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#51
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#52
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I'm sure its awesome at lvl 1 with someone PL'ing you tho. | |||
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#53
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=p
__________________
Krait - Wood Elf Druid
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#54
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The second a enchanter's charm breaks and the enchanter fires off the PB stun.. The necro either ST's the mob dead in it's tracks, 3min roots it in it's trash, or, (if it's undead) charms it himself and then voice grafts it to allow the mob to remind the enchanter he plays the inferior class of the duo. Yeah a mage/necro going to be more efficient in an xp grind, but it's basically nigh impossible to die due to a CC situation as a necro/enchanter duo. Even if both the enchanter and necro are holding charmed pets, all that means is that the necro is that much *more* likely to have CC spells up for charm breaks. You really can't get much safer than a enc/necro. Well, unless it's a monk/necro, then you can both feign at the slightest hint of trouble and/or nicotine cravings. | |||
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#55
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People misunderstand wizards. Nuking is terrible for an exp group. Terrible. You only nuke when things are going wrong, you're killing a named mob, you're sitting at FM with nothing to spend mana on, or you're silly enough to think that nukes make a group more efficient. How long did the wizard have to meditate for that one nuke? In the same span of time, how much damage would a rogue or any other melee have done? Again, it "works," but it's not terribly efficient. Quote:
So the only places I can think of where this might work would be for a brief time on Spirocs in TD, or BW from 49-52/53ish (b/c the wizard has supernova) or Skyfire 54-60, and Skyfire mobs have 4500+ hp, meaning the wizard's 2400-2600 mana pool necessitates the bard to bring the mobs down to 40-50%. But when you think about it, that might actually be enough time for the wizard to meditate up the mana he needs to bomb them to death. I'll consider this further [You must be logged in to view images. Log in or Register.] Quote:
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Wizards only have a few skill sets that are complimentary to a group - targeted stuns (of limited use on non-casters), PBAoE, and targeted AoE. In everything else, another class does it far better. Ghetto rooting/snaring/etc yeah, those are fine (and are very common among other classes) - but they're not things that can have their force multiplied by a group , such as a Necro/Shaman where the Necro has permanent Chloro, or Shaman/Monk where Shaman has most of the best melee buffs in the game (chloro/str/sta/agi/dex/haste) and debuffs (slow), a pet for added DPS, and backup heals in a pinch. Mage/Mage, Necro/Necro, Enc/Enc, Shaman/Shaman...all of these are better than any of those classes coupled with a wizard in terms of a Duo. | |||||||
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Last edited by Messianic; 07-06-2011 at 08:40 AM..
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#56
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If you a fan of pure casters Wiz/Mage works great. you have a pet to take, a heavy hitter and the mage cna heal it when needed. also if you get adds the wiz can kite them away untill ready to kill them. you have ports, summoned food and drink.
a wiz has bigger burst then a druid, so if something needs to die "fast" they can make it happen. anyone 1 single target dosn't stand a chance. also while quading at higher levels mage can turn pets taunt off and have the backstab pet go nuts. Druid/mage also works for most of that i said, its all a matter of preference to the player. | ||
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#57
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If you a fan of pure casters Wiz/Mage works great. you have a pet to take, a heavy hitter and the mage cna heal it when needed. also if you get adds the wiz can kite them away untill ready to kill them. you have ports, summoned food and drink.
a wiz has bigger burst then a druid, so if something needs to die "fast" they can make it happen. anyone 1 single target dosn't stand a chance. also while quading at higher levels mage can turn pets taunt off and have the backstab pet go nuts. Druid/mage also works for most of that i said, its all a matter of preference to the player. | ||
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#58
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Any solo class + any solo class is an awesome duo for obvious reasons.
Pairing a tank class with a healer class (especially shaman due to how efficient slowing makes healing) is always a good pair, plus it allows you to start your own groups whenever you want merely by inviting utility/DPS when duoing gets boring. There are some unexpected good combos too. Druid/Rogue and Ranger/Rogue works very well if the rogue doesn't mind chasing things, and the rogue's experience bonus helps balance out xp gains, effectively boosting the ranger's leveling speed. Necro/Mage or Necro/Wizard....or hell, Necro + any DPS. Monk/Shaman is a classic, but the monk can be replaced with any melee and still do well. I even did a shaman/ranger duo for a while. Rangers can easily tank slowed mobs and hold enough agro that the shaman doesn't get hit. I've even seen shaman/rogue work pretty well. You'd be surprised how many classes can tank slowed mobs effectively. | ||
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#59
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In no case is a rogue going to be hasted and fighting slowed mobs in a duo (except for Bard/Rogue which is obviously bad..). Multiple kitting classes with melee dps work fine. Monk is good for wizard because it requires less mana to be used for the wizard to hold agro as opposed to a rogue. Other classes could be used for snaring but mana of them have downsides as well. The two classes you mentioned SK and Ranger have a high XP penalty and until Tolans a high coin cost respectively. Other problems for the combo I mentioned are it requires the wiz to get to 29 and is only really viable in open room. Enc/Wiz is fine, it's obviously not stellar until you do AoE groups but Enc is the one class aside from some debuffing that will actually imrpove a wizard's single target dps. Which might be needed if you ever plan to enter a dungeon or group with more than just eachother. | |||
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#60
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Given that they can. The enchanter is there purely to supply breeze / clarity. And help the wizard get groups. Thought the first thing you quoted by me clearly pointed that out... but guess not. Given that they can not, reread previous statement. | |||
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