Quote:
Originally Posted by Uaellaen
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Lull, root, stun ... just to name some of the "utilities" you seem to like in every single one of your post [You must be logged in to view images. Log in or Register.] on top lvl 39+ clerics surpass everyone on healing thanks to complete heal, wich is also less agro then 20+ of your druid heals (to heal the equal amount) ... also, paladin rez? lol? all you get in classic is revive 0% exp rez...
if thats not utility enought, the clerics hp buffs are unmatched ...
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You are mentioning abilities that are already covered and missing out half a dozen by dropping the druid.
All three classes I am using have root, all three have lull (2 if your indoors). All three classes have stun.
Sure clerics have the very best heal in the game along with the best HP buffs. In exchange they don't have many of the abilities that a druid has.
Only 2 classes in the game have ports, and in Classic through Velious being able to port your group around is priceless.
Paladins have no trouble keeping agro off a druid with stun and blind. I never have a problem in groups.
I know their rez sucks but it's a last ditch effort to get another member of the group back to the team when things go bad and your too deep in a dungeon for the player to simply run back. In other words, it's good enough for the main purpose it serves, minimizing downtime.
Sorry but if you are doing a 3 person "A Team" to run around the world and level up together then druid beats cleric hands down.
Don't get me wrong, I love clerics but in exp groups they are usually hovering at 80% mana if they have clarity and are rarely the ones lulling mobs or stunning casters. Do you really want you main healer getting agro by chain stunning mobs when you have a chanter in the group anyway?