View Full Version : Dru+Enc+? Trio
oppykm
04-15-2012, 06:43 PM
Hi all, what class would compliment the classes in the title the best? I have a mage, shaman and necro, but am open to any suggestions.
Thanks for the tips.
Ephirith
04-15-2012, 06:50 PM
That combo already has all the utility covered imo, so just throw some dps in there. Mage or necro. I'd avoid melees because with druid/ench you can both use charm and I wouldn't want to squander that having to babysit a melee. However the enchanter can fear and the druid can snare so if you wanted to throw a rogue/monk in there that could work.
Necromancers can be fantastic pullers/splitters with DoT + circlet + FD if they are careful/insane, might add versatility in a dungeon.
webrunner5
04-15-2012, 06:58 PM
Mage. Enough said
Awwalike
04-15-2012, 07:12 PM
cleric
godbox
04-15-2012, 09:29 PM
how is monk not the obvious choice especially if there new and not twinking and a monk can do the only things they cant dmg tank split (yes druid can split outside and ench can do there CC shit but its not as good imo)
Autotune
04-15-2012, 09:59 PM
cleric
this guy knows wtf is up.
Any other class need not be mentioned.
godbox
04-15-2012, 10:17 PM
ya cleric would make you guys the best trio tho i gotta agree with that but fuck i bet cleric player will die of boredom
gnomishfirework
04-16-2012, 01:07 AM
how is monk not the obvious choice especially if there new and not twinking and a monk can do the only things they cant dmg tank split (yes druid can split outside and ench can do there CC shit but its not as good imo)
Another ENC would be better than a monk. More DPS, better CC. A monk isn't a terrible addition, but it's far from the obvious choice. It's an "ok if that's what the person wants to play" choice. A cleric would be best. Mage would be nice, too.
Glitch
04-16-2012, 01:15 AM
Mage would be pro, Malo + Tash on enc/druid's charm pets, pet weapons, extra pet deeeeps. go go mage
Ikonoclastia
04-16-2012, 01:40 AM
^^ Bard?
Kevlar
04-16-2012, 06:04 AM
Paladin. Sometimes its nice to have a tank. You got heal/slow/dps covered. Pally gives you tankin and rez in one package. Plus stuns for charm breaks.
Galaa
04-16-2012, 06:35 AM
druid and chanter covers almost everything. If i'd to add a 3rd class i'll probably add a pet class like magi or necro.
If the druid and chanter are gonna charm kiting (which is very good XP for them if both are charming), then i'll add in a bard to triple charm and also got mana song.
3 charmed mob is insane XP without using much mana (and easily recovered with Clarity + Mana song).
Tseng
04-16-2012, 06:45 AM
Cleric for CH. /thread
Paladin. Sometimes its nice to have a tank. You got heal/slow/dps covered. Pally gives you tankin and rez in one package. Plus stuns for charm breaks.
mmmm, stuns
I don't know why you would want a CH or a rez, since you're never going to die.
I'd go bard and charm all day erry day.
Kevlar
04-16-2012, 11:56 AM
Lose connection with a charmed pet and you are insta dead. Or if you get unlucky and both pets break charm when you are farming a summoning mob. A pally is a nice 3rd with snap aggro, stun, and rez. For xping not the best but for farming tough stuff later they are a nice addition. If loot farming is your goal end game a dru/chanter/pally is nice. I'd rate them well above war/cler/chanter. Unless you are using macroquest of course then a lot of the druid stuff can be exploited. I just hope you get banned!
Autotune
04-16-2012, 12:04 PM
Lose connection with a charmed pet and you are insta dead. Or if you get unlucky and both pets break charm when you are farming a summoning mob. A pally is a nice 3rd with snap aggro, stun, and rez. For xping not the best but for farming tough stuff later they are a nice addition. If loot farming is your goal end game a dru/chanter/pally is nice. I'd rate them well above war/cler/chanter. Unless you are using macroquest of course then a lot of the druid stuff can be exploited. I just hope you get banned!
cleric > pally any day.
Clerics can stun too homie, they rez better, and heal better as well. On top of that, they have better buffs.
