#31
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Agreed with bled, too. I don't think I've ever been in a situation where I went, "OMG! We really need a Chanter/Bard/Shammy!" I don't think I even need more than one hand to count the times I grouped with a Chanter or Bard. They're certainly cool to have around, but they were never missed.
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Gnawlunzs Phrogphry
Master Angler, Baker, Cadger, Drunk "If you can't eat a frog, then eat two." | ||
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#32
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Quote:
TLDR: enchanter =/= viagra | |||
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#33
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did anyone say ranger yet?
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Escapegoat / Pharmakos / Madriax
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#34
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Quote:
No need for a tank when you have a charmed pet in a group? Uhhh last I checked pet's don't hold aggro. Maybe if you are in a group of caster's that can root / don't have to go into melee range I suppose. Point being, Enchanters and shaman's are awesome, but not essential. How can they be most valuable, if they are not essential? And I never said SK / War / Pal are the most needed, just that the Tank role in general is very important, who is best at tanking is always up for debate, but the role of tank > Ench CC. With a good cleric lull, camp can be broken without ench. With a good monk, camp can be broken. With a good tank, healer, anyone with root, multi pull camp's can be broken. Cleric's by far, are the most important, and thus valuable class in the game. There were so many times, an enchanter, shaman, or monk, rogue, bard etc had to leave, did /who lfg and filled their role with the first available LFG and did fine. On the other hand, there have been groups where the cleric had to leave, and without being able to find an available cleric, the group had to either disband, move to an easier, but shitty exp spot, or we all just died / couldn't hold the camp lol. Same with tank, regardless of which class is playing the role (even ranger) if the tank dies, or shits the bed, or doesn't hold aggro, or doesn't pay attention to adds / aggro on squishies, the group can wipe awfully fast. ench / shaman buffs are nice, and make things go faster for sure (things are still on spawn timer and past a certain point it doesn't matter if things aren't popping) the CC is more of a clutch "Oh fuck" play, which is awesome, but usually it means something went wrong with the group and somebody fucked up... Technically, it shouldn't ever be required in the first place if things are pulled properly, lulled properly, broken properly. Aaaanyways lol.
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-`-`-`-`-==2-1=-3-1240=-`=-12003-`-0204-3295-12-`
Bashndash - < > 50 ogre war Dashnbash - < > 50 highelf mage Flashndash - < > 28 woodelf rogue | |||
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#35
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I have to admit now in Kunark a WELL equipped Shaman can do the job. But in the planes it is well so so, and when Velious comes out it will be so so a hell of a lot. [You must be logged in to view images. Log in or Register.]
It is just crazy how much less plat I have tied up in my Cleric than my Shaman. I found out on my Druid when I leveled it up having a shit pot full of mana was really not a advantage. OK, I can heal or root longer. But then I have to sit for 5 minutes or longer to get it back mana wise. So either way you have down time. You are out of mana quicker or sitting longer to med. Not much fun either way. On the other hand the Cleric heal spells are just so damn more efficient that it is scary compared to the other healer classes. It is so much easier to play. Too the point of almost being boring compared to constantly doing something on a Shaman. But a Cleric can get boring. You sit on your ass more but you REALLY don't need Clarity like a Druid or Shaman does. I know Canni is the shits but it is a pain to do it for hours at a time compared to just sitting on a Cleric. You can be the Leader for finding new replacements and actually talk in Tells on a Cleric. | ||
Last edited by webrunner5; 02-02-2014 at 04:48 PM..
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#36
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Depends on where the group is and what you're fighting, but overall I'd say enchanter followed by shaman.
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Bush <Toxic>
Jeremy <TMO> - Patron Saint of Blue | ||
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#38
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A well played bard can be the most valuable in a group, unfortunately most do not bring the full package with them. The most fun for me is when I am puller, tank, CC, charm DPS, and regen/mana battery for a group. Bard + cleric + shaman (I won't lie, having both sets of buffs makes it smoother) + 3 heavy DPS makes an absolutely killer group that will just disintegrate teh merbs.
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#39
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so much noobishness / poor analytical skills up in here
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#40
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Clerics, ya know it's really last resort that you want them to be out pulling when their time is better spent meditating. Yes, traditional groups tend to die/disband without a healer it is sad but it happens. I suppose you're right if you want to get down to the knitty gritty of a pure group where you have a bunch of melee and what not, but nearly every offhealing class can fill the roll of a cleric in a group. Heh, I've been in groups where I've had druids healing on p99 and paladins healing back on live. Same with tank, regardless of which class is playing the role (even ranger) if the tank dies, or shits the bed, or doesn't hold aggro, or doesn't pay attention to adds / aggro on squishies, the group can wipe awfully fast. easily fixed with either a shaman for slow (very OP) or enchanter for slow/aoe mez. | |||
Last edited by fishingme; 02-02-2014 at 04:53 PM..
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