Quote:
Originally Posted by CoffeeBreath
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Looking for something that can do content mostly. I want something that can walk into a dungeon at 3 am when nobody is around to join us and still start killing stuff. mage mage mage sounds sick and all but probably not for us. Enchanter is what i've been pushing for. enchanter tank and healer. but i feel like we're gonna not have much dps this way. You said Shaman/Enchanter/(anything) work well, that sounds like the beginnings of what I want. Sounds pretty perfect really. Don't a lot of shaman/chanter spells overlap though? haste and slow and stuff.
And what should our third member be in this hypothetical trio? something that can keep aggro certainly, preferably more meaty than a monk, but we need dps from it too...
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1. Cleric - Druid - Enchanter: This combo is both very powerful and very convenient. Outdoors, you have two different charmers. Indoors, you have the best/second best duo in the game + a third wheel who can run support, evac, etc. While leveling, the druid can port you guys around wherever you want to go and provide other utility. The three of you decide you want to go do droga? Port to dreadlands and do droga. Bored of droga and want to do SolB? Port to lavastorm. Want to bring your epic'd rogue and SK friend to group with you in Permafrost? Have the druid pick them up.
Pros:
-Very effective chanter/cleric synergy lets you level anywhere efficiently.
-Druid brings a ton of convenience that will let you see the world much more easily.
-These classes form the core of a group that you can fill in flexible options.
Cons:
-Chanter/cleric synergy doesn't become godlike until higher levels.
-Requires the chanter to be a fairly competent player.
Keep in mind enchanter charm can bring more dps than any other addition, and outdoors and in certain dungeons the druid can charm too, as well as pull with harmony + enchanter fear, and snare while two different charmed pets beat on it.
If you want less responsibility for the enchanter, and less dependence on charm, then you might replace the druid with a Necromancer, Mage, or Monk, and replace the cleric with a shaman. Also note that monks need gear to be effective, unlike a caster.
The reason I don't list Paladins, Shadow knights, and Warriors is a combination of gear dependence and the fact that adding even a single melee completely changes the dynamic of the group. If your enchanter knows how to charm, you don't need a melee. If your enchanter doesn't know how to charm, you need dps, not a paladin/sk. A monk is a sufficient compromise of tankability and dps. Root can fill in the agro gaps.