Quote:
Originally Posted by Troxx
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What?
Shamans turn hp into mana. Shamans can turn mana into hp (heals). Necros turn hp into mana. Necros turn mana into heals via taps. Necro can ALSO turn their hps into healing of others.
That loop right there is simply absurd with regards to synergy all by itself. It ignores all the other ways each of these classes complement each other so beautifully. That … and with regrowth + torpor + necro heal you’re looking at the equivalent of an on demand 440hp HoT … which is frankly more than enough healing for any groupable trophy kill in the game once it is slowed.
For the pre-60 and pretorpor game, necro/shaman synergy means there will always be mana for buffs, heals, slows … no real med breaks needed
It’s a high dps group that has healing coming out of its ears, strong tanking, plenty of CC and her perfect pull potential with 2 FD classes.
I can’t think of any 3 classes that compliment each other better than 2x ench and cleric
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You've just perfectly highlighted the problem.
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Everything the shm-nec synergy can do is only tied to HP and Mana.
pacify? nope.
roots? basic ones.
buffs? shm only nec has no buffs.
stuns? nope.
memblur? nope.
There are many things that shaman-necro cannot do, that the other classes in the rng-cle-bar CAN do.
It's the versatility vs viability argument. Since the original argument is to not allow enchanters in, I'm throwing in the extra rule of no-charming. Necro at this point is just a battery, your shaman isn't gonna be outputting that much dps, and your bard is your tank???
How do you even kill anything when all you have at that point are hp/mana defenses?
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Dedicated rolls don't need to play patsy around their sole synergy setup to function, they rely on the synergy as a backup while their main class rolls ARE synergy.
A ranger for example is a partial tank and partial puller. They excel at both of those things when they have a full healer or full CC. Bard is a partial CC, cleric is a full Healer. Ranger benefits solely from the synergy of being around them.
If you want to argue natural synergy vs forced synergy, feel free.
I've played in groups of natural synergy and the exp and levels flew by.
I've played in groups of forced synergy, and it was "decent" exp but very stressful, not the best parties.
The question is "best trio", which I would describe as a group that doesn't have issues partying anything/everything they attempt while not being a burden or taxing to the party at the same time.
If you can go 10 hours in a party with very little breaks, then clearly that's the best party.
If you have to break every 20 minutes or less, then clearly it's a forced synergy.