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Old 02-02-2014, 04:28 PM
bled12345 bled12345 is offline
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Originally Posted by fishingme [You must be logged in to view images. Log in or Register.]
a lot of people are bringing up valid points that cleric/tank is essential for a group, which I'm not really planning to dispute. But in all honesty you can work around it without much problems. Enchanters, sure you can take them or leave them if your group is 5-10 levels higher than just breaking into a dungeon. But pure fact of the matter is that enchanters help the entire group xp faster. For a quick thought because I really don't feel like typing out 1-3 pages to explain, enchanters work fantastic solo, duo, trio. I'd rank them as #1, probably tied with epic/fungi shaman for soloing prowess. The fantastic thing about the enchanter though is 20-30k investment into gear and upgrades for the most part don't matter much, with shaman it's between 170-200k investment. If you're a fantastic soloer like an enchanter which can do so much, you bring that and buffs to a group. Once you get into old sebilis and charm starts to become very reliable at 56/57 there, a cleric is great for chealing the 9k HP pet you'll have charmed which makes a tank nearly worthless. Set your group for shaman/cleric/enchanter/whatever other casters or another enchanter for a second charmed pet and you're golden. But again I stress that it's all up to the playstyle of the people that you're with to make sure that nobody does any dumb manuevers.

TLDR: enchanter =/= viagra

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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