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View Full Version : What class to go with Magex2 and Enchanter?


eqravenprince
05-18-2016, 09:44 AM
My friends play two magicians and an enchanter. What class do you think would be the best fit that I could create as the 4th character in the group? I was thinking Magician, Necromancer, Shaman or Druid. Thoughts?

jolanar
05-18-2016, 09:46 AM
Cleric.

kjs86z
05-18-2016, 09:59 AM
Cleric for sure. You won't even need the mages around...Enc / Cleric is the best duo.

maskedmelon
05-18-2016, 10:04 AM
Any non-melee class would work fine, though I would lean towards Druid for ports/heals or necro for massive versatility (heals, back-up cc, pulls, charm, snare, mana, etc.)

Scrapiron
05-18-2016, 10:08 AM
another magician

One of my favorite pick up groups from back in the Kunark era on Live was my enchanter grouping with 5 rangers in Lake of Ill Omen. I just kept all 5 of them hasted and we just had to rotate two different rangers pulling mobs in because they were dropping so fast. Super lopsided groups like that can be some of the most fun.

Raev
05-18-2016, 10:14 AM
Necro is the boss choice. They can add to the pet spam, pull with FD, ghetto heal, ST the enchanter pet, and rez if things really go south.

Any priest is the safe choice. Heals will keep everyone alive when you are in a dungeon and there are 5 mobs fighting pets in different places.

Spyder73
05-18-2016, 10:25 AM
I really enjoy Necromancer, but Cleric would be way more effective in the long run with this group comp

Morningbreath
05-18-2016, 12:12 PM
Druid easily. Druid pulls, chanter chases the moon and mages send in the troops. Throw in charmed pets for redline pulling.

Spyder73
05-18-2016, 12:48 PM
Druid easily. Druid pulls, chanter chases the moon and mages send in the troops. Throw in charmed pets for redline pulling.

Druid easily adds the least of almost all possible class options (sans melee).

Bard might be good for this group also

nyclin
05-18-2016, 01:28 PM
Druid brings:
- Ports
- Heals
- Snare
- Animal charm
- HP buffs that stack with shielding (and PoTG at 60)

Shaman brings:
- Stat buffs (mostly useless in this grp)
- HP buffs that do not stack with shielding
- Heals
- Extra DPS, though mana-limited until 50+ w/ epic/JBB or 60 w/Torp

Necro brings:
- Patch heals
- Good DPS
- Snare
- Undead charm
- Another summoned pet when charms aren't available
- FD splitting if needed
- Backup mez for when Enc's charm breaks

For this group I'd want Druid, Necro, or a Cleric. Shaman isn't bringing much; their biggest party trick (slows) can be done by the Enchanter.

Cleric + Enchanter is a hilariously good duo and 2 mages are just going to be icing on the cake.

Victorio
05-18-2016, 01:57 PM
Cleric, hands down.

eqravenprince
05-18-2016, 02:40 PM
I am curious why Cleric vs Shaman or Druid. Other than Complete Heal, aren't their healing capabilities the same. Will Complete Heal be used on pets or casters? Rez while nice, not really a consideration. Buffs, I think Shaman/Druid offer more or equal. And Utlity Shaman/Druid easily win. So to me it comes down to is Complete Heal more valuable than the utility Shaman/Druid has. Unless I am missing something a Cleric brings to a group.

leftharted
05-18-2016, 03:41 PM
I am curious why Cleric vs Shaman or Druid. Other than Complete Heal, aren't their healing capabilities the same. Will Complete Heal be used on pets or casters? Rez while nice, not really a consideration. Buffs, I think Shaman/Druid offer more or equal. And Utlity Shaman/Druid easily win. So to me it comes down to is Complete Heal more valuable than the utility Shaman/Druid has. Unless I am missing something a Cleric brings to a group.

I mained a cleric in live and my brother an enchanter.

Cleric get the same spell level heals a little bit sooner than dru/shm. However, you will indeed see use from CH for the charmed pet from time-to-time, lvl 39+. possibly the mage pets too; but more likely the charmed pet. CH is hand's down the most efficient way to heal all that lost HP... and if you can keep the charmed pet(s) churning, so will the exp/loot.

