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#1
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Quote:
Remember saying: Quote:
What are the strengths of an Enchanter/Shaman combo? Please explain.
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Last edited by DeathsSilkyMist; 06-18-2024 at 09:31 PM..
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#2
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Let's be honest, ENC/ENC/CLR is such a busted trio that the fourth player hardly matters, anyway. Assuming those first three are skilled players, whatever else you add at that point isn't really going to be carrying their weight in comparison. Mage would be nice for some extra DPS, but with two well-controlled charm pets it's kind of overkill. Necro adds some DPS and utility, but just like with the Mage, it's not really needed. This is why I like fortior's suggestion of the Wizard, because for leveling you don't really need to use him anyway (although he can still contribute somewhat with stuns on charm break, root CC, snares and flux staff aggro ripping), but at endgame he's suddenly super useful for mobility, TL boxes, Hate ports and burning down big mobs. ENC/ENC/CLR/XXX will be a powerful group regardless of the fourth man, but ENC/ENC/CLR/WIZ is a gank squad par excellence that really gets full value out of the Wiz more than any other class. Just four dudes just porting around Norrath sniping named at will.
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#3
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Surely you'd agree that some combinations of classes can have synergy, while other combinations do not? For example, a duo of two paladins or a duo of two rogues has less synergy than a duo of a paladin and a rogue, because a rogues benefit from someone else tanking, while paladins are good tanks but do not really benefit from someone else tanking? Or, say a shaman has good synergy with any melee class, because the shaman has fantastic stat buffs that are helpful for any melee class?
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#4
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#5
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So you agree that shaman classes have a synergy with melee classes?
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#6
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#7
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Surely you cannot deny that shamans have a synergy with melee classes. Shamans have sta/str/agi/dex buffs no one else has.
The 6 player group has 3 out of 6 characters who have a melee synergy with shamans. The 4 player all-caster group has zero characters who have a melee synergy with shamans. Quote:
Troxx (or anyone) has to explain why a shaman is the best choice for that sixth spot in a six-player group with three melees, but is not the best choice for the fourth spot in a 4-player all-caster group. A suitable explanation is that when you add melee classes, shamans become better. I'm not sure what Troxx would say, but I bet it's similar to my answer. | |||
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#8
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Then we can decide if his logic of why a Shaman doesn't work in the four man group has merit.
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#9
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The "discrepancy" is that when you add melee classes, shamans become better.
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#10
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