Hardest Class

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Elliott
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Hardest Class

#1 Post by Elliott »

Certainly, some classes will be better at handling certain situations than others, or even the overall game, and that's totally fine. This is not a campaign to get certain classes buffed or nerfed.

Rather, I thought it would be interesting to try to figure out which classes were the easy ones to play and which were harder. I've played some classes a lot more than others (and some classes I haven't unlocked yet), so this is intended as the start of a conversation rather than the definitive answer. If I've gotten the basic abilities of some classes completely wrong, feel free to correct me or otherwise interject your opinions. Durability was a tricky one to evaluate.

So, I've decided on 5 categories across which to evaluate classes. Each class gets a 1-5 score (1 is bad, 5 is good) in each category, and then I'll add up the points.

Categories
Damage output (combination of single target and AoE)
Crowd Control (reliable single target stun is most important, but having depth of abilities or a range of abilities is worth points as well)
Detection
Mobility
Durability
(and total at the end. Classes ended up ranging from 10.5 to 20)

Warrior
3 3 1 2 4 13

Berserker
5 3 1 2 2 13

Arcane Blade
3 3 3.5 3.5 2 15

Archer
5 2 3 2 2 14

Slinger (durability beats Archer's because of shields, cc is better but don't have the AoE damage output)
4 3 3 2 3 15

Rogue (medium durability and detection due to stealth)
4 3 2 2 3 14

Shadowblade
3.5 3 3.5 3.5 2 15.5

Archmage (single target damage is meh, but AoE is amazing)
4.5 3 5 5 2.5 20

Alchemist (good durability thanks to golem)
3 3.5 3.5 3 4.5 17.5

Summoner (great cc and durability thanks to summons)
2 4.5 2.5 2.5 5 16.5

Wyrmic (at high levels has access to a mix of AoE cc moves, but good luck getting high enough level to use them. Great durability against low level physical damage, but mediocre against anything else)
2 2.5 1 1.5 3.5 10.5

Sun Paladin
3.5 2.5 1 2 4.5 13.5

Anorithil
4 2.5 3.5 3 3 16

Cursed (I haven't played them much and might be really off in how much Gloom helps)
4.5 3 2 2.5 3 15

So, ranking them:

Archmage 20
Alchemist 17.5
Summoner 16.5
Anorithil 16
Shadowblade 15.5
Cursed 15
Arcane Blade 15
Slinger 15
Rogue 14
Archer 14
Sun Paladin 13.5
Warrior 13
Berserker 13
Wyrmic 10.5

Hmm, Alchemists feel high and Sun Paladins feel low, but overall I don't think this is far off. The melee classes are generally below the ranged classes which makes sense as melee range is more dangerous than being at range even if you're more durable. The Arcane Blades and Shadowblades can get access to the Divination and Conveyance schools which in turn gives them good Detection and Mobility ratings and overall scores, despite shaky damage output by the Arcane Blades and questionable durability for the Shadowblades.

Gwai
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Re: Hardest Class

#2 Post by Gwai »

Since archers start with access to a school containing Track and shadowblades have to wait at least until level 10 to buy detection, I think perhaps the detection scores may need some adjusting, but it is interesting and relatively accurate probably.

There's also early game vs. late game. Some things like shadowblades feel very hard at the beginning, but seem to get much easier. So, to a casual player or someone focused on the early game, this might seem rather off. Similarly early wyrmics are quite easy, and I've never stayed with one, but I hear they get much harder, so your low score for them may well be right, but feels quite off in the early game.

Shoob
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Re: Hardest Class

#3 Post by Shoob »

I would disagree with you with archmage, they probably are a 25, they can do 300+ damage at 20 range, which would be about what a melee could do with a normal attack, this combined with them only really needing magic and wil, means they can pump con too, meaning their hp isnt that bad.

I would probably say the hardest classes are those involving equilibrium as the failure rate makes it harder.

wyrmics are probably better than that too ~ 15 maybe, just the far east and before lvl 4 can be difficult.
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edge2054
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Re: Hardest Class

#4 Post by edge2054 »

3.5 might be low for the Sun Paladin's damage output.

My current Sun Paladin (level 15, 41 spellpower, 5/5 weapon of light, No points in Chant of Light) deals 93ish damage just from weapon of light with assault and overpower (because these abilities hit three times). Shield Pummel will hit twice so it also doubles the effect of weapon of light. If I put points into Chant of Light I could see that damage going much much higher (but hey, Chant of Resistance was priority ;)).

madmonk
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Re: Hardest Class

#5 Post by madmonk »

So the real issue here (for me!!) is not so much the judgment on each class as the fact that the categories do not take in to account a player's play pattern.

As an example, I relish distance combat, so for me Mages are good and I don't have an issue with the numbers allocated...

