Leaning towards a SK/CLR duo

Rubionubio

Dalayan Beginner
Looking for some advice.

I've currently got a 65 necro and I absolutely love the class. I'm just totally dissatisfied with the fact that the class is so great that there's a zillion of us, and in any group or guild situation I have to work twice as hard as a "holy triumvirate" class to even get a spot let alone loot or help with quests, etc. This isn't meant to be a whine post and I'm digressing.

I want to start a duo that will be capable of "soloing" when I don't feel like grouping or don't have time, but will still consist of classes that are highly desirable in a raid or group situation. My current thoughts are:

Cleric/SK can solo pretty well with sk splitting and doing decent dps
Cleric/pally next to indestructible combo, but I'm not sure about how this would solo

What options am I overlooking?

Thanks for your input!
 
If you want a class that can solo or group, a Paladin is what you are looking for. Cleric, Druid, or Shaman is a good choice, probably more Shaman though.
 
Paladins have superior dps and aside some of the harder experience zones I don't really believe feigndeath is really a requirement to make your duo happen (See: some shit in deep first ruins and what not)

Cleric heals are great no denying this but for the low end of the game I would think druid and shaman accomplish more with your duo (See: Dps, buffs aside aego)

The biggest factor into the duo being good or bad honestly:
1) Do you invest time to get aa's
2) Do you invest money to buy that sweet emberflow loot and trivialize low end raid loots.


If you accomplish both of these you cannot go wrong.

I cannot think of very many reasons to play a shadowknight over a paladin in your situation either to be honest.
 
Paladin/Druid is very powerful. You get the weaker cleric buffs from paladin stacking with the druid buffs. Also, since paladins can AE tank easily once they get big enough, it magnifies the benefit of the druid damage shield. Throwing in the conveniences a druid provides is just icing...sweet, delicious chocolate icing.
 
I think Druid/SK would be much better than clr/sk.

Druids aren't the power healers clerics are but they can still do pretty well, and they add DS and a few stat buffs, as well as ports. Druids can also nuke better than clerics against most mobs, and at 65 with AAs regen more mana than clerics.
 
awesome help guys, thanks.

So I played a druid on live and loved it, but are they as "loved" as a cleric for guilds and groups?

Also, I thought paladin first too but aren't there like 258525258zillion of them? At least that's what I was told.

Thanks again!
 
Paladin/druid is a good combo, root cc is good in lower levels and once you get more powerful at higher levels, you'll be able to do nice AE damage.
 
awesome help guys, thanks.

So I played a druid on live and loved it, but are they as "loved" as a cleric for guilds and groups?

Also, I thought paladin first too but aren't there like 258525258zillion of them? At least that's what I was told.

Thanks again!

I don't see many groups asking for a cleric. I see most groups asking for a Healer. And druid heals are sufficient for most groups, the exception being the encounters that are just barely within the groups capabilities. Same with shaman, though I think Druid is better to make up the low dps of a tank.

Raid-wise, guilds need both druids and clerics. Reading what guilds are looking for, I see that druids remain in demand, though probably as a main and not a box. I would think that making the druid the main and the Paladin the bot you box with would be a winning situation. At some point you are gonna want some tier4+ tank gear, but that will be a challenge for most tanks (SK or PAL) on this server.

Good luck. I hope you find a box team that is rewarding to you to play.



Edit: Paladin AE aggro does help the druid use PBAE, in ways not possible with a SK. And pulling a number of low dark blues and some light blues can be a lot of fun and profitable (DS +regen+AE aggro+PBAE=ftw). Also, I would not recommend trying to box a paladin and healer in a full group or on a tmap. The DPS classes will take aggro if you do not cast a lot and you will need some healer love in there too. And if the DPS casters start to ping pong your target, you really don't have time to keep everyone alive in the group as well as chase the target and regain aggro. Maybe some can, but I have had very unpleasant tmap experience trying that.
 
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In my view, clerics aren't needed over druids in almost all situations. A good group will take any of those classes for healing; I'd say that aa's and spells are more important than the class itself anyway. Clerics might get aegolism, but druids get ds, regen, resist buffs, limited stat buffs, and best of all, teleport spells. Druids still can heal above 3k with only HI5 and no relics. You might also trying a shaman for the stat buffs, shielding buffs, vision buffs, and virtually unlimited mana through cannibalism, although their healing power is a bit more limited, and their dots aren't quite as good as druid nukes (1.9k with DI5).

As for the tank end, I'd say paladin personally, as they tend to be able to control situations better. SK's would not be a huge amount more dps than paladins unless they put in a lot of effort to cast dots, where they could be casting jolts. And in most low end zones, you shouldn't need to split anyway. Although at the lower end, SK's can hold better aggro versus a single target, pallies can hold pretty decent aggro against a single target, as well as groups of targets. I really can't see why you would want to go SK myself.

My personal pick out of the six possibilities is DRU/PAL, as the druid offers heals, utility buffs, and teleportation, and the paladin offers patch heals, sihala's line, and ae aggro.
 
Shaman vs Druid - Also important to remember that Shamans don't get a group heal. So when things go badly or there is an AE (or DS on target), it can be more difficult with a shaman.
 
Also, I would not recommend trying to box a paladin and healer in a full group or on a tmap. The DPS classes will take aggro if you do not cast a lot and you will need some healer love in there too. And if the DPS casters start to ping pong your target, you really don't have time to keep everyone alive in the group as well as chase the target and regain aggro. Maybe some can, but I have had very unpleasant tmap experience trying that.

if the DPS starts ping-ponging the targets, that means that at least one of you is not doing their job properly. the thing about paladin ae agro is that these spells dont generate THAT much hate, i dont know the exact numbers, but all i can tell you is that if you dont keep chain casting spells, even a healer will be able to pull agro off of you, and you as a tank definitely dont want that to happen. i dont know about other paladins' playstyles, but whenever i see a spell gem light up, i put it out, exception being ghot as it depends on the zone youre in/mobs youre fighting. yes, it was REALLY hard on the mana before i got good ft gear, but its the only way to securely have ae agro. no pain no gain kinda thing.

btw if you have your party members grab agro and then run around, futilely wasting their time trying to run away from the mob and risking your safety, well you need to have a little chat with them cause thats really not the way to go. and overall, everyone has different takes on dual-boxing, i love my paladin/druid combo and im pretty good at boxing but thats because i usually find single clienting too boring, so the choice is up to you really.

monks are really good soloers. they dont depend on gear that much, their dps is NICE, tanking ability impressive, and fd/mend is really cool

PS "keeping everyone in group alive is hard" gHoTs and Gheals are only one button away, and they can be yours for a very reasonable price. making macros such as "/sit off /cast # /g healing Target /pause # /sit on" is really ftw
 
if the DPS starts ping-ponging the targets, that means that at least one of you is not doing their job properly. the thing about paladin ae agro is that these spells dont generate THAT much hate, i dont know the exact numbers, but all i can tell you is that if you dont keep chain casting spells, even a healer will be able to pull agro off of you, and you as a tank definitely dont want that to happen.

Isn't that pretty much what I said?
 
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