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#1
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SoW only lasting 30 min from your port - i find run speed to be one of the highest indicators of survivability. And i don't plan 'to fail' - concerning rez. If I played my whole life like that I wouldn't be where I am, so, different strokes for different folks. To be honest I don't see the point of the 3rd char. Shm/Enc is enough for me. That's why i don't really care what 3rd slot is. But this guy wanted a trio, and what the group really needs is a puller, which I consider monk to be better at. | |||
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#2
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__________________
<Azure Guard>
Flyboy Firebane - 60 shaman Faladwen Fireball- 60 wizard Mithras Firehealer - 60 cleric Gurig Fireplague - 53 necro Umphrey McGee - 55 magician Loden Arrows - 46 ranger | |||
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#4
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If the characters are 60/geared and we are specifically talking Kunark, War/Cler/Enc gives you the most room to operate.
There are better combinations for specific mobs/camps - sure, but nothing that is universally as good. The only weakness is pulling - which isn't a huge deal in Kunark due to dungeon levels - almost everything can be reliably mezzed or pacified. Most of Kunark was designed around players leveling to 60 - not actually being 60.
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#5
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Don't think many dungeons are more than 30 mins from druid ring. Also, SoW pots are easy to get an affordable for travel needs if you can't get that SoW. Failing is part of the game. Sorry I am not the perfect player like you. Being able to recover quickly from mistakes is an important part of making the experience more enjoyable for me. Having a dedicated tank/puller is essential, especially holding aggro for mobs that summon. | |||
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