tarv of the Seven Seas wrote:
Shammy's are very weak healers at 50+, you could not hunt the planes with either set but both are viable.
The major problem i fore-see is aggro issue's, an sk really has to work on aggro especially if you are throwing slows early <which you will need to without a cleric in that group at later levels.>
i disagree with losing the chanter though since mana regen and crowd control is important with a 3 box. My friend at work uses Sk/Shammy/mage and his primary cause of death is adds he can't cope with.
He likes the mage in the trio since he can launch the pet and forget about it in a tough fight, a beastlord could also take the slows at higher levels i suppose.
LoL, you really have no clue how powerful a sk/sham combo is then do you. heck i have lost count how many times ive gone to T2 zones with nothing but a few sk, nec (self) and a good sham and kicked major butt.
you are bonkers if you think a SK has to work at keeping and gaining agro. of the 3 tanks in the game a SK has the easiest means at gaining and keeping agro. yes even better then a pally stun spell. the larger portion of the SK spell base is exclusivly for building and keeping agro.
that is not saying a sham is the best healer out there. in fact of the 3 healing classes the sham is the weakest at healing, but with their slows, dots, and #1 mana regen they more then make up for it.
sk, sham, chanter is extreemly powerful group. i would personaly replace the chanter with a necro, but then i prefer the evil classes and a good chanter is unstoppable and very hard to pass up.
so just replace the druid with a sham and you have a much more viable group then with a druid.
pro of a druid:
port (but who really needs them except to get to CS)
#2 DS in game
#2 healer in game
ok regen spells
ok DD
weak DoTs
SoW at 14th
pro of sham:
SoW at 9th
#2 dots in game
#1 slower
#3 healer, but with a slow you will use less mana on heals
#1 regen spells
can melee if need be
#1 mana regen in game, yes that coming from a necro.
#1 friend to all melee with stat buffs(this includes pets)
#2 AC/HP combo buffs to max out the tanks powers
can solo ADDs if he can not park them even indoors
his roots do not break mez
pet, weak, but still once they get their AA they have some very powerful petS (yes more then 1) for added DPS to the group.
im sure that list goes on, but for now that is enough to think about.
i agree that a SK/chanter combo with a healer is a good way around things. i personally would go with cleric or sham over druid any day of the week. both classes bring so much more to the hunt then a druid do. at least with a cleric (very low dps, but #1 healer) you get also the #1 rez in the game and get rezes much sooner. add if you are going after undead (and you can undead for a lot of levels) a cleric will be more powerful then a sham for DPS, but i do not know if a cleric gets undead slows like a necro does or not.