Cleric/Enchanter is one of, if not the, best duo combo.
webrunner5
04-16-2012, 09:36 PM
A Cleric and a Paladin can't kill crap other than un dead. Why would you want either one of them in a trio. You need DPS.
Kevlar
04-16-2012, 09:48 PM
A Cleric and a Paladin can't kill crap other than un dead. Why would you want either one of them in a trio. You need DPS.
Because if you are doing mobs for loot higher than level 51 it is much safer with a tank. A paladin is a capable tank, who can also rez. Exp farming isn't ever going to be an issue with two charm classes. Adding another DPS class other than another chanter would be pointless, and adding another enchanter wouldn't make farming phat loots any easier. If the pet breaks and the chanter gets summoned, he is dead. If the paladin is there the pets can just be dps and you don't have to worry about breaks and getting summoned.
SirAlvarex
04-16-2012, 11:10 PM
I say add a Cleric or Mage for maximum killing power. Adding a Bard will allow you to have a third charmed mob, and a quick mezzer in case the other charmed mobs break at a bad time.
teekanc
04-16-2012, 11:21 PM
Shaman
contemptor
04-16-2012, 11:23 PM
Currently doing druid/enc/mage. The other considerations for mage were necro or cleric. Decided just to go with mage, but would've been fine with necro. There were only 2 reasons we picked mage over cleric. One, to have a fallback tank when charm broke. Two, was we didn't think a cleric would be useful till 55+. Before then, DPS will be most important. The only reason we picked mage over necro were so we wouldn't have to bother with factions killing together as noobs.
Tank or melee was out of the question. All it would do is force the druid to just heal, which is not the proper usage.
Deverell
04-17-2012, 01:12 AM
Druid/chanter is an awesome duo, but adding any third class would make me feel like it isn't really an improvement. I don't see any class adding more than the 33% exp they take, and I can't think of anything that druid/chanter/x can do that druid/chanter couldn't do. Cleric/chanter is also awesome since CH allows you to charm and keep some really high-hp mob forever, but then the druid is reduced to a snare-bot with shitty DPS. If you still insist on going druid/chanter/x then I'd add a cleric anyway or a mage. If it had been Luclin or especially PoP, I'd ejaculate at the thought of cleric/chanter/ranger.
At any rate, forget about any of the following classes:
Any melee - any chanter duo/trio will be relying on charm at all times, so trying to use a tank or especially a melee DPS would be a waste of effort and mana. If you wanted to do a trio with a melee, you'd want a shaman, a monk/warrior/sk, and then a rogue or maybe a necro or mage.
Shaman, bard, wizard - none of these fit into a druid/chanter/x trio and wouldn't have much to do or be able to pull their weight.
shortbuslower
04-17-2012, 01:44 AM
shaman i would go over cleric, cleric can heal thats it, a shaman with torpor heal forever and Dps forever once with jbb and epic
Deverell
04-17-2012, 03:24 AM
Shaman is a terrible third member of a druid/canter trio. Almost everything they do is useless for those classes, or done just about equally or sometimes better by the enchanter. The stat buffs will be useless, shaman slow is like 5% better than chanter, worse haste, unimpressive hp buffs, awful DPS, malo isn't particularly necessary when you already have tash, and you don't need two healers for a trio. Torpor is okay but it's a really rare level 60 spell, it's not as if it'll matter until they're probably done doing stuff as a trio. They'd be far better off with a mage for the sheer DPS, or with a cleric so they can keep the charmed mob alive forever and use ones with 10k hp. You either use ordinary mobs, in which case the druid's healing is fine, or you use 10k hp ones where you simply need CH.
Supaskillz
04-17-2012, 03:39 AM
cleric so you can res the enchanter when charm breaks
webrunner5
04-17-2012, 03:46 AM
Yeah, but ordinary mobs are the only thing you can keep charmed on average. You can't hold charm on mobs equal or above you very often or very long. And to do that with two classes trying it at the same time mob after mob. Good luck with that.
You would be better off with a trio of 2 Mages and a Enchanter. Chanter for CC, slows, and Mages for dependable DPS. How does two Epic Mage pets sound in a group. Wow, that would be some DPS.
