#2
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they're not entirely essential, but they offer:
protection of the glades (good +mana regen hp buff for casters) ports succor spot heals (chloroblast/nature's touch p goog) resist buffs (circle of summer/winter) thorns regrowth debuffs (ro's fiery sundering, fixation of ro) it's really nice having around 3 or 4 druids on a raid, but any more than that and there isn't much of a benefit on the other hand, you really just can't ever get enough clerics, shamans, warriors, rogues, enchanters | ||
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#4
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Quote:
i wish back on live, when i was a pixel whore, every top guild recruited massively every class u just named in there. i wish | |||
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#5
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My druid plays a pivotal role in empires raiding success
__________________
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#6
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Spirit of Cheetah
Gate a valid strat for wut raid? do tell... | ||
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#7
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Chortle over you being not banned long enough to play. A thunderous guffaw.
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#8
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Welcome OP
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#9
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Yep wb can't wait to see the same images over and over again while calling everyone a cuck.
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#10
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mobilization is vital in velious era along with everything colgate said. and i know he said ports, but that part can't be stressed enough. especially when empire and tmo are both pushing decent to high numbers in raids. but i also feel that port hopping zone to zone's underutilized on red considering the number of targets up. also porting is just not a very fun role to play.
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