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#101
Jbrizzy84

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The other day, for the first time ever I managed to play Reaver on a perilous run against Red Templars with a lvl 17 Assassin and a lvl 12 Archer and actually finish the run without my Reaver getting downed. I know it's probably nothing new for some, but it was immensely satisfying for me having completed the run without barrier support. Granted I was level 20 with pretty decent gear (still missing Superb Cooldown and Superb HoK) and both of my friends knew what they were doing.

Unfortunately, with the same skillset and party composition completing a run vs Demons is utterly impossible for me (or I guess I just lack the skills to do it successfully). I simply cannot survive the demon commander plus terror demons without barrier support. While the setup I am running works pretty well against Red Templars and Venatori, the lack of a stun breaker just leaves the Reaver defenseless for far too long against knockdowns from the DC. If I were to take the only stun breaker I can get (combat roll) I'd have to let go of one CC ability that allows me to play well against Red Templars/Venatori.

One of the things that frustrates me the most is having to rely on barrier just so I can play my favorite class against one particular faction whereas other classes work well against any faction. I know some will probably say "that's why it's MP and that's what barrier is for", but to me barrier is what makes this game a mindless steamroll. If the barrier mechanics were a bit different, for example caster can only pick 1 target to put barrier on at a time instead of all party members, it wouldn't be so mindless (maybe). But that's just my opinion.

Katari is another class I'd like to play on perilous runs but I lack the skills and the patience. I've seen others do it really well, but then again, they're in the top 10 with tons of promotions.


Basically, it's time consuming, gear dependant, inefficient and situationally dependant upon party composition. Also keep in mind that not everyone shares their barrier. So I would much rather play my rogues or mages knowing it'll win most likely rather than chance a warriors death. Reaver is super fun to play with so I find it sad that I can't use it in perilous freely.

#102
Sidney

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One of the things that frustrates me the most is having to rely on barrier just so I can play my favorite class against one particular faction whereas other classes work well against any faction.  I know some will probably say "that's why it's MP and that's what barrier is for", but to me barrier is what makes this game a mindless steamroll.  If the barrier mechanics were a bit different, for example caster can only pick 1 target to put barrier on at a time instead of all party members, it wouldn't be so mindless (maybe).  But that's just my opinion.

Katari is another class I'd like to play on perilous runs but I lack the skills and the patience.  I've seen others do it really well, but then again, they're in the top 10 with tons of promotions.

 

 

Barrier is something where targeting doesn't work very well as a MP mechanism especially with a 3rd person view. It isn't easy to target and so people either don't or they use it on themselves. I think I'd rather see barrier be auto-target the whole party but be dramatically less effective.



#103
Jbrizzy84

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Barrier is something where targeting doesn't work very well as a MP mechanism especially with a 3rd person view. It isn't easy to target and so people either don't or they use it on themselves. I think I'd rather see barrier be auto-target the whole party but be dramatically less effective.


It would be nice if it automatically cast on all party members within a certain range like 15 m or something like that. But I guess that would make it too easy and less frustrating hehe

#104
hanoobken

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Basically, it's time consuming, gear dependant, inefficient and situationally dependant upon party composition. Also keep in mind that not everyone shares their barrier. So I would much rather play my rogues or mages knowing it'll win most likely rather than chance a warriors death. Reaver is super fun to play with so I find it sad that I can't use it in perilous freely.

Gear dependent, definitely.  Every DPS class is gear dependent so that's nothing new.  Inefficient, I wouldn't say so.  It's very efficient at dispatching large clusters of enemies.  Time-consuming, I would agree to an extent.  I lure stuff around corners so that is the most time-consuming part.  Like I said, the only problem I have with this class is getting knocked down by the demon commander because it leaves me vulnerable for too long.  Everything is fine up to that point.  And mind you, pairing a Reaver with any mage with some form of CC or a Legionnaire works really well as long as you don't aggro the DC.  It is only against the DC that this class becomes dependent on party composition.  I wouldn't dream of playing the Reaver solo on Perilous and I'm not looking to set any records.  Oh and I forgot about despair demons with their ice mines that will knock you down even without line of sight, but that's easily solved by an assassin/elementalist/necromancer/archer/hunter.

