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#5291
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![]() DSM's sunken cost fallacy has become legendary
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#5292
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#5293
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https://www.project1999.com/forums/s...postcount=4843 - please note I forgot the resolution line of spells in the hp buff section. You can add the HP accordingly to see the differences. https://www.project1999.com/forums/s...postcount=5245 In the end, the readers will be able to read these two posts above, and see the answers to Troxx's questions. Nobody knows what Troxx's positon is, as he just keeps dodging the answers given. Please note he could have spent this time providing a counter argument, or linking previous posts he made that already rebut these arguments if he thinks he has done so. Instead, he just keeps dodging and spamming the thread.
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Last edited by DeathsSilkyMist; 07-13-2024 at 03:02 PM..
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#5294
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#5295
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![]() Someone find that gnome celestial heal flash movie
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#5296
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![]() Ah … so I guess we are done.
Thank you for conceding DSM. No group would take a shaman over a cleric giving up safety on charm breaks, superior buffs, superior emergency healing, complete heal, and the ability to rez. Best 4 person all caster group is: Enchanter, enchanter, cleric, X X can be variable depending on the situation but contenders: Mage: probably most well rounded for both leveling and safely. Weakness is that they don't open up content that the other 3 couldn't do without the mage. Necro: not much behind mage for leveling, points for backup rez, FD pulls, and baller in undead areas. Strength is opening up content that really does benefit from having FD. Enchanter: fastest leveling by far - but doesn't add any additional "extras". Druid: ultimate quality of life 4th leg. Sows, ports, regens. Will mostly be riding others coat tails but mobility and potential for animal charm. Wizard: opens up hate/sky. Other than that probably the weakest pick other than the class below. Least potent X? Shaman. For this exercise in theorycrafting, the 2nd strongest solo class in the game unfortunately does not make the cut. Yes shaman will add more to the group on average than a wizard or druid but unlike those two classes you don’t really add the QoL mobility of porting. Very powerful class but what the class does do is redundant to what the group already has.
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Last edited by Troxx; 07-13-2024 at 04:09 PM..
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#5297
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![]() If there's anything I've learned from this thread, it's that Druid is underrated.
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#5299
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![]() its allllll in the hips
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#5300
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It is clear that Troxx hasn't read the answers I provided him, or many of the posts that are in this thread. Hence he keeps asking the same questions over and over. The proof of this behavior has been provided by all of the dodging he has done. He cannot simply hand-wave away the entire thread and declare victory. I will try to summarize the answers already given (that he hasn't read) once more in an attempt to get Troxx to stop dodging. If he does not read this post, I cannot help him. Quote:
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Let's look at Allure, which has a 19 minute duration at level 60, assuming no charm breaks. This means you are getting 3 charm breaks minimum per hour. Let's say the average charm break per hour is 10 times, including the three charm break minimum. This means the Cleric's blast heals and stuns were only helping on 2 out of the 10 charm breaks, using the numbers above. Most of the charm breaks could have been handled without the Cleric. Malo reduces the number of breaks per hour, so it is reducing the odds of getting a bad charm break naturally. Both Shamans and Clerics are helping out with reducing the odds of a bad charm break, just through different means. Based on my experience playing with skilled Enchanters (and it seems like 7thgate's experience too), I'd take less charm breaks per hour over a bit more charm break security any day. We've already explained the ways in which Shamans can handle bad charm breaks in previous posts, and they have a lot of tools to handle these scenarios too. It is incorrect to claim a Shaman cannot save an Enchanter during a bad charm break. On the rare occasion an Enchanter does die, a pocket Cleric can handle the res. Many solo Enchanters already have pocket Clerics to do this. It is no different in a group of four players. Quote:
Based on my years of playing P99, max HP is often a bit overrated when it comes to most single group content. It is generally doing nothing in a skilled group that can control their environment, and only comes into play in the occasional bad moment. A skilled group can reduce the odds of a bad moment occurring via skill. This is especially true when you have Enchanters in the group. Shaman/Enchanter/Monk is a powerful trio that doesn't use Cleric HP buffs or Cleric healing, and they do just fine. Quote:
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Unlike yourself, I am not closed to the possibility of taking both a Shaman and a Cleric. I said as much in the first page of this thread. The Shaman vs. Cleric debate is only in the scenario where a group wants to take one or the other. Luckily pocket Cleric's exist. You can level a Shaman to 60 and a pocket Cleric to 49 no problem if you do not want a Cleric and Shaman as two mains in the group.
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Last edited by DeathsSilkyMist; 07-13-2024 at 06:40 PM..
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