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#1
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I think there are situations where you'd want both a cleric and a shaman, but the question of 'best 4 man group' cannot be answered without knowing the context, since each of the following meaningfully alters which classes' abilities are top tier
- the goal (xp, plat, loot, 'hardest target killed', specific quests, etc) - real world or in a vacuum, aka is there competition (FTE or clearing wise), do you need the ability to do many different camps if yours is taken - does the group need to act like a cohesive group The OP is vague on all of this which is actually a benefit, because now you can look at different sets of contexts and see where some classes shine. | ||
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#2
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Without any specific direction, my default is what players do in reality. The goal of leveling is to get to 60 so you can play the endgame. This means the group is endgame focused. Pocket characters and mules are used, and the group is going after "normal" endgame camps that don't need a Warrior tanking. These are camps like Fungi King, Chardok, West Waste Dragons for 6+ Necks, Siren's Grotto, etc. There are certainly a multitude of other routes that this group can take due to the lack of restriction. I am looking at the well trodden path, as people tend to gravitate towards it. Doing things like low man ST clears is a cool idea for prismatic dragon scale MQs. It has a lofty requirement of four ST Keys, but it could be done eventually if all four group members are active in raiding guilds. Or if the group can somehow pool enough plat to buy four ST Keys.
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#3
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#4
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OK DSM, I'll make the case for cleric to you. But before I start, surely you're not disagreeing with the point that Clerics synergize well with Enchanters? I want to see where I can start from a place of common aggreement.
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#5
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Please show me where I said Clerics and Enchanters do not synergize well.
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#6
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So then you agree that clerics and enchanters synergize well?
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#7
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#8
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I'll take that as agreement.
One of the areas of synergy is with stuns. Enchanters have their own stuns, so it's not necessary, but it is helpful. If a cleric is quick with a stun, when the enchanter is interrupted or otherwise fails to get a stun off, that can save the enchanter a lot of trouble. | ||
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#9
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Malo reduces how often charm breaks occur, which is also helping the Enchanter when to comes to charm breaks. The problem is reduced to "which scenario has a higher chance of saving the Enchanter". Neither party knows this answer, so it's not really clear which one is obviously better.
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#10
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Sorry didn’t realise how far behind i was on the discussion!! | ||
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Last edited by Jimjam; 07-02-2024 at 05:31 AM..
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