Quote:
Originally Posted by eqravenprince
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I'm always shocked to see Druids voted as one of the worst for group content. I'd argue they are one of the best for a small group and certainly no slouch for a full group. Snare, Heals, Harmony, and Damage Shield alone makes them pretty darn good. Maybe I've spent too much time in the pre 50 game, Druids are definitely better than Shamans cause they have snare and damage shield and same heals, slows maybe 50+ are invaluable in the group game, but pre 50 no chance.
With a Cleric/Tank in the group, classes I'd rather have a Druid before
Wizard
Rogue,
Another Tank,
Monk,
Shaman,
Another Cleric
With a Cleric/Tank in the group, classes I'd take over a Druid
Enchanter
Magician
Necromancer
Bard
Ranger
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I mean I love playing a Druid but I wouldn't make this argument. SoW can only be cast outdoors and your snare ability isn't really that useful for stopping runners since basically any caster can just root the mob if you're worried about that. Shaman is way better than Druid because it can slow/haste and can regen mana very quickly with canni dancing. Druid skin spells are nice, but if you have a Cleric in the group then they aren't really needed. Damage shield can be helpful, but is really only a significant value add in a group with low DPS to minimize the amount of time the tank is getting hit, and in that case it's much better solved by adding another high DPS class like a monk or a Rogue (even if you have good DPS, a Monk/Rogue would still be better than taking the Druid).
Harmony is a great benefit, but negated by Rangers having it also (if a Ranger is your tank, since they can tank most content up until the higher levels) as well as Monk FD and other easy CC methods if you can't split the pull. It's just not enough of a benefit to make the Druid needed.
I'd basically only take Druid over Wizard, another tank, or another cleric.