I feel like the Shaman contribution to an XP group has a problem in that Shamans get much more efficient in several ways at 60, but you also don't really XP at 60.
I actually suspect that at 60, a Shaman could potentially outdps a Mage in an grinding group, depending on context and how you're structuring the fights. You get a few things that are hard to quantify from this.
--The shaman can tank with Torpor which lets you turn the mobs and prevent riposte/dodge/parry effects. This can be a +10% or so DPS from the charm pets. It can also make charming a summoning pet much safer if that's an option for what you're doing.
--A shaman can keep Avatar up on the two charm pets. Avatar's effect is generally noticeable but hard to directly quantify because of the natural variance in DPS and because it gets lumped in with the rest of the melee damage. As a rogue I usually get 10-15 dps boost from Avatar, I would expect a similar magnitude on a charmed pet.
--Shamans do get their own pet which, while not great, isn't nothing.
I suspect Avataring two charm pets closes the gap in DPS between shaman and mage pets, but it does cost plat unless you actually have Primal Avatar.
However, to actually pull significantly ahead, you would need to find a camp that has a lot of properties that favor shaman, since you probably also need to leverage Spear of Fate and the mana efficiency of Pox of Bertoxxulous.
If you really want to find a situation where a Shaman can outdps a mage, I would look at parsing the Blam stick camp with this group comp and kill 2 halflings at once continually. You can't run out of mobs, they're tough enough that if you engage them in pairs you will get the full 2 minute duration for each kill to allow maximum DoT DPS, they summon so the shaman tanking is helpful for managing pet breaks, and Torpor relieves pressure on the cleric to allow for smoother grinding for a longer time.
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