Druids are awesome in dungeon groups. Snare keeps mobs from fleeing, Root works as CC and aggro control in a pinch, Damage Shields make efficient DPS, Charm is useful where applicable, Regen and patches keeps the cleric from wasting mana on support, Cancel magic removes damage shields, Cure Poison and Disease remove debuffs and DoTs, Tracking tells you what nameds are up and Ports give you a lot more options of where to go. But they're only awesome in dungeon groups if they do all of those things.
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