 

The only other workaround I found against the DC without relying on barrier is having someone like an archer/hunter/necromancer/elementalist kite him around until everything else is dead.  It's very easily done on the necromancer (my most played class).  Unfortunately, most DPS mages and ranged rogues I come across in PUGS would rather compete for kills rather than kite a single boss.



#105
Jbrizzy84

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Gear dependent, definitely. Every DPS class is gear dependent so that's nothing new. Inefficient, I wouldn't say so. It's very efficient at dispatching large clusters of enemies. Time-consuming, I would agree to an extent.


To elaborate why i said 'inefficient' is because you depend on barrier to mitigate damage. Without it, you waste time you could potentially be Smashing baddies with kiting enemies around instead . Full efficiency would means no slow down to nominal dps.
Archers have ls and evade which allows them to do dps while kiting. Your only solution for the moment is to use combat roll for survivability based on how you play or who you play with. I always try to build for survivability over dps just because I'd rather do a little less damage and get more exp through completions rather than do large dmg and die into the fade. 3 strikes you're out (sometimes 1).

#106
hanoobken

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Barrier is something where targeting doesn't work very well as a MP mechanism especially with a 3rd person view. It isn't easy to target and so people either don't or they use it on themselves. I think I'd rather see barrier be auto-target the whole party but be dramatically less effective.

Yeah I can see your point.  I am one of the very few people who aren't fans of barriers because seriously it isn't even really necessary.  Keeper, for example, has static cage which is an immense form of CC on top of the damage it adds.  Elementalist has Fire Storm.  You don't even need barrier to kill knocked down targets, and you can take out any other target that isn't knocked down easily.  The Necromancer knocks targets down briefly with walking bomb, then does massive damage to everything affected by it which makes taking them out really easy for any squishy warriors/rogues.  Not to mention, Elementalists and Necromancers have death siphon which makes them pretty much immortal as long as things nearby are dying.  If I had death siphon on my Keeper I would let go of barrier entirely.

 

Spamming barrier isn't teamwork.  It's just another skill that promotes mindless face tanking by any class under its effect.  I know it's just wishful thinking but I'd like to see some real teamwork, where playing a tank, for example, actually has meaning.

 

That said, I do love the game.  It is a ton of fun when played with friends and family, even random people :P

 

Don't mind me :P

 

It would be nice if it automatically cast on all party members within a certain range like 15 m or something like that. But I guess that would make it too easy and less frustrating hehe

It's already too easy as it is :P


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#107
hanoobken

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To elaborate why i said 'inefficient' is because you depend on barrier to mitigate damage. Without it, you waste time you could potentially be Smashing baddies with kiting enemies around instead . Full efficiency would means no slow down to nominal dps.
Archers have ls and evade which allows them to do dps while kiting. Your only solution for the moment is to use combat roll for survivability based on how you play or who you play with. I always try to build for survivability over dps just because I'd rather do a little less damage and get more exp through completions rather than do large dmg and die into the fade. 3 strikes you're out (sometimes 1).

Point taken.  Yup,knockdown to me is the Reaver's greatest weakness.  That's of course the way I play my Reaver, like you said.  I love the synergy in the Reaver's skill tree.  Everything works so well together, and I do have her built for survival.  Any damage increase I get from how I have her setup is just a welcomed bonus.  Ah don't mind me. :P



#108
Jbrizzy84

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Point taken. Yup,knockdown to me is the Reaver's greatest weakness. That's of course the way I play my Reaver, like you said. I love the synergy in the Reaver's skill tree. Everything works so well together, and I do have her built for survival. Any damage increase I get from how I have her setup is just a welcomed bonus. Ah don't mind me. :P


Nah I don't mind, Reaver is my favorite class to play out of the constitution characters (because of the mad dps) . That's why I feel passionate about it too when discussing character builds.

