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There's no right choice for what class you want to pick, each one has a different playstyle and different school-specific quests for unlocking new spells. I'll just list the standard MMO archetypes that each one falls into so that you will get the idea if you're a MMO fan.
Elemental schools (straightforward damage/defense abilities and easy to use)
Fire - DoT & crowd control
Ice - Support tank, high health and defense, low damage output
Storm - Glass cannon DPS, low health and reliability, extremely high damage output
Spiritual schools (more rule altering abilities and maybe a tiny bit harder to use)
Life - Support healer, low damage output but the only class that can reliably heal teammates
Death - Masochistic support class, can set up major buffs that cost health, does health-stealing attacks
Myth - Summoner class, has some quirky unique mechanics with strange use cases like abilities that hit more than once
Misc. (balance is the only school that doesn't really have a category)
Balance - Advanced team support class, full of universal buffs and spells that help other schools, has unique attacks that deal damage from the other schools, can heal, can tank a little, basically just does a little bit of everything
More complicated to play is not an issue for me at all, I actually enjoy strategizing and deciding on item builds, skill orders, etc.
From what you wrote @informable, balance sounds quite nice, a supportive buffer that can also do dmg if needed, if I got you correctly?
Could you tell a little bit about how balance does in solo play? Is it hard/easy/boring/... to play solo as balance?
I think I don't want to play fire, storm or myth from what I've read up to now, but for the other classes I'm still not sure...
So anyone who has good arguments for or against one of the other classes feel free to let me know. ;)
Or can someone maybe tell a little bit about how common some classes are? For example, in some games you really need tank/heal for dungeons but never find them, is there something similar in this game; a class that everyone would love in their party but almost no one plays?
(and if yes: why?)
I would honestly pick the class that appeals you in playstyle or themeatics first, as most of the encounters you can get though by yourself with a bit of foward thinking and deck setup, I tend to reccomend Death due to some of it's spells having Drain (Lifesteal), allowing you to dish out damage whislt sustaining yourself, but as far as PvE is concerned there is no real "Best" class, so you should still pick what you find most appealing
The one downside to this though is around Level 100 classes really lose their ideneity where everything comes down to damage as apposed to unqiue skills/spells, allot of which have already been rather niche, with Myth beging the worst offender as not only do Minions struggle to keep up in late game areas (since they don't scale), they also can't be used w/ a full group, making their usage way too rare
For skills most people are going to reccomnded you train Feint (you get it for free if your a Necromancer), as it buffs your next attack by 70%, there are several other spells I'd reccomdned you pick up but you won't be seeming them till at least Lv.50+, But I can still go over them if desired; Deck mangement is another thing that helps you draw cards you want/need quicker but 1) I'm not really the best at that and 2) it'll vary a bit on class but its roughly the same
As for gear, usually dungeons are the "best" spot to go for good gear because allot of the stats on "Field" gear Lv.60+ on tends to be really bad, and crafting usually falls behind allot too, which is a shame because there's no alterntive most of the time, anyway, you'll get notifactions for dungeons at Levels: 25,30,40,60,70,90 and 100, most of whic have rather decent gear but are best suited for party play due to their mechanics and how long they can be ( make sure you have enough time to do them because some dungeons tend to drag on ), and I'd highly advise running the Lv.30 dungeon once as your gaurnteed to get a wand that should hold you over for quite a few levels, that and dungeons give XP upon completion (Half 2nd time, 0 3rd on)
Balance can be really fun to play, and it's one of the classes that really shines in PvP, if you're into that. It's a supportive buffer that is capable of dealing modrate damage like you said, but it's not going to deal damage as fast as the damage-focused classes. It's possible to solo as balance if you play your cards right (literally) because all the pieces are there. You even get access to a spell that attacks all enemies much earlier than other classes, although it deals low damage and relies on you buffing yourself first.
Some Balance spells help you stall for time when you're solo, like Black Mantle which causes an opponent's next spell to have a very high chance of fizzling, or Mana Burn which gets rid of an opponent's pips (casting resources) and deals damage to them. Balance is also the only school besides death that has access to universal buffs, every other class has buffs that only affect themselves or other people who share their school. This is good for team support, but it's also good for solo because it helps you stack more buffs, and because some of your spells use damage types from other schools.
The real challenge with playing Balance I think is a lack of coherence in strategy and direction. You can make up your own solution for things, but as Balance, you're not really good at anything yourself except helping the other classes. You can deal enough damage to get by, but you can't out-damage Storm or Fire. You can heal yourself and others, but you can't come close to Life's massive heals. Your minions aren't as good as Myth's, and your survivability isn't as good as Ice's or Death's. Really it's jack of all trades, master of none.
Now that you mention it, I'm pretty sure there must be a most popular school and a least popular one, but in PvE at least I've never actually noticed a lack of any specific role. It's surprisingly well-balanced and you can find plenty of every school in any populated area. So pick what you want!
That being said. What you've stated, the best that'd I can see would suite you most would be Balance or Life school. Balance school would be the top choice as they are completely soloable as they have EVERYTHING. they are amazing supports, as well as deadly in a 1v1 position. My second favorite school would have to be balance btw. Life would be the next choice after, as they are next to Ice in tanking, and they have heals for days. This class would be easy to solo, however very tedious as Life doesn't have strong hits, and only has a single AoE spell at a whopping level 58. Without the questing part, Life imo is my favorite school out of all the 7 as i believe its the most useful out of the rest. People can argue about this, but Anyone can do damage, but no one would be alive to do raids/Gautlets/Bosses without a Life.
It's all up to you, Storm is thee best for damage dealing, and Fire is second. Death is good at everything but not great at anything. Ice is a Tank of course.
Eventually it probably wouldnt mattter, as I'd assume you'd play through all schools eventually, I thought I'd give you my take on it. And sorry for this being long lol
I'm currently torn between balance and death, balance really seems to be a great support buffer and life steal looks nice for solo stuff.
Maybe I will just play them both, but I think I will start balance.
now myth is another great school as allmost all there spells removes all shields or blades some spells atk 2 times witch is good to great for removeing shields and bunch of debuffs as well as good health and damage but again now they can be 2nd or 3rd behind storm and fire or between them 3.
now fire has high damage but not higher then storm fire can be goodjust as good as myth or storm but again storm is at the top fire doesnt have much tanking capability now liek ice but fire is more about chipping health a way as they have lot of DOT/damage over time spells like fire dragon heck round scald etc and some stuns ice has some as well but fire still is good as death or myth thats about all there is i hope this helps with what i given you
I took a closer look at all the spells and three new questions popped up:
1) Life seems to have no good dmg (at least in low to mid levels) and no real dmg-buffs. Is playing solo as life just a long getting dmged, healing, getting dmg, healing, etc. until you can finally end the enemy, or does life have some hidden dmg that I didn't see?
2) Death had some interesting spells of the kind "hurt yourself to do ...". Can you put the positive effect (heal, 30% dmg buff, etc.) also on allies, or only on yourself? Furthermore: What happens if I already buffed myself and then use such a skill. Will it use up the buffs to hurt me even more? Or will the buffs only be triggered when attacking an opponent?
3) Balance seems to have quite a few spells to make enemies miss. From what I read, if you miss you keep all your mana and buffs and can simply attack even stronger in the next round, so is it even worth to make enemies miss, especially if you yourself pay quite some mana for that?
2. Don't play death so I don't know the buffing yourself with damaging spells. But I do know you can only heal yourself with deaths drains
3. Making enemies miss in PvE is a waste of time. Its only used for certain boss strategies. Probably good in PvP but I wouldn't know.