Quote:
Originally Posted by jturkydurk
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this, except if you add a druid into the mix for ports/heals drop the cleric out for a necro.
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The Necro adds basically nothing to the group besides pet DPS, because the Enchanter, Cleric and Druid have more than adequate CC and utility between them and the Necro's DoTs are inefficient in groups. In contrast, the Cleric is indispensable due to the power of CHing charmed pets 40+. Druid and Necro heals simply cannot compare to a Cleric healing mobs for 5-10k at a time. With Druid + Cleric + Mage, the Enchanter's pet can be fully HP buffed, hasted, Maloed and snared, making it a total killing machine that is easily controlled on charm breaks. I doubt you've ever played this trio/foursome or else you'd realize this. The Mage/Cleric/Druid are basically just there to support the Enchanter's charmed pet and add heals, backup CC, utility and some DPS. A buffed and hasted (while Druid snared) charmed pet that can be CHed mows through mobs non-stop and poses no danger to the Enchanter. A Necro is next to useless in comparison, since you already have a superior Mage pet and more mana efficient damage in the form of nukes from the Mage and Druid (DoTs being useless in a fast-killing group). This is not a commentary on the merits of Necros, but rather a recognition of the fact that charm is overpowered as fuck, so a group that is custom made to increase the effectiveness of charm (via Malo, CH and Snare on pet) is just outrageously powerful.