Runes of Magic

Runes of Magic

Archion Aug 29, 2018 @ 2:19am
Best class combos per playstyle?
Are there any veteran players who could give some information to new/returning players to help with class choices?

Best ranged dps for pve/pvp
Best healer/tank combos
Best melee dps for pve/pvp etc.
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Showing 1-12 of 12 comments
Kako Aug 29, 2018 @ 3:30am 
PvE:
best Tank - knight/warrior
best Heal - druid/x (druid has more support than priest) /rogue is current meta for crit-debuff
best MDD ranged - mage/warrior (can´t compete with current meta combos)
best MDD melee - warrior/mage (really good in long fights)
best PDD ranged - scout/x (x = warden, rogue or warrior)
best PDD melee - Rogue/Mage, Warden/Warrior, Warrior/Scout, Warrior/Warden, Champion/Rogue
best Support - warlock/mage, mage/warlock, warden/scout

but after all - allways depends on gear, group-konstellation, skill and dungeon/boss (movement or burst)

PvP:
warlock/champ - very fast, high damage, good sustain
knight/mage - magical immunity, fast, good sustain
rogue/priest - immunity, invisible
warden/druid - good sustain, good damage
priest/knight - good heal, good sustain

also - depends on team and especially on enemys - every class has its counter, but the ones above are quite strong
Exedrax Aug 29, 2018 @ 4:45am 
As first step, here you have all the class combo: (their names try to be a summary of their work)

https://runesofmagic.gamepedia.com/Class_Combo_Table

The list of Kako, show you meta game. But there is other clases that are strong in their field. And some complicated to use.

Play with what else you are in order. See skills and elites, from combos, skills at wiki.
Last edited by Exedrax; Aug 29, 2018 @ 5:02am
Kako Aug 29, 2018 @ 5:23am 
yeah there are quite a lot of other combos and depending on what you want to do - you can play nearly every combo.
For Example (with a little bit of understanding) there is no problem in playing open world with just 1 class (so without combo)...
But the question was about "best" combos pve/pvp
Exedrax Aug 29, 2018 @ 7:33am 
Physical Melee:
-Champion (Ch or C): It has Tanky or DPSy Mode. But lack of Movility Skills and low Control. One of best tanks in defensive mode. Nice AoE DPS, if you can hold the rage. Some range skills.

-Knight (K): Main Tank Class. Focus on Shield and Survival Skills. Light Pysical Damage. Control

-Rouge(R): Main Burst Class, use combos for do instantly insane damage and leave DoTs. Invisibility and physical evasion as survival. Some mid range skills too.

-Warden(Wd): Nice main DPS skills (Charget Chop) by mana. Can be tank. 3 spirits: one for be Tank, other for be DPS and the last one for be Support. Some Control but lack of Movility skills. As survival, nice block 2 next damage each 1 min, overall again magic.

-Warrior(Wr): Can be a temporal Tank, but the strong is Control and AoE. Soso DPS.

Magic Melee: (Are obtained from some combos, they can be played as original physical or as magic class)

Wr/M: Nice Magic DPS and good extra defense and survival. Fire and Winds magic melee attacks.
K/M: Nice Magic DPS and Tank. Magic Light damage and Light magic melee attacks.
Wd/D: A strange mixure of all (Healer, tank, dps [magic and phisical]). Good as magical, but maybe boring. Earth magic melee attacks.
Ch/Wl: Soso Magic DPS. Physical or defensive way are better.
R/K: Good, but only one dps skill, and no magical buff. Can be more boring. More interesting Physical or Tanky way. Light magic melee attacks.
R/Wl: Physical way is the burst of burst (Dark Physical Attack Combo), and can be improved by Wls Dark damage increase debuff. The magic way is focused on Wls basic skill like (Psychic Arrows, spameable from 200 range) doing it like a magic caster with invisibility and control. It has enchanted magic dark basic attacks, but its damage is pour due to always is a skill of lvl 0.
Exedrax Aug 29, 2018 @ 8:08am 
Originally posted by Kako:
yeah there are quite a lot of other combos and depending on what you want to do - you can play nearly every combo.
For Example (with a little bit of understanding) there is no problem in playing open world with just 1 class (so without combo)...
But the question was about "best" combos pve/pvp


The best is realative, over all in pvp. :'D

Some class combo that are not used in pve are nice in pvp. But pvp enjoyable dipends of style of play.

Example: D/R at pve is a burst(basic rogue) with some support skills (like -10% def and healings). At pvp, DoTs are not affected by pvp damage reduction, and become usables. It's aoe range poison becom strong + invisibility and can change to healer gear for give nice heals from invisibility. And as it play on range and doesnt use energy, it can use energy for "shadow prision", and healer gear increase its magical accuracy (Wisdom).