#109
Drasca

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I had a perfect example yesterday where I was attacking a stunned rage demon as a Katari and was damage just by being near it. I then attempted to Charging Bull a Despair demon but quickly had to abort because its beam attack took all of my guard and most of my health within the span of a few seconds. Warriors require you to be up close when fighting but it can be a real challenge when they are so flimsy

 

Training on Despair Demon counter-measures / timing. Keeping cold resist pots around helps too. If you play this game for any signifigant length of time I am betting you have plenty of them collecting dust, I do too and put them on my potion bar.

 

DD attack cycle: Snowball, snowball, Ice Beam, Ice Mine. Jumps away if approaching and not already mid-cast / paralyzed / stunned / knocked down. He cannot be sleeped.

 

Circle strafe his attacks, particularly ice beam into cover. Don't charge until you're within 1 second of him so you have the option to run / dodge / combat roll into cover, and run / jump his ice mine afterward.

 

Melee is much harder than ranged, but it is possible to attain mastery with situational awareness, knowledge of your enemy's attack patterns, and how to respond to them.



#110
Drasca

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Enemies hit while blocking if hit by a warrior or tank should also have a second of stun or stagger or slight armor penetration dmg or something just for landing a successful hit.

 

They do if you use the right abilities. Block and Slash will stun shield enemies instead of knocking them down. Pommel Strike the same. Mighty Blow-- pretty obvious there. I haven't tested shield bash as much, but payback strike definitely hits them hard.

 

Katari is another class I'd like to play on perilous runs but I lack the skills and the patience.  I've seen others do it really well, but then again, they're in the top 10 with tons of promotions.

 

I'm no longer in the top 10, but I encourage and train my friends to play Katari-- and they do really well. You can imagine the progression, starting from not knowing anything, to learning the techniques, doing better, and then how to react to enemies, picking up quickly to pwn perilous with them. My builds are also in my signature, which helps tremendously too. If you're on PC, look me up on Origin.

 

 

Reaver defenseless for far too long against knockdowns from the DC

 

Combat Roll. You need it on both Katari and Reaver. It breaks terror scream (panic), stun, and knockdown. Avoids so much damage, you'll be playing a new game.

 

 

one CC ability that allows me to play well against Red Templars/Venatori

 

Untrue. You're thinking of Mighty Blow right? Upgraded Warhorn. You need it. Rampage at around 10 meter range, Warhorn at the 3-5 meter range. Kill all the panicked enemies that are unable to block (or shoot you) while panicked. Ditch devour.

 

I've solo reaver until my friends join, generally it only takes 3-4 zones to do so. I have higher stats, gear, etc. Wearing only critical damage bonus rings, but Heal bonus pants with +constitution arms. You don't need HoK.

 

While I don't expect you to solo-reaver, I do think you can adapt your playstyle to include the skills mentioned, and shine on perilous in a team environment without barrier (and probably top the highscore / kill board)


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#111
Drasca

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To elaborate why i said 'inefficient' is because you depend on barrier to mitigate damage. Without it, you waste time you could potentially be Smashing baddies with kiting enemies around instead . Full efficiency would means no slow down to nominal dps.

 

You guys need to join my games in Origin. While I occasionally wait for rampage, it is not wasted time, as I usually smash pots during that time. I didn't learn Reaver completely on my own, and got taught by one of the Reaver exclusive players that just hardcore loved it.

 

With the right build you have very minimal downtime, and usually attack to reduce the downtime. While the Reaver is very much gear dependent, it is also very much skill and build dependent too, which does make it a hard class, but it is not high risk low reward, it is high risk, variable reward, with the result being dominating the killboard with 50-80+ kills and 8-10k exp at the end WITH the immortal badge on Perilous, and minimal barriers cast on you.

