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Old 12-19-2014, 07:16 PM
Yumyums Inmahtumtums Yumyums Inmahtumtums is offline
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The largest drain on efficiency in any group is hp management or healing (outside CE, Torp or CH). There are essentially no group setups out there where this doesn't flesh out.

You add DPS to the group to speed up kills and negate damage by time standing in front of a swinging mob. This reduces the healing load or extends the effect of each heal over X number of mobs.

You add a tank to the group to mitigate damage lowering the amount of healing or damage taken/mob.

You add a cc class to lower or eliminate additional mobs hitting you where you are not hitting them.

Other classes added as accessory for whatever reason will be in there to either reduce the need for healing or bolster your healing abilities.

Simply put, any group approaching their peak efficiency will be one that does not need to heal because you can factor that out of the equation completely. It goes without saying that any skill that can be used do that should be used.

At this point, it comes down to a partner who can use their class in a way that allows the rogue to do the most damage (from behind) while still meditating. There will always be a SMALL need for healing so this eliminates other pure melee, rangers, wizards and Druids because agro kiting requires spell casting and running, paladins because tanking, clerics because tanking, shamans because tanking, mages because no cc, enchanters because no snare and absolutely no healing and leaves shadowknights, Necros and bards. Of those three, only Necros and bards have the ability to cc in any capacity and bards come with a larger shared xp penalty. Fear also exposes the back which is now making use of the rogues best ability, backstab.

Necros are the best partner in MOST scenarios and if you're in the right place (open area, plentiful mobs etc...) will give you the most xp per hour. They have the ability to snare, pet DPS, charm DPS if you're adventurous, small DPS ability themselves and most importantly fear which allows everyone to **eliminate the need to heal. Damage taken on breaks can be reduced by the more recent changes to pet agro which should allow the rogue to back off and pet tank while the necro gets another fear together.


**barring fear and charm breaks.
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