Your role in a group very much depends on whether there is a cleric or not. Forget your dot. That is a solo spell NOT a group spell because the mobs should be dying too fast for it to be effective. If there is a Cleric in the group then I would focus on your level 9 nuke ignite. It's a good mana efficient direct damage spell that should do 37 damage for 30 mana. Don't over nuke on one mob though. One or two per fight is plenty so that you pace your mana bar.
Besides ignite you should snare mobs that run "if" they are running too far from camp. Sometimes DPS is so good they dont get far. If that's the case then dont waste mana on snares. Keep DS on the tank at ALL times. You can also skin buff and str buff the tank to help the cleric conserve mana for heals. Better you buff and sit and med then the cleric. And sow all who ask for it and definitely keep sow on puller/tank. When you start running low on mana then just melee when mob is in camp and med when puller is out pulling. Once mana gets good again then resume buffing and nuking.
If there is no cleric then use all your mana on heals and DS/sow tank. That's all you can do and don't be shy to call for a med break when you need to. Most groups that don't have a cleric try to get two druids or a druid and shaman in group. Hopefully this is the case so that one main heals till 00m and then meds while the other heals till 00m.
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Kaluppo Wood Elf Druid lvl 60 (blue) lvl 45 (green)
Norezferu High Elf Cleric lvl 60 (blue) lvl 40 (green)
Hulkthor Dwarf Paladin lvl 20 (blue)
Gavallin Wood Elf Ranger lvl 23 (blue)
Jardahni Human Monk lvl 2 (green)
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