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Ein Übersetzungsproblem melden
So, probably:
Warrior
Warlock
Paladin (probably best for multiplayer due to mana shield)
then I'm not sure from there
But hey, personal solo play NG tier list coming up (not far enough into NG+ runs to have a valid opinion yet):
S
- Warrior: enjoy dishing out melee damage while getting very little yourself (Facetank). Bonus to physical damage (if you get Tyrant subclass) doubles as spell and weapon attack increase at the same time which is sweet. Shout, shout, let it all out for healing, enemy debuff and weapon speed buff all in one package. Use with a shield in Courts and after to mitigate the insane lightning damage.
- Paladin: enjoy dishing out less melee damage than Warrior while being pretty much indestructible (Faithtank). Can use mana passively either to soak up damage or dish it out with normal melee strikes. Lay on Hands is just incredible as a heal. Get a shield for the usual reasons.
A
- Warlock: enjoy regenerating damage so fast by melee strikes you can sit in a boss's face all day long. Well except for Shadow Face. That face is too big to sit in. So, also a facetank of sorts. Again, shield in offhand slot feels kind of a must right now.
- Sorcerer: bzzt. Lightning clears up any argument well... lightning quick. Dies quickly but kills even quicker which can lead to good survivability. Bosses are a bit of a hurdle sometimes.
B
- Wizard: not as quick in killing lots of stuff as the Sorcerer, but possibly better for single target damage
C
- Rogue: due to evasion currently broken, too squishy to be a good melee character. Fan of Knives does really good work, though. Could be B or A tier if evasion is fixed.
- Ranger: just feels clunky compared to HoH1. Skills aren't all that great and steer you to use a bow. Using power shot can do some good damage, but that's a weapon skill, not a Ranger skill. Could rise quickly higher if mobility options were better and skills for crowds weren't such a bother to use.
D
- Priest: went missing during development. Probably lying drunk on sacramental wine in an alley.
S
- (Late) Warrior (Berserker): super tanky, can %self heal, high dmg, dex build with double dagger is best meele build but struggles a bit with range attacks (axe throw) because of missing skill power
- (Late) Wizard (Evocation or super late Transmutation?): super tanky but no heal, high dmg, autoaim missles clear that dont have problems with elementar resistance on the last stage and can be spammend all day with enough manareg/spellcost reduce. Perfect for controller :D
- (Early) Paladin: tanky, can heal
A
- (Late/Early) Sorcerer (Ice): pretty close to Wizard but has to aim, not so tanky but got self heal with fire (but ice is better for dmg), can dish out high burst dmg with ice but will have problems on last stage because of high elementar resistance enemies. Early is also nice and I think better than Wizard because not so mana dependent.
- (Late) Ranger (Warden): high dmg and can be played pretty save. Also some self heal
- (Late/Early) Warlock (Souls): high dmg, selfheal. Needs a shield
A-
- (Late) Rogue (Poison): high dmg and with throwing knives good on range. Squishy and no selfheal but super mobile with double dagger
- (Early) Wizard: close to Sorcerer but more mana dependent
B+
- (Late) Paladin (Radiance): mid dmg, not so tanky like Warrior. Is just a healbot for a group. Should use dagger or something fast for meele. Dunno, maybe Im missing something but looks like he has bad lategame scaling
- (Early) Warrior: risky meele but not bad
- (Early) Ranger: squishy but not bad
C
- (Early) Rogue: better play up the other classes first for passive global stat buffs :D
Of course I'm leveling them last. The guild bonus for reduction of trap damage by 0.75% per level is the most worthless early on