![]() |
|
|
|
#1
|
|||
|
me*
Add a mage and the druid is doing jack shit. Lets say they dont have a cleric,. shaman still is the better option for obvious reasons,.. lets say they do have a cleric,. mage is still the better option for obvious reasons (as stated in op).
__________________
| ||
|
|
|||
|
#2
|
|||
|
How many casters does it take to make a druid obsolete in a group?
4: Cleric - heals Shaman - SoW, Regen, heals Mage - DS Enchanter - charm DPS How many casters does it take to make a wizard obsolete in a group? 1: a druid (Sorry, wizard friends)
__________________
| ||
|
|
|||
|
#4
|
|||
|
invisible*
You don't bring anything to this thread. You're just being Bias because you've leeched off groups and know it. You sat around with mana on your bar knowing one of the REAL group classes will take care of it for you.
__________________
| ||
|
|
|||
|
#5
|
|||
|
Paging Daldaen
| ||
|
|
|||
|
#6
|
||||
|
Quote:
| |||
|
|
||||
|
#7
|
|||
|
Harmony in KC. Charm in lots of dungeons and zones. Flame lick and snare kiting/root pulling, patch heals and good quick nuke assistance if a mob is going for a CH or gate. No they don't replace a cleric or shaman for their roles but you have to play classes I'm EQ to their strengths. You are setting up a druid to fail by saying it should slow mobs or be the most efficient healer.
The flame lick and snare kiting groups on a fresh box are stronger than those with a warrior just taking the raw hits the whole time. See also: perma pit, kedge and WW druid charming Source: watched rogue+druid and enchanter+druid combos putting on an xp clinic on red launch | ||
|
|
|||
|
#8
|
|||
|
A properly played Druid brings plenty to the table. They can snare fleeing mobs, patch heal, root adds, regen, DS the tank, evac to prevent a full group wipe. A poorly played Druid sits in wolf form 75% afk and casts a nuke every 4 minutes.
| ||
|
|
|||
|
#9
|
||||
|
Quote:
Daldean reporting in sir Ready to spend the next 10 years of my life farming Velious.
__________________
Gobble?
![]() | |||
|
|
||||
|
#10
|
|||
|
Druids are awesome in dungeon groups. Snare keeps mobs from fleeing, Root works as CC and aggro control in a pinch, Damage Shields make efficient DPS, Charm is useful where applicable, Regen and patches keeps the cleric from wasting mana on support, Cancel magic removes damage shields, Cure Poison and Disease remove debuffs and DoTs, Tracking tells you what nameds are up and Ports give you a lot more options of where to go. But they're only awesome in dungeon groups if they do all of those things.
| ||
|
|
|||
![]() |
|
|