Classes good for ghouls and classes ghouls are good for
Posted: Sat Aug 08, 2015 8:00 pm
I made a thread about Highers a little while ago. I'll clean it up and sig it when I get round to it, and maybe make a compilation of race threads. Anyway, I'm thinking about ghouls lately and having the same problem I had with highers. Sitting down to play a ghoul, there are relatively few classes that look good. And, if I try to choose a race for those classes, ghoul usually isn't my preference. The release of Ogres didn't help any, since Ogres are better at many of the things people want ghouls to do. Just as spell-slinging classes usually do better So let's look at it both ways.
Playing a Ghoul: Ghouls have 3 big problems. The first two are obvious: global slow and no infusions. The third is status effects. Most races have skills that improve saves, remove conditions, or resist important conditions. Ghouls have stun resist, but nothing else, and their stats and class options tend to leave them with poor mind saves. They can't use wild infusions either. To survive a ghoul run, I would want some combination of
--Ranged damage
--Superior mobility
--Global haste
--status cleanse or resistance
--healing
--enough passive defences not to be bursted from full when I miss a turn
There's a bunch of decent options. Sun Paladin and Demonologist (basically the same class) stand out. So do Archmage and Paradox Mage. Doomed could work. Warden, Mindslayer, and Doombringer are probably viable.
Now let's flip it around. What kind of class would look at ghoul as a race that synergizes with their skills? From what I can tell it would be classes that
--Depend on cooldowns more than auto-attacks
--Depend more on sustains than on self-buffs
--Want to stack constitution
--Have poor base HP
--Have enemy-targeted jumps but no free-targeted jumps
--don't want mindstars or anti-magic
--don't have their own bleed or poison mitigation, or have poor physical saves overall.
Which leaves... what?
Necromancer and Sun Paladin are popular. Healing minions is cool, so I like the necro. Ghoul paladin won't be happening for me until I have wins on shalore and halfling paladins (already have an ogre win).
Conceptually, ghouls should be good in the "dumb brute" fighter classes, but I don't see it. Bulwarks depend on block timing which is very frustrating if you're slow. Berserkers drain a % of their health every turn, so with ghoul speed and health you're actually killing yourself. Neither class really needs bleed and poison immunity, because they have mitigation in vitality. Both can benefit from stun resist, but do have their own resist source and a cleanse. Both like auto-attacking (berserkers especially). Brawlers don't want to raise CON and already have enough jumps. Marauder could maybe work -- no rage, no block, just melee. Skirmishers, Archers, Rogues, Shadowblades, and Arcane Blades probably have the tools to survive as ghouls, but don't get much out of it.
Ghoul Alchemists would be pretty good, I guess. The golem isn't slowed, the defenses are nice, and alchemists spend most of the game waiting for gem bomb to cool down anyway. It's basically a way to make an alchemist even more boring than they already are.
Ghoul reavers probably can't stay alive, but ghoul corruptors might. They even have a tiny bit of blight-synergy. Ghoul demonologists have lots of passive damage and multiplicative mitigation, but miss out on the special start, and the possible beacon drop. Plus, regen infusions probably do more for demonologists than anything ghouls have. Ghoul Doomed have a nice mix of HP and pets and cooldown-based AoE, but they can't get mindstar training in Zigur, and hate management is a nightmare until they get a good HP regen item. Ghoul Cursed seem unplayable. Ghoul doombringer could be good I guess with a focus on active weapon attacks. Still miss out on the beacon. Ghoul solipsists miss out on mindstar training and on regen infusions. Mindlsayers have their own jump and cunning/will based attacks; ghoul offers them nothing exciting. Same problem for Wardens. Paradox mages appreciate the health and resists, I guess. Ghoul Anorithils are in a similar place. Their damage comes from spell cooldowns, they have their own healing and status cleanse, and they love more HP.
So, to sum up, my proposed list of ghoul classes
--Necromancer, Alchemist
--Demonologist, Sun Paladin
--Anorithil, Archmage, Paradox Mage, Marauder, Doombringer
Playing a Ghoul: Ghouls have 3 big problems. The first two are obvious: global slow and no infusions. The third is status effects. Most races have skills that improve saves, remove conditions, or resist important conditions. Ghouls have stun resist, but nothing else, and their stats and class options tend to leave them with poor mind saves. They can't use wild infusions either. To survive a ghoul run, I would want some combination of
--Ranged damage
--Superior mobility
--Global haste
--status cleanse or resistance
--healing
--enough passive defences not to be bursted from full when I miss a turn
There's a bunch of decent options. Sun Paladin and Demonologist (basically the same class) stand out. So do Archmage and Paradox Mage. Doomed could work. Warden, Mindslayer, and Doombringer are probably viable.
Now let's flip it around. What kind of class would look at ghoul as a race that synergizes with their skills? From what I can tell it would be classes that
--Depend on cooldowns more than auto-attacks
--Depend more on sustains than on self-buffs
--Want to stack constitution
--Have poor base HP
--Have enemy-targeted jumps but no free-targeted jumps
--don't want mindstars or anti-magic
--don't have their own bleed or poison mitigation, or have poor physical saves overall.
Which leaves... what?
Necromancer and Sun Paladin are popular. Healing minions is cool, so I like the necro. Ghoul paladin won't be happening for me until I have wins on shalore and halfling paladins (already have an ogre win).
Conceptually, ghouls should be good in the "dumb brute" fighter classes, but I don't see it. Bulwarks depend on block timing which is very frustrating if you're slow. Berserkers drain a % of their health every turn, so with ghoul speed and health you're actually killing yourself. Neither class really needs bleed and poison immunity, because they have mitigation in vitality. Both can benefit from stun resist, but do have their own resist source and a cleanse. Both like auto-attacking (berserkers especially). Brawlers don't want to raise CON and already have enough jumps. Marauder could maybe work -- no rage, no block, just melee. Skirmishers, Archers, Rogues, Shadowblades, and Arcane Blades probably have the tools to survive as ghouls, but don't get much out of it.
Ghoul Alchemists would be pretty good, I guess. The golem isn't slowed, the defenses are nice, and alchemists spend most of the game waiting for gem bomb to cool down anyway. It's basically a way to make an alchemist even more boring than they already are.
Ghoul reavers probably can't stay alive, but ghoul corruptors might. They even have a tiny bit of blight-synergy. Ghoul demonologists have lots of passive damage and multiplicative mitigation, but miss out on the special start, and the possible beacon drop. Plus, regen infusions probably do more for demonologists than anything ghouls have. Ghoul Doomed have a nice mix of HP and pets and cooldown-based AoE, but they can't get mindstar training in Zigur, and hate management is a nightmare until they get a good HP regen item. Ghoul Cursed seem unplayable. Ghoul doombringer could be good I guess with a focus on active weapon attacks. Still miss out on the beacon. Ghoul solipsists miss out on mindstar training and on regen infusions. Mindlsayers have their own jump and cunning/will based attacks; ghoul offers them nothing exciting. Same problem for Wardens. Paradox mages appreciate the health and resists, I guess. Ghoul Anorithils are in a similar place. Their damage comes from spell cooldowns, they have their own healing and status cleanse, and they love more HP.
So, to sum up, my proposed list of ghoul classes
--Necromancer, Alchemist
--Demonologist, Sun Paladin
--Anorithil, Archmage, Paradox Mage, Marauder, Doombringer