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View Full Version : Druid/Necro combo, need help with what 3rd rl friend should be


clayton43nyy
12-26-2010, 08:00 AM
Need suggestions on what third real life friend should make to compliment Druid/Necro the most.

Tank- for obvious reasons
Wizard-DPS/ports
Enchanter-clarity for everyone/charms (allows more flexibility in dungeons)
Magician dps/pet to help with fear/kite/dot strategy to level up

Would appreciate your thoughts thanks.

clayton43nyy
12-26-2010, 08:15 AM
Also-> if you could give advice what 3 class setup is overall thanks!

odizzido
12-26-2010, 09:19 AM
enchanter would add a lot to that group.

fastboy21
12-26-2010, 09:26 AM
shaman, monk, chanter is a great trio for "you and your friends"...

with necro and druid you are kind of limiting yourself...so it rlly depends on the content you are thinking about doing. exp grps? named farming? utility? etc. for exp I would go with some kind of melee (either tank or monk). for named farming I would go with chanter.

Tiggles
12-26-2010, 09:42 AM
shaman, monk, chanter is a great trio for "you and your friends"...

with necro and druid you are kind of limiting yourself...so it rlly depends on the content you are thinking about doing. exp grps? named farming? utility? etc. for exp I would go with some kind of melee (either tank or monk). for named farming I would go with chanter.

"you and your friends..."
"and your friends..."
"your friends..."
"friends..."

Pick Necro Druid Enc for all your boxing needs.

Cyrius
12-26-2010, 10:08 AM
Boxing is a bannable offense.

Tetrian
12-26-2010, 10:37 AM
Mage or enchanter.

Personally i would pick the mage for a trio like that - Mage adds that extra bit of petting and damage that enables you to take down almost anything.

Enchanter is very viable too. and its a nice and fun class - especially if you wanna group alot, but if its a pure a trio like that, the necro already have the CC handled in most cases with FD pulling.

astuce999
12-26-2010, 11:49 AM
On p99 the most OP'ed class is easily the enchanter. Charms/spins/clarity/haste.

As a trio, if you want classes that complement it well, I'd go cleric and wizard.

Cleric for buffs and 5khp+ c-heals eventually on the charmed pet, extra stuns and rez'es.

Wizard for transport, burst dps, extra stuns, evac and snares.

The only thing you'll want that you don't readily have is sow potions/jboots for some kind of movement speed increase. Even the wizard in the trio is just candy as a chanter+cleric duo can pretty much hold any camp by staying half awake, and chanter can solo pretty much anything if fully awake.

cheers!

Nuggie
12-26-2010, 11:59 AM
enchanter - add pacify to above listed skill sets

Tetrian
12-26-2010, 01:36 PM
FD pull is already there on the necro - as is harmony from the druid, both do well in replacing lull.

Same goes with ports, already covered by the druid.

jeffd
12-26-2010, 02:10 PM
shaman/mage/monk

just have the mage firepet tank all the way to 50, and then when kunark is out you and "your friend" will have a shaman/monk duo ready to dominate

gprater
12-26-2010, 05:28 PM
I'd go with enchanter personally. Id started a necro alt recently, mostly because I had never tried kiting of any sort before. Ive seen and participated in the numerous arguments about the better solo class. After playing mage here and in the past, and various other classes (Im a certified altaholic), I decided to play necro. One of my usual nightly group members dusted off his level 21 druid and weve been kiting it up. Mostly in Sk. As a change of scenery we went to rathe mtns. the other night and started kiting giant skellies....much fun.
I say enchanter as an answer to your question because the only thing that slows us down is mana.

Now, not to derail your thread, but until Kunark comes out, are there any other wide open zones other than the karanas and rathe to effectively kite in? I think the rathe can sustain us for a long while, but I personally like to switch it up every so often.


thanks

Bubbles
12-26-2010, 06:29 PM
Add another necro.

Having the druid ports cancels out the need for wizard ports. Having the druid thorns lessens the utility of the mage.

Enchanter is still viable, but the necro isn't going to benefit fully from clarity, and the enchanter lulls are an upgrade only really on live mobs and LOS issues. Plus with both dru/necro root Fear, and necro Screaming Terror, you already have all sorts of crown control built into the combo.

So there isn't a perfect solution. Your 3rd group member simply has flexibility to pick what he wants to play.

One bonus to him going Monk/SK/PAL/etc would be having a toon that can pull to a spot while the druid and necro med between mobs, which would actually be more beneficial in the long run than clarity.

