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#1
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Guys, in DSM's world adding a 3rd enc to enc/enc/cleric doesn't add any dps.
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#2
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Quote:
A group killing 20 mobs in 10 minutes and then waiting 20 minutes for respawns is getting the same XP per hour as a group killing 20 mobs in 15 minutes and then waiting 15 minutes for respawns. This is why you don't typically see 6 man XP groups. The added DPS of 2-3 more players is not offsetting the XP loss each group member is getting.
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Last edited by DeathsSilkyMist; 06-29-2023 at 02:31 PM..
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#3
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If you're a pre-made group like this, you're likely gonna be in places where there are tons of mobs. If you're mob-capped in a static premade, ya doin it wrong. | |||
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#4
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There are also external factors, like how popular the zone is. You aren't going to be pulling half way across the zone when another group is going to get trained because of that.
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#5
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Let me explain. Dps isn’t just about xp per hour. You’re valuing this too much in this discussion. If you want to maximize xp per hour, an optimized duo is typically best. There are other less obvious advantages to more dps. The quicker you kill something, the more time you can rest. Player fatigue is real, as we being humans have various reasons to need breaks. More dps can also mean The less chance something goes wrong and potentially rng kills you. Or it allows you to go after more mobs. You can kill a ww dragon quicker for example, and then move onto something else. OP did not specify whether best meant xp per hour or something else. So we have to look at the full spectrum of what more dps can bring. There’s almost no downside to having more dps as long as utility is met. This is why a mage is better than a shaman in this group. There’s no shortage of utility here. | |||
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#6
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Again, this is why you don't see 6 player XP groups that often. Even though that situation provides an easier play experience, it is basically "too easy", which translates to people getting annoyed that they aren't getting as much XP per hour. They prefer to increase the challenge to increase XP gains. You are also underestimating utility in my view. Utility provides consistency, which can also translate to more kills over multiple hours. If your group can handle an emergency situation easier, that also reduces player fatigue and the chance of a wipe. A group wipe offsets the benefits of the extra DPS. It simply doesn't make sense to say "player fatigue is a factor that can lead to mistakes", while also saying a 3x Enchanter group is not going to have problems. Enchanters are more complex than most if not all other classes. You are constantly paying attention to make sure your pet doesn't break, and you are casting a lot of spells. It is a higher fatigue composition if you want to bring fatigue into the discussion as a factor.
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Last edited by DeathsSilkyMist; 06-29-2023 at 03:00 PM..
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#7
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I apologize to Deso, DSM is worse. Sorry
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#8
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Warriors can bind wound!
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#9
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Quote:
In a solo farm crew that prefers a priest duo option, a Shaman/Enchanter/Enchanter/Wizard group would be better, because the Shaman can be used to solo something like A4 if there are no targets up that need a duo while the other two Enchanters solo elsewhere. That is the main issue with taking a Cleric for a split group, they can't do too much soloing on their own, so you are stuck doing a duo + solo split. The Shaman opens up the possibility of doing a three way solo split, without losing the duo options. Honestly for the "Best solo farm crew that can spread out" group, it is a tossup between Enchanter/Enchanter/Enchanter/Wizard or Shaman/Enchanter/Enchanter/Wizard. I am genuinely curious to see what would net more plat per hour. 3 players working separately consistently, or having a duo come together for something like Fungi King, Minis, Puppets occasionally.
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Last edited by DeathsSilkyMist; 06-29-2023 at 05:36 PM..
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#10
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Enc *can* solo the minis but there are few enc actually soloing them on the reg. Far easier with backup.
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