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Originally Posted by Snaggles
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I don’t think the intent was to have one of every class parked for frequent buffs, rather the best four who could tackle the toughest stuff (or at least synergize well).
Looking back I see Crede went with Ench/Ench/Cleric/Mage at post #2. Here I thought my combo was wild.
I haven’t done many 2x ench four-man’s but lots of 2x ench and a priest (me) in Velks lower dogs and spiders. Well over 200 hours. I prefer cleric for obvious reasons and it allows a non-stop grind. I have done a torp shaman as well (tanking and not). I have done a 60 druid. I would personally in that camp still go with the Druid because slot1 Nature’s Touch will heal 50% faster than Chloroblast and either way the pets will have to be blurred to get their hps back.
In the rare situation where it’s easier to top off the pet’s HP’s, with torp 5000 hps is almost 2 minutes. I would rather ensure the enchanters have PoTG and just blast a pet with 5 ND’s and afk for like 7 minutes. All the while you can refresh the pet DS and BP click a Regrowth for the enchanters.
IMHO, YMMV.
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Thanks for sharing your experience. Mem bluring pets to get their hp back works well. I've done Velks spiders and lower dogs with my Shaman too.
With slow, DS doesn't do much damage. Last time I did the calculations for Mage DS it was like 16 DPS unslowed and 4 DPS slowed. Shaman pet with haste is doing 17 DPS regardless of slow. Enchanter can use feedback with the Shaman pet if you want the small DPS boost from it. Both Shamans and Druids have Regrowth. Nature's Touch has a 5.5 second cast time vs chloroblast's 3. Not only do you get a chunk of HP back in 3 seconds instead of 5.5, 2 casts of chloroblast is close to Nature's Touch. It's not really a significant difference in the end.
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Originally Posted by Troxx
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I’m just glad the community (sans DSM) has narrowed the choice somewhat by removing shaman from the list of contenders. As much as I would have giggled my merry way along to see this thread drag on to 750-1000 pages - there really isn’t much more to share.
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Shaman has not been ruled out of this group by the community. Remember that OP's group picked Shaman in the end.
Consensus from multiple people does not always mean something is true. As an example, in this thread there was also consensus that pocket characters weren't allowed in the discussion. This consensus was based on a false claim that there was a rule against pocket characters. There is no rule against pocket characters in this thread. The title of the thread does not prohibit pocket characrers, nor did OP say there was a rule against pocket characters.
I am fine with letting the discussion drop, the readers can decide who is more credible. This is my recommendation:
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I were to make this group, i'd go with Enchanter/Enchanter/Shaman/Necromancer.
Pocket characters would be a 49 Cleric, 55 Mage, and a 46 wizard. This is looking at reality, where people make pocket characters. This has been going on for years. Crede has had a pocket Cleric since 2014. They are a great way to min/max your group.
This group would allow you to do any camp I can think of using the restriction of caster/priest only. The four players will have level 60 mains that are all great at soloing.
This is good for when the group is not together. The group may want to solo farm other camps while you are waiting for bigger targets if you end up farm crewing. Some people may just want to play their character while the group is not together. When the group eventually splits up, you won't be the one stuck with a 60 Wizard instead of a 60 Enchanter or Shaman.
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