Rasah
12-26-2010, 07:49 PM
How about a rogue? If you are going to fear kite, the constant backstab will be good. And as hitpoints ramp up in Kunark and Velious, it would be nice to get that extra melee damage.

Scrooge
12-26-2010, 09:46 PM
He should play whatever is fun for him! There is no right answer here.

freakyuno
12-26-2010, 10:55 PM
Bard is a fantastic addition to any necro group, especially small ones where the necro is the main pivot in the group.

Regen song can fully negate the necro's self mana regen, built in slows, snares, mez, charms, and clarity as well as the travel benefits.

quellren
12-27-2010, 12:07 AM
Add another necro.

Having the druid ports cancels out the need for wizard ports. Having the druid thorns lessens the utility of the mage.

Enchanter is still viable, but the necro isn't going to benefit fully from clarity, and the enchanter lulls are an upgrade only really on live mobs and LOS issues. Plus with both dru/necro root Fear, and necro Screaming Terror, you already have all sorts of crown control built into the combo.

So there isn't a perfect solution. Your 3rd group member simply has flexibility to pick what he wants to play.

One bonus to him going Monk/SK/PAL/etc would be having a toon that can pull to a spot while the druid and necro med between mobs, which would actually be more beneficial in the long run than clarity.

^^This.

I cannot believe how broken-overpowered Necros are. Even more-so with a little support, like a druid.

Dr4z3r
12-27-2010, 01:16 AM
I'd strongly recommend AGAINST having a Warrior, Rogue, or Paladin, or SK.

Any of these classes would need to get into melee range to be of use, and that meas committing yourselves to only fighting things the melee can live through. And that means turning the druid into a healbot, basically ruining the flexibility of your trio.

I'd recommend Bard or Enchanter, with an option on Shaman.

Rasah
12-27-2010, 10:45 AM
I'd strongly recommend AGAINST having a Warrior, Rogue, or Paladin, or SK.

Any of these classes would need to get into melee range to be of use, and that meas committing yourselves to only fighting things the melee can live through. And that means turning the druid into a healbot, basically ruining the flexibility of your trio.

I disagree. If they are already fear kiting or aggro kiting, the melee can beat on it from behind right next to Jabober. If they are root/rotting, then perhaps I would agree with you. Depends on their killing strategy.

Nuggie
12-27-2010, 12:08 PM
I still say enchanter. Druids can't harmony in dungeons. And how can you disregard the most powerful class? I doubt you could kill efreeti lord with another necro added to group. Much less compete in kunark dungeons.

Lickum
12-27-2010, 12:28 PM
Boxing is a bannable offense.

Why is your name not green? :(

Mcbard
12-27-2010, 02:44 PM
I'd strongly recommend AGAINST having a Warrior, Rogue, or Paladin, or SK.

Any of these classes would need to get into melee range to be of use, and that meas committing yourselves to only fighting things the melee can live through. And that means turning the druid into a healbot, basically ruining the flexibility of your trio.

I'd recommend Bard or Enchanter, with an option on Shaman.

Not really.. you can stand just on the edge of the hitbox and hit the mob while agro remains on the pet.

PureLo
12-27-2010, 03:17 PM
I would say Bard is the best option if you all just wanted to trio outdoor zones especially. If indoor then I would say chanter is the best overall third option complimenting them both inside and out.

Basically to have mana regen on the druid would be super helpful considering Necro has the built in mana regen you don't want the druid slacking so Bard or Chanter would help cure that. Both are excellent utility, but Shaman could work also in the sense of getting the pet buffed and aiding in DoTs.

Solid melee wouldn't be all the smart unless it is perhaps a monk who can FD/mend/bind wound sufficiently, but even then I wouldn't suggest it.

Tiggles
12-27-2010, 03:19 PM
Why is your name not green? :(

Yeah...? What Gives?

Badmartigan
12-27-2010, 10:06 PM
^^This.

I cannot believe how broken-overpowered Necros are. Even more-so with a little support, like a druid.

My favorite to duo with was always a druid or a shaman until i got jboots.. then i just wanted more deeps.


btw your not gonna do efreeti without CH(Cleric)/ENC

Nuggie
12-27-2010, 11:35 PM
i do freeti with necro/sham/chanter

knottyb0y
12-29-2010, 11:49 AM
Necro and Druid looking for third?

I'd definitely go with Enchanter.

3 man group of druid necro and enchanter would be very powerful in multiple situations.

