brecon |
10-02-2014 02:53 PM |
Enchanter is one of the two best solo classes in the game, alongside Shaman. As a result, both classes can group with nearly anything and perform at least as well, if not better. For the enchanter specifically, if you are charming by breaking the pet before each kill to avoid the xp penalty, then simply having a second group member negates the xp penalty problem and allows you to charm a little differently.
The main things an Enchanter cannot do are (1) Heal, (2) DD, (3) Snare, (4) Tank. Healing is important for an enchanter to manage charm breaks. Clerics are great because they get the best ac/hp buffs and they get complete heal. So basically, duoing with a Cleric is really just charm soloing but safer, without the need to break your charm and finish kills.
Shamans are also great, since you will get better slows, and a shaman with clarity, regen and canni is just a mana machine. They can root the mobs that you've mezzed, providing more safety. Their heals and buffs are not as good as a clerics, but swill still help out. Plus, shamans get malo....tash + malo will definitely extend the life of your charms. Also, if the shaman slows instead of the enchanter, then they will take that beating on a root break.
Dual enchanter is two charm pets. Two aoe stunners, two mezzers, and no need to break charms again. Again though, it's just an enchanter soloing but twice the dps, and a little help in recharming. I like the combo idea.
Necro adds some diversity as noted above, but I'm not sure I like it as much as the others discussed. Necro mana regen tricks don't stack with clarity, and to be effective in this role a necro would need to lifetap, which is a pretty big aggro generator. Ideally you want your charm pet to keep aggro. But the necro dots are really great, so if you keep it rooted up and the necro dots (with a normal pet or a charm pet), you can mow down stuff. The heals to the enchanter are a great benefit to the 2x enchanter duo. Lastly, necro and enchanter can fear kite very effectively (enchanter fear is actually OP at earlier levels). Of cleric, necro, shaman, enchanter, only necro gets snare (although there is a clickly snare necklace that some shamans and I think clerics can get).
Druids are....well, they can port. That's a time saver. For everything else, Shaman > Druid on this one imo.
Mages are damage machines but add no utility. Enchanters are damage machines with a ton of utility.
The only other class I would consider a good enchanter duo idea that is really additive would be a Bard - but this is just because bards can do anything except direct heal. Fear kiting is mana free for a bard, so all the enchanter has to manage is the charm break. Bards can help CC, mez lock an enchanter pet on charm breaks, pull, and their HP regen song is huge and their mana song stacks with breeze/clarity. A bard can eventually chant kite in order to add some dps, but the main problem exists for other melee classes: if you get within melee range, the mob will attack you and not the charmed pet in most cases. I don't think root tanking solves that problem (though I could be wrong on that one). And without a healer, that's not ideal.
So, the wisdom you received sounds true to me. I think I would personally prefer to duo with a shaman than a cleric, simply because it allows you to divide responsibility and gets you access to the better slows and faster mana regen. A shaman who is just casting regen, tali, malo, slows, roots, and canni dance, with clarity, will probably never actually need to take a med break. This way, all the enchanter has to do is haste pet and keep it charmed, which can be sustained not indefinately, but for a long long time.
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