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Old 05-10-2011, 07:01 PM
baalzy baalzy is offline
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Join Date: Mar 2011
Posts: 1,860
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Wizards-
Pros: End game desirability on Raids, teleports for easy money
Cons: Aside from Teleports/Raids, nobody wants you. Figure out how to solo, buy some SoW pots or get some Jboots. Only way you're going to make 60 is if you do the work by yourself most of the time.

Enchanters-
Pros: Always wanted for groups, always wanted for raids, can go anywhere and not be killed by guards
Cons: Not as capable of soloing as other Int casters, but can still solo xp from 1-60 if they choose.

Necromancers-
Pros: Can solo 1-60 fast, super fast. Can farm like mad, is very useful in raids if played correctly. Useful to plug holes in many group setups as well
Cons: Not sought out for grouping with, there are also lots of them so competition for equipment.

Mages-
Pros: Great pets, can summon lots of equipment to help out others/themselves. Good groupability because they can nuke pretty well and use their pet to do damage so they always contribute to a fight. Due to evolving strategies they also come in handy when tackling certain raid mobs, COH is invaluable for raids and allows your party to pull off some pretty fun pulling stunts. Great farmers.
Cons: Like necros, a dime a dozen, don't gain as much power 50-60 as the other classes to.

Clerics-
Pros: best healers in the game, absolutely essential in raids and highly sought after for any party. Capable of making money pretty well 49+ by providing rezzes for tips. Capable of soloing to a decent level off undead if desired although not the prefered method of leveling.
Cons: Not much utility in their magic, no invis, no breathe water/levitate effects which leaves you dependent on clicky gear for these effects or other players to provide them. Many people find them boring.

Druid-
Pros: Teleports, power leveling, soloing ability. Tracking so they can hunt down nameds in wide open kunark zones. Serves well as spot healers in raids.
Cons: A dime per hundred, have been dealing with bugged spells for a while but most of those have been taken care of now. Will only be invited to a groups if all other avenues for healers have been exhausted. Fairly boring on raids, only a couple of duties they can really perform.

Shaman-
Pros: Decent soloers, gets better 34+, almost always desired in groups for their buffs/debuffs. Useful in raids for buffing/debuffing.
Cons: Every single race that can be a shaman has an exp penalty (barb is the lowest at 5%). Uhh, not really much besides that.

Warriors-
Pros: Raid tanks, nothing beats them. Hard to hold agro with in party setups, especially at lower levels, but still plenty in demand if played right. Can do great DPS if built that way, XP bonus.
Cons: Incredibly gear dependent, worst farming ability of any class, completely and utterly dependent on parties to gain exp unless twinked to the max.

Monks-
Pros: Amazing DPS, feign death and Mend to avoid death in most cases. Gets the ability to bind wounds up to 70% of their maximum health. Good damage avoidance. Desired on raids and in parties for DPS and pulling. Doesn't need a lot of gear to be effective, but become absolute beasts if geared well. best of the melee archetypes for soloing in most situations.
Cons:
20% Xp penalty... there are a million+1 of them.

Rogues-
Pros: Highest potential DPS in the game. Required to get into many Kunark dungeons. Great for corpse runs because of hide+sneak. Can pickpocket to steal money from mobs.
Cons: Super gear dependent like a warrior, also completely group dependent.

Shadowknights-
Pros: Amazing xp party tanks. Holds agro really well, can pull for raids, can solo well once leveled up enough.
Cons: Not really desired for raids, but can serve a purpose if there aren't enough warriors around or no monks by offtanking or pulling. 40% xp penalty

Paladins-
Pros: Good at xp tanking like a shadow knight, at really high levels spot heals as well as a druid, capable of soloing undead fairly well. Access to the only non-epic particle effect weapon in the game.
Cons: Also suffers from raid desirability, serve as lame DPS with backup heals. Also has the 40% xp penalty. No access to high-str starting races.

Bards-
Pros: Intricate class with potential to do many things. Capable of leveling quickly solo (while pissing people off). Fastest movespeed in the game and has track. Buffs melees and can help with mana regen.
Cons: 40% xp penalty, not as desirable in raids, melee damage is extremely lacking. May lead to repetitive stress syndrome

Rangers-
Pros: Can snare, decent melee ability, best tracking ability, gets access to a lot of utility spells. Not many of them, making ranger specific equipment cheap to obtain and lending to little competition for raid gear. Will often be invited to raids just so loot doesn't rot because the only other raid level ranger already has everything. Very versitile if handled correctly
Best class for eating Death Touch since their absense provides least negative impact on the raid composition.
Cons: Not good enough at anything to be picked for a party unless no other options are available. Very misunderstood class but the 40% exp penalty combined with their inability to stand out in any one role means you'll have a hard time getting into groups.
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If MMORPG players were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it.
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Last edited by baalzy; 05-10-2011 at 07:12 PM..