Outdoors just Aggro/fear/charm kiting or just pet tank and heal.

Indoor pet tank, cc camps, root and rot, charm whatever is needed.

Druid brings sow, Hp buffs, ports, roots, snares and heals to table

Necro brings pet, dots, Lifetaps, fear, and minor cc to table

Enchanter bring CC, pets, clarity, and charm to the table

I think chanter CC ability brings the most to this party as druid and necro are a powerful combo. with CC is there a camp the trio can't take?

Omnimorph
12-29-2010, 12:45 PM
Mages are also OP, i'd say between a mage and an ench for this group. With a mage you could practically chain pet kill stuff.

Holey
12-29-2010, 07:09 PM
how about 2 mages 1 druid :O my thought

Bubbles
12-30-2010, 06:43 PM
Too much to reply to, so..

1. ) A rogue would only be viable if you were focusing on fear kiting.. which you won't be.. and even if you were a rogue would still be the 20th best choice. Easier to add a mage, have it /pet attack and surf porn afk than forcing some shmuck to constantly sprint after a mob to achieve hit box to do 1/3 of the dps.

2. ) 2 necros and a druid can definitely do efreeti. Anyone claiming a shaman is needed in that camp.. plays a shaman. Nothing more effective than cleric/enchanter, of course.

3. ) In the regular type encounters we were talking about earlier, the druid would be casting regen only. The necro is far and away a better healer on both pets and group members in classic. Druid would be snaring, SOWing, thorning, and dpsing. with a spot heal occasionally depending on if it was a fear/kite situation or a pet-tank situation. Actually, the more i think about it... pretty much any time i grouped with a druid on my necro we had more fun aggro kiting and ping pong aggro kiting than actually blowing a bunch of fear mana on fear-kiting.

4. ) Adding an enchanter as the 3rd is definitely a solid pick, especially for the non-LOS lulls and the more reliably effective crowd control. Only downside to the enchanter is they add so precious little levelling 1-29, when the group would actually need them the most.

5. ) If you aren't adding an enchanter, i once again would strongly reccomend a monk/sk/pal type of class to "pull" to the group, allowing the druid and necro to maxiimize mana regen. The SK/Monk get props for feign (which is of course beyond handy), while the paladin not only adds ghetto heals and symbol buffs, they get non-LOS lull against even live mobs, which in many spots can be almost as effective as feign pulling, especially if your 3rd buddy really wants to be a paladin for some reason. Warriors and Rogues are too inflexible, Rangers too redundant with a druid group..

6. ) Oh yeah, bards.. Yeah.. Bards are sick pullers, got like 40 different ghetto methods of helping out a group on weird pulls and situations. A bard would be better than a pally and give a monk/SK a run for their money.

7. ) Downside to hybrids is you'd be adding an XP penalty to your "perfect group". Something to consider. Also in terms of cost, gearing up a monk/bard on the fly isn't too terrible since they aren't that gear dependant.

Cfred0-
12-31-2010, 12:26 AM
Boxing is a bannable offense.
jst bc u dnt have friends doesnt mean every1 is boxing

Fourthmeal
12-31-2010, 01:05 AM
bard

clayton43nyy
01-02-2011, 01:47 PM
Thanks to all for input I really appreciate it.

I was leaning toward enchanter when I made the post and the consensus seems to support my opening opinion with magician as a possible next option. I will just have to see what my brother wants to play. I think most of us know what its like to play without clarity and it would be nice to always have it of course the cc is the biggest upside to a chanter. thanks again I read all the comments and found all the information very helpful

Shiftin
02-02-2011, 11:28 AM
I think it's super inspirational how you started 2 months ago and now fantastically rich, buying up dragon and god loot like it's nothing. I can't imagine what a solid work ethic you must have to have pulled off this feat!

Psionide
02-02-2011, 02:59 PM
your brother? the titles and ur first post are talking about a RL friend......

guineapig
02-02-2011, 04:44 PM
Enchanter is really the most logical choice for # 3 as it has the most abilities that are not available to the other 2 you already picked.

fugazi
02-02-2011, 08:35 PM
Ranger/Ranger/Ranger or alternatively an erudite paladin for 3rd slot.

Opaline
02-02-2011, 11:16 PM
I played part of a SK/NEC/DRU trio for years. It was effective for a lot of situations, not just fear/dot kiting. If you're worried about hybrid penalties, sorry. You can benefit from the hybrid add to the group, hence one of the reasons for the penalty.

mimixownzall
02-03-2011, 02:04 AM
Mage/Chanter/Cleric.

