Quote:
Originally Posted by Troxx
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I will say this: emergencies when they do arise are the responsibility of everyone in the group. 3 players in this theoretical group already have massive (the best) capabilities to deal with these circumstances: enchanter x2 and cleric for reasons that should be OBVIOUS.
Can a mage help out? Yep. It’s called using your pet to tank and lock down crap and/or unloading your mana bar. In a full, reckless/feckless burn a mage can crank out around 200dps (+/-) a bit depending on resists to get shit dead. If the shit is dead, no emergency. Or how about dash out of range and CoTH the cleric to wipe aggro and then take one for the team (suicide) so the group can hard reboot. Or heck even quick camp the inevitable wipe and CoTH the cleric back to a safe spot to rez in?
None of this should ever happen (ever) in a group of competent players.
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Again, it is a silly argument to say groups never have problems, even with competent players. Even the best players make mistakes, have lag, etc.
You literally have to make the "players play perfectly" argument to even attempt to show a Shaman isn't necessary. Under this argument, Mage loses because 4x Enchanters would offer more DPS if you assume DPS > everything when playing perfectly. Again, this is a silly argument, and I have no idea why it is being made.
The most common group I had at Fungi King was Monk/Enchanter/Shaman and sometimes a Cleric, either a player or a pocket Cleric.
There are plenty of situations where safety is superior to a 2 second increase in kill speed. Camps can be taken if you wipe, so why risk it for 0 gains via DPS?