I've tried all the classes so far and this is just my thoughts on them in no specific order.
1. Assassin: Useless compared to Reaver and in my opinion the worst class in the game. This characters cooldown abilities do less damage than the reavers dragon age ability and that is with my assassin using two 270 dps daggers, one of them being purple quality lol. They go down super fast and don't do much damage. I'd avoid it.
2. Keeper: Great. Probably the best starting character you want to start with. Very powerful if you build for support. Disruption field is amazing especially against demon commander because when he targets you and you cast this ability he gets stuck in the air and doesn't actually do any damage to the group.
3. Reaver: The god of DPS and probably my favorite class. Combine dragon rage with rampage (you need this) and you can become unstoppable with life leech. The only downside to reaver is that if you go down with rampage on or on cooldown the skill bugs out and you cannot gain life leech with it again in the rest of the game which will make you useless in threatening or perilous mode. What you want to do is use dragon rage exclusively as your main attack. When entering a large group of enemies you pop rampage, throw down a ring of pain and use dragon rage. You should always pop a ring though when killing 1-2 enemies with dragon rage because it will take less life away. You only want to go about half way down the assault skill page, AFTER you finish what you need in the bloodlust skill page. Assault is generally worthless other than the armor bonus and the deep reserves ability. I've been taking horn lately because the fear can be good if getting overwhelmed by bads in a pug on bosses. Plus you can instantly crit feared enemies with that ability so its better with rampage.
4. Archer: Only really viable in threatening difficulty with a decent bow (150+dps). Good for picking off other ranged targets. I found them kind of boring to play and they don't need much explanation. Just don't get anything in the evasion tree because its pretty much worthless. Knockout powder might seem okay but with the amount of AoE that goes on its just pointless.
5. Elementalist: Probably my 2nd favorite class. Firestorm (meteor) is a great spell especially when you combine that with flashpoint and you can cast two of them back to back. Firewall is amazing in terms of defense in pug or team groups. I would say flashfire probably useless here as well as energy barrage. Basically you want to be using firestorm / wall of fire / immolate. Your 3rd skill is up to you between stonefist or barrier. After a while I found fire mine to be useless compared to stonefist or barrier. Stonefist with a cooldown of only 9 and instant-cast while also weakening enemies is very strong. Fire mine is just too slow and its really hard to get it off in multiplayer and because of the cooldown and how much mana it takes its just not as good as barrier or stonefist. I opted to roll with barrier instead, because if you combine that with guardian shield it takes a lot to bring you down, and it makes you not just a purely offensive character because with immolate/fire wall/firestorm its kind of overkill anyway and barrier is very good in pug groups. So my build is barrier/firestorm/fire wall/immolate.
6. Legionnaire: 2nd after assassin for being terrible. This class deals almost no damage, guard is useless. In threatening difficulty 1 hit almost takes the entire 100% guard bar. Taunting isn't very viable at all in multiplayer. Things generally die so fast anyway that this is just meaningless, also demon commander targets randomly so taunting him ain't gonna do much. I would take a disruption field barrier keeper any day over a legionnaire. They're just worthless, and during bosses enemies trickle in consistently so your taunt will be on cooldown and eventually you will find yourself completely useless. Templars can at least block the entire entrance for a time which is a lot better and they have group buffs which make legionnaire even more worthless.
7. Templar: Probably the best in terms of tanking and group-buffs but only really viable in a team. In a pug you can't really exploit the templars abilities. Basically they are a full support class and line in the sand is amazing during boss fights. This class really works well with a arcane warrior on the front-line especially during demon levels as the damage you can give an arcane warrior with horn and blessed blades is pretty good. If you want to play a tanky character, templar is probably the best bet in either pugs or team.
8, Necromancer: bomb is amazing especially combined with an arcane warriors void ability that pulls enemies in but even in a pug without an arcane warrior walking bomb is still very strong. Spirit mark is decent single-target DPS however the problem is that the spirit you summon generally doesn't attack and generally doesn't follow you at all. If it can't find a target on its own it will just sit there which is disappointing. I found the permafrost tree to be really underwhelming. Blizzard really honestly is not that great of a skill compared to something like immolate which does like 400% weapon damage per second while blizzard only does up to 150 while it constantly drains your mana that you need for spirit mark and walking bomb. You could take ice armor and use blizzard but generally speaking its not that great. Walking bomb is the only way you're going to clear mobs decently but you can't do that if you don't have mana from blizzard. Ice mine is useless. Generally my build with necro is walking bomb/spirit mark / blizzard / winters grasp, because there isn't enough points for energy barrage and because energy barrage takes 50 mana it ain't that great to use with spirit mark or walking bomb anyway. Blizzard is okay, its just meh. Walking bomb and spirit mark are the only two things that make necro good, at that point I'd rather roll an elementalist.
9. Alchemist: Meh, generally as useless as assassin is.
10. Hunter: Meh. In my opinion archer is better. Hunter is like an underpowered archer but with poison and the poison abilities are entirely useless. The way I see it, you want to maximize how effective you are with ranged and archer does that better. Traps are generally meh.
11. Arcane warrior: I actually like arcane warrior probably after elementalist. They do some sick melee damage, nowhere near what the reaver puts out though but better than assassin. If you have a barrier caster in your group you can pretty much tank everything. Pull of the abyss is very strong, even in pubs. Basically what I try to do is pull of the abyss and then melee the enemies when they get close because the melee attack hits multiple targets and multiple targets means you get more barrier up from attacks even if you don't have a barrier cast on you, you can generate one from AoE attacks. Not a bad class at all but the main problem that I found with it is that if you cast pull of the abyss you generally get destroyed by ranged attackers before you can do anything so generally speaking its better to let somebody else do something first in a pub, then pull of the abyss and run in. Stonefist combined with pull of the abyss is some serious enemy damage degrading so also good support.
After its all said and done my favorite class is probably reaver which I use in routine and threatening followed by elementalist which is what I use in perilous, just because they just hit way too damn hard in perilous even for a reaver, followed by either necromancer or arcane warrior. Not sure what I like better, I just find blizzard is kinda crappy but walking bomb is very good just kind of boring to play with.





Retour en haut