But Archers, for me, are second on the list! Overriding all others (even Summoners)! And to show my point I have a winner in Archmage and a winner in Archers - but all other classes (except Summoner) don't come close!

Summoners are third on the list! I am having trouble with the rest!
Regards

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Fela
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Re: Hardest Class

#6 Post by Fela »

The way i play Shadowblade, i'd see them more like this:

4 5 4 4 1 = 18

Potentially 2 stuns + 1 blind + 2 aggressive teleports, what more CC can you have?
1 for durability for the simple fact that about half my damage is self inflicted from shields and with 3 primary stats con is an issue.

Finguld
Wayist
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Re: Hardest Class

#7 Post by Finguld »

It is very hard to rank due to the fact some class start off very weak and rely on equipment and leveling to catch up. I have played a lot of rogue. Early on they are very weak and fragile. Late game they are awesome one hitting just about everything and having the ability to hide right in front of a mob. Archmages on the other hand have huge damaging long range attacks. They can handle things at level one that my rogue couldn't at level 15 sometimes. So to rank classes I think you would need a low/middle/late game rankings.

Gwai
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Re: Hardest Class

#8 Post by Gwai »

I was thinking about this as I was falling asleep last night, for some reason, and I think I would probably weight the numbers toward damage output and damage dealt. Otherwise, if you have a character that can do hundreds and hundreds of damage easily and is almost invulnerable, but doesn't have any special mobility, detection, or crowd control, he would be rated as rather hard by this system, but surely would be rather easy.

edge2054
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Re: Hardest Class

#9 Post by edge2054 »

Something else to consider.

Classes that use magic have an advantage when using consumables because many of them scale off magic.

Final Master
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Re: Hardest Class

#10 Post by Final Master »

This is my chart of the classes that I have played. I have no experience with Cyro/Pyromancers, Anorathil or Reavers so they are not here.
The lowest point you can get is 1 while the highest is 5. Half points are possible if they rank greater than a whole score but less than the next.
The range of scores can vary from 12 to 60.
This is purely my opinion thru my play of the classes and observing their available tactics, strengths, weaknesses and talent trees.
This list is built mostly on the idea of level 20 builds.
This is a list that is trying to maximize the natural pull of the class through the options that are available. Example: No archmages with plate armor.
This list is split up a bit more than the previous list because I felt as though if it was broken down a bit more it would better reflect each class.
This list is comprised of the classes as are of beta11.

SOD
Single Opponent Damage
How well the class is able to deal damage to a single opponent

MOD Multiple Opponent Damage
How well the class is able to deal damage to multiple opponents

1 v 1 You vs 1 opponent
How well the class fairs against a single mob regardless of the class' combat prowess

1 v X You vs X opponents
How well the class fairs against a group of mobs regardless of the class' combat prowess

CC Crowd Control
How well the class is able to manipulate a mob(s) through status effects, extra attacks and mob movement

Detection
How well the class is able to find and disable traps, reveal the map, locate mobs and identify items

Mobility
How many ways the class is able to traverse the map, how often along with the cost of the movement
This includes replacement effects (such as switch places), rushing effects and teleportation

R. Combat Ranged Combat
How proficient the class is in ranged combat
This covers launchers, launcher talents, ranged weapon attacks, ranged magic and thrown items
Damage to single/multiple targets, ranged resistance and speed of attacks

M. Combat Melee Combat
How proficient the class is in melee combat
This covers available and easily wearable armor, how vital weapon focus/weapon damage increases are to the overall build
Damage to single and multiple targets within melee range, melee resistance and speed of attacks

Durability
Covers what types of armor the class can realistically expect to wear, hp growth and the possibility of increasing con/health talent
Durability also covers any talents that increase hp, armor, defense, ranged defense, saves or damage resistance types

Synergy
Covers how well the class' talent trees work together along with the necessary stats for survival
MAD (Multiple Ability Dependent) also falls into this category
Classes that require three or more high ability scores to fully function have very low synergy

Ease How easy to play the class is
This rates how pick up and play friendly the class is. The more complicated the talents are and the less descriptive the talents the lower of ease
Ease is a variable rate as different difficulties really effect the ease of play for most classes

