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Great thing about this kind of game (and this is one of the best of it's kind) is that every class can shine with the right build/tactic and the fun is in finding it. It's not designed to be easily solvable like games where you can just look up the uber build and blow through the game with it.
Make a Halfling Ranger with the +1 atk and you'll blow through cover even early, and with 20 WIS you can beat saves with your spells as well. Turtling around a Pal (who gets access to Mass pro from Alignment earlier than even Cleric and gives other bonuses to those in proximity) creates an entirely different experience than nuking things from afar.
About the only must have I think at this point is a Rogue and haven't been able to go without Bishop or Bard yet either. Magic + Mysticism + Reach is great by level 5 but Justice with Augmented Summoning and Summoning Mastery is really strong right off the bat as it puts your Turning activations to good use right away while letting you Summon a Fire Elemental and Bless the opening turn.
Bard is D10, full BAB, and tons of Bonus Feats so can get there both in Archery (and there are good bows to be had shortly after you lose your equipment) and tanking (craft a Master Brigantine cheap early and use the free Heavy Shield) with reasnable melee damage with a good weapon. You can use his spells to just spam Silence and Healing if nothing else.
Yeah I think it shows the game is relatively well designed when there are no truly weak classes and when it's fairly difficult to rank them. These rankings are influenced by the general encounter design of Augury of Chaos, so I'm sure different classes will feel a bit more or less useful in another module.
I was never a huge fan of D&D to start with, so I don't have all the knowledge that some might have upon its rules.
Although, from what I've read, Red Wizards seem to be the top of the food chain.
There have been some debate here and elsewhere about the prevalence of either Psionicist and R-Wizard, but the last seem to get the upper hand in the later stage of the game.
I suspect that the Phoenix transformation might have something to do with it.
Your take sounds pretty solid overall.
SS Tier : Psionicist :
They start very weak, but as soon as they have the energy ball, they become the masters of the battlefield. This game is all about AoE damage dealing, they rule at it. They also have great buffs and debuffs. And their idea of "a global mana points pool" allows them to use only 1 spell all day long if they wish so, which is fantastic.
S tier : Mage and Druids :
They can deal stupid amounts of damage and debuffs too, but they can't just focus all their magic capacities on 1 or 2 spells only, they have to deal with the "spells by levels" which forces them to have a more limited use of the most powerful spells than psionicists.
A tier : Clerics :
They have the necessary healing spells and some decent buffs, even though buffing saving throws, for example, seems irrelevant on this game as you always fail your throws anyway. So their buffs end up being useless.
B tier : full caster hybrids (bishops, warlocks etc.) + Mantis Monk :
They'll have access to what makes the pure classes strong, but they'll only have watered-down versions of it. For example, the energy ball of a warlock has a smaller radius than the one of your psionicist. So you prefer using real classes eventually.
Mantis Monk is incredibly powerful, in endgame they'll have like 8 attacks per round (unbuffed), 35 damage per attack, crazy attack bonuses and will bypass most of the enemies DR. Add their SR, movement speed and natural AC, they're the only killing machines apart from casters. However, they greatly suffer from all the crowd control all your melee eats all day.
C tier : Hybrids of melee/caster type :
Melee deeply sucks in comparison with magic on this game. Your melee fighters will be 100% of the time tripped, disarmed or grappled (or taken in fogs, or stunned or feared or stuck or whatever you like). So these classes are still better than pure melee because they have useful things to do, but they're not on par with the best classes.
D tier : Whatever melee that isn't a Mantis Monk :
Having one to tank a bit of damage is good. More is utter garbage. 90% of the enemies have AOO's at a range of 2 (or more) squares so you'll spend your life being hit by AOO's and these attacks will constantly trip/disarm or sunder you. And if you wanna be enlarged, your AC will be so bad you'll be hit 100% of the time.
Their only utility is to try and grapple AI casters, so you better cross your fingers you won't be tripped by all the AOO's you'll suffer while running to the mage you target, otherwise you're 100% useless.
Seriously, get one more mage or psionicist instead, mute casters if that's what you want, or nuke them all. You're 100 times more useful than any kind of melee guy.
What really surpised me was how my fighter could easily dispatch a big demon by inflicting over 600 damage per round with a simple full attack action, but could not do the same to casters as they end up being immune to critical hits the whole time, and there is no reliable way to dispel all their prebuffs without some serious luck on RNG.
They also end up having lots of HP as well, in fact I'm pretty sure I saw Warlocks and Wizards with more HP than their cultist gladiator counterparts!
There are ways to avoid AoOs. Rogues avoid them for free.
If you cover your skills by diversifying your approach you’ll be surprised less often, which opens up a lot more tactical options.
I personally found that Psionicist outperforms Red Wizard in the late game significantly for a few reasons.
Red Wizards can't change their damage type to easily exploit vulnerability or target a weaker save. When they choose a different spell to change their damage type, it usually has a worse range and/or radius vs Energy Ball (and usually isn't party friendly - a big problem in tight spaces). And Red Wizard Power Fireball (or any fire spell, but Power Fireball in particular because a strength of Red Wizard is getting it as a level 6 spell) is relatively poor in the late game due to fire immune enemies.
