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Old 02-11-2015, 08:06 PM
pasi pasi is offline
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The good part about enchanter/necro/x is that once the team reaches level 34, the druid can go off to EC and start porting for 20pp a pop while the enc/necro xp. This will be very beneficial for buying the enchanter peridots in case the enchanter/necro opt for a high exp/low money camp.
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Old 02-11-2015, 08:52 PM
Ando Ando is offline
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Enchanter/Necro/Cleric has the most potential in my opinion over all levels. Sure maybe late late endgame an Enchanter/Necro/Shaman or Enchanter/Shaman/Cleric combo could kill tougher shit, but a Shaman really isn't necessary.

You have hastes/slows with the enchanter, and buffs/healing with the cleric.
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Old 02-11-2015, 09:08 PM
pasi pasi is offline
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You can pretty much ignore anyone who mentions slow overlap as a reason to not pair a shaman/enchanter. Getting non-trivial mobs slowed is 2/3 the battle. With a shaman and enchanter, you got more resist debuffs with 2 people casting slow on cool down. It's probably the main reason enchanter/shaman is better than enchanter/cleric for slowable moblins.
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Old 02-13-2015, 10:41 AM
Crawdad Crawdad is offline
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Quote:
Originally Posted by pasi [You must be logged in to view images. Log in or Register.]
You can pretty much ignore anyone who mentions slow overlap as a reason to not pair a shaman/enchanter. Getting non-trivial mobs slowed is 2/3 the battle. With a shaman and enchanter, you got more resist debuffs with 2 people casting slow on cool down. It's probably the main reason enchanter/shaman is better than enchanter/cleric for slowable moblins.
What non-trivial mobs are you facing with Cleric/Necro/Ench that you need a second slow attempt? Between the crazy amount of CC the three have, I'm skeptical but also ignorant of what you might struggle against.

(Bard>)Cleric>Druid>Shaman 1-59
(Bard>)Cleric>Shaman>Druid 60
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Old 02-12-2015, 12:27 PM
Duckwalk Duckwalk is offline
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TLDR: cleric or shaman depending on preference and end game goals. Any other class going to be one dimensional dps addition (rogue or mage) or a just a weaker version (druid).

Unless you REALLY need your own ports.
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Old 02-12-2015, 12:40 PM
pasi pasi is offline
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Yeah, I'd go shaman. Shaman/necro is a very strong duo at all levels in case the enchanter can't log on for whatever reason.
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Old 02-12-2015, 05:03 PM
Vexenu Vexenu is offline
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Quote:
Originally Posted by pasi [You must be logged in to view images. Log in or Register.]
Yeah, I'd go shaman. Shaman/necro is a very strong duo at all levels in case the enchanter can't log on for whatever reason.
This is a really important point that shouldn't be overlooked, and while there are strong arguments for Cleric, Shaman and Druid to round out the trio, for this reason I think Shaman takes it.

Shaman can duo very well with both the Necro and the Enchanter if one of them isn't around.

The virtues of Shaman/Enchanter have already been elaborated on, but Shaman/Necro is an underappreciated duo, and as far as non-Ench power duos go I'd rank it right up there with Monk/Shaman and Epic Mage/Cleric, depending on the situation. You can root rot a ridiculous amount of mobs at once (one of the most impressive and annoying things I've seen was a Shm/Nec duo at seafuries pretty much killing the entire island by themselves, non-stop) and never run of out mana due to Shm epic + canni + necro heals, and the Necro overflowing with mana from the Shaman's regen. And tougher single target mobs can be tanked by the Shaman with slow while the Necro sends in the Rogue pet, stacks DoTs and feigns agro as needed. The classes synergize very well together and it's a very fun, active combo to play for both the Shaman and the Necro (i.e. compare to Mage/Cleric which is pretty monotonous for each, or Ench/Cleric where the Chanter does 90% of the work).
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Old 02-12-2015, 01:22 PM
DrKvothe DrKvothe is offline
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Shm is a great choice for 50+, and so is cleric, but from 1-50 druid has them beat hands down. It's not a "weaker version", it's unquestionably a stronger version. Level in outdoor zones like the oasis, the karanas, LoIO, OT, FM, Kedge, etc. Rather than having a shaman slowing mobs, which isn't particularly effective until Togor's and that still costs 175 mana, use terrorize animal (30 mana) or the enchanter or necro fear line with snare. With the druid charming and necro using a more easily controlled pet instead of charming undead, the necro can be on top of cc, healing, twitching, etc. all the time. Mobs will melt, pulls will be constant, and you'll never ever die.

The high mob density areas of outdoor zones are much more frequently empty than the good exp camps in dungeons. You'll spend a lot less time looking for an open camp, you'll get many more kills per hour, you'll die a lot less often (snare, sow, and wide open spaces ftw). In practice, these more than make up for a poorer ZEM, unless you're willing to grab dungeon camps during off-hours and play for long continuous sessions. Normally it can be difficult to quickly put together a powerful trio like this for some outdoor zones, but y'all come pre-packaged so it's not an issue.
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  #9  
Old 02-12-2015, 02:27 PM
Duckwalk Duckwalk is offline
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Quote:
Originally Posted by DrKvothe [You must be logged in to view images. Log in or Register.]
Shm is a great choice for 50+, and so is cleric, but from 1-50 druid has them beat hands down. It's not a "weaker version", it's unquestionably a stronger version. Level in outdoor zones like the oasis, the karanas, LoIO, OT, FM, Kedge, etc. Rather than having a shaman slowing mobs, which isn't particularly effective until Togor's and that still costs 175 mana, use terrorize animal (30 mana) or the enchanter or necro fear line with snare. With the druid charming and necro using a more easily controlled pet instead of charming undead, the necro can be on top of cc, healing, twitching, etc. all the time. Mobs will melt, pulls will be constant, and you'll never ever die.

The high mob density areas of outdoor zones are much more frequently empty than the good exp camps in dungeons. You'll spend a lot less time looking for an open camp, you'll get many more kills per hour, you'll die a lot less often (snare, sow, and wide open spaces ftw). In practice, these more than make up for a poorer ZEM, unless you're willing to grab dungeon camps during off-hours and play for long continuous sessions. Normally it can be difficult to quickly put together a powerful trio like this for some outdoor zones, but y'all come pre-packaged so it's not an issue.
Not sure if serious.

Druids are hands down better than Shaman because they get cheap animal fear and snare?

You realize we are talking about a group where either the necro or enchanter can fear and the necro can snare? And both classes have access to clarity or best in game mana regen so the fact that the druid version is marginally cheaper is essentially worthless.

Sow? Shaman has that (and earlier).
Charm animals? Yup, Shaman gets that too as well as a controllable pet.

Shaman get all that while still having best in game slows, much better mana regen and malo (for all these charmed pets).

Literally, the only thing a druid would bring is ports and thorns (or aggro kiting if you want 1/3 of your dps just running the mob around.

Druid fail.
  #10  
Old 02-12-2015, 02:29 PM
Duckwalk Duckwalk is offline
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Also, some shaman have snare clicky neck. Lol

Druids are port bots.
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