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Old 09-22-2014, 03:20 PM
August August is offline
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Join Date: Sep 2010
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Quote:
Originally Posted by capco [You must be logged in to view images. Log in or Register.]
When I think of end-game classes, I think of Warrior, Enchanter, Shaman, Cleric, Monk, Bard, and Rogue.

Again, looking solely at the end-game, Ranger, SK, and Pally are all pretty bad options as well. You may as well call them Death Touch takers.

If you just want to have some fun pre-50, I would roll an SK or Pally. Warriors can be good too but don't really come into their own until 50+, but once you get there they are very much worth it.

Imo, you should have at least one char in your mind for the end-game, and then do whatever you want with the rest of your chars.
Something you might also want to consider.

Spell Casters see no real improvement from items. A naked druid vs a fully geared druid heals for just as much, and hits for just as much. Their buffs have the same effectiveness. The only difference is less HP and less mana

The classes listed above (Warrior, Enchanter, Shaman, Cleric, Monk, Bard, and Rogue) with the exception of enchanter, are classes that can receive direct improvements from gear. You'd want to stick to these because if you are truly looking to feel 'more powerful' by being in the end game, then you'll want to feel the effects of your gear that makes you more powerful.

The obvious exception to this is clickies. If you can get things that click and make you better, your class CAN feel more powerful. Notably this is Donal's BP (for cleric) and for shaman it's JBB / Epic. Spells (like Torpor for shaman) can also make you noticeably more powerful - however again you'd be just as powerful naked [You must be logged in to view images. Log in or Register.].

Just something to keep in mind!
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