Quote:
Originally Posted by Keebz
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The mage has a pet that can tank shit when charms get broken so you don't wipe. The shaman dog is like lvl 39 and torpor is both too slow and problematic on a summoned player. The only argument for shaman is, "you need torpor for x, because y". Feel free to make that argument, but there is no other added utility when you have 2 ench and a cleric. Mages have rods, coth, and DS, which is actual utility the ench/cleric don't provide.
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https://www.youtube.com/watch?v=umuVBewCNgY - The Shaman pet can tank a Cliff Golem just fine, which is going to be a harder mob than anything you are chain pulling. With FoS the Shaman pet has close to 2500 HP. The Shaman can also tank, so the pet tanking argument doesn't work.
Shamans have Malo, which is better than Mala.
CoTH is rarely used in group settings. Most of the time you would need to have your Mage already set up somewhere, unless you are doing something like Chardok Royals. In a static 4 man if you wanted to stay at Juggs, everybody would just stay camped in Juggs. You wouldn't leave your Mage friend behind and play with the other 3 players.
Shamans save tons of mana because they can cast things like slows, heals, etc. This means the Cleric and Enchanters don't have to. That easily covers Mod Rods, which damage the player and require the Mage to spend mana on them.
Damage Shield is only 4-16 DPS roughly, depending on if the mob is slowed. That's not a lot of DPS. Remember than Enchanters also have a DS, so really the Mage is only increasing your DS DPS by 66%. In reality the Mage is only adding 2.5-10 DPS when taking that into account.
Finally, if you want to use the "players are playing perfectly" argument, then a Shaman can perfectly root/rot mobs, which is the same DPS output as a Mage. You can't have it both ways. You can't say a group is playing perfectly, but the Shaman can't root/rot in a scenario where the group is chain pulling easy mobs and playing perfectly.