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#1
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Quote:
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#2
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In the endgame Kunark dungeon crawls, snare would prevent a wipe. Druids were by far the most common source of snare. There ports and sow were also very useful for an addition to a static group.
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#3
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I have a Druid and I know how hard it is to get into a group. Many times, I'm passed over if I try and get into a group say in Mistmoore. Everyone is looking for a tank of some time or an Enchanter cause they have clarity. But I know once I do get into a group, everyone is asking for sow, regen and buffs... I've even changed out my primary and took out my 1HS or 1HB and jumped into the fignt to help out if it started looking like we might get out numbered.
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#4
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Druids are great on red, good pvp class, can travel, and most often groups need a bit of extra healing.
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#5
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Druids are decent in groups. Shaman can do more, but you're asking a lot of a shaman to buff, heal, slow, and haste. I find that druid + shaman (when you dont have a cleric or chanter) is a great combo with an exp group... druid heals and roots for CC, shaman slows/hastes and helps heal also. Druid nukes are decent, DoT is waste of mana because mob should be dead by the time the DoT runs out. Druids are a waste when you have a cleric and chanter in group, and if your group has a cleric and shaman already you should not select a druid.
Druids also do well in areas with summoned mobs. The hole in particular is great for druids because they can get to toxx then get you out of the zone when you're finished.
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#6
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OP clearly retarded
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-Aftermath-
Tasslehof - 60 Druid Barlow - 60 monk Blueberrii - 60 Mage Gigglepurr - 60 Shaman Kids - 60 Rogue Fornfamnad - 60 Cleric | ||
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#9
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Quote:
Quote:
__________________
-Aftermath-
Tasslehof - 60 Druid Barlow - 60 monk Blueberrii - 60 Mage Gigglepurr - 60 Shaman Kids - 60 Rogue Fornfamnad - 60 Cleric | ||||
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#10
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OP is the kind of autist that makes red seem like a paradise in comparison
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