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Originally Posted by DeathsSilkyMist
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Lol so Haste, Slow, and Mana Regen are not utility? [You must be logged in to view images. Log in or Register.] Maybe you just don't fully understand the term. Utility in general just means non DPS spells. I don't want to have to say "CC, Heals, Buffs, Charm, etc." every time.
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Those things are mostly not utility, YOU are the one who doesn't understand the term.
Haste is nothing more than a way to generate DPS. Slow/Heal removes opposing DPS. Mana Regen gives people more ability to use their things that either generate or reduce damage. As I've tried to explain to you many times, this game mostly comes down to doing as much damage as possible while being able to survive.
Utility abilities are things that have applications outside of combat or maybe effect combat in ways that are more complex than a singular increase or decrease of damage. Although things like Root/Mesmerize/Stun can still be easily described in pure mathematical terms most of the time, via how much damage they are preventing because the enemy is not attacking. Root even adds DPS because it forces the enemy to hit the target you put damage shield on and allows your non-tank people to attack from behind (Mesmerize/Stun can occasionally "add" DPS as well by preventing a healing NPC from casting).
Since Root is the only "utility" needed most of the time, and so many classes have this ability (
every class technically has a bit of rooting ability via root nets; sometimes you just need that to break the spawn rotation of a camp), it therefore makes "utility" not a high priority thing in groups.
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Originally Posted by Jimjam
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In a mage/enc duo on cliff golems I don't think I'd swap the magician out for a shaman.
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Quote:
Originally Posted by DeathsSilkyMist
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You should. Enchanters and Shamans can solo Cliff Golems. Mages can't solo Cliff Golems.
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DeathsSuckyMist, you keep showing how ignorant you are at every turn. Even though we've tried to walk you through this in every way possible.
The point of killing Cliff Golems is because you want the loot they might have. Therefore, killing them as fast as possible results in more loot. Mage/Enchanter will get more gains than Shaman/Enchanter. For most situations, this same things holds true: You are trying to get as many gains as possible, in the form of exp or faction or loot, and killing as many things as possible and/or as efficiently as possible is the way to do it. Hence why DPS is King.
Also, your premise is incorrect to begin with. Mages can solo Cliff Golems.
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Originally Posted by Troxx
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Paladin is nowhere close to most underpowered.
Strong utility kit. Great tanking. They can lull pull. They can solo better than war/rog. They have important raid roles.
Only kryptonite is low dps.
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Paladins aren't needed for raids at all and they suck at soloing, you're going to progress incredibly slow like that. Better to just spend a bit of time getting a group together, same as a Warrior or Rogue. The gains a Paladin can make in the meantime while looking for a group are marginal. Considering their horrendous exp penalty before Velious, it's very much a loss compared to Warrior/Rogue when trying to level, including the contribution to a group. I'd rather take a Warrior more often than not as tank pre-Velious in an exp group, for their superior DPS and inherent exp bonus.