Quote:
Originally Posted by necrosaurio
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I play an enchanter and a friend of mine is thinking of starting a magician. Is it a good duo?
From what I can see, we would have most of the required stuff:
1. Tank: Magician pet
2. DPS: Magician pet + enchanter pet + nukes (if required)
3. Heals: This is the weakest part of this pair but I think that the magician should be OK healing his pet.
4. Buffs: Enchanter: haste, strength, rune. Magician: DS, possibly others
5. Debuffs: Enchanter: slow. Magician: malo. Missing: snare
6. Crowd control: Enchanter, of course
7. Pulling: Enchanter. A bit squishy but it should suffice.
8. Rezz, summon: None whatsoever
Is there anything I am missing?
I also thought of suggesting a necro but it seems that the magician's pet is better suited to tanking and the ability to summon stuff is great, so I kind of prefer the magician.
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mage isn't bad... mainly as an enchanter you're going to provide what the mage can't do which is CC. mage burnouts are generally superior to enchanter hastes. in the mid levels you will struggle to find a purpose for all of your mana, since you can't cast many spells on the mob or the mage pet will lose aggro. root is not an option if the mage is using a fire pet, the fire nuke breaks root quite frequently. i found myself chain casting rune/berserker strength on the mage pet to help mitigate damage.
imo the best synergizing classes with enchanter are necro/sham/druid. that way you can utilize charm more effectively and heal the enchanter a bit which is necessary when charming, especially in confined areas.