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  #31  
Old 05-08-2016, 03:47 PM
GreldorEQ GreldorEQ is offline
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I had varying experiences with groups while levelling. When I FELT like I couldnt hold my own, I found a rep and soloed/duoed and this was often. OP is generally right when it comes to the min/max lvl 25-59 experience, if youre into min maxing.

However, at level 60, and with my epic and SS BP, this drastically changes. Ive healed solo for king groups, arena, velks, kc, you name it. I can PoTG, AE root, heal quickly and somewhat efficiently, and I can save bacon with succor, root, epic snare, indoor stuns and 1k DDs. Did I mention I can track and sneak pull too?

Druids are about versatility, not peak efficiency. At 60, we thrive, and have a tendency to break the well established and well founded stereotype of the sub-60 druid. I kick ass at druiding and so can you.

Quit min-maxing and start relaxing!
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  #32  
Old 05-08-2016, 03:51 PM
JurisDictum JurisDictum is offline
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In the endgame Kunark dungeon crawls, snare would prevent a wipe. Druids were by far the most common source of snare. There ports and sow were also very useful for an addition to a static group.
  #33  
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
  #34  
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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  #35  
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
  #36  
Old 05-08-2016, 05:40 PM
Gumbo Gumbo is offline
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I have a Druid and I know how hard it is to get into a group. Many times, I'm passed over if I try and get into a group say in Mistmoore. Everyone is looking for a tank of some time or an Enchanter cause they have clarity. But I know once I do get into a group, everyone is asking for sow, regen and buffs... I've even changed out my primary and took out my 1HS or 1HB and jumped into the fignt to help out if it started looking like we might get out numbered.
  #37  
Old 05-08-2016, 06:29 PM
Swish Swish is offline
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Druids are great on red, good pvp class, can travel, and most often groups need a bit of extra healing.
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  #38  
Old 05-08-2016, 06:45 PM
Expediency Expediency is offline
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Druids are decent in groups. Shaman can do more, but you're asking a lot of a shaman to buff, heal, slow, and haste. I find that druid + shaman (when you dont have a cleric or chanter) is a great combo with an exp group... druid heals and roots for CC, shaman slows/hastes and helps heal also. Druid nukes are decent, DoT is waste of mana because mob should be dead by the time the DoT runs out. Druids are a waste when you have a cleric and chanter in group, and if your group has a cleric and shaman already you should not select a druid.

Druids also do well in areas with summoned mobs. The hole in particular is great for druids because they can get to toxx then get you out of the zone when you're finished.
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  #39  
Old 05-08-2016, 08:19 PM
Tasslehofp99 Tasslehofp99 is offline
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OP clearly retarded
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Tasslehof - 60 Druid
Barlow - 60 monk
Blueberrii - 60 Mage
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Kids - 60 Rogue
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  #40  
Old 05-08-2016, 09:09 PM
Ella`Ella Ella`Ella is offline
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Quote:
Originally Posted by Tasslehofp99 [You must be logged in to view images. Log in or Register.]
OP clearly retarded
Says the guy who main changed to a monk! ZING
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