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#1
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![]() charming is probably the most efficient thing a druid could do in a raid, whenever possible. extra enchanters should be charming as well. more dps than a rogue.
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#2
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![]() Taluvill, iirc did they not take our the druid charisma modifier to charming?
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#3
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![]() Quote:
Charmed shiverbacks in Fear and rats in Hate are excellent DPS additions to a raid/group force. 6 druids/enchanters could wreck hate or fear IMO :P. | |||
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#4
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![]() A vision'd zol knight that I charmed was doing just a bit less than a 58 monk with TStaff.
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#5
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![]() I read everything everyone said and for the most part everyone is right..however from my experience the truth is you will always be passed up as a healer for a cleric or shaman and you will always be passed up by dps. So if you have friends whom you group with constantly your fine if you like to solo your fine. If you want dungeons and group play you arent going to get too many group invities. Thats been my experience, and as far as raids go, you are great for ports and random stuff but your class wont be missed if you dont show up.
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<The Mystical Order> 60 Monk Silentone | ||
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#6
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![]() Druids are an excellent duo partner with many classes however. Rangers, Monks, Shadowknights, Paladins, Enchanters and a few others.
Full groups as I said before, there is always a class that can do the role they need you to do 'better'. But if your pick is between a shitty enchanter and a great druid, a great druid will be able to CC mobs with root and snare and speed buffs better than a tardboat enchanter will. And with the use of snare, root, harmony and speed buffs, we can be excellent pullers. | ||
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#7
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![]() As I get more experience grouping with my druid I am coming to understand how to play it as a min-maxing powergamer... since you can do so many things (if none as well as a specialist, and not all at once) you need to configure yourself for the group you are with and how the players operate together.
For example, I joined a group with a SK, war, rog, bard, cleric. To start, I picked up the snare role, freeing the bard to do something more productive. Then I picked up the patch heal role so the cleric could use her mana more efficiently on larger heals, throwing in pack regen to lighten the heal load further. After that, the best I could add value was to add damage, so up went DS on the puller/tank, STR on melee dps, and finally surplus mana went to straight up nuking. Now when we moved camp, cleric couldn't handle the extra healing... so I switched from nuking to cast more heals instead, which enabled the group to more easily adjust to fighting higher level mobs at the new camp. So I'm figuring out that, as the utility guy in a group (more so than even a bard), my druid's job is first to analyze the group's strengths and weaknesses, patch up any potentially fatal weakness first and then take over roles that free up more specialized classes to concentrate on what they are good at. That way my actions can be translated into maximum effect, if only through the second-order effect of enabling another class to optimize its efficiency in a given situation. The implication of this is that given a different group configuration, my role within it could be completely different. This kind of approach accepts at the outset that your abilities are duplicated by so many classes that the only unique ability you are likely to have in any given group is evac, and to work that overlap to optimize what others can do. I'm still working this out here but I think I'm on the right track... | ||
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#8
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![]() Quote:
__________________
“Smile, breathe, and go slowly.”
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#9
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![]() Quote:
__________________
Quote:
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#10
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![]() I like druids just for back up heals and ports alone... how can you not like that... never seems like there are enough porters at raids xD
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