 

Another piece of advice: Map the strafe buttons, learn to love them. You dodge so many projectiles that way with the correctly timed side step as you move.



#112
DrakeHasNoFlow

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This game is farrrrr too dependent on barrier particular in perilous pugs, I'm sure they have all the data to confirm most of our findings that that the most played classes are likely mages. I was talking to one guy on xbone that said his will power was over 100 but he had never played any warriors so his constitution was nill. Had promoted AW about 50 and other mages about 20-30 times. He basically said, there was no reason to play any other class because mages are too good and can do it all. He's just an example of how unbalanced and dependent some classes/ abilities become, and plenty of complaints of how underwhelming other characters are.

I hope we see more diverse factions implemented by bioware that negate barrier spamming because right now the game gets too boring when it all boils down to barrier upkeep for a successful extraction. It literally turns the hardest difficulty into a snoozefest, and teamwork becomes who casts barriers on the group. That isn't teamwork but remedial coordination.
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#113
darreCZ

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What do u guys have against katari? Why do u think its useless even in threatening? Its my favorite class, its true katari requires skill to play, but can solo threatening boss with ease. 



#114
DrakeHasNoFlow

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What do u guys have against katari? Why do u think its useless even in threatening? Its my favorite class, its true katari requires skill to play, but can solo threatening boss with ease.


He is great on lower difficulties, but lackluster in perilous, without a keeper babysitting him.

#115
Gya

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He is great on lower difficulties, but lackluster in perilous, without a keeper babysitting him.

Agreed to a degree, and that's certainly the case for me. Personally, I think the jump from threatening to perilous is huge, especially for a katari if you lack promotions, gear and/or skill (me).

That said, I've seen Drasca solo perilous zone 5 with a katari while the rest of us watched from the fade. Combat rolls! Combat rolls everywhere!
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#116
hanoobken

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Untrue. You're thinking of Mighty Blow right? Upgraded Warhorn. You need it. Rampage at around 10 meter range, Warhorn at the 3-5 meter range. Kill all the panicked enemies that are unable to block (or shoot you) while panicked. Ditch devour.

 

 

I have Warhorn and mighty blow (never really used devour).  I'll swap out mighty blow and give combat roll another try, like you suggested.  Never tried that setup before.  Thanks for the tips :)



#117
hanoobken

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This game is farrrrr too dependent on barrier particular in perilous pugs, I'm sure they have all the data to confirm most of our findings that that the most played classes are likely mages. I was talking to one guy on xbone that said his will power was over 100 but he had never played any warriors so his constitution was nill. Had promoted AW about 50 and other mages about 20-30 times. He basically said, there was no reason to play any other class because mages are too good and can do it all. He's just an example of how unbalanced and dependent some classes/ abilities become, and plenty of complaints of how underwhelming other characters are.

I hope we see more diverse factions implemented by bioware that negate barrier spamming because right now the game gets too boring when it all boils down to barrier upkeep for a successful extraction. It literally turns the hardest difficulty into a snoozefest, and teamwork becomes who casts barriers on the group. That isn't teamwork but remedial coordination.

Ah finally someone who shares my thoughts.



#118
TheThirdRace

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This game is farrrrr too dependent on barrier particular in perilous pugs, I'm sure they have all the data to confirm most of our findings that that the most played classes are likely mages. I was talking to one guy on xbone that said his will power was over 100 but he had never played any warriors so his constitution was nill. Had promoted AW about 50 and other mages about 20-30 times. He basically said, there was no reason to play any other class because mages are too good and can do it all. He's just an example of how unbalanced and dependent some classes/ abilities become, and plenty of complaints of how underwhelming other characters are.

I hope we see more diverse factions implemented by bioware that negate barrier spamming because right now the game gets too boring when it all boils down to barrier upkeep for a successful extraction. It literally turns the hardest difficulty into a snoozefest, and teamwork becomes who casts barriers on the group. That isn't teamwork but remedial coordination.


