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Planar Protector
Join Date: Apr 2010
Location: seattle
Posts: 1,514
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Quote:
Originally Posted by bled12345
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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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I believe i explained group play style/class selection in my earlier post, I'd suggest re-reading it, I will gladly explain it more thoroughly if you need. Enchanters practically bring dps/tank into a group with a charmed pet, take for old seb for example a hasted frog will hit for upwards of 100 damage very quickly, and with a pet that has 9k hp there is your tank, sure it can't "hold" aggro, but that's easily fixed with a root. With the group that I have in mind specifically for an enchanter, there would be no melee. Enchanter is a very universal class. Look at all the (forgot what it was called exactly) but that one dude's solo challenge, you bring a class as powerful as an enchanter into a group then you're golden. I was soloing all of LCY on my shaman at 52, and most of it on my enchanter at the same level. But in reality it does depend on the classes/levels in your group. Karnor's in a certain way is a "low" level dungeon. Of course you won't need an enchanter if you have people in your group for say, LCY if you have a few people over 55. But try to hold LCY with a group of low level 50's(no one above 53 or 54) then add an enchanter into the mix and you will notice a significant bump in xp and ease of playing because you're not having to calculate mana/heals as much.
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.
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