#31
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Although I love ports and Spirit of Wolf, I would not consider those the "game changing" druid spells.
The game changer for druids comes at level 34. It's called Lightning Strike and it's the first really solid quad spell. This changes the game because a druid who quads levels much faster than a druid looking for a group. Another reasonable choice is the 14-minute, level 29 snare spell, Ensnare. A druid can eventually kill any mob he or she can land ensnare on in an outdoor zone. However, this spell just makes things easier and I consider it less of a true game changer. | ||
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#32
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Death Peace was Velious.
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#34
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#35
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Fading memories level 63 AA for bards that wipes ALL agro instantly and also invis's the bard.
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#36
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Quote:
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#37
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Never did get my TA, damn points system and points hoarders...sigh
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#38
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For me the biggest gamechanger was Manaburn when luclin first arrived. On Povar (and other servers I presume) we had the Burn Death Squad. 6 wizards that cycled various targets that were mostly for epics. It worked very well until they nerfed it.
Also I miss Triton. | ||
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#39
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Quote:
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#40
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I think "gamechanger" can be and should be looked at as a spell that completely changes the way a class plays. CH is important, but doesn't necessarily change the game, simply makes it more efficient.
Towards lvl 60 the only logical answer for me is Torpor. Before torpor a shaman isn't truly a viable MH, nor can they solo all that crazy stuff, nor can they duo some pretty nutso stuff, but after torpor it all becomes possible while other camps and mobs just become plain ol' easy. That single spell almost completely changes the way you play as a shaman, i think that no other class has quite a spell quite like that. | ||
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