That being said, their are other ways, too... Like drop charm / mez and let the NPC heal itself (npc's mezzed used to get like 5% hp back per tick in live or something , i assume its same here)

druid/shaman get the same heals at the same levels. Shaman (IMO) is a more efficient healer than druid because of Canni; otherwise their heal ability is equal.

a dru/shm can probably main heal your group all the way.. but a Cleric will make a huge difference on the high priority targets in the late-game; whereas a dru/shm might struggle to heal through the same encounter.

the main thing I would take into consideration if I was in your shoes, is understand that Cleric can be BORING. literally All you're really good at is healing.... at least if you go dru/shm you have access to their other respective utilities.

just my 2c.

Spyder73
05-18-2016, 03:45 PM
I am curious why Cleric vs Shaman or Druid. Other than Complete Heal, aren't their healing capabilities the same. Will Complete Heal be used on pets or casters? Rez while nice, not really a consideration. Buffs, I think Shaman/Druid offer more or equal. And Utlity Shaman/Druid easily win. So to me it comes down to is Complete Heal more valuable than the utility Shaman/Druid has. Unless I am missing something a Cleric brings to a group.

1) Rez is always a consideration - why would it not be? Best spell in the game
2) Charm pets have huge life pools – healing them with anything but CH is semi retarded
3) Cleric buffs are better than Druid and Shaman buffs for casters – not even close in my opinion with Symbol and HB
4) Druid and Shaman utility is largely covered by the chanter and mage. Mage DS is best in game, Chanter haste and slows cover the shaman. SoW I guess? Get J boots…

Rez/HP buffs/CH/DA are pretty huge to bring to a group, not sure what else you would be looking for.

Baler
05-18-2016, 04:23 PM
Cleric+Enchanter is one of the most powerful combos in the game.
Add a mage for extra dps. This is a trio that can go through any dungeon.

Shm+Ench is also a powerful combo, quite a bit of overlap though. Not that, that is a bad thing.

Mage is pure dps and fits in any group dynamic that needs dps, food/water, mod rods, bags of holding, ultravision, levitate clickie.

Go with cleric or shm.
I'd only bring a necro or druid into the mix as a fourth. Or replacement for the mage as they have more utility spells but less dps.

With the Enchanters clarity you'll have a mage that can spam nukes with a summoned pet to off tank/backstab and cleric that can spam complete heals and a charmed pet to tank. That sounds amazing.

Tasslehofp99
05-18-2016, 04:24 PM
I would say druid or cleric

Having ports is easily going to save you time and money. Not to mention their snare is awesome for keeping mobs in control and keeping chanter with charm pet alive. Druids can also buff/heal decently and can root CC very well. I guess what it really comes down to for me between cleric and druid is that either way you'll be spending time seeking one or the other out fairly often.

If you don't have a druid, you'll need ports (plus having sow itself will save you a lot of deaths and time.) If you don't have a cleric however, you will find yourself looking for rezzes inevitably.

Aandolaf
05-18-2016, 08:39 PM
I am curious why Cleric vs Shaman or Druid. Other than Complete Heal, aren't their healing capabilities the same.

No, they are not. Clerics get their heal spells much earlier than the other two. For example, Clerics get Superior Healing at 34, where as druids get it at 51. I played a druid, only being able to heal for 250 till 51 is brutal.( if you are just talking end-game, ignore this then) And yeah, not to mention complete heal. If you have an enchanter already, the benefit of buffs from a druid or shaman will not be as significant when your chanter is charming powerful mobs and can already haste.

JurisDictum
05-18-2016, 09:01 PM
No, they are not. Clerics get their heal spells much earlier than the other two. For example, Clerics get Superior Healing at 34, where as druids get it at 51. I played a druid, only being able to heal for 250 till 51 is brutal.( if you are just talking end-game, ignore this then) And yeah, not to mention complete heal. If you have an enchanter already, the benefit of buffs from a druid or shaman will not be as significant when your chanter is charming powerful mobs and can already haste.

QFT

In later expansions they made druids, shamans, and even paladins more on par with clerics; but Cleric is really the only class that is always a viable healer leveling in classic. There is a sweet spot around level 34 or something. But it goes downhill by 40 or so (until late game).

kjs86z
05-19-2016, 08:16 AM
The enchanter pet is going to be tanking.

Healing an enchanter pet with anything other than CH is horribly inefficient.

Go cleric...you won't be disappointed.

DMN
05-19-2016, 08:24 AM
My opinion would be that gtting around is not that big of dal since this srver has a healthy "porting population" that would b a bigger concern on say a neer server or one without much of a player population. So lets toss druid out. Shaman is mostly redundant here due to enchanter's slow ability.

