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  #21  
Old 12-27-2010, 12:28 PM
Lickum Lickum is offline
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  #22  
Old 12-27-2010, 02:44 PM
Mcbard Mcbard is offline
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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'd recommend Bard or Enchanter, with an option on Shaman.
Not really.. you can stand just on the edge of the hitbox and hit the mob while agro remains on the pet.
  #23  
Old 12-27-2010, 03:17 PM
PureLo PureLo is offline
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I would say Bard is the best option if you all just wanted to trio outdoor zones especially. If indoor then I would say chanter is the best overall third option complimenting them both inside and out.

Basically to have mana regen on the druid would be super helpful considering Necro has the built in mana regen you don't want the druid slacking so Bard or Chanter would help cure that. Both are excellent utility, but Shaman could work also in the sense of getting the pet buffed and aiding in DoTs.

Solid melee wouldn't be all the smart unless it is perhaps a monk who can FD/mend/bind wound sufficiently, but even then I wouldn't suggest it.
  #24  
Old 12-27-2010, 03:19 PM
Tiggles Tiggles is offline
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  #25  
Old 12-27-2010, 10:06 PM
Badmartigan Badmartigan is offline
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Originally Posted by quellren [You must be logged in to view images. Log in or Register.]
^^This.

I cannot believe how broken-overpowered Necros are. Even more-so with a little support, like a druid.
My favorite to duo with was always a druid or a shaman until i got jboots.. then i just wanted more deeps.


btw your not gonna do efreeti without CH(Cleric)/ENC
  #26  
Old 12-27-2010, 11:35 PM
Nuggie Nuggie is offline
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i do freeti with necro/sham/chanter
  #27  
Old 12-29-2010, 11:49 AM
knottyb0y knottyb0y is offline
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Necro and Druid looking for third?

I'd definitely go with Enchanter.

3 man group of druid necro and enchanter would be very powerful in multiple situations.

Outdoors just Aggro/fear/charm kiting or just pet tank and heal.

Indoor pet tank, cc camps, root and rot, charm whatever is needed.

Druid brings sow, Hp buffs, ports, roots, snares and heals to table

Necro brings pet, dots, Lifetaps, fear, and minor cc to table

Enchanter bring CC, pets, clarity, and charm to the table

I think chanter CC ability brings the most to this party as druid and necro are a powerful combo. with CC is there a camp the trio can't take?
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  #28  
Old 12-29-2010, 12:45 PM
Omnimorph Omnimorph is offline
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Mages are also OP, i'd say between a mage and an ench for this group. With a mage you could practically chain pet kill stuff.
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  #29  
Old 12-29-2010, 07:09 PM
Holey Holey is offline
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how about 2 mages 1 druid :O my thought
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  #30  
Old 12-30-2010, 06:43 PM
Bubbles Bubbles is offline
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Too much to reply to, so..

1. ) A rogue would only be viable if you were focusing on fear kiting.. which you won't be.. and even if you were a rogue would still be the 20th best choice. Easier to add a mage, have it /pet attack and surf porn afk than forcing some shmuck to constantly sprint after a mob to achieve hit box to do 1/3 of the dps.

2. ) 2 necros and a druid can definitely do efreeti. Anyone claiming a shaman is needed in that camp.. plays a shaman. Nothing more effective than cleric/enchanter, of course.

3. ) In the regular type encounters we were talking about earlier, the druid would be casting regen only. The necro is far and away a better healer on both pets and group members in classic. Druid would be snaring, SOWing, thorning, and dpsing. with a spot heal occasionally depending on if it was a fear/kite situation or a pet-tank situation. Actually, the more i think about it... pretty much any time i grouped with a druid on my necro we had more fun aggro kiting and ping pong aggro kiting than actually blowing a bunch of fear mana on fear-kiting.

4. ) Adding an enchanter as the 3rd is definitely a solid pick, especially for the non-LOS lulls and the more reliably effective crowd control. Only downside to the enchanter is they add so precious little levelling 1-29, when the group would actually need them the most.

5. ) If you aren't adding an enchanter, i once again would strongly reccomend a monk/sk/pal type of class to "pull" to the group, allowing the druid and necro to maxiimize mana regen. The SK/Monk get props for feign (which is of course beyond handy), while the paladin not only adds ghetto heals and symbol buffs, they get non-LOS lull against even live mobs, which in many spots can be almost as effective as feign pulling, especially if your 3rd buddy really wants to be a paladin for some reason. Warriors and Rogues are too inflexible, Rangers too redundant with a druid group..

6. ) Oh yeah, bards.. Yeah.. Bards are sick pullers, got like 40 different ghetto methods of helping out a group on weird pulls and situations. A bard would be better than a pally and give a monk/SK a run for their money.

7. ) Downside to hybrids is you'd be adding an XP penalty to your "perfect group". Something to consider. Also in terms of cost, gearing up a monk/bard on the fly isn't too terrible since they aren't that gear dependant.
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Last edited by Bubbles; 12-30-2010 at 06:46 PM..
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