Something I wanted to bring up to everyone is how this server's previously unseen starting point of Luclin changes some of the classes. Unlike a Classic start we'll be able to buy (and research) spells from Kunark, Velious and Luclin and have access to some of those spells during leveling. Paladins, for example, change quite a bit. In the early levels you're looking at
Cease PAL/7
1: Stun (1.00 sec/55) 15 mana
Desist PAL/13
1: Stun (2.50 sec/55) 25 mana
Instrument of Nife PAL/26
1: Add Proc: Condemnation of Nife 50 mana
Valor of Marr PAL/44
1: Increase Attack Speed by 25% 300 mana
Condemnation of Nife gives you a scaling 180+ damage proc versus undead. Combined with the stuns you've got the tools necessary to wreck undead and lock down casters. Unrest, Mistmoore, Lower Guk, etc are all way less dangerous for the Paladin. Festering Hags
explode to Instrument of Nife.
Not everyone is a big winner but there's some other useful bits to be had. Enchanters get Breeze at 14, Druids have group versions of their HP buffs, Necromancers can slow undead, Shaman get a group SoW with a baked in +attack buff, Shadow Knights get an upgrade to Vampiric Embrace (huzzah) and Clerics have access to more of their efficient heal over time spells. It's useful stuff. For the RMT degenerates there is going to be a fortune to made selling even "common" dropped Kunark and Velious spells.
Magicians are going to be incredibly strong at the open for the following reasons -
Summon Linen Mantle MAG/8
1: Summon Item: Tavee's Linen Mantle 40 Mana
Summon Tarnished Bauble MAG/10
1: Summon Item: Jolum's Tarnished Bauble 40 Mana
Summon Tiny Ring MAG/16
1: Summon Item: Naki's Tiny Ring 40 Mana
Summon Jade Bracelet MAG/20
1: Summon Item: Gallenite's Jade Bracelet 40 Mana
Each of these summons creates a piece of temporary equipment with a focus effect and some minor status.
Shoulders = Extended Enhancemnt
Earring = Mana Preservation
Ring = Spell Haste
Bracelet = Improved Damage
Higher level versions of those spells provide foci that scale up to level 60. Get used to wearing this bad boy -
Magicians also can summon full suits of temporary leather, chain and plate armor as they level up so the tanks in their groups can at least cover their shame. When you combine all that with their good damage and excellent pet I'd want one in any launch group.
Luclin isn't in my personal wheelhouse (at all) but I wanted to get people thinking about how this was different from a Vanilla start TLP beyond just leveling zones. The classes you are interested in and the classes you dismissed may have additional merits you hadn't considered. I've got a hunch that in terms of pure efficiency always pulling all the time kinda groups that Beastlords are going to prove very strong. They just do a whole bunch of stuff you typically want done in that situation.