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#81
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#82
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![]() If Paladins had any sort of snare, I would agree with you. But snare is just so important.
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<Azure Guard>
Flyboy Firebane - 60 shaman Faladwen Fireball- 60 wizard Mithras Firehealer - 60 cleric Gurig Fireplague - 53 necro Umphrey McGee - 55 magician Loden Arrows - 46 ranger | ||
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#84
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![]() I've played Paladin and Ranger. Having to root a mob and tank the last 20% of his health vs hitting him in the back for the last 20% makes a noticeable difference.
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<Azure Guard>
Flyboy Firebane - 60 shaman Faladwen Fireball- 60 wizard Mithras Firehealer - 60 cleric Gurig Fireplague - 53 necro Umphrey McGee - 55 magician Loden Arrows - 46 ranger | ||
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#85
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SoW only lasting 30 min from your port - i find run speed to be one of the highest indicators of survivability. And i don't plan 'to fail' - concerning rez. If I played my whole life like that I wouldn't be where I am, so, different strokes for different folks. To be honest I don't see the point of the 3rd char. Shm/Enc is enough for me. That's why i don't really care what 3rd slot is. But this guy wanted a trio, and what the group really needs is a puller, which I consider monk to be better at. | |||
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#86
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__________________
<Azure Guard>
Flyboy Firebane - 60 shaman Faladwen Fireball- 60 wizard Mithras Firehealer - 60 cleric Gurig Fireplague - 53 necro Umphrey McGee - 55 magician Loden Arrows - 46 ranger | |||
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#87
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![]() If the characters are 60/geared and we are specifically talking Kunark, War/Cler/Enc gives you the most room to operate.
There are better combinations for specific mobs/camps - sure, but nothing that is universally as good. The only weakness is pulling - which isn't a huge deal in Kunark due to dungeon levels - almost everything can be reliably mezzed or pacified. Most of Kunark was designed around players leveling to 60 - not actually being 60.
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#88
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Don't think many dungeons are more than 30 mins from druid ring. Also, SoW pots are easy to get an affordable for travel needs if you can't get that SoW. Failing is part of the game. Sorry I am not the perfect player like you. Being able to recover quickly from mistakes is an important part of making the experience more enjoyable for me. Having a dedicated tank/puller is essential, especially holding aggro for mobs that summon. | |||
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#90
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![]() Don't think I've seen this yet, but if you're not wanting to charm, then shaman/monk/rogue would be a lot of killing potential. All three casually obtainable epics which can be fun, too. Starting proximity doesn't have to be too bad either... Barbarian shaman and rogue and a human monk starting in qeynos = quick meetup in blackburrow. For a trio I honestly think leaving out a shaman is a bad move.
Now all that said, enchanters are really amazing so if you're comfortable with that I'd probably go... Shaman/enchanter/necro. Lot of dps, cc, utility. Necros bring a lot more to the table than ppl realize on the healing/cc/utility side. I'm in the camp of don't add a Druid or wizard just for ports. You'll for sure be kicking yourself when your squad is capable of killing way less stuff and, if casual, you have two impossible epics. It's just not worth it. Give some guy 20pp for a port [You must be logged in to view images. Log in or Register.] | ||
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