Mages are by far the easiest to play. 3 of them have access to Barrier, 2 of them have Death Syphon, they all have great crowd control and they can shoot from range which minimize the danger.

Rogues are great but far less survivable. The Archer has probably the greatest sustainable DPS of the game with Longshot and it's upgrade but it's weak as a kitten in the survivability department. The Assassin and Alchemist are great DPS too but requires great control and timing which makes them hard to play. The Hunter can be nice to play, but he doesn't synergize well with anyone and he's pretty "slow" compared to other Rogues. It's also worth mentioning the "wonderful" Destruction DLC introduced many animals and they all perceive you in Stealth. When a zone is filled with 95% animals it renders 3 out of 4 Rogues basically meh...

Warriors just got the short end of the stick in all departments. What's the point of getting aggro (when it actually works) and block attacks when it would be simply faster to kill things? Not only that, but most of the time the enemies are already dead before you can get in melee range. Warriors are stuck between slowing the pacing of the party and not getting in front fast enough to matter. Why would you play one except if you really really love the class? Don't get me wrong, Warrios are pretty good by themselves. The Legionnaire is night invincible, the Templar has a great AOE combo, the Kinari is a blast to play and the Reaver is an absolutely beast, but at the end of the day they simply don't bring anything another character can't bring to the party. Not to mention Constitution is a pretty useless stat, it's easy enough to avoid melee damage and 5 HP/point is a joke when a single arrow brings you down for 1.5k. I'm sure there are other reasons to shun the Warriors, but it's not surprising to hardly see them in a party.

#119
DrakeHasNoFlow

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Agreed to a degree, and that's certainly the case for me. Personally, I think the jump from threatening to perilous is huge, especially for a katari if you lack promotions, gear and/or skill (me).


The jump for certain classes are definitely noticeable,I find this to be true particularly for the katari because the guard he generates from charging bull is negated by how fast he can lose it, especially if he gets hit from behind.

#120
DrakeHasNoFlow

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What's the point of getting aggro (when it actually works) and block attacks when it would be simply faster to kill things? Not only that, but most of the time the enemies are already dead before you can get in melee range. Warriors are stuck between slowing the pacing of the party and not getting in front fast enough to matter. Why would you play one except if you really really love the class? Don't get me wrong, Warrios are pretty good by themselves.


I think another reason why mages are considered far better choices overall in pugs is because they level up a lot faster due to the amount of cc dmg, support xp they generate in a given match. An arcane warrior is completely viable and can start tanking at level 9-11 in perilous, while a legionnare needs to be at least a 14-17 to get walking fortress, war cry, counterstrike plus passives. Most people will opt to tank with aw because how fast it is to level him up compared to other classes.

#121
Reptillius

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I think that actually hits the nail on the head. ease of play.  Many are driven by the ease of play factor in what they are using... Or what they really like the look of (getting assassin's and rogues a bit more play)  warriors however tend to be harder to play. specially at higher levels for a variety of factors.  effort it takes to get to some targets. how easily ranged opponents tend to rip through them. lack of overall damage potential on them in part because of these other factors.



#122
Drasca

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The jump for certain classes are definitely noticeable,I find this to be true particularly for the katari because the guard he generates from charging bull is negated by how fast he can lose it, especially if he gets hit from behind.

 

If.

 

I've seen Drasca solo perilous zone 5 with a katari while the rest of us watched from the fade. Combat rolls! Combat rolls everywhere!

 

There's actually very little unavoidable damage in the game. The degree of risk & difficulty avoiding the damage varies greatly, but can be managed with strategy, teamwork, and skill.

 

There's a lot of sour grapes when it comes to melee because they are validly the hardest kits in the game. However, people that don't know better, and refuse to acknowledge there's more, can't get better. They're at the lowest stage of incompetence "Unconscious incompetence The individual does not understand or know how to do something and does not necessarily recognize the deficit. They may deny the usefulness of the skill".