Basically it's down to necro or cleric. I think the necro will give youa faste killing and more versatile group.he necro will certainly help the enchanter out a lot, thouhh, taking some of the pressure off of him/her. You are asking a lot of your enchanter otherwise without a necro supporting them a bit. But you will have cleric heals/bufs to smooth out the bumps/resists aggro. The enchanter is going to need to be a very good one for this group to work with high efficiency.

While cleric has higher "group potential" for the very end game, the question is would rather have a better/more versatile group for the majority of your leveling days or a stronger one later when "dings" are no longer a concern for you.

unleashedd
05-19-2016, 08:30 AM
if charmed pet, go cleric
if not, go druid

Jotei
05-19-2016, 10:49 AM
I know little of the profane arts your friends practice except for the general disdain, but growing respect I hold for them. In my experience, most enchanters are charming, but they are positively dreadful if not. Though, they do still grant me hastefulness, so I suppose some gratitude is due there. For your party hastefulness is not so delicious a reward, though the pets might disagree. I digress though....

You would likely be most comfortable in that accursed group if you practiced the same or at least similar arcane perversions. With that in mind, I suggest that you too practice magicianry, enchantery or even wizardry or necromancy.

Tenlaar
06-02-2016, 11:32 AM
I know I'm late and all, but I think shaman is the right answer for this group, especially at higher levels. Shaman can sit back in a healer/damage role when that's the best bet, but at higher levels? Shaman slowtanking mobs while two 54+ water pets and a charmed rogue mob absolutely destroy mobs from behind.

Baler
06-02-2016, 11:49 AM
Druid brings:
- Ports
- Heals
- Snare
- Animal charm
- HP buffs that stack with shielding (and PoTG at 60)

Shaman brings:
- Stat buffs (mostly useless in this grp)
- HP buffs that do not stack with shielding
- Heals
- Extra DPS, though mana-limited until 50+ w/ epic/JBB or 60 w/Torp

Necro brings:
- Patch heals
- Good DPS
- Snare
- Undead charm
- Another summoned pet when charms aren't available
- FD splitting if needed
- Backup mez for when Enc's charm breaks

For this group I'd want Druid, Necro, or a Cleric. Shaman isn't bringing much; their biggest party trick (slows) can be done by the Enchanter.

Cleric + Enchanter is a hilariously good duo and 2 mages are just going to be icing on the cake.

What Nyclin said is accurate.

azeth
06-02-2016, 02:19 PM
bard. Someone's gotta pull, and bard will pump your mana.

fourleaf
06-04-2016, 12:37 PM
So how is he playing 3 toons on a no box server?

Izmael
06-04-2016, 01:12 PM
I really like druid there over cleric for two reasons - regen and evac. If you wanna go to dungeons you'll get hit, hopefully not too much, and on many occasions group regen should suffice to keep everyone alive.

Also in dungeons there will be situations where an evac would solve everything in a pinch.

Not to mention druid has the best snare and can charm animals where applicable.


If you're not going to dungeons and going to be sticking to open spaces... I kinda like druid anyway for ports and everything above.

DMN
06-04-2016, 03:20 PM
So how is he playing 3 toons on a no box server?

What part of "my friends" confused you?

I really like druid there over cleric for two reasons - regen and evac. If you wanna go to dungeons you'll get hit, hopefully not too much, and on many occasions group regen should suffice to keep everyone alive.

Also in dungeons there will be situations where an evac would solve everything in a pinch.

Not to mention druid has the best snare and can charm animals where applicable.


If you're not going to dungeons and going to be sticking to open spaces... I kinda like druid anyway for ports and everything above.


Let's think a little bit here: evac is not really a consideration because this entire group can gate already. Druid certainly offers some useful things mostly when not dungeon fighting but this group is crying out for some healing and a puller. Necro is excellent puller and offer perhaps the most mana efficient healing in the game as well as snare and most importantly might be the only character who can somewhat safely taunt something off the enchanter. really comes down to necro or cleric IMO and there are good arguments for both.

Izmael
06-05-2016, 04:50 AM
I hear your arguments but:

1. Everyone can gate but an evac'er is still good because it gates everyone at the very same time. No "Wait don't gate let me gate first OMG i'm almost dead BAH DudeX couldn't make it, we all gated but him, now we have to CR him". Evac is evac, everyone safe.

2. Necro is an ok puller BUT... the group has an enchanter already who happens to be a REALLY good puller. Necro heals are mana efficient but won't save anyone's live very often. Druid has REAL heals.