Truth of the matter is no one has mentioned the best trio. I mean this really goes way back to the Holy Trinity of needing a Tank, Cleric and a Enchanter in a group. Anyone else is icing on the cake.
Or how about three Iksar Necros root rotting the crap out of mobs?
Deverell
04-17-2012, 03:48 AM
That's because the guy asked for advice on dru+enc+?.
Also, war/clr/enc makes a terrible trio, it's just good for getting groups started.
webrunner5
04-17-2012, 04:26 AM
That's because the guy asked for advice on dru+enc+?.
Also, war/clr/enc makes a terrible trio, it's just good for getting groups started.
No its not. It is all you need for a group. And a Tank can be a Monk or a SK etc. If I could log in everyday and end up with that 3 I would be a happy camper every day. Would probably be boring after awhile but I would be level 60 and rolling in plat..
I am just throwing ideas out here like everyone else. I don't tend to think his idea of the first 2 toons in his group would be my first choise. Druids overall just don't do that much DPS unless you quad kite, and that does not work out too well Charming does it. And there are few places you can kite without 20 people doing it in the same zone. And the real money is in indoor zones and Druids don't fare well in them. Chanter will be busy enough charming their pet. And who is going to pull indoors. The Enchanter?? They can, but they will die doing it time after time. There is a reason there are about 12 Druids out of 800 on here that are above level 49.
There is no easy answer or every group would have the same mix of classes in them. Sony did a pretty good job of having most classes fit in in the average group.
Deverell
04-17-2012, 04:45 AM
Most of the reason for using a druid with an enchanter is ensnare. Having the charmed mob (and the mob you're killing) permanently snared is a huge benefit. The druid's healing is good enough for most things, especially with clarity at all times, and it's kinda nice to have SoW and ports/evac on top as an added bonus. Dru/enc is one of the best duos in the game, I just don't think adding a third member would do very much, certainly not as long as exp is a concern. With 200+ charisma, pacify is rock solid and the enchanter will be able to pull just fine.
falkun
04-17-2012, 08:00 AM
Web, you are wrong. In a DRU/ENC duo, both classes should be petting it up, and pre-snaring/tashing the pets so charm isn't as dangerous. They can then tear through dungeons with these pets.
I think mage is the best pairing with DRU/ENC. Summon some pet items, get your own pet out and DRU/ENC buffed and you are off to the races.
You could also do necro, but they have more overlap with lich/crack not stacking (IIRC), not being able to buff other pets as much (no summoned items), and their nukes aren't as strong as the mages and their DoTs won't get to duration with 3 pets beating on something.
Bard is just funky with DRU/ENC. His buff songs won't affect the pets, his mana song is crappy until L55, so he's basically a DoT class with minor mana regen (inferior to breeze/clarity). He might be a better puller, but both ENC and DRU have lull.
DRU/ENC work as a duo because of how little overlap exists between the classes. One has heals, snare, DoTs, SoW, ports, HP/STR/HP regen buffs while the other has CC, tash, haste, slow, mana regen. Their largest overlap is with charm, and we all know charm is OP if it sticks (which should be pretty easy with snare/tash).
webrunner5
04-17-2012, 09:56 AM
Web, you are wrong. In a DRU/ENC duo, both classes should be petting it up, and pre-snaring/tashing the pets so charm isn't as dangerous. They can then tear through dungeons with these pets.
I think mage is the best pairing with DRU/ENC. Summon some pet items, get your own pet out and DRU/ENC buffed and you are off to the races.
You could also do necro, but they have more overlap with lich/crack not stacking (IIRC), not being able to buff other pets as much (no summoned items), and their nukes aren't as strong as the mages and their DoTs won't get to duration with 3 pets beating on something.
Bard is just funky with DRU/ENC. His buff songs won't affect the pets, his mana song is crappy until L55, so he's basically a DoT class with minor mana regen (inferior to breeze/clarity). He might be a better puller, but both ENC and DRU have lull.
DRU/ENC work as a duo because of how little overlap exists between the classes. One has heals, snare, DoTs, SoW, ports, HP/STR/HP regen buffs while the other has CC, tash, haste, slow, mana regen. Their largest overlap is with charm, and we all know charm is OP if it sticks (which should be pretty easy with snare/tash).
