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#21
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#22
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Best might be a stretch, but it's fun pulling on a Druid, especially in dungeons. It's a bit lame when sow wears off and you can't refresh it, but it just means you have to strafe run for once. Pulling is just fun in general. If you have a charmed pet back in camp (Karl anyone?) then you'll be pulling double duty and won't need much more than c2 to stay up on mana
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#23
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Druids contribute to groups just fine. They aren't and never will be a min/max class but can pull their weight just fine.
By level 50: -group regen has a heal potential of 16.5hp per healed mana spent (1100 per person x6) -24 or damage shield (5 mins 120 mana). Hit only 10x a minute that equates to 10 aggro free damage for each mana spent. 20x a minute = 20 damage per mana spent and so on. Damage shield on the tank has always been and will always be the best damage per mana ratio for any of the casting classes. -skin like nature (frequently overlooked) gives hp/AC and 2hp/tick regen. Looking at the healing only that's 1440 potential healing for 300 mana (nearly 5hp healed per mana spent) While these are not glamorous additions to a group - they are powerful additions to all groups in this level range. Those 3 things alone are trivial for a 49 Druid to maintain with plenty of mana left over for healing. Complete heal aside, single target Druid healing at is 2.3:1 compared to lower cleric blast heals 2.5:1 and 2.6:1 ratios. Excluding cheal, cleric still maintains advantage with a more efficient celestial heal. Str buffs, snares, roots and DD are extras along with harmony pulling and group sow. Druids are underrated. They are fine additions to groups but sadly do not fit into the min/max ideal groups that this server always favors. They synergize very well into awkward groups. Paired with a shaman and 4 melee (without sufficient hp to maximize cheals potential) willing to spread out damage, they can actually put out more healing over time with continuous 12hp/tick (nearly a fungi) to the whole group. As a leveling shaman, I always greatly appreciated not having to deal with the burden of maintaining 6 regens at 200-300 a pop. Having regens on everyone equates to less wasted mana from blast heals - always worth keeping up. Higher 50 up to 60: Regrowth of grove 16550+ potential healing 600 mana (27.6:1 heal ratio potential) Natureskin: 3240hp regen for 400 mana (8:1 heal ratio potential) DS: 32 per hit 150 mana (1.5 damage per mana spent for every hit per minute) POTG: ridiculous stacking mana regen Classic eq is slow paced and favors regen. Prior to 60 you're looking at 19/tick hp regen to the whole group. At 60 POTG is crazy good. Druids are actually well balanced. The problem isn't with the Druid, it's the community's perspective of the Druid. I like having them in a group.
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Last edited by Troxx; 04-08-2017 at 12:58 PM..
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#24
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Till mid 50's they also create the most OP pure exp grind combo: enc+druid;
Druid pulls, uses lvl 1 snare when mob in camp. Enc casts "Chase the moon" and sits down while hasted dw pet kicks the crap outta mobs. Keep pulling and reapply regens and ensnares on pets and enjoy that massive xp. Even when there's no animal to charm, it is still extremely OP. When there's one around, it's insane. I've had dozens of dead mobs rottin' in DL. A few times we were trained by a bard with like 10 mobs and still survived the mess. | ||
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#25
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Also as someone who has a high level Monk and Bard - Bard is the best puller in the game by a large margin | |||
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#26
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Druid is second only to wizard in the inadequacy for their contributions to groups :c i agree with OP though, if you find yourself grouped with a Druid, find them a use. You will feel better about the arrangement and so will they ^^
The farce of charitable magnanimity sates not a parched heart.
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<Millenial Snowfkake Utopia>
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#27
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I have called on many a druid in a Highkeep goblin group to help me split the warrior or raider room - harmony so good.
Typically though rangers are better. Same spellset for pulling honestly, but they are less mana heavy and can keep pulling without breaks.
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#28
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Necros are not as efficient in this setup, unfortunately while of course it's still decent xp in enc-nec duo. The idea is to have constant stream of incoming mobs. A druid has to pull them non-stop, often in packs of 2-3 so I hardly call this leeching. The mana usage is pretty small too, lvl 1 snare costs almost nothing, spare from ocassional regen and sow refresh. The ensnare lasts like 12 min and makes controlling that hasted DW pet a breeze. If there's a suitable animal present for a druid to charm as well, then common outdoor blue trash dies almost instantly. Also don't forget 50% exp penalty where enc has to waste time and mana finishing kills solo. This is also a non-issue in this setup. | |||
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#29
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Necromancer can do everything a druid can do + Feign Death...Its silly to argue Bard is not the alpha puller though, they can do everything and split any room and can move faster than any class in the game (by a lot) | |||
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Last edited by Spyder73; 04-13-2017 at 10:55 AM..
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#30
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