Post by goldvk on Sept 7, 2013 7:18:37 GMT
This could also be titled "What I wish someone had told me 5 months ago when I started."Anyway, these are just my opinions I share to serve as a guide to new players. Many will disagree, but it doesn't really matter, as I'm not trying to present any absolutes, just my opinions that new players can chose whether or not to use in their decision making.Classes are divided here from best to worst, 1 being best, 8 being worst, but in reality there are only four classes in end game pvp: Rangers, Sorcs, SM's and Clerics. Everything else is just prey, so I would only chose one from the top four if you want to contribute anything to end game pvp groups.1. Rangers. The ultimate end game pvp class. They have it all. Extremely high DPS, Most speed of any class, superb cc with quick cooldowns. Stealth makes them excellent rifters and Dredgion fighters as well. Ranks higher then Sorcs because silence arrow is death to sorcs, so will usually win sorc vs. ranger fights. Requires a lot of finesse with abilities like focused evasion, jump-shooting, and others but gives very high reward when used properly. Class is less common and so end game sigmas and gear are usually less expensive then other classes.2. Sorcerer. Highest DPS of any class. More CC then any other class with quick cooldowns. Can easily one-shot other players, or keep them cc'd indefinitely. Can swoop in from above and kill enemy players before appearing on their radar. Easiest class to gain Abyss points with. Requires less finesee then Ranger, so an excellent choice for anyone interested in end game pvp.3. Spirit Master. Fear abilities are absolutely devastating in solo or group combat. Can chain fear any enemy until dead, and can redirect enemies into guards or out of guards. Easy to level and gain AP. Extremely sought after in dredgion groups. Only ranks below Ranger and Sorc because all the eggs are in one basket with the fears, and is thwarted by high magic resistance targets, which may become more and more common as people get fenris/miragent chain sets and stack magic resist. Solid choice for end game.4. Cleric. When correctly played and geared is nearly impossible to kill. Is the one truly necessary class for any pvp group, so is highly sought after. Can pair with Ranger or Sorc for one of the best duos in the game. Able to gain lots of AP by grouping with the right people, but also able to solo and outlast most other classes. 5. Assassin. Most abilities and cc do not work in aerial combat, which is the lion's share of end game pvp. Ranks above Templar Chanter and Gladiator because stealth makes Assassins excellent Rifters and Abyss gankers as long as target is on the ground. Best class to bring to Dredgion, and is able to get tons of AP out of Dredgion due to ability to solo a surkanas without having to clear the room.
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6. Templar. Like other meele can contribute little to aerial abyss pvp because of faulty target distance calculation. (Distance is calculated at the server but the toons are rendered by the client, so meele abilities will not fire even when right next to target.) Ranks higher then Chanter and Gladiator because ability to pull targets towards him/her is extremely useful in pvp, and is a highly sought after class for dredgion and fort sieges. Very slow class to level and expensive due to high gear requirements to do job of tanking.7. Chanter. Can do very little in the air. Heals are too weak to heal a group in pvp without a cleric, but normally called on to do so anyway. Ability to heal self gives some edge in 1v1 situations on the ground. Ranks higher then Glad because of excellent group utility through buffs and heals. Difficult class to play in group setting as player must watch situation carefully and switch between healing and DPS-ing as necessary.8. Gladiator. Has all the drawbacks of all other meele at end game, but lacks an Assasin's stealth, a Templar's pull, or a Chanters buff/heals to make up for it. Little CC with long cooldowns, much of which does not work in the air. AOE attacks impose a self-root. Very susceptible to enemy cc. Most gear dependent of any class. AOE's require getting stuck in amongst enemy players, but class offers no mechanisms to get stuck in that function in end game. Unable to 1v1 any other class on equal footing.
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6. Templar. Like other meele can contribute little to aerial abyss pvp because of faulty target distance calculation. (Distance is calculated at the server but the toons are rendered by the client, so meele abilities will not fire even when right next to target.) Ranks higher then Chanter and Gladiator because ability to pull targets towards him/her is extremely useful in pvp, and is a highly sought after class for dredgion and fort sieges. Very slow class to level and expensive due to high gear requirements to do job of tanking.7. Chanter. Can do very little in the air. Heals are too weak to heal a group in pvp without a cleric, but normally called on to do so anyway. Ability to heal self gives some edge in 1v1 situations on the ground. Ranks higher then Glad because of excellent group utility through buffs and heals. Difficult class to play in group setting as player must watch situation carefully and switch between healing and DPS-ing as necessary.8. Gladiator. Has all the drawbacks of all other meele at end game, but lacks an Assasin's stealth, a Templar's pull, or a Chanters buff/heals to make up for it. Little CC with long cooldowns, much of which does not work in the air. AOE attacks impose a self-root. Very susceptible to enemy cc. Most gear dependent of any class. AOE's require getting stuck in amongst enemy players, but class offers no mechanisms to get stuck in that function in end game. Unable to 1v1 any other class on equal footing.
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