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#11
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Last edited by a2j2t; 12-06-2012 at 04:33 AM..
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#12
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That isn't bad, you can all start in the Qeynos area as well.
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#13
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I highly recommend against that combination.
The druid will not be able to keep the shadowknight healed after about level 30. Chicanery's ideas about this game are based on theory/versatility and not on practicality/efficiency. The druid is basically good for sow and ports. Druid DPS and healing abilities are extremely limited at level 50. If you like that mobility, so be it, but you will find yourself very hindered when the druid gains no new heal spells after Greater Healing. Alternately, you can start working on making friends with a good cleric. | ||
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Last edited by Alawen Everywhere; 06-21-2010 at 12:09 AM..
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#14
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Druid.
Necro. Chanter. If you want a challenge. | ||
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#15
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After a long discussion with other experienced players, my choice would be shaman, mage and necro.
We're going to level the group in Kunark. | ||
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#16
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I would ditch the Dru for a CLR if youre intent on a 3 part tank/dps/heals combo. You might run slow, but you'll be amazing for instance grouping.
__________________
More famous than Jesus and better dressed than Santa Claus; wouldn't be seen dead on a cross and have never been caught up a chimney. So I deserve your money more | ||
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#17
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Shaman, monk, [any dps class]
Suprised no one mentioned that one. Wizard would fit in nicely for portability, a pet class or a rogue/ranger would fit in as limited insurance against adds the monk can't immediately tank.
__________________
Nocte: 60 Cleric
Duchess: 60 Rogue Bizarro Nalkin: 55 Gnecromancer | ||
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#18
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Quote:
Druid with clarity can keep up on heals just fine with a tank that's one on one versus a slowed mob. And why is it one on one? Because of the chanter. The paladin also serves a dual purpose because he can always spot heal between fights (since he also has clarity). Let's not forget that a chanter can simply mez the mob if things get ugly in a 3 person scenario and the paladin has lay hands. What's very important to keep in mind here is that the knight classes have by and large the worst DPS in the game. You need to account for that if you are trying to build the most efficient and versatile 3 person group you can come up with. What outside of planar mobs and dragons would that trio not be able to take on exactly??? The mobs are slowed, the adds are mezzed. Sure there are a couple of tough mobs in the game... Freeti comes to mind. But you just have a charmed pet tank for that. Problem solved. And before you question that, I have been in a Freeti group with a druid, SK and a charmed pet about a week ago. There was no cleric there. Also post level 50 paladins and druids both get better heals, and the enchanter gets a better slow. You are thinking in raid terms and that's not what the OP was asking for. Clerics provide zero utility to a three person group. I would never give up on ports, snare and sow in a three man team in favor of a class that just CH's one every minute and then sits there medding the rest of the time. Sure the cleric can nuke great versus undead mobs but to do that you are loosing all the healing mana efficiency that you are striving for in exchange for a nuke a fight and nothing else. | |||
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Last edited by guineapig; 06-21-2010 at 12:58 AM..
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#19
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Quote:
if thats not utility enought, the clerics hp buffs are unmatched ...
__________________
[60 High Priest] Uuaellaen (Dark Elf)
[55 Conjurer] Uaellaen (Dark Elf) [24 Rogue] Uaellaenn (Dark Elf) *retired* | |||
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#20
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Quote:
All three classes I am using have root, all three have lull (2 if your indoors). All three classes have stun. Sure clerics have the very best heal in the game along with the best HP buffs. In exchange they don't have many of the abilities that a druid has. Only 2 classes in the game have ports, and in Classic through Velious being able to port your group around is priceless. Paladins have no trouble keeping agro off a druid with stun and blind. I never have a problem in groups. I know their rez sucks but it's a last ditch effort to get another member of the group back to the team when things go bad and your too deep in a dungeon for the player to simply run back. In other words, it's good enough for the main purpose it serves, minimizing downtime. Sorry but if you are doing a 3 person "A Team" to run around the world and level up together then druid beats cleric hands down. Don't get me wrong, I love clerics but in exp groups they are usually hovering at 80% mana if they have clarity and are rarely the ones lulling mobs or stunning casters. Do you really want you main healer getting agro by chain stunning mobs when you have a chanter in the group anyway? | |||
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Last edited by guineapig; 06-21-2010 at 01:09 AM..
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