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  #11  
Old 12-26-2010, 02:10 PM
jeffd jeffd is offline
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shaman/mage/monk

just have the mage firepet tank all the way to 50, and then when kunark is out you and "your friend" will have a shaman/monk duo ready to dominate
  #12  
Old 12-26-2010, 05:28 PM
gprater gprater is offline
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I'd go with enchanter personally. Id started a necro alt recently, mostly because I had never tried kiting of any sort before. Ive seen and participated in the numerous arguments about the better solo class. After playing mage here and in the past, and various other classes (Im a certified altaholic), I decided to play necro. One of my usual nightly group members dusted off his level 21 druid and weve been kiting it up. Mostly in Sk. As a change of scenery we went to rathe mtns. the other night and started kiting giant skellies....much fun.
I say enchanter as an answer to your question because the only thing that slows us down is mana.

Now, not to derail your thread, but until Kunark comes out, are there any other wide open zones other than the karanas and rathe to effectively kite in? I think the rathe can sustain us for a long while, but I personally like to switch it up every so often.


thanks
  #13  
Old 12-26-2010, 06:29 PM
Bubbles Bubbles is offline
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Add another necro.

Having the druid ports cancels out the need for wizard ports. Having the druid thorns lessens the utility of the mage.

Enchanter is still viable, but the necro isn't going to benefit fully from clarity, and the enchanter lulls are an upgrade only really on live mobs and LOS issues. Plus with both dru/necro root Fear, and necro Screaming Terror, you already have all sorts of crown control built into the combo.

So there isn't a perfect solution. Your 3rd group member simply has flexibility to pick what he wants to play.

One bonus to him going Monk/SK/PAL/etc would be having a toon that can pull to a spot while the druid and necro med between mobs, which would actually be more beneficial in the long run than clarity.
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  #14  
Old 12-26-2010, 07:49 PM
Rasah Rasah is offline
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How about a rogue? If you are going to fear kite, the constant backstab will be good. And as hitpoints ramp up in Kunark and Velious, it would be nice to get that extra melee damage.
  #15  
Old 12-26-2010, 09:46 PM
Scrooge Scrooge is offline
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He should play whatever is fun for him! There is no right answer here.
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  #16  
Old 12-26-2010, 10:55 PM
freakyuno freakyuno is offline
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Bard is a fantastic addition to any necro group, especially small ones where the necro is the main pivot in the group.

Regen song can fully negate the necro's self mana regen, built in slows, snares, mez, charms, and clarity as well as the travel benefits.
  #17  
Old 12-27-2010, 12:07 AM
quellren quellren is offline
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Quote:
Originally Posted by Bubbles [You must be logged in to view images. Log in or Register.]
Add another necro.

Having the druid ports cancels out the need for wizard ports. Having the druid thorns lessens the utility of the mage.

Enchanter is still viable, but the necro isn't going to benefit fully from clarity, and the enchanter lulls are an upgrade only really on live mobs and LOS issues. Plus with both dru/necro root Fear, and necro Screaming Terror, you already have all sorts of crown control built into the combo.

So there isn't a perfect solution. Your 3rd group member simply has flexibility to pick what he wants to play.

One bonus to him going Monk/SK/PAL/etc would be having a toon that can pull to a spot while the druid and necro med between mobs, which would actually be more beneficial in the long run than clarity.
^^This.

I cannot believe how broken-overpowered Necros are. Even more-so with a little support, like a druid.
  #18  
Old 12-27-2010, 01:16 AM
Dr4z3r Dr4z3r is offline
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I'd strongly recommend AGAINST having a Warrior, Rogue, or Paladin, or SK.

Any of these classes would need to get into melee range to be of use, and that meas committing yourselves to only fighting things the melee can live through. And that means turning the druid into a healbot, basically ruining the flexibility of your trio.

I'd recommend Bard or Enchanter, with an option on Shaman.
  #19  
Old 12-27-2010, 10:45 AM
Rasah Rasah is offline
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Quote:
Originally Posted by Dr4z3r [You must be logged in to view images. Log in or Register.]
I'd strongly recommend AGAINST having a Warrior, Rogue, or Paladin, or SK.

Any of these classes would need to get into melee range to be of use, and that meas committing yourselves to only fighting things the melee can live through. And that means turning the druid into a healbot, basically ruining the flexibility of your trio.
I disagree. If they are already fear kiting or aggro kiting, the melee can beat on it from behind right next to Jabober. If they are root/rotting, then perhaps I would agree with you. Depends on their killing strategy.
  #20  
Old 12-27-2010, 12:08 PM
Nuggie Nuggie is offline
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I still say enchanter. Druids can't harmony in dungeons. And how can you disregard the most powerful class? I doubt you could kill efreeti lord with another necro added to group. Much less compete in kunark dungeons.
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