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Old 05-01-2018, 03:33 PM
Jimjam Jimjam is offline
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Be necromancer as by the time you are 55 ranger will be in vogue again as the twink melee class and epic rangers are fun duo with necromancers.

They add slow, regen and movement buffs (see above post for why this synergies) and their blend of aggro, dps and tanking eliminates the need for doing 50% damage, fd and so on.
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Old 05-01-2018, 03:43 PM
Gozuk Gozuk is offline
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Good call. Necro/Ranger is sick
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Old 05-01-2018, 04:25 PM
d3r14k d3r14k is offline
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I agree with a lot of the pro druid sentiment, but I'll admit I'm very bias. Also, I have never played a necro past level 20, so I won't attempt to fully weigh in on this conversation in regard to which is "better".

Nagoya and Enjchanter did a pretty solid job of highlighting the pros and cons of the druid. I will say the only time I have ever felt useless in a group setting is when there's a shaman in the group. Need SoW? Oh, the shaman got us, OK. Need a regen? Ah, the shaman has that too. Need STR? Oh, the shaman's STR spell is better. I'm OOM, I need to sit. Oh, the shaman is canni'ing and has mana to heal.

Another thing I don't think anyone has pointed out is that there are a ton of ways to EXP as a druid. Root rot, charm kite, quad, nuke, heal in a group, support (damage shield, SoW, DD) in a group, fear kite, et cetera.

As per which you should pick: Play a druid if your goal is to play casually and you like to help people, explore, power level friends, and have the ability to be anywhere. Play a necro if your goal is to play a bit more seriously and you want to have the ability to solo higher end camps, have a permanent pet, and have a lot of death prevention in feign death.
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Last edited by d3r14k; 05-01-2018 at 04:33 PM..
  #4  
Old 05-01-2018, 04:35 PM
Bummey Bummey is offline
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Quote:
Originally Posted by d3r14k [You must be logged in to view images. Log in or Register.]
Nagoya and Enjchanter did a pretty solid job of highlighting the pros and cons of the druid. I will say the only time I have ever felt useless in a group setting is when there's a shaman in the group. Need SoW? Oh, the shaman got us, OK. Need a regen? Ah, the shaman has that too. Need STR? Oh, the shaman's STR spell is better. I'm OOM, I need to sit. Oh, the shaman is canni'ing and has mana to heal.

As per which you should pick: Play a druid if your goal is to play casually and you like to help people, explore, power level friends, and have the ability to be anywhere. Play a necro if your goal is to play a bit more seriously and you want to have the ability to solo higher end camps, have a permanent pet, and have a lot of death prevention in feign death.
First part's pretty much right about grouping with a shaman, except for the bit about regen. Regrowth takes a shitload of mana for a shaman to single cast on every player, 400 per. Druids have the edge with 600 mana Regrowth of the Grove, especially if you have a free to cast Velious chest click.

That said, I always feel 100% useless in groups as a druid. I'm always oom, without remembering what I did with my mana, if it mattered, and never feeling like I'm worth the group slot. Maybe I'm just a better druid soloer than a druid grouper.

Your final tl;dr nails it. Overall time played, I still play my druid more than any of my other characters.
Last edited by Bummey; 05-01-2018 at 04:40 PM..
  #5  
Old 05-01-2018, 04:50 PM
tsuchang tsuchang is offline
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Necro for lots of solo, if that's what you like, and I do. I like my druid for the porting ability but don't make much plat with the union Dial a Port around. If you are like me, and I know I am, I don't have much time to play so solo is key for me and Necro is the one I like for that.
  #6  
Old 05-01-2018, 07:11 PM
enjchanter enjchanter is offline
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Random thought I wanted to come back and share

I think necrosis get a bad wrap from bad players so maybe explain / consider this when selling the idea of inviting a necro

You invite a necro for support in roughly the same line of thinking you use when inviting an enchanter. Group augmentation and fluidity. Enchancing mana regen and healing, pet / charm dps potential, can serve as a dedicated CC / root class. Dots have their place of course but it should be a "I'm bumping into 100% mana" kind of deal and ideally you should never be 100% mana and dots are far from your main job.

If you want respectable dps, then go for that charm pet or bust out the rogue pet and you're already contributing enough towards fast kills. Use bursty dots on names but generally unless its clicky damage , it's not worth it.

Seb crypt groups are wonderful spots to bring a necro. Dots help on ICG's and the high hp names there and you have to option to charm !

The level 29 snare is the only darkness spell you should cast until you get your epic. That spell line is for the snare and nothing else.

Utilize FD to drop your agro! If you cast something high aggro like cessation then let it land then FD off that aggro. This your version of rogue evade !

Just had some thoughts that might be useful if you do decide on necro
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Last edited by enjchanter; 05-01-2018 at 07:14 PM..
  #7  
Old 05-02-2018, 08:20 AM
Stroboo Stroboo is offline
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Necros shine in smaller group setting much more then full groups - add them to pretty much any duo and you will double the kills/exp. add them as a 5th or 6th member and not so much...and super important to have one or 3 for roads too - twitch is sweet but avoiding those nasty CRs is where they really shine
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