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Old 05-08-2016, 04:15 PM
LostCause LostCause is offline
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Quote:
Originally Posted by Baler [You must be logged in to view images. Log in or Register.]
2: cleric and shaman.. alchemy DS,. Druids can't charm past like 39 anyways so that's null.


Yeah I'm just speaking about full groups. I acknowledge in the OP that there are applicable duos and trios where they shine.
druid can charm higher then 39 mobs lol
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Old 05-08-2016, 04:26 PM
Baler Baler is offline
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Quote:
Originally Posted by LostCause [You must be logged in to view images. Log in or Register.]
druid can charm higher then 39 mobs lol
I had a mix up and a miss understanding. I was thinking of the plant charm.
I admit I was wrong in this post. http://www.project1999.com/forums/sh...7&postcount=22
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Old 05-08-2016, 05:15 PM
Danth Danth is offline
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I know the sort of Druids you're talking about. Just sit there, toss out the occasional damage over time spell that hardly even gets to tick before the target dies, don't really contribute in any fashion anyone can notice...waste of space. A badly-played Druid is down there with a lazy Wizard. If a player wants to phone it in and still contribute meaningfully, make a Rogue.

A Druid who stays active can do enough to justify his presence. It's a fair enough healer to get the job done if you don't have a Cleric or the Shaman's overworked. Optionally the Druid can provide the Cleric a safety net in groups where monsters are running around due to someone else failing or where the puller keeps pulling even if the Cleric is pleading for a mana break. Having both Snare and Root allows for satisfactorily effective crowd control. Druids can contribute to spell interrupts, have fair (not great, but tolerable) spell damage potential, and generally have a wide enough toolset to fill in most jobs the group might need help with. In specific situations there's also Harmony pulling, Charm (very powerful somewhere like Kael Drakkel), and evac's if needed.

It's not one of the min-max grouping classes, but so what? Grouping isn't that tightly tuned in this game anyway. Heck, Enchanters and Shamans can solo most so-called group content. I rate the player as generally more important than the class; a moderately-balanced group composed of motivated players will nearly always do better than a "perfect" group composed of half-effort slackers.

Danth
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