 

Thus idiots that don't play warriors seriously never get better, and don't recognize the value in it-- in part because there high barrier to entry requiring some gear and skill in order to pwn perilous with it. Kjuberan's already demonstrated solo Katari. I make claims of solo-reaver of multiple zones, and I welcome players that want to watch (as I'm too lazy to make my own videos).

 

ThirdRace is very smart and very respected in my book but even he falls to this trap. Constitution useless? Not the case when I accidently ate a RTC jump-slam that would've killed another assassin (or the thousands of other clutch situations I survived when another would not). Higher defense also allows more aggressive offense for the player able to take advantage of it. Each promoted stat actually affects each kit differently, to the point where analyzing just how much is a lot of work even I haven't completely figured out. For example, willpower is near useless for Archers Long Shot, but excellent for the Leaping shot, because the added AP doesn't multiply with the Bonus Damage of Archer's Lance. Critical damage does however, so a higher chance is better in general-- but with the right builds you're guaranteed crits. Constitution is not as useful for AW's, but the melee defense is still active with barrier, so still allows for a more aggressive AW playstyle shrugging off hits with and without barrier. The crit chance however is extremely marginal and diminishing rate of return for AW's as fewer skills can crit there.

 

 I was talking to one guy on xbone that said his will power was over 100 but he had never played any warriors so his constitution was nill. Had promoted AW about 50 and other mages about 20-30 times. He basically said, there was no reason to play any other class because mages are too good and can do it all. He's just an example of how unbalanced and dependent some classes/ abilities become, and plenty of complaints of how underwhelming other characters are.

 

 because right now the game gets too boring when it all boils down to barrier upkeep for a successful extraction. It literally turns the hardest difficulty into a snoozefest, and teamwork becomes who casts barriers on the group. That isn't teamwork but remedial coordination.

 

Yeah some characters are underwhelming, but sometimes the person at fault is the player in the chair, not the character. You could always blame the designer, but that usually doesn't get anywhere unless you're the person actually making or bankrolling the game (with hundreds of thousands to millions of dollars).

 

WP Xbone player is a noob. If we were to compare epeens, I currently have over 110 WP, 80 con and 50-60 cunning in promoted stats, not including armor and weapon upgrades, gear, etc. I do like mages, but I love warriors a lot, and had high constitution long before I had high willpower. I think I had 50 con before I had even 30 willpower, let alone 20 cunning.

 

More importantly, you don't need barrier to win. I'm the first to argue AoE CC over Barrier for first cast (as evidenced in the Ele threads), and for more coordinated teamwork for efficient playthrough and extractions. Controlling the situation means the enemy won't be doing damage, or do limited damage against your party, let alone interrupting your team DPS (barrier still lets stuns, knockdowns, etc through).

 

Some of my favorite games have been without barrier playing as an assassin or katari while a legionaire taunts enemies, and we destroy all the mobs with hammer and anvil tactics.

 

Arguing for this has also made me unpopular amongst noobs. I've both kicked players and been kicked from players that don't want to do better. I don't want to be around players that aren't willing to learn and practice better.

 

Also, if anyone has a superior Hunter or Alchemist build that's super teamwork synergistic, I want to see it explained and demonstrated. I like most of the kits to a high degree, but these two are my least favorite thus far and I want to know how to do it better (and I haven't seen it done well enough yet).


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#123
Drasca

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An arcane warrior is completely viable and can start tanking at level 9-11 in perilous, while a legionnare needs to be at least a 14-17 to get walking fortress, war cry, counterstrike plus passives. Most people will opt to tank with aw because how fast it is to level him up compared to other classes.

 

 

I think that actually hits the nail on the head. ease of play.

 

The barrier to entry for successful Perilous run for AW's is very low, and the same is true for all the 'power classes', of which most are mages. . . because barrier + ranged attack crutch, and requires very little training to use effectively for moderate success. Low skill, low risk, medium reward is favorable to high skill, high risk, high reward a large segment of playerbase. Only, individuals within those segments may transition from low skill to high eventually, despite the majority remaining casuals. Of course, some don't, as witnessed by the unwashed masses of AW-only players and those sticking to the mage-only dogma.



