Originally Posted by Noselacri
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Shaman: In most group play, you serve as the buffer/debuffer and, if noone else is there to do the job, healer. You'll struggle a little to do it all at once, but it's doable with a good group in a non-hellish dungeon. On raids, you mostly buff melees and slow mobs, and occasionally patch heal. In Kunark, shaman start to really come into their own when it comes to soloing as three of their most important items become available there, but Velious is where you can actually have +hp items in every slot, and where some of the more challenging solo mobs are. I would say that the shaman solo powerhouse is born in Kunark and fully applied in Velious.
Grade: 8/10 for being well-rounded, a strong solo class that's also highly desirable in groups, and overall a very solid class
Cleric: Your universal main healer. Noone can heal like a cleric. That is, however, pretty much all you can do. If you like being the undisputedly best at something, cleric is a good choice. If you dislike being useless whenever there's not a group in need of a main healer, cleric is a horrible choice. This class is just one of those absolutes, sort of like warriors: the best at what they do, but pretty much incapable of doing anything else.
Grade: 7/10. During Velious specifically, with its emphasis on raiding, clerics should do pretty well. It'll depend on your playstyle, however, and anyone wanting more out of their character than a healbot that has to be in a group might find the class lame.
Druid: This class was never great, and especially not during Velious. Well, if you like solo kiting outdoors a lot, to the point where it's all you ever want to do, druid is fine. If not, consider another class. The thing about druids is that they're excellent soloers but really sub-par at everything else. You'll struggle to be a group's healer, you won't properly fill a DPS spot, your buffs aren't amazing, your debuffs are virtually non-existent, and you can't ress or anything. You have the ability to sort of fill a number of roles, but not well enough that anyone would invite you to do it. Druids are notoriously bad in raids, and in Velious the only reason you really want one is because they have slightly better elemental resist buffs than the other priest classes.
Grade: 2/10 for the dr00d. They get a bit of credit for being versatile soloers and having the convenience of SoW and ports, but that doesn't amount to much. Noone wants a druid in their group if they could choose something else.
Necromancer: I frankly don't know a whole lot about how necromancers operated during Velious. I assume they filled a DPS role and did it no worse than most other classes in that category, and on raids they feed mana to clerics and maybe help pull if they're good. I see no reason why a necro would be desirable anywhere, and while they are really strong soloers, so are several other classes that can do more than that.
Grade: 4/10 for presumably being good DPS and a traditionally powerful soloer without much to add to a group or raid. This is a very uneducated guess.
Monk: Let me start off by saying that I don't know how this server plans to handle the Velious monk mechanics. On Live, before they got nerfed sometime during Velious, monks were overpowered as shit. They were top DPS, #1 pullers, and could tank surprisingly well. A monk was the best choice for rampage tanking, for instance, so a monk could fill three roles in a raid: main puller, secondary tank and top-competitive DPS. After the nerf, monks were still fine DPS and the best pullers, but their tanking took a noticeable hit.
Grade: 9/10 before nerf, 7/10 after. It's still a pure melee class that isn't absolutely #1 DPS, and a raid only ever needs one monk. Great if you can be that monk, not so great if you're the second or third one there who just gets to do "really good but not the best" DPS.
Enchanter: Always been a fantastic class that noone else can really replace. You can also do some crazy stuff with charm in Velious, and mez becomes more and more important in dungeons as the expansions progress. Chanter slow is only 5% below shaman slow, so they can easily fill that role when required. Strictly a support class, however, which deters some.
Grade: 7/10 for having a pretty much uncontested role as crowd controller and crack provider, as well as the best haste buff by far and a fine slow. Can't really deal damage very reliable, though, and can't heal, so not amazingly versatile.
Warrior: The main tank. The only main tank. Velious is where hybrids finally lose the ability to main tank anything that they don't out-gear, more or less. Okay, a really good knight caaaan tank some of the less brutal raid mobs, but in general, you'll need a warrior to tank a raid and noone will consider any alternative unless it's, like, a NToV-clearing guild taking down Zlandicar for fun. Warriors truly come into their own in Velious, and we start to see weapons itemized solely for them, role-defining ones like Blade of Carnage. They still can't solo for shit, of course, and are a pure melee class that isn't actually DPS, which can be a bit of a bitch. Nevertheless, having the most monopolized and universally required role is a hell of a luxury. Even clerics can be replaced by other healers in a pinch, as long as you have a few of them left. You usually can't even attempt a raid without a warrior or two.
Grade: 9/10 if you raid. If not, uh, 3/10. Hybrids are still far better tanks in XP groups, and a warrior has absolutely no utility of any kind.
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