Quote:
Originally Posted by Vexenu
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Here's some data:
Turgur's Insects - 3 sec cast, 250 mana
Malo - 5 sec cast, 350 mana
Paralyzing Earth - 2.5 sec cast, 100 mana
Chloroblast - 3 sec cast, 175 mana
Pox of Bertoxx - 5 sec cast, 430 mana
Ice Strike - 7 sec cast, 250 mana
Epic click - 9 sec cast, 0 mana
JBB - 8 sec cast, 0 mana
Why are none of these spells/items included in your astounding little math formula, since you claim at various points in the thread to be casting them regularly for the benefit of the group? Every time you stop to cast one of these spells and deviate from your Bane/E-bolt/canni/Torpor dance the Mage continues to chainsaw DPS mana-free. To even remain in the same ballpark with him you can literally only cast those four spells, and you require they always tick for full duration. You simply have an autistic obsession with the Shaman class and cannot admit that their excellent solo, duo and small group performance does not translate to them being a group DPS class or being especially useful in the specific context of joining a group with an existing Enc/Enc/Clr lineup.
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I have already provided the actual data:
https://www.project1999.com/forums/s...&postcount=638
Please concede or show additional evidence.
You don't seem to realize that a group killing stuff every 36 seconds isn't going to be casting Malo, Slow, Root, etc. most of the time. And remember, people keep complaining about redundancy. In the Mage/Enchanter/Enchanter/Cleric group, the Enchanters would be handling the root/slow anyway, so it's already covered! The Cleric is healing, so it's covered! The Shaman can just DPS away if the group needs them to
[You must be logged in to view images. Log in or Register.] But the Shaman can also do other things if the situation changes, which is why they are better. 27 DPS isn't going to make a group with 2x Enchanters much better. They are already shredding lol.