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![]() After playing through a bunch of classes, I'm trying to decide between my ogre shaman and my wood elf druid as my soloing class (I have a paladin and a cleric for grouping; decided to go for a WIS caster partially since research seems like a giant pain and I'm neurotic about getting every spell). I'm leaning toward the shaman at the moment, but here are my pros and cons:
Shaman: Pros: - High strength makes carrying things easier - Better armor - Pet at 35 apparently makes life much easier; I have heard that this makes them one of the best soloers at 50, beating druids. - Like the idea of root-rotting better than quad kiting; seems more versatile and somehow more pleasant - Spells not interruptible by melee attacks, bashes from the front - Better DoTs than druids? (I like DoTs since they're a very efficient mana-damage conversion, without making you get hit like thorns do.) - Evil faction (can kill good NPCs, which are more plentiful than evil ones (by 'evil' I mean those that are friendly to evil races/classes) and not being killed as often; also, more novel). I intend to pretty much stay within the bounds of my factions for both characters and not try to farm up faction to get friendly with X or Y faction that hates me, or attack NPCs that would ruin factions that like me. - More useful in groups (I'm planning to solo to 50, but I might want to group at 50.) - Less represented on the server Cons: - Evil faction (not as many safe cities, boats are dangerous to get onto). - No ports (I like the idea not only of porting myself, but of porting others. Both classes are helpful to other people since they have nice buffs, but the druid is clearly more helpful because of ports.) - Low charisma (worse merchant prices). Presumably not as much of an issue later on when most money is made by player economy, though I don't know much about the validity of this point. Shamen do get a charisma buff, though. - Slower to solo until 35. - No forage, no hide, no tracking. - No snare; have to rely on root or snareless kiting, take some hits in either case until I get the pet. - No lull/harmony; have to avoid multiple-mob camps or break them through other methods (have considered doing multiple root-rot to break camps, though haven't reached 14 yet to try and put this into practice). - 15% ogre EXP penalty. Thoughts? Any points I missed? Any inaccuracies in the points I listed? | ||
Last edited by Estu; 08-22-2010 at 01:47 AM..
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