View Single Post
  #10  
Old 06-05-2016, 06:22 AM
DMN DMN is offline
Planar Protector

DMN's Avatar

Join Date: May 2016
Location: My own special hell
Posts: 3,364
Default

Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
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.

Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
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.

Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
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.

Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
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.
Last edited by DMN; 06-05-2016 at 06:48 AM..