I'd like to know how these are doing in both 1v1 situations and being useful to a group. Appreciate all responses.
Predator
Ranger
Outrider
Runeguard
Mage
Druid
Defiler
Diabolist
Assume Collar/Diadem/Sash for the magic damage classes, 1600 artifact for the weapon using classes and defensive artifacts for all.
1
Comments
Ranger - 1v1: excellent, group: decent, gtoss to break prismatic, reasonable damage, arrows always welcome
Outrider - 1v1: best or second best class in Imperian, group: good damage output, fast bloodfreeze possible with teams
Runeguard - 1v1: excellent, group: amazing
Mage - 1v1: not sure, group: can't tank
Druid - 1v1: excellent, lacks a non-mana finisher but it's so good you'll hardly notice, weakness to metrazol/clumsiness accentuated by two-handed requirement, group: amazing
Defiler - 1v1: amazing, 60s window to use a finisher that takes most of someone's health away, group: too slow to be considered 'good'
Diabolist - 1v1: amazing, heavy on aff tracking, group: damage is reasonably decent, manakill always dangerous
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Regarding Druid - Do people go the Int route these days, or the Str route?
Regarding Outrider - I pretty much know nothing about the class other than "RAWR WYRMS" and like. Spears or something. Would you mind telling me what you personally think about the class in regards to it's strengths?
Outrider is nice because it can be as complicated or simple as you want it to be. You can go full on aff hero if that's your thing for the bloodfreeze route, or stick to damage+limbs. Shatter is an amazing instakill. Your damage is pretty nice in teams (especially if artefacted) and the class meshes well with a lot of the other am professions (all of them, reallistically).
Its pretty tanky (bounty+barkskin+weathering+vitality+cloak), particularly as you're able to play athletic for both routes instead of being forced into fast.
You also get traps and trailblazing plus a lot of small handy things (icewalls, icewall destruction, fast fly) built into wyrmriding. Class is pretty fun.
Its also worth noting if you do want to play the aff route, you probably do not need aff tracking to be highly effective still. You will be suboptimal in that regard compared to someone who does have it, but its probably one of the more forgiving classes in that regard.
02:17:43.098 Chani gives a silver-spiked spear a quick flourish before driving it forcefully into your body.
02:17:43.099 Damage Taken: 64 cutting, physical (raw damage: 155)
02:17:43.099 The foul black bile on Chani's spear oozes into your wounds, poisoning your blood.
02:17:43.100 You are afflicted with nausea.
02:17:43.110 Terror takes hold, as a numb sensation overcomes your body.
02:17:43.111 You are afflicted with numbness.
02:17:43.120 177[34] 529[92] -- db 60 0 39.38 0 ----+- 0
What about Druids? Last I played one there were two routes: Strength or Intelligence. Are either of them considered more dominant and powerful?
And, if you had to choose between a level 3 Quarterstaff and a level 2 with the artifact that lets every root do every ability, which would you pick?
Is the artifact that causes the Earthen Charge/Feather charge last 50% longer worth it, or is it something most people manage without?
Likewise with Outrider. Level 3 Spear, or level 2 spear and the artifact that boosts Wyrmriding cold abilities by 15%?
Aren't half their skills scaled by Collar and Int? Tornado, Lightning, etc?
Would a Strength based Druid benefit from a Collar? I don't actually know what skills a Strength druid would rely on since my experience with the class is over a year old. Maybe two? Forget when they got changed. Quarterstaff stab was Str based IIRC. So was the earthquake pound thingy.