Quote:
Originally Posted by loramin
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If you're trying to build an optimal trio a good enough monk might be able to tank and pull, a Torpor Shaman can heal and slow (I've done it, but it's riskier)
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In my experience the main risk in using a Shaman healer in that camp is in dealing with puller deaths, as they do happen down there given the fair population of spellcasters. The combat healing itself isn't too big a deal. Charmed pets breaking at inopportune times is probably the second leading cause of death. Necromancer is therefore nice for EE-based rez if you don't mind the associated expense. Monk tanks should come prepared with aggro click items, as repeated slow resists are not uncommon and monk melee by itself will not outaggro a Shaman spamming slow. I recollect one occasion on my Shadow Knight where, even with Tash and Malo on, snare resisted so many times in a row it ran me completely out of mana without ever landing.
Monk/Shaman and Shadow Knight/Shaman both used to duo the Spore King fairly regularly during the days of sneak and invisibility pulling. Duos or trios were also common when groups could hang out at the bottom of the little pond in there. I don't think a trio has sufficient damage potential to reliably hold the zoneout room (and runners will be a problem besides), and tube room pulls are problematic at best given current pulling conditions. I'll chalk my opinion in as concurring with the others: Given sufficient click items, you could probably duo it with the given duo (if for no other reason than to say you did) but it'll be enough of a hassle that it doesn't seem very practical for a regular mode of operation.
Danth