Wizards have to spend 8th level spell slots to Accelerate whereas Psionicists don't have that limitation. And Wizards don't have Tornado Blast. Tornado Blast is ridiculous because it has a huge radius and ignores Spell Resistance and Prones everything, reducing what they can do if they survive to their turn. And Psionicists can keep spamming this 9th level Power twice per turn if they want whereas Wizards are limited to spell slots.
Finally, the Wizard transformation is costly and may put the Wizard behind a level, which affects Spell Penetration. And I suspect on Archmage difficulty, it may be difficult to justify the gold cost for transformation between needing to pay for level ups and all the great gear you might want.
Red Wizards are still really great, but in my game, it wasn't even close between the two. But the good news is that Wizards and Psionicists work great together and there's a lot of synergy with their spells and powers, so it makes sense to have both and not choose between them. Though I'd still probably go with a Green Wizard in most cases now.
I think you're pretty much spot-on as far as the late game goes. I generally couldn't have melee move away from the group very far because of the crapstorm of spells and effects going on from both sides, so I definitely feel you there.
The only thing I might add to Psionicist would be that Psionicists are really good from level 3 with Improved Energy Missile. It has a long range and enemies don't need to be anywhere near each other. It's so good, I'm even taking Improved Energy Missile in my Archmage run where you're severely Feat starved. My Psionicists usually end up casting Energy Ball the most throughout the game, followed by Energy Missile (early game) and Tornado Blast (late game).
I think they're actually pretty good from level 1-2 with Demoralize for 1 Power Point, and Mind Thrust can easily take out most enemies hiding in the trees. But yeah, Energy Ball is so crazy it's pretty much game-defining.
If you’ve got a Pal you’re incentivized to turtle but otherwise if you keep your speed up you can lock things down with some Silence and Quicksand then send the melee out to clean things up.
Reach Samurai is best at this for mass quantities but other classes have their own strengths when properly geared.
By the time you get to overwhelming numbers even hybrid casters have the tools to deal.
Seemed it changed since, considering everyone put them as "SS".
I took an elven warlock to have at least one character with psionist ability and it is quite decent/good in enchanter difficulty.
he was stronger at the very beginning because of more "spells + power" than a simple wizard.
Then average in the lower levels because no crossbow to use when no more spell/power and he was behind in term of spells levels.
I am at lvl 10 but around lvl 8, he began to shine again.
I might try a full psionist if i a another playthrough
Well for reference, my Psionicists in my first run have 464 and 504 (40 bonus from gear) Power Points before the final battle. Even if you pay 20 per Power, which you probably won't every time, that's still like 23-25 maxed Powers. Maybe PP were increased at some point, I'm not sure.
I would say to try a Psionicist sometime. Even if you want to mainly use them to debuff enemies and support your fighters at first, you can still easily become a very impressive damage dealer later.
Yeah Warlock is a nice way to cover your bases early skill wise and add utility while coming into his own midgame where you can fully power your psi stuff since you also have a wiz book and can use Meteors instead of xBow. You can even use your Psi buffs to tank and use Feint to set up attax for Rogue and the like.
Only thing is you’re missing out on an Attunement for the Wiz side and the bonus feats the Psi gets (and uses well) as well as of course slower progression.
Sniper:
Craft Warbow:
1) +1 Enchant
2) Barbed
3) Giant
4) Force
5) Entangle
6) Sonic
-OR-
5)Holy
Bracer of Impact (+1 crit multy)
Ring of Archer +2
Belt of Enlarge for +1 to Size
Robe of Eyes (True sign)
Optional
Ring Of Destruction +10
Ring of Adamantine
its realy top mage killer. Garanted 3d8x5+15 damage + Force damage + Elemental Weapon + Explosive Arrow + Magic Arrow effect... Near all Non Crit immune caster die frim the 1 shot, Who immune - lost 50-70% HP,
If y like machingun use Rapid shot and Ranger buff.
Warbow:
1) +1 (1)
2) Barbed (1)
3) Keen (1)
4) Giant (2)
5) Destrusction (4)
6) last one point at y wish
-OR-
5) Holy (2)
6) Sonic (2)
7) Entangle (1)
Adamantium ring to pierce DR.
Ring of Destruction +10
100500 Arrow XDDDD
I can respect the fact that Rangers become stronger over time and particularly in the late game where it may not be viable to have melee charge in. I still have a few issues with them though: Your casters can kill groups of enemy casters simultaneously, and enemy casters usually come in groups, so Rangers only really compete against stronger single targets. Your non-Feat starved classes like Fighter or Bard can become solid archers by the late game without the early game headaches Ranger has. And considering how expensive crafting is and how stretched for money/xp you may be (esp on a higher difficulty), I don't like judging a class based on what you could maybe craft for them eventually.
I do appreciate the crafting suggestions though.