Pantheon: Rise of the Fallen

Pantheon: Rise of the Fallen

Most sought class for a group
Is there even such a thing?
< >
Showing 1-10 of 10 comments
Tanist Jan 11 @ 5:56am 
Originally posted by Lord Commander Dante:
Is there even such a thing?

more of an issue of what is needed.

You need a tank who can heavily mitigate.
you need a healer who can handle heavy healing consistently.
You need a means to single out mobs, or be able to lock them down while a single mobs is being dealt with.
You need damage to punch through their excessive HPs.
You also may need a class who can debuff as well to make this doable and there has to be interrupts or it will greatly reduce the chances of success.

So far, there isn't too much room for play in this like in some of the past games where you could have a rag tag group and still work some ways into dungeons (may be possible, but not worth the effort usually for the reward and you will likely wipe constantly in the process).

Each of the classes that fill those specific roles can usually do it fine. As to the specifics of "what class is better than the other in its role", well... not sure... all seem to handle their role fairly well in my experience and then it is a matter of taste of the players as it concerns those classes abilities.
Last edited by Tanist; Jan 11 @ 6:00am
It seems like DPS is the most requested group role when going dungeon delving or hunting "chevron" (elite) mobs due to the huge increase in hit points they have. One tank is enough (with CC), 1 healer is enough (with CC and a good tank), 1 CC is enough (ideally, an Enchanter) but, with a group size of 6, you want 3 -- or 4 -- characters that can fill the DPS role so they always seem to be in-demand.
Gazz Jan 13 @ 8:34pm 
Originally posted by Tanist:
So far, there isn't too much room for play in this like in some of the past games where you could have a rag tag group and still work some ways into dungeons
Yes but... there is a high skill ceiling for that. You can but with a pickup group you probably won't.

While DPS is the most requested job there usually IS no party without a serious tank and healer - and depending on the place, some CC.

So which job is the most important? Yes.

Or in other words: Be good at YOUR class. Don't worry about the rest. If you're really good at your job I want you in my party. Always.
Last edited by Gazz; Jan 13 @ 8:37pm
Originally posted by Lord Commander Dante:
Is there even such a thing?


i think its shaman and enchanter you couldnt survive without a backup healer and crowd control , i rolled a cleric because i dont want to deal with all these group stuff but still i need to because there is always missing a 2nd healer

its too much pressure trying to solo heal when death can happen in a split second like teammates attacked the wrong mob mezzed by enchanter / too much add from random pather
Last edited by pantheon0918; Jan 13 @ 10:17pm
Waam Jan 13 @ 10:37pm 
Halnir Cave? I want someone whom can CC well, and pay attention. Coordination > all when it comes to group play. Are people using expose/opening gap? Are people minding the CC'd mobs and not waking them up?

These factors tend to matter more than class selection at the end of the day, minding that's if you have the relevant roles filled in the party. (tank, healer, cc, dps)
Elysion Jan 14 @ 7:14am 
Ive had no problem finding a group as anything ive rolled but if we analyze this a bit some classes might be preferred to others. I typed out a bunch of stuff trying to analyze which class might be preferred for their specific role but realized that everything was so situational and the optimal for filling a slot was so dependent on which classes were already in i can only conclude its well balanced. Different specific camps/dungeons and different existing group configuration will dictate what would be first pick from the lfg list. So i say play a class you think is cool
Playing as a Paladin tank. I'm always looking for an Enchanter simply because damage mitigation is sorta not fine tuned yet. Even in full plate with a Cleric and Shaman and Me supplement healing. Trying to tank even two dark blue mobs is sometimes too much for three sources of healing to keep up with.
AmpFF Jan 14 @ 8:27am 
enchanter is the answer to your question
I have run group without enchanters plenty of times, people have a must have enchanter mindset but I have ran with 2 tanks a a cleric, shaman rogue and necro and did just fine, double tank for 2 pulls and emergency cc for any extras, it worked fine but we were 18+ so people could flex properly into cc from the rogue and necro
Elysion Jan 14 @ 11:03am 
There are plenty of times an enchanter is not needed.
Firstly, necros are capable of handling light CC work, particularly if you have a rogue in the party. While chanters help if there are 2, or even 3 adds, a single occasional add is not a problem for these alternate solutions and plenty of places in the game have fairly easy pulls and if its on the overworld the rare time you pull multiple adds everyone can just run.

A group with 2 healers or 2 tanks (particularly if the offtank is a paladin) can also usually just brute force their way through an add.

That said chanters bring a lot more than CC. Their resistance debuff makes magic dps hit noticeably harder, their interrupts and stuns and debuffs screw up the enemy and make things run smoother, as well as reducing downtime with mana regen and their limited (not as good as necro it seems) direct mana battery abilities. They can also apply expose as well as the standard caster opening gap. Then there is the dropped weapon buff they can apply to a melee, Chanters are very useful and its nice to have one if you are going deep in a dungeon and cant run, but they arent mandatory.
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Jan 11 @ 5:45am
Posts: 10