You bring up some very good points.
Autotune
04-17-2012, 10:32 AM
psh, you guys are fools. Cleric buffs/heals and rezzes when you need are clutch and keep you overall efficient. Cleric stuns help keep the enchanter from dying.
Unless you just want that roll for your druid, then it seems like the druid is going to be running OOM a great deal.
There is a difference between power and efficiency. The main thing about forming a duo or trio is finding a balance with Power & Efficiency while also maintaining a good bit of utility.
Sadly, I don't see a mage even coming close to a cleric. Pretty fail to think a cleric is only about healing lol.
falkun
04-17-2012, 11:03 AM
I hadn't weighed in on CLR/ENC/DRU, but strictly from a "maximum efficiency" viewpoint, a mage is going to increase killing power more than a Cleric. If you are getting into instances where a Cleric's increased healing power and stuns increase xp/hr more than a mage's pet, summoned items, Nukes, and DS, then you are exping in the wrong camp. We all know the tried and true monotonous grind leads to the best EXP in this game, but also the most mundane. If you would like to sacrifice xp/hr for harder camps, that is your prerogative and I certainly understand (running bard circles sure as hell got boring after I dinged 46), but its not the most efficient. You are also closer to a full group with CLR/ENC at all levels than MAG/ENC/DRU, but the M/E/D should function adequately, especially prior to the 40s and 50s.
Autotune
04-17-2012, 11:35 AM
I hadn't weighed in on CLR/ENC/DRU, but strictly from a "maximum efficiency" viewpoint, a mage is going to increase killing power more than a Cleric. If you are getting into instances where a Cleric's increased healing power and stuns increase xp/hr more than a mage's pet, summoned items, Nukes, and DS, then you are exping in the wrong camp. We all know the tried and true monotonous grind leads to the best EXP in this game, but also the most mundane. If you would like to sacrifice xp/hr for harder camps, that is your prerogative and I certainly understand (running bard circles sure as hell got boring after I dinged 46), but its not the most efficient. You are also closer to a full group with CLR/ENC at all levels than MAG/ENC/DRU, but the M/E/D should function adequately, especially prior to the 40s and 50s.
i'm telling you right now, that enchanter is going to die from a charmed pet, more than a few times.
Having a cleric on hand to rez people back and help keep people alive is going to be a great plus. Not to mention, in a good bit of leveling dungeons, the mobs are undead. There are more ways to be useful as a cleric than just, sit back and heal/buff.
Switching to have a cleric dps on undead while the druid mostly heals/buffs and the enchanter does his thing is key. I still don't see how a mage can fill out a trio spot for that duo like a cleric can.
I see more doors opening with a cleric than a mage.
teekanc
04-17-2012, 11:42 AM
Shaman
falkun
04-17-2012, 11:52 AM
i'm telling you right now, that enchanter is going to die from a charmed pet, more than a few times.
Strictly from a "maximum efficiency" viewpoint...the enchanter will not "die...more than a few times." If the druid is on his game, he will root the NPC pets are killing and be able to root the ENC's now-uncharmed pet before it beats down the ENC. If you take my quotes to the real world, where mistakes happen, then you have to weigh the benefit of rezzes, stuns on broken charm, and increased healing power vs. increased DPS from mage pet/nukes/DS (which is still better than a cleric nuking undead) and letting the druid focus on healing and incident response. I will admit having 2 IVU and 2 invis is nice. But, you could also just have evac locked and loaded if you are worrying about dieing. Again, if you are playing in a manner that you "die...more than a few times", you are playing in the wrong manner and/or at the wrong camp for maximum EXP.
Having a cleric on hand to rez people back and help keep people alive is going to be a great plus. Not to mention, in a good bit of leveling dungeons, the mobs are undead. There are more ways to be useful as a cleric than just, sit back and heal/buff.
Switching to have a cleric dps on undead while the druid mostly heals/buffs and the enchanter does his thing is key. I still don't see how a mage can fill out a trio spot for that duo like a cleric can.