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And if he/she want one class for PVP and PVE, my recomendation are:
-> R/M (Burst+PDPS+invi)
-> Sc/Wd (PDPS)
-> M/Wl(Support+Mage movement cast)
-> K/M (Tank+MDPS)
-> Wr/M (MDPS+control)
-> Wd/Wr (Tank +PDPS)
-> ....

But Remember you have acces to 3 classes free. Normaly focusing in 1 and then you can exchange the second dipending on situation. You can have the 3th class for pvp. For example:
Wd/Wr for pve and Wd/D for pvp (magic and physical tank with healings). Or R/M (pve) and R/D (pvp). Or Wl/M (pve) and Wl/Ch (pvp).
Aperius Aug 29, 2018 @ 8:35am 
What about Warden/Scout? I like Centaur
Exedrax Aug 29, 2018 @ 9:10am 
Originally posted by Exedrax:
Physical Melee:
-Champion (Ch or C): It has Tanky or DPSy Mode. But lack of Movility Skills and low Control. One of best tanks in defensive mode. Nice AoE DPS, if you can hold the rage. Some range skills.

-Knight (K): Main Tank Class. Focus on Shield and Survival Skills. Light Pysical Damage. Control

-Rouge(R): Main Burst Class, use combos for do instantly insane damage and leave DoTs. Invisibility and physical evasion as survival. Some mid range skills too.

-Warden(Wd): Nice main DPS skills (Charget Chop) by mana. Can be tank. 3 spirits: one for be Tank, other for be DPS and the last one for be Support. Some Control but lack of Movility skills. As survival, nice block 2 next damage each 1 min, overall again magic.

-Warrior(Wr): Can be a temporal Tank, but the strong is Control and AoE. Soso DPS.

Magic Melee: (Are obtained from some combos, they can be played as original physical or as magic class)

Wr/M: Nice Magic DPS and good extra defense and survival. Fire and Winds magic melee attacks.
K/M: Nice Magic DPS and Tank. Magic Light damage and Light magic melee attacks.
Wd/D: A strange mixure of all (Healer, tank, dps [magic and phisical]). Good as magical, but maybe boring. Earth magic melee attacks.
Ch/Wl: Soso Magic DPS. Physical or defensive way are better.
R/K: Good, but only one dps skill, and no magical buff. Can be more boring. More interesting Physical or Tanky way. Light magic melee attacks.
R/Wl: Physical way is the burst of burst (Dark Physical Attack Combo), and can be improved by Wls Dark damage increase debuff. The magic way is focused on Wls basic skill like (Psychic Arrows, spameable from 200 range) doing it like a magic caster with invisibility and control. It has enchanted magic dark basic attacks, but its damage is pour due to always is a skill of lvl 0.


(Continuing...)

Physical Range:

-Scout (Sc or S): Main Skill is "Shot", it allow to continous dps from range and Quadratic Relation of damage with attack speed like (R/M main skill). Nice Physical accuracy and Critical Chance. No movement skills. Continous slow. Can see invisibles enemies from good range. No other real physical range class. And if it is secondary, you will get "Shot" and can use bow and xbow :3


Magical Range:

-Druid (D): Main healer and magic dps class, Earth. 2xHoTs and 1x AoE instant healing for all the raid each 4s. Important Debuff of M and P Defense. Curse and Poison Clean. Can ressurrect but out of combat. A burst selfbuff that do all criticals hits. And a nice accuracy buff for all the party, needed at pvp or high instances. Good acces to instant but low to AoE miscelaneous.

-Mage (M): Main magic dps class, Fire and Wind. Nice burst buff (Elemental Catalysis). Access to DPS on AoE, 2 skills. Nice root and silence, in general nice control. But soft survival. And no movement skills. But great summoning skill, flamme with chance of 10% of duplicate damage.

-Priest: Main Healer, buffer and magic dps, Water. It has a inmune damage skill at their basic skills. It has a harmful clean, mayoriti of negatives effect are this type, over all at pvp. A magic defense, physical attack and max HP buff for all the party. Can instantly restore all HP for all the party. But it has weak control. AoE Healing, too, but spameable and with a cast time of 3s (but only for the group, not for the rail). Lack of instant and movement.

-Warlock: Main shielder, supportive and magic dps class, dark. Good control (Fears, stunts). Nice movement skills. Normaly, with elites get some instant of low cooldown, good for pvp, and some debuff skills that increase dark damage recived. Can ressurrect in combat. It has got some skill combo with good burst. The problem is the complex of combos and focus main resource. Some long DoTs. It has a temporal AoE around damage selfbuff of 5s with slow, that can stop ram from SW. Acces to 2 states, ofensive and supportive for spend psy points.
An important information to play it, is that you should use mono shield on your magic pet for constant state of combat and can earn and hold rage and psy. But you will lose state of combat if pet attack. That is love by rage users of rage but hated by rogues in the raid :'D. And that is the reason that solo shield enters in combat. By other way if you dont know, wl become a bit unplayable.

