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#11
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#12
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![]() Monk is great to make your prime class.. Most great monk gear is no drop and they are fantastic duo and trio partners.
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#13
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As a rogue, I have wanted to twist their heads off at times, but I have often seen druids loot everything that was left rotting. Plate dropping in Unrest and everyone is at their weight-limit? Druid will grab it all until they can no longer move, then start asking people to bring the mobs to them just before they die. Druids can (starting at level 19) bind themselves in a safe spot nearby, then teleport to a druid ring (many of which include faction-agnostic vendors) to sell everything and gate back to the action in the time it takes some wizards to notice that the fight is even over. I can't say that it's a great source of income, but it's got to count for something...
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Mentathiel Rogue and haunter of level-inappropriate dungeons
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#14
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Sure your AC drops the more you weigh but it does NOT matter on here. Now 45ish and above it DOES matter, but by then you should be able to afford Tink Bags and better lighter gear. IF you want to play a Monk go for it on here. | |||
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#15
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#16
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![]() It's a minor advantage for a Wizard, but I am not sure I have seen vendors at any of the spires, so they tend to have to wait until much later and then limp from GFay spires to Felwithe or similar. Druids can literally port out to a circle, sell up to NPCs standing right next to them and get back in the time it takes some groups to recover from a bad pull. Once, I saw a druid get back from their round trip in time to provide extra healing to the still-injured group; that was an extreme case, but it still should tell you a lot about how useful that trick can be.
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Mentathiel Rogue and haunter of level-inappropriate dungeons
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#17
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![]() I'm a bit confused. So the advantage of a Druid is that they can leave their group to go sell their items thereby leaving the group vulnerable if they're the main healer?
So two things will happen: 1. The Druid tells the group that he's going to sell, so the group holds pulls and waits for the Druid to go do his business by porting to a druid ring, selling and then porting back to the group. Either way the group suffers by waiting... 2. The Druid DOESN'T tell the group that he's going to sell, so while the druid is porting and selling, the puller gets a bunch of mobs and brings it back to the group only to find that his healer is not there. Sorry, I appreciate your time but I don't find this very good advice for me. | ||
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#18
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Enchanter says "OOM, need a med break." Puller gets too much and has to eat a death and get rezzed. There are tons of situations that will give a druid 5 minutes to port out, sell, and gate back. | |||
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#19
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![]() There's also the not-uncommon "I forgot to bind nearby, can someone fetch me from [insert far-off place]" or a dungeon with no decent binds for non-casters (Unrest, Mistmoore, etc.) where the druid knows they have at least 10 minutes before the tank is back in the zone. If you're lucky, the druid can go and sell at the nearest ring to the missing players' binds and then use Circle to get them into at least the right general region.
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Mentathiel Rogue and haunter of level-inappropriate dungeons
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#20
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![]() I had the debate between druid and enchanter myself. I even saved up to gear out an enchanter. I think it all depends on personal preference. Druids can solo, group (at least until they start to be god awful healers in the late 40s), port, charm animals, ... a bit of everything which you would expect. Enchanters are probably more desired from just about everything, but you charm and crowd control. I think it mainly depends on your play style and how much time you have to offer the game. If you want to play end game things and be wanted, I think enchanter would be a better bet, but as a first toon (and if you only want to have one) I would go druid personally.
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