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you need to state the categories for s a b c tiers.
I found Pally to be S+ imo because give him a good hammer and orange mods will fall and you`ll have no downtime, but i`m only lvl 8 on my pally.
warrior is the slowest even though i like his animations and skills most.
my cleric suffered until i got a good two handed mace now i`m crushing it !
Mid: Necromancer, Paladin, Direlord, Ranger, Cleric
Bottom: Rogue, Enchanter, Warrior
Shaman is consistent up the levels.. no real slow downs.
Mage is pretty close to that as well if you understand targets and how to work them well.
Necromancer I haven't played much, but I hear they are similarly in line with above.
Pally starts really strong, and if you keep gear up is pretty consistent in pace.
DL has some early level issues where you have to be careful due to lack of healing, but once you hit 10+ they become powerhouses on leveling.
Cleric I hear is very solid, but not fast leveling, just hard to be killed if you play them well.
Enchanter has a trick that works really well with mez/delayed blast and is easy leveling up to around 10-13 where begins to slow.
Monk is ok 1-10, but needs to be picky on targets... after that there is a point they pick up pretty well (from what I have seen from others playing them in the 10+).
Not sure on Warrior, Rogue, Ranger.
A lot though will be how well you pick your targets, and how well you deal with skill use. If you spam some classes (DL for instance) without paying attention to your resource management, you will struggle. So there is a level of skill in play with some classes.
In the best groups I've been in for 6 man so far,
Best: Wizard, Summoner, Chanter, Shaman,
Great: ranger, warrior
good: paladin, cleric monk, rogue (unless they use blunt for magic debuff, then great)
can't rate: dire lord, necro
I never group with dire lords so I can't give feedback, but with their resist debuffs, they might be great with magic group. For necro, nothing they do stands out, and I rarely get to group with them to notice their strengths. I played with many up to 15, then hardly any.
My best composition so far overall
warrior, shaman, ranger, cleric, summoner, chanter
Either cleric or shaman can be swapped for paladin with warrior dps, or max damage case, for debuff rogue or debuff monk. We havne't done it yet, but for max magic dmg you could swap ranger for wizard. However, ranger does a lot of good stuff and damage. We've had warrior crash mid pull and still hold aggro the entire time.
In group play, I don't think there's any bad classes yet, a lot of it comes down to getting debuffs stacked. And I feel like debuffs aren't treated as bonuses in normal content, but rather as parity, so content balanced assuming they are up or mostly up.
imo. i do belive the way the game is as the present. the non-mana classes have a slight advantage.
my list would go. rangr, monk as my #1. due to no downtime. rangr is very unbalanced still. if you upgrade bow and arrow early. you will shred through mobs pre 10. after 10 you are a second best puller in game. why monk? again no downtime, but not alot of skills. it is a puller. and the best at its job. very self sustainable at higher lvls.
my #2's would go... DL, wiz, sumner. i do belive these 3 classes are very well rounded. in grps as well as solo lvling.
#3's are my not so bad, but i did struggle enjoying them playwise.
shammy, rogue, druie.
just for me though. others might have enjoyed them more... im not much of a healie type player. and rogue is thrown in there cause as stated brfore, they are not solo friendly. and just mid's in grp with lil skill choices and long cd's.
now i have saved cleric for last. cleric is a wonderfuly built class, and as a full heal toon it shines in its job.
ty for letting me share what i think so far, as patches and fixes come and go..things might and most likely will change.
all i can say further is gl, have fun, and remember to kill intentionaly...see ya in game