Exedrax Aug 29, 2018 @ 9:16am 
Originally posted by Aperius:
What about Warden/Scout? I like Centaur

The good of warden pets is summon when you have all buff you can. Because pet will be based on this moment stats. Over all attack speed, increase more the damage of your pet. That is the base of Wd/M, pet master. But for get this buff you need time and care with change of place, because your pet will fixed to your actual values when transfer.

--> "Answering the question, yes, it is good. As dps and support for the group due to elite buffs. And you have access to range pet and range weapon (bow and xbow) damage. And you will can dps with "Shot" skill from range"
Last edited by Exedrax; Aug 29, 2018 @ 9:18am
EvilReFlex Aug 30, 2018 @ 4:05am 
Is Warrior / Warlock a good combination to play solo?
Exedrax Aug 30, 2018 @ 1:50pm 
Originally posted by EvilReFlex:
Is Warrior / Warlock a good combination to play solo?
Yes, it has:

-"Rage Blow (15)" & "Spirit-Cracking Blow": Skills that consume Focus and generate Rage. The second skill never fails, only when inmune.

-"Divine Battle Spirit(25)": Rage generation Skill

-"Spirit Blade Storm(50)", "Lightning Spell(45)" & "Psychic Whirlwind(20)": AoE Damage Skills. "Lightning Spell(45)" --> gives until +50% movement speed by 6s. "Psychic Whirlwind(20)" --> "Weakening Weave Curse(Basic Wl)" effect duplicate it's damage and this elite use magic accuracy instead of physical.

-"Warp Charge(Basic Wl)": Atack speed Buff, until +20%, the same like increase your DPS 25%

-"Saces's Scorn(Basic Wl)": Very good Fear, you can conbine with others Wr's control for do a long control of NPC.

-"Psychic Ghost Step(35)": An extra "Surprise Attack" with a littel AoE of 25 range (normal Aoe are 50 or 70). With "Divine Battle Spirit" effect ON, additionally Knocking down the targets (1-2s).
With elite 60, "Speed Slash", you can reset it quikly using "Slash".

-"Excellent Combat Training(70)": Like extra AoE, because half cooldown of "Lightning Spell" and if you have 9 or more enemies near you can insta reset "Spirit Blade Storm", putting an extra Storm at the same time.

-"Psychic Battle Cry(30)": Very very soft shield. This is the unique bad elite. :P


note: At team with a Wl/M, "Warp Charge(Basic Wl)" doesn't count as extra prower of your combo, because Wl/M cast it over all. In this case, i recomend you that take, as 3th class, P or Ch (if you want only play physical class), or M. Due to do good DPS. Aditionaly, Ch use the same gear as Wr.


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At Heffner you can get all elites from 15 to 50, eassy and cheaper, doing some quest.

Use the dailies between Heffner and Xaviera to quikly lvl up secondaries classes until 50 or 60: you can complete quest of 10 lvl more, but you may take with first classe. Or if you have some end gamer friend that power level you at last instances when 3x or 2x exp event until 68 or 70. (the secondary classes)

You can do main quest from 55 to 68 at 2x or 3x exp events for lvl up two classes or three classes, in each case, too.

Between 50-70 there is a improtant exp wall :'D
And if you want 60 and 70 elites, you need to get there with bouth classes.
Last edited by Exedrax; Aug 30, 2018 @ 2:10pm
Exedrax Aug 30, 2018 @ 2:02pm 
I hope they do a new map from 50 to 90, like Heffner-Xaviera maps. Alwais, the old way can be used to 2nd or 3th class, with more calm. Because it is a fight get to lvl 100 :P
Last edited by Exedrax; Aug 30, 2018 @ 2:04pm
Exedrax Aug 30, 2018 @ 2:16pm 
I hope too a new elite for Wr/Wl that change "Warp Charge(Basic Wl)" & "Weakening Weave Curse(Basic Wl)" to physical base. Conserving the range and making the "Weakening Weave Curse(Basic Wl)" an AoE of 15 targets or more insteat 3 (1+2) :steammocking:

And making "Warp Charge(Basic Wl)" buff stakeable with Wl/M "Warp Charge(Basic Wl)" buff
Last edited by Exedrax; Aug 30, 2018 @ 2:19pm
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Date Posted: Aug 29, 2018 @ 2:19am
Posts: 12