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Old 06-18-2024, 07:25 PM
Troxx Troxx is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
Remember when you also admitted you would take a Shaman/Enchanter combo over a Mage?
Warrior monk rogue ench shaman cleric is not restricted to the whole “4 person all caster group” concept.

It isn’t relevant to this thread at all.

Moving goalposts again?
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Old 06-18-2024, 09:18 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Warrior monk rogue ench shaman cleric is not restricted to the whole “4 person all caster group” concept.

It isn’t relevant to this thread at all.

Moving goalposts again?
It's 100% relevant. You have to explain why a Shaman/Enchanter combo suddenly doesn't work in a four player caster group, but it works fine in a six player group.

Remember saying:

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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
-shaman: gives you redundant slows you don’t need, heals you won’t need, buffs you won’t need, a pet that sucks and malo (value added). Dots will not add much as with 2 ench pets nothing is alive long. Malo is good but shamans don’t have a monopoly on this line. Shaman isn’t a terrible choice, but you’re bringing along a class that can’t contribute as much as other options
How does this nonsensical assesment change in your six player group example? It must change, because otherwise why would you pick a Shaman?

What are the strengths of an Enchanter/Shaman combo? Please explain.
Last edited by DeathsSilkyMist; 06-18-2024 at 09:31 PM..
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