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#10
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MAG/SHM: High DPS, No Snare, No CC, No Pulling ability.
substitute CLR: less DPS but some Pulling ability and rezes. NEC/SHM: Slightly lower DPS than the above, but with snare, CC, and Pulling. If pet tanking, the pet is slightly less sturdy. Works best when Fear kiting. RNG/SHM: Decent DPS, extra utility in snare, various ranger abilities. substitute CLR for less DPS, add rezes. Both characters use mail, which can be a downside. SK/SHM: Moderate DPS but the ability to be full functional in any location, and the ability to take down tough mobs the easiest of all combos. -preluclin, you dont really want to substitute CLR for SHM here as the SK simply can't kick out enough dmg to make it worthwhile. -substitute WAR for slightly more damage and tanking, less pulling ability, no snare. -substitute PAL for more buffing, less DPS, moderate pulling ability, stuns instead of snare. MNK/SHM: Decent DPS, pulling ability, no snare. MNK can mitigate well but can only produce threat through damage, and therefore SHM will have aggro a lot. substitute CLR for less DPS and rezes. WAR/CLR: Moderate DPS, decent starter group to build around. No Snare, CC. Relatively boring. Can Substitute DRU for CLR for added DPS, ports, snares, invis but less heals, no rezes. SHM + any DPS can be effective but not as effective as those above. Various combos with ENC can be effective, including CLR/ENC, DRU/ENC, PAL/ENC, but are higher risk and harder to pull off. Various combos that include aggro or fear kiting with a NEC, DRU, or WIZ in addition to any other DPS can be effective but not as much as those above. They need space to operate which leaves out dungeons, primarily. In essence - there is no *Best*. Each has pros and cons. Have fun! | ||
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