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#4721
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Necromancers have Res as well, in case you didn't know. Troxx doesn't understand group dynamics well enough to know why an Enchanter/Shaman combo is good, based on his previous analysis. Nor does he understand how much DPS is typically needed in a group. He also doesn't understand the word "redundancy". He is advocating for 2 enchanters, while complaining about spell overlap from a Shaman. He forgets that two Enchanters have more spell overlap than a Shaman/Enchanter. When multiple people can cast a spell like slow, you can slow multiple mobs in camp simultaneously. You can also free up a spell slot on a caster for something else if that is not needed. A Shaman slowing allows an Enchanter to focus more on pet control and cc.
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Last edited by DeathsSilkyMist; 06-18-2024 at 06:25 PM..
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#4722
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![]() I’m sorry you’re upset that shamans don’t fit into this ideal group. Unfortunately I don’t think you’re smart enough to understand the why behind this even if this thread were to live another 4,722 additional posts (half or more of which would still be yours).
Best thread ever [You must be logged in to view images. Log in or Register.]
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#4723
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Swap the Monk for a Necro to work within the thread and you have the same group. Fourth member is flexible, as there isn't any content I can think of that needs four players instead of three. Remember when you also admitted you would take a Shaman/Enchanter combo over a Mage? Quote:
https://www.project1999.com/forums/s...&postcount=114 Quote:
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Last edited by DeathsSilkyMist; 06-18-2024 at 07:15 PM..
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#4724
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It isn’t relevant to this thread at all. Moving goalposts again?
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#4725
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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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#4726
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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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#4727
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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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#4728
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#4729
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![]() So you agree that shaman classes have a synergy with melee classes?
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#4730
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