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#1
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street fighting gnome warrior who moonlights as a crooner and entertainer?
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#2
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Some of the most OP duos in the game are enc clr and enc shm. A Necro complements either of those.
Shm for better mana regen, slows, sow, and brokenness once fully geared (expensive). Clr for CH on charm pets, better control on charm breaks (stuns) and arguable better group foundation. Druid should be a distant 3rd. | ||
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Last edited by Duckwalk; 02-10-2015 at 04:07 PM..
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#3
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Quote:
There was a thread a few weeks ago asking about Ench/Sham and the general consensus was that Ench/Sham are amazing together end-game but Meh until then. That's probably months and ~200k+ away. http://www.project1999.com/forums/sh...d.php?t=178742 I don't think adding Necro to the mix makes Shaman look any better. But, like I said, it depends where OP and his friends are at right now.
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Some kind of... Bubba Ho-Tep?
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Last edited by Crawdad; 02-10-2015 at 04:27 PM..
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#4
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Quote:
Since they are already set on enc and nec, this shifts the focus to whether they should pick clr or shm, as you yourself have recognized that enc clr or enc shm are the consensus most OP duos. Druid would be far distant third. | |||
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Last edited by Duckwalk; 02-10-2015 at 04:39 PM..
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#5
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Quote:
This all of course depends on the OP's goal. They may never even see 60. That aside while both enc and sham can be incredibly powerful at end game their play styles do not necessarily compliment on another. Cleric would best compliment an enchanter for endgame farming, but we are not talking about a duo, we are discussing a trio and not a max level, geared trio either. Your advice is sound, but so was his. It all just needs to be viewed in the context in which it was given. | |||
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#6
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Quote:
And as far as synergizing, a shm will make better use of the necros health regen than a cleric. Any melee class will generally be inferior to the charming/root rotting/fear kiting that they are already capable of thus: Shm for better slows, mana regen, sow, general dps, and OPness once geared and 60. Clr for CH, charm control, and arguable better group foundation. | |||
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#7
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Majority of shm cost and twinking will be in the form of some kind of regen item as you won't be concerned with JBB or torpor till later lvls.
At level 20, a necro can provide 3.3 health/sec over 24 seconds. At level 44, a necro can provide 13.5 health/sec over 24 seconds. At level 54, a necro can provide 20.8 health/sec over 24 seconds. All for the cost of 30 mana total and 20/85/125 health per cast. This gives them some of the most efficient heals/mana in the game allowing a shaman to fully exploit his canni line of spells for maximum mana regen. And for the record, the regen on Rubicite BP, Ceremonial Iksar, and Fungi is 3/5/15. | ||
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#8
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Shaman.
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#9
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Personally I'd trade all that for just malo for charm pets, not to mention better slows and better mana regen.
Shaman are just better druid who lack ports. | ||
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#10
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An an enchanter, I'd want a cleric. Some OK nukes, you all have some sort of crowd control, you all have good survivability, you will have rezzes for when things go bad and it seems like, as an enchanter who solos/duos a lot, health is the biggest danger for me. Enchanter/necro/cleric should be mana/health/damage sufficient, have crowd control, rezzes, and be able to make do with some sort of pet tank... what else is there to worry about? For the necro, the heals are great for obvious reasons and constant cleric buffs give them a bigger mana pool. You could just buff the crap out of the necro pet and keep a charmed enchanter pet for DPS... just heal when things go wrong, keep the necro topped up and throw some nukes in.
Shaman's buffs/debuffs aren't needed really in that group and a druid sounds tempting with the ports/sow, but you can just pay for ports/sow pots or get jboots eventually. I see no reason for a tank, cleric could keep up a necro pet and the enchanter can charm stuff and keep the rest locked down... and if things really go bad the rest of your group has movement based crowd control at least too, so it's not like you need someone to get agro or even take damage. If this third person doesn't want to play a cleric, I'd go with another another enchanter/necro, mage, monk or bard. Monk would be nice for pulling and is a constant DPS that you don't really have to worry over their health or them getting agro ... can't go wrong with two necros or a mage for extra pets and DPS... and another enchanter or a bard would just make for a really fun trio. Although realistically for loot you'd probably want to avoid doubling up on classes if you're going to play to 60 together.... that's something to think about. | ||
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Last edited by simpo; 02-11-2015 at 09:46 AM..
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