because no other tanks come even close to what those two are capable of at the moment. Guardian's can tank all of ykesha's encounter while we burn down the archmagus, we tried doing different configurations with SK with channeler tanking one but we found guardian cheesing it all with sphere/defensive mind was easier. Paladin's have less heals than berseker's, and brawlers on this server just don't have the temp capacity to be really viable when you compare them. SK's are OK, i'd rather have another mage dps like a necro in group 4, or even another wizard. Summoners are kinda bad to buff, and ranger is pretty interchangable, not running 2 coe's is really shooting yourself in the foot. Scout groups aren't really viable because you lose two jester cap's which are bonkers strong combined with confront fear, which is why they are silly. Plus between icelash/curse we are adding anywhere from 25-50k to each mage group in proc damage, which scouts typically don't get at all in a scout group. We could probably do 95% of the content without a third healer in the main tank group, but its not a good setup for scout dps anyway, the rogue would maybe go up 10k dps (even less when you factor in ice lash works on scouts next xpac!) and the fact that the survivability means that group can dps more and stay in for aoes etc. Not running 4 enchanters is really not viable at all, every mob in this xpac has some kind of power drain. Illusionists can do pretty much every fight except zarrakon (although we have done it with 1!).
That's pretty funny, our ideal set up back in DoF was the same as yours with an illy/ranger in g2 instead of a coe/***.
Ranger is still pretty good, it's about even with assassin. Mana flow is just too good at this point in eq2. Ppl hate when I say sorcs are better than anything else, but they just are =/.
Oh, I forgot to mention healers in the mage groups, either fury/inquis works honestly. Some fights I prefer the fury (ykesha,gynok) some I prefer the inquis (zarrakon, tyranus). That is purely due to the cure limitations on furies at the moment, next xpac when tunare's grace comes into play, inquis wont even hold a candle to furies, due to the just raw amount of damage they can put out on top of the comparable group buffs.
Our MT is an SK, our OT is a monk. We have our reasons We've just broken into T3, and Guk is on farm, SK works fine for us.
We've managed with fewer chanters by having everyone in the raid load up on: Overclocked Manastones Thunderous Elixir of Transcendence Thunderous Essence of Clarity Thunderous Essence of Power Focus of Inner Power (shoulder slot temp adorn) Also, we are having every class that has even a shred of power feed contributing, Mystic's Spirit Tap, Conjuror's Sacrifice, the Warden tree (even nerfed) and so on. Plus Dark Hearts and Shards of Essence from the summoners. Another big help: get a character on Fallen Gate and level them enough to do the Manastone HQ. The level 101 Inheritance merchant version of the Manastone on the live servers does 15% power regen with a 20 minute cooldown, which is much better than the original Manastone, which gave you a measly 320 points of power regen every 45 seconds.
Any difficult encounter requires or is made exponentially easier by having a chanter in every group. IE; Zarrakon, Xebnok, Gynok, Anashti, and a couple others. Not to mention a mediocre chanter would parse more than 1 of the other classes in the group you had without 1, and would significantly increase the groupwide damage with Piece of Mind and other buffs. Can the 1groupable content be done without a chanter? Yes. Can the difficult encounters? No. End content may not be everyone's goal, but if they have a raiding schedule, I'd imagine it would be in the best interest to have the classes needed to clear zones. There is still only 1 guild to clear original TSO launch zones, even after the insane gear/stat boosts, so maybe a change in the raid roster classes could be useful
Not only are you posting in the wrong place, because this is a TLE forum. None of this information is even slightly relevant to the discussion.