#124
Teophne

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Quoting parts of the text on mobile is horrible so I'll just do it without the quoted.

 

Drasca, Funny you should call Hunter and Alchemist your least favourites. Those are by far my favourites of the bunch. Wonder if this works the other way as well. Are Elementalist and AW your favourites then? I don't have superior builds for them though, just rolling with what's fun to play.

 

ThirRace, Your analysis looks well thought, but you're missing the point that should be the most important though it rarely is. Why would anyone play warriors you ask, or any other sub-optimal kit for that matter. For fun.

While AW is powerful I nearly instantly hate teams with them. Assassin/Legionnaire army of two is a blast to play as is a full team of melees. Especially on lower difficulties the ranged kits ruin all the fun, though it's remedied a lot the harder your difficulty is.

 

 

I haven't yet given my opinions on the classes so I'll do that now as that's the topic of the thread. Will be fun to read this later on and see how my opinion has changed.

 

Mages:

Our of the bunch the Keeper is my favourite due to the teamwork factor (mindless barrier roll), followed by the Necromancer due to interesting and unique skills. AW is boring for a reason and Elementalist I just dislike for some reason, partly because of my lack of experience with it.

 

Warriors:

The teamwork synergy makes these interesting. Teacher is hella fun to play as is the Legionnaire. The other two seem interesting as well but I haven't played them extensively just yet.

 

Rogues:

My all time favourites in all games. Archer is loads of fun but being clearly the long range character of the bunch it's also my least favourite of the four. Playing the other three on the other hand (Hunter with close range build) is like dancing. While a warrior can get away with some mistakes the game is rather unforgiving for a Rogue who makes a mistake. I like that high risk, high reward playstyle of the rogues (as well as Reaver and to some extent Katari (AW has that too, kinda, but the barrier generation makes it less risky also making it boring)) even though I'm more often seeing the risk part and not the reward part with them.



#125
Drasca

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Drasca, Funny you should call Hunter and Alchemist your least favourites. Those are by far my favourites of the bunch. Wonder if this works the other way as well. Are Elementalist and AW your favourites then? I don't have superior builds for them though, just rolling with what's fun to play.

 

Katari and Templar are my favorite tier, seconded by the Keeper and Elementalist, then the Necromancer. I think Hunter, Lego, and Alchemist are my least favorite. Everything else is in-between (Archer, Assassin, AW, Reaver).

 

Note, the highest tiers has the most variety in different builds and play (and are ridiculously effective), while the least favorites play the same (and don't kill or control much). Everything above my least favorite are effective to play. The least favorite lack damage and cc, even though Lego has taunt and invincibility, it isn't persistent CC, and lacks serious burst damage. Alchemist has burst damage, and variety, but not enough 'effectiveness'. Hunter's just disappointing all-around, given Archer's LS and OK being so OP in comparison. The middling tiers have damage, and a minimum amount of variety, but not nearly as much as the top tier classes for 'favorites' (variety, that is). They do require some skill involved, but the variety of play-mastery & skills involved is less than that of the top tier.

 

My views are of course skewed by my gear, promotes and access to effective builds of course, so show me how to have fun on those builds.

 

Oh. Some folk might think the Templar only W/P combo's. Those people are wrong. A fair number of BSN'ers have witnessed me play, and demonstrate how to improve play to others. Templar gets ridiculous on how much room there is for skill and variety to come into play from very simple mechanics to translate into power output, with subtle changes in skills translating into big changes in style. Katari is also highly skill sensitive, and different builds translating into big changes in playstyle, with more to master. Keeper and Ele are less skill sensitive, but with very potentially varied skill sets.

 

All of this is reflected in the favorite builds linked in my signature.