Total
This is the total score given with all factors taken into account


Class /SOD/MOD /1 v 1/1 v X/CC/Detection/Mobility/R. Combat/M. Combat/Durability/Synergy/Ease/Total
Fighter 4/ 1.5/ 5/ 2.5/ 2.5/ 1.5/ 1.5/ 2/ 4/ 4/ 5/ 4/ 37.5
Berserker 5/ 2.5/ 4.5/ 3/ 3/ 1.5/ 1.5/ 2/ 5/ 2/ 4/ 3/ 37
Arcane Blade 4.5/ 2/ 4/ 3/ 3/ 2/ 1/ 3.5/ 4.5/ 2/ 1/ 3.5/ 34
Archer 4/ 4/ 4.5/ 4/ 4/ 2/ 2/ 4.5/ 2/ 3/ 4/ 4/ 42
Slinger 4/ 3/ 4/ 2.5/ 3.5/ 3.5/ 2/ 4/ 2/ 3.5/ 4.5/ 3.5/ 40
Rogue 4.5/ 2/ 5/ 2/ 3/ 4/ 4/ 1/ 4/ 2.5/ 3/ 2.5/ 37.5
Shadow Blade 4.5/ 2/ 5/ 2.5/ 3.5/ 4.5/ 5/ 2/ 3.5/ 2/ 2.5/ 3/ 40
Archmage 4.5/ 4.5/ 4/ 3/ 4.5/ 5/ 4.5/ 5/ 2.5/ 4/ 4/ 4/ 49.5
Alchemist 3.5/ 4.5/ 3/ 4/ 4.5/ 1/ 1/ 4.5/ 2/ 3.5/ 3.5/ 2.5/ 37.5
Summoner 3.5/ 4/ 4/ 3.5/ 5/ 4/ 3/ 4.5/ 2.5/ 4/ 3/ 2.5/ 43.5
Wyrmic 3/ 3/ 3.5/ 4/ 4.5/ 2.5/ 2/ 3/ 3.5/ 3.5/ 2.5/ 2/ 37
Sun Paladin 4.5/ 3.5/ 5/ 3/ 3/ 1/ 1/ 3.5/ 4.5/ 5/ 3/ 3/ 40
Cursed 3.5/ 2/ 4/ 3/ 4.5/ 2/ 2/ 2/ 3.5/ 3/ 2.5/ 2/ 34

Total Scores are
Archmage 49.5
Summoner 43.5
Archer 42
Shadow Blade 40
Slinger 40
Sun Paladin 40
Alchemist 37.5
Fighter 37.5
Rogue 37.5
Berserker 37
Wyrmic 37
Arcane Blade 34
Cursed 34



I'm sorry that the graph is so terrible; I'll probably redesign it at a later date and attempt to make it more accurate. Again, this is just my opinion and any criticism or discussion on it is encouraged.
Last edited by Final Master on Mon Sep 27, 2010 8:40 pm, edited 2 times in total.
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mirrizin
Higher
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Re: Hardest Class

#11 Post by mirrizin »

Ranged attackers are always easier, because not every monster has ranged attacks, so wizards and archers can get a major head start on at least half of the stuff you run into. Even if I can't hit quite as hard hit-for-hit, if I can nail that skeleton three times before he even comes within two squares, I've got a major advantage.

In this vein, rogues have a tougher time because they are unable to soak a ton of damage like fighters, and can't nail things at range like wizards. They need to come close to attack, and they also can't afford to get hit back very much. They can be powerful, but it's a very tricky way to play.

Speaking of which, dagger throwing might be an interesting innovation...

Shoob
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Re: Hardest Class

#12 Post by Shoob »

rogues and shadowblades would definitely out trump a berserker with SOD (or STD if you want to use target instead of opponent :P)

True, berserkers have a chance to kill in one hit, but the rogues and shadowblades can output 2.5k+ in one turn.
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mirrizin
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Re: Hardest Class

#13 Post by mirrizin »

Shoob wrote:rogues and shadowblades would definitely out trump a berserker with SOD (or STD if you want to use target instead of opponent :P)

True, berserkers have a chance to kill in one hit, but the rogues and shadowblades can output 2.5k+ in one turn.
Sorry, but SOD?

And I also haven't played lategame rogues as much. I'm sure there's a shift that happens as their sneakiness and crit hit odds change...

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Re: Hardest Class

#14 Post by Final Master »

Well I used opponent instead of target for the reason that Shoob pointed out. And I am well aware that rogues and shadowblades have the potential to deal the greatest amount of damage in a single round, but overall in the adventure to the 20 level cap that I am analyzing the classes through, berserkers deal more damage over all the levels except for the last four or so.
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Shoob
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Re: Hardest Class

#15 Post by Shoob »

mirrizin wrote:
Shoob wrote:rogues and shadowblades would definitely out trump a berserker with SOD (or STD if you want to use target instead of opponent :P)

True, berserkers have a chance to kill in one hit, but the rogues and shadowblades can output 2.5k+ in one turn.
Sorry, but SOD?

And I also haven't played lategame rogues as much. I'm sure there's a shift that happens as their sneakiness and crit hit odds change...
I took SOD from final masters post (single opponent damage)

right now there is a point where stealth seems to work, and then suddenly things start to notice you again...
Oliphant am I, and I never lie.

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