3. Taunting off enchanter - how does a necro taunt better than a druid? Maybe I'm missing something but root sounds like a great enchanter-saving spell and both get it.


Add to this that with a druid you'll be able to port around Norrath and find good spots to prey on very quickly. Without a porter you'll be stuck looking for ports, waiting for them, etc. Oh and SoW. Necro's best group spell is DMF but druid can cast Lev.

The only argument for necro over druid as far as I'm concerned is EE rez. Shouldn't be all that important once the mages get CoH (remember everyone can bind everywhere).

DMN
06-05-2016, 06:22 AM
I hear your arguments but:

1. Everyone can gate but an evac'er is still good because it gates everyone at the very same time. No "Wait don't gate let me gate first OMG i'm almost dead BAH DudeX couldn't make it, we all gated but him, now we have to CR him". Evac is evac, everyone safe.

The whole team wears skirts, so when shit hits the fan, it's going to hit the fan at mach 10. Half if not all of the party will be dead by the time evac goes off, including the druid trying to cast it. The enchanter should call gate when needed and the everyone should do their best to use pets to hold aggro/root mobs as best as possible for gates to be cast safely by the team.


2. Necro is an ok puller BUT... the group has an enchanter already who happens to be a REALLY good puller. Necro heals are mana efficient but won't save anyone's live very often. Druid has REAL heals.

Enchanter needs a butt load of mana to be the puller and is at high risk for instant death if they get a critical lull resist, and if things go south with an enchanter pulling, the ench dies and the rest of the team follows shortly after due to no crowd control.


3. Taunting off enchanter - how does a necro taunt better than a druid? Maybe I'm missing something but root sounds like a great enchanter-saving spell and both get it.

Root can work well but there are serious issues with the spell in many circumstances. For one, it's virtually worthless for stopping a caster enemy from nuking the enchanter dead. There spatial issues with the spell as you wont always have room to gt out of melee range. and adds that spawn mid fight or roam into your fighting area that can heal are another problem only solved by mez type spells. This dovetails the issue of pets being stupid and not bing "real" tanks; they can be very hard to control/pull off of rooted enemies and attack some other enemy especially in confined areas. This group is basically using a pet army to tank, but pet armies are dumb and often suffer from pathing/AI issues that have to be accountd for before you pull, not after.

A necro can mez a caster off the enchanter. Additionally, A necro can pull aggro off an enchanter and drain tank for awhile until the mage pets have built up enough aggro that the necro can FD or harmshield off the mobs and let the pets finish the job. Should be doing your utmost that situations like this don't happen. But they will.


Add to this that with a druid you'll be able to port around Norrath and find good spots to prey on very quickly. Without a porter you'll be stuck looking for ports, waiting for them, etc. Oh and SoW. Necro's best group spell is DMF but druid can cast Lev.

I've never had to wait more than 15-20 minutes to get a port on this server. It's a nicety at best. You'll spend infinitely more time grinding/camping place X than getting a port near place X.

Izmael
06-05-2016, 07:01 AM
So are you basically saying a necro will be more useful to this group than a druid?

You have some valid points (IE: necro mez, even though it only becomes viable at the highest levels due to so many resists), but still, you're saying regen, sow, ports, good heals, harmony, damage shields, succor, evac, best snare, are all outweighed by a necro.

I played both necro and druid (and mage and enc too..) to 55+ and can't get my mind around it.

Anyway... would be nice to hear from the OP what they ended up picking.

eqravenprince
06-05-2016, 09:34 PM
So are you basically saying a necro will be more useful to this group than a druid?

You have some valid points (IE: necro mez, even though it only becomes viable at the highest levels due to so many resists), but still, you're saying regen, sow, ports, good heals, harmony, damage shields, succor, evac, best snare, are all outweighed by a necro.

I played both necro and druid (and mage and enc too..) to 55+ and can't get my mind around it.

Anyway... would be nice to hear from the OP what they ended up picking.

Went with Druid. For a casual group like us, it makes a lot of sense. Our previous set group also had a Druid. They are invaluable to a casual group. We are more about adventure and convenience than we are about being the best. Being able to crawl deep inside a dungeon and just port out at the end of the night is my favorite part of having a druid. I love the adventure I am getting to experience now. I have been able to experience a ton of content I never did back in 1999-2001. Game is so different with real life friends playing and set days to meet up and go adventure.