I see more doors opening with a cleric than a mage.
The mage is going to improve pets more than the cleric will. The mage will have higher DPS against a broader range of targets than the cleric. I'm not saying don't take the cleric, just like a lot of people don't say "thou shalt not take rangers," but from a strictly "maximum efficiency" viewpoint, the mage is going to be worth his 33% penalty more than the cleric in the same way a rogue is often picked over a ranger.
godbox
04-17-2012, 12:01 PM
i gotta agree with autotune maybe if pet taunt worked on p99 could u argue for mage being able to defend the ench from charm breaks but your gonna die everyone dies and a mage doesnt add anything, like autotune said, to save / recover from that all it does is increase killing speed. And probly only increase kill speed marginally since mage will need to med pretty frequently unless all there doing is attacking with pet.
the cler just butt surfs through the dungeon behind the ench / druid really probly being close to FM and just keep the chanter pets going maybe root/stuning but most importantly WHEN not if but when the chanter druid fuck up overpull or have bad res string the cler can get them up and grinding again in 5-10 mins not having to CR and eventually not losing any siginificant exp throughout the whole leveling experience is gonna > any increase kill speed the mage brings
dru ench and any caster (not sham) is good so at some point this is: what does the third person wanna play... cleric is to me the most boring class in game and all you have to look forward to seems to be looking like grape koolaid, waiting in line for ragefire and healing others through raid targets to get more badass gear for demselves. Or mage who gets sweet pets and nukes although pretty self centered class I would probly pick mage personnaly seems more fun.
falkun
04-17-2012, 12:13 PM
the cler just butt surfs through the dungeon behind the ench / druid really probly being close to FM and just keep the chanter pets going maybe root/stuning
And that FM butt surfing is wasted. And the DRU can already have root covered, so unless you are fighting a caster NPC (which goes back to my "your doing it wrong" point), the cleric brings rezzes, undead nukes, stun, root, and a 2nd IVU to the table. For that same party spot, the mage brings another pet, pet weapons/gear, and better all-around nukes.
On a non-warrior, the most efficient heal is HP regen. The most-efficient DPS is pet DPS. The most efficient pet-tanking method is to root-park the pull. The most efficient charming is pre-snaring, maloing (another point for the mage), and tashing. The most efficient CR recovery is to not get into the position where you need to CR in the first place.
godbox
04-17-2012, 12:27 PM
the cleric/dru also adds the byog element to there group which will let them do something other than guk and sol /wrist
cler can bind and everyone else can stay bound where ever they want when there done druid can poof them away wherever.
Not arguing that mage isnt a good fit with the trio I just dont think about the game in terms of min maxing I look at how do I go fuck around in all the parts of EQ I missed out on or dungeons that people dont do often. For that experience ench/druid/cler is the 3 man for me. If I am playin on a tank and somone PMs me "hey wanna do some obscure dungeon we can pick you up, take you there, have all the skills needed to navigate a whole dungeon (not just sit at a camp area), and IF we do fuck up well we have cler the class that is near impossible to find ingame that isnt currently being PLd up to 55 for one of the big guilds.
rant over thats how I look at it
Autotune
04-17-2012, 12:51 PM
And that FM butt surfing is wasted. And the DRU can already have root covered, so unless you are fighting a caster NPC (which goes back to my "your doing it wrong" point), the cleric brings rezzes, undead nukes, stun, root, and a 2nd IVU to the table. For that same party spot, the mage brings another pet, pet weapons/gear, and better all-around nukes.
On a non-warrior, the most efficient heal is HP regen. The most-efficient DPS is pet DPS. The most efficient pet-tanking method is to root-park the pull. The most efficient charming is pre-snaring, maloing (another point for the mage), and tashing. The most efficient CR recovery is to not get into the position where you need to CR in the first place.
they gonna die dog. It's just going to happen.
aegeryen
04-17-2012, 01:34 PM
Having a cleric is just going to open more doors to different dungeons .. mage would be better dps , and if the trio plans on never bringing in more people to the group , then I would go with mage, but if you want to dungeon crawl and have more options open to you for grouping , then , cleric is the way to go .
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