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  #41  
Old 02-10-2015, 06:47 PM
Crawdad Crawdad is offline
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Quote:
Originally Posted by Duckwalk [You must be logged in to view images. Log in or Register.]
I understand your point. I'm just suggesting that a druid, enc, necro group brings nothing that enc, nec, shm or clr offers with the exception of thorns and ports.

Essentially your trading thorns and ports for much less flexible and powerful group.
Evacs, another charmed pet, Track, Harmony, Sneak; there's plenty more too. Even ports are a good contribution to a group (especially three friends just starting out), I'm not sure why this keeps getting scoffed at. If anything, the Shaman brings less flexibility to a group, as nothing he brings isn't covered by Ench/Necro or Druid.. except woof woof. More power (eventually, at a price), Sure.

...Also I'm off work now, so I'll quit being contrary.

Good luck and let your friend play what He wants to play, not what a bunch of forum-goers swear is best™!
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  #42  
Old 02-10-2015, 07:09 PM
Duckwalk Duckwalk is offline
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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.
  #43  
Old 02-11-2015, 09:40 AM
simpo simpo is offline
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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.
Last edited by simpo; 02-11-2015 at 09:46 AM..
  #44  
Old 02-11-2015, 08:06 PM
pasi pasi is offline
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The good part about enchanter/necro/x is that once the team reaches level 34, the druid can go off to EC and start porting for 20pp a pop while the enc/necro xp. This will be very beneficial for buying the enchanter peridots in case the enchanter/necro opt for a high exp/low money camp.
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  #45  
Old 02-11-2015, 08:52 PM
Ando Ando is offline
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Enchanter/Necro/Cleric has the most potential in my opinion over all levels. Sure maybe late late endgame an Enchanter/Necro/Shaman or Enchanter/Shaman/Cleric combo could kill tougher shit, but a Shaman really isn't necessary.

You have hastes/slows with the enchanter, and buffs/healing with the cleric.
  #46  
Old 02-11-2015, 09:03 PM
ctechguy ctechguy is offline
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street fighting gnome warrior who moonlights as a crooner and entertainer?
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  #47  
Old 02-11-2015, 09:08 PM
pasi pasi is offline
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You can pretty much ignore anyone who mentions slow overlap as a reason to not pair a shaman/enchanter. Getting non-trivial mobs slowed is 2/3 the battle. With a shaman and enchanter, you got more resist debuffs with 2 people casting slow on cool down. It's probably the main reason enchanter/shaman is better than enchanter/cleric for slowable moblins.
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  #48  
Old 02-12-2015, 12:27 PM
Duckwalk Duckwalk is offline
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TLDR: cleric or shaman depending on preference and end game goals. Any other class going to be one dimensional dps addition (rogue or mage) or a just a weaker version (druid).

Unless you REALLY need your own ports.
  #49  
Old 02-12-2015, 12:40 PM
pasi pasi is offline
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Yeah, I'd go shaman. Shaman/necro is a very strong duo at all levels in case the enchanter can't log on for whatever reason.
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  #50  
Old 02-12-2015, 01:22 PM
DrKvothe DrKvothe is offline
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Shm is a great choice for 50+, and so is cleric, but from 1-50 druid has them beat hands down. It's not a "weaker version", it's unquestionably a stronger version. Level in outdoor zones like the oasis, the karanas, LoIO, OT, FM, Kedge, etc. Rather than having a shaman slowing mobs, which isn't particularly effective until Togor's and that still costs 175 mana, use terrorize animal (30 mana) or the enchanter or necro fear line with snare. With the druid charming and necro using a more easily controlled pet instead of charming undead, the necro can be on top of cc, healing, twitching, etc. all the time. Mobs will melt, pulls will be constant, and you'll never ever die.

The high mob density areas of outdoor zones are much more frequently empty than the good exp camps in dungeons. You'll spend a lot less time looking for an open camp, you'll get many more kills per hour, you'll die a lot less often (snare, sow, and wide open spaces ftw). In practice, these more than make up for a poorer ZEM, unless you're willing to grab dungeon camps during off-hours and play for long continuous sessions. Normally it can be difficult to quickly put together a powerful trio like this for some outdoor zones, but y'all come pre-packaged so it's not an issue.
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