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#1
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I just did in the post just above that you refuse to address. If I was playing a shaman, that enchanter would have died.
Surely you're not going to ask me to prove that a groupmate dieing will result in fewer kills/hour? | ||
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#2
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Quote:
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#3
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It's ok to admit that there are some scenarios where a cleric can keep an enchanter alive where a shaman wouldn't have been able to do so.
The enchanter was at 60% in the blink of an eye. It would have taken a second or two just to figure out who was aggroed on him - no time for stuns or roots. If I was chain-casting greater healing like a shaman he would have died. | ||
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#4
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Quote:
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Last edited by DeathsSilkyMist; 07-01-2024 at 09:15 PM..
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#5
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Quote:
Quote:
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#6
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Charm will always break, but it's not just charm breaks. Sometimes there's a bad pull. Sometimes there's bad timing on repops in camp. Sometimes there's a train.
There's situations where rapid-fire blast healing is necessary, and a cleric is better in those situations. I gave you an actual real-world example where a shaman's healing would be insufficient. | ||
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#7
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Shaman/Enchanter/Monk work well because a monk doesnt have the hitpoints of a well chosen charm pet so ya pathetic (in compariison to cleric) heals will do.
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#8
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Quote:
The normal Fungi King setup is an Enchanter with a hasted/torched froggie pet, a Torpor Shaman, and a Monk puller. The Torpor Shaman slows, tanks, heals, and malos, and the Pet/Monk hit the mob from behind. Quote:
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Last edited by DeathsSilkyMist; 07-01-2024 at 10:27 PM..
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#9
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Quote:
The Cleric, meanwhile, is completely mogging you with his 20pp CH spell from level 39. Quote:
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#10
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Quote:
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