Ports are not important enough to gimp your group.

Cleric>druid

I would also rather have a shaman than a druid.

mimixownzall
02-03-2011, 02:13 AM
^^This.

I cannot believe how broken-overpowered Necros are. Even more-so with a little support, like a druid.

Clearly you havent seen a chanter/cleric paired.

With heals a chanter is 10x stronger than a necro.

Messianic
02-03-2011, 07:33 AM
Ranger/Ranger/Ranger or alternatively an erudite paladin for 3rd slot.

See signature

fugazi
02-03-2011, 11:18 AM
http://media.giantbomb.com/uploads/0/1992/1243655-race_erudite2_super.jpg

Why you hatin'

Messianic
02-03-2011, 11:34 AM
http://media.giantbomb.com/uploads/0/1992/1243655-race_erudite2_super.jpg

Why you hatin'

You know, now that I actually compare stats, Erudites aren't terrible clerics or paladins - they're obviously not the best, but...

Time to amend my signature ;)

Pillow Armadillo
02-03-2011, 03:28 PM
I just made a gnome enchanter. Feel free to contact me in-game about grouping. I'd love to have a regular group to level with.

Contact Boombots in-game :)

icekoffee
02-15-2011, 10:43 AM
My brother, a buddy and I are going to try:

Me playing necro
Brother playing shaman
And our friend playing a druid

fischsemmel
02-15-2011, 11:11 AM
Hey! So long as you buy a shield of the stalwart seas, erudites really DONT have that bad of stats. Dwarves just set the expectations super high because their stats are abnormally good for a paladin compared to the other options.

Eru pal with SOTSS has basically the same (or better) stats as the other paladin races.

And you aren't exactly gimping yourself by using the shield. Does anything even close to as good as that shield come along pre-luclin?

Messianic
02-15-2011, 11:15 AM
Hey! So long as you buy a shield of the stalwart seas, erudites really DONT have that bad of stats. Dwarves just set the expectations super high because their stats are abnormally good for a paladin compared to the other options.

Eru pal with SSOTS has basically the same (or better) stats as the other paladin races.

And you aren't exactly gimping yourself by using the shield. Does anything even close to as good as that shield come along pre-luclin?

It's true, I changed my sig back because I realized they aren't all that bad ;) Still kind of funny that the shield of prexus is the primary vindicator of an Erudite Paladin race choice ;D

fischsemmel
02-15-2011, 11:19 AM
It's true, I changed my sig back because I realized they aren't all that bad ;) Still kind of funny that the shield of prexus is the primary vindicator of an Erudite Paladin race choice ;D

Shield of prexus is the one with like 8 ac and enduring breath, but I know what you meant!

I almost made an erudite paladin as an alt to play with my sham friend until he is high enough to group with my necro, but I was too cheap to cough up a few thousand for the shield. I was quite surprised to learn that it sells for that much, seeing as there are probably more of those shields on the server than there are erudite paladins.

fischsemmel
02-15-2011, 11:24 AM
Actually, the more i think about it... pretty much any time i grouped with a druid on my necro we had more fun aggro kiting and ping pong aggro kiting than actually blowing a bunch of fear mana on fear-kiting.

With invoke fear, you get ~7 ticks of fear for 100 mana. Is it really more efficient use of mana to have two people trading off aggro kiting and pingponging than it is to fear for 42 seconds and let both the necro and the druid sit down that whole time?

Messianic
02-15-2011, 11:31 AM
Shield of prexus is the one with like 8 ac and enduring breath, but I know what you meant!

Oops, gotcha - Shield of the Stalwart Seas. ;)

Now that I look at that item, the Ultravision is an incredible benefit too (i dont think paladins have any self-cast vision improvement spells), and the AC is massive, particularly for classic.

And IIRC, shield AC goes above and beyond the soft cap on worn AC...

With invoke fear, you get ~7 ticks of fear for 100 mana. Is it really more efficient use of mana to have two people trading off aggro kiting and pingponging than it is to fear for 42 seconds and let both the necro and the druid sit down that whole time?

I agree, and Fear/root spells tend to last their full duration on mobs 2 or more levels below you (i've had weird luck on 1-level below mobs and even worse luck with even cons) in my experience, and you can usually med back more mana than the spell cost in that time. I usually time my fears/roots right at the end of the typical duration and try to catch right as it wears off...