#11
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Wizard - root, nuke, nuke, nuke, nuke, loot, sit for 5 min, repeat.
Bags get full, teleport somewhere and go sell, bank. Get bored of zone or all mobs camped, teleport somewhere else. Druid very similar to Wizard, can't nuke for as much, but you get snare, sow, charm, dots, heals. I played a Wizard cause they were more rare, but currently playing Druid. | ||
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#12
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Quote:
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#13
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Its necro by a mile.
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#14
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Shaman is the easiest in terms of how it is played. You can decide how complex you want it to be by rooting multiple mobs at a time, or you can just wear down one guy and practically AFK through it. They have a slower start than Necro / Mage but as they grow it gets a lot easier. Shaman doesn't really get going until 14 at the very least when they get root, but even then their DoTs make doo-doo seem palatable at that level, so 24 is really when it starts to feeling strong.
Shaman and Necro can easily handle mobs that summon. Shaman can face tank them if they can be slowed and Necros can fear kite them if they can be feared and they are in an area that lends to using fear. Enchanters can probably handle the most of the money camps better, faster and sooner than any other class. Enchanters have the benefit of needing nothing more than their spellbook to rock socks, so the cost to entry is low, and they can fund themselves as they go but they are a micro-management nightmare and die far more often than any other class. Necro is similar in terms of gearing and I assume Mage has a similar experience. It is my understanding that the Mages ability to solo actually wanes as they level. Their pets just can't keep up with mob scaling as they level up. I don't personally so feel free to correct me on that one. Mage is the one I know the least about. The last caveat is that once a Shaman gets Torpor and Bane/Pox/Epic... they become absolute fucking UNITS! At that point, they absolutely rocket past all the competition and can solo difficult encounters that any other class wouldn't even consider without ridiculous player skill, preparation and investment into consumables / clickies. If you are looking to play the long game, Shaman hands down. Enchanter would be a very close second, or even first depending on the camps in question. Necro is very solid all the way through. Mages eventually lose the ability to solo effectively and the only money camps they can go after are the ones that are much lower than themselves. | ||
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#15
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#16
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#17
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wizard
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#18
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Quote:
__________________
Founder of Team Manastone - first manastone on Green
Dangeres - Firiona Vie Project - retired Turbosilk - Firiona Vie Project - retired Turboshok - Firiona Vie Project - retired Turbosilk/Dangeres/Turboshock - Green - Retired Dangeres/Turbosilk - Blue - Retired Turbosilk - Tunare/Firiona Vie - 60 Wizard - retired Dangeres - Tunare/Firiona Vie - 60 Shaman - retired | |||
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#20
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You didn't define easy. Enchanters are powerful and have extra indoor camp options. Also easy to die if you lose attention or cast the wrong spell. I would only recommend the class if you look forward to charming, even though it has many other benefits.
They're desired in groups too, which can be nice if it's the looking that bothers you rather than the grouping itself. Quote:
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