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Old 03-31-2020, 05:41 PM
Videri Videri is offline
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Originally Posted by solleks [You must be logged in to view images. Log in or Register.]
So wrong
Yeah, I just hit 49 on my druid and she is such a powerhouse. Yes, she can't bulldoze a dungeon like an enchanter or shaman, and she can only main heal because I have a manastone, but anything else, she can do. Quadding, root-rotting, charming mobs in Kedge, two-shotting yun shamans in Lower Guk with Starfire, Skin Like Nature is a huge HP buff with +2 hp regen...every class has limits, but druids are strong in many ways.

I won't be maining her, however. I'm going either warrior or cleric this time around.
  #2  
Old 03-31-2020, 08:33 PM
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Originally Posted by Videri [You must be logged in to view images. Log in or Register.]
Yeah, I just hit 49 on my druid and she is such a powerhouse. Yes, she can't bulldoze a dungeon like an enchanter or shaman, and she can only main heal because I have a manastone, but anything else, she can do. Quadding, root-rotting, charming mobs in Kedge, two-shotting yun shamans in Lower Guk with Starfire, Skin Like Nature is a huge HP buff with +2 hp regen...every class has limits, but druids are strong in many ways.

I won't be maining her, however. I'm going either warrior or cleric this time around.
Druids are ok now, but when kunark hits an all the 50+ lv mobs have 20k hps, you will spend your whole mana bar HELPING the group kill 2-3 mobs. Those spells you have that do 20% of mobs life bar in one cast? You will have to cast it like 5-6 times to do that same 20% in Kunark. The real problem is the HP buffs mobs keep getting the higher level you go. 1st example Hill Giants 2500hp, but spectre, griffons, deep aqua goblins, all same level as giants, but have 1k less hps. Kunark is way, way worse. 40th level hps start doubling on mobs, 45th level they triple, 50th an kunark they quadruple, and it just keeps going. Casters start to get the shaft as melee's are a complete heal away from infinite damage. Casters doing spell damage have to spend so much time medding due to the insane increase in mob HPs. If you cannot help do or augment melee damage in Kunark you start to fall to the way side as a class.

So for the record, chanters are the best simply do to this reason, they can augment melee damage with haste, they can do melee damage with charmed pets, then haste those pets an hand them magic weapons an armor. They can also mez, and do DD damage, tash, clarity, slow. I think they have kitchen sink some place too.
  #3  
Old 03-31-2020, 09:08 AM
magnetaress magnetaress is offline
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Wizards are the best.
  #4  
Old 03-31-2020, 12:40 PM
Lampolo Lampolo is offline
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Please dont be a hybrid. Every group im in has a hybrid. Also necro is good dps class for groups. I dont mind necros
  #5  
Old 03-31-2020, 05:50 PM
Videri Videri is offline
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Originally Posted by Lampolo [You must be logged in to view images. Log in or Register.]
Also necro is good dps class for groups. I dont mind necros
Necros who actually use their mez or their healing spells get an instant /friend from me. They can be great at single-pulling a mob from a dangerous crowd, too.
Last edited by Videri; 03-31-2020 at 05:54 PM..
  #6  
Old 03-31-2020, 08:41 PM
magnetaress magnetaress is offline
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I kinda don't disagree with you all. However chillin out in TD on a Wiz or Dru is really nice.

I just helped a CR in a green zone on my necro. I was so confused.. My DD had a long cool down, n took half of my mana.

The saving grace was the freedom to pet back & attack green to it mobs.

I am going back to blowing up stuff in the Xorbb Gorge on my wizard with a ton of gratitude for root, gate, and fun nukes.
  #7  
Old 04-01-2020, 12:32 AM
mai.cj mai.cj is offline
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Quote:
Luclin was cool. It introduced gnomes and halfling Knights. Vah Shir race, Beastlords, AA's and new models.. the Nexus was cool too.
I think I thought Luclin was not cool because of all those reasons. Except AA. I like horizontal progression options. Vah Shir and Beastlords were crap ideas. Should have just given pets to druids and/or rangers.
  #8  
Old 04-01-2020, 09:57 AM
Frug Frug is offline
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I liked BLs and AA's. Moon cats, not my thing.
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  #9  
Old 04-01-2020, 01:42 PM
magnetaress magnetaress is offline
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I really don't mind that wizards don't have clarity even though I thought about it a lot yesterday before reading these posts.

I would settle for a double sized mana pool. As well. Something that would let a wiz pump out 20k in damage. Ya, raids. But whatever the game wasn't balanced around raids when it was started.

This would make it feasible for a classic wiz to solo frenzy, lord, and ice, and fire giants, with reasonable ease. This is what they lack in classic.

Once kunark hits, wizards get amazing tools and stay on par with all the other classes.

Wizards are bookish, so a 30-40 minute med time from 0 to FM wouldn't be unreasonable, and would work fine in groups as wizards would have more leeway to manage their resources appropriately. Do I delete this mob? Or do I just do some dps to speed this along? Do I make this mob flee? It would play into the strategic gameplay of a wizard.
Last edited by magnetaress; 04-01-2020 at 01:44 PM..
  #10  
Old 04-02-2020, 03:51 PM
TheRusty TheRusty is offline
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I'm happy with enchanter, but I probably wouldn't have made mine a human if I could go back and re-do. Only went human because I started on day 1 and FP /Qeynos newbie yards have highest spawn density of any newbie yard, so it was the only way to get level 2 within five hours [You must be logged in to view images. Log in or Register.]
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