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#1
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Probably Paladin or SK or Druid.
SKs are like really great in solo/group contexts and are actually strong in certain raid zones like PoF, so I have trouble saying they are under powered per se. Druid gets ports, SoW and Charm animal, so they can solo well enough and get to port, sow and spot heal raids. As for pallies, on raids you still want 1 or 2 to DS and Soulfire people--DA can also be useful, and you're a slightly better ramp tank than SK, though can't do the tagging and flopping. Solo I hear Paladins can do stuff at the top end, but I've never seen it. I'd say leveling up, it's probably Paladin. At the high end, probably Druid. All of the classes played well can be perfectly useful though and they all have their niches. Honorable mentions: Ranger: saved by WS and not doing wet noodle DPS. It's always nice to see rangers at raids and they can track and FTE race and solo a little. They have a solid niche. Wizard: saved by flux staff and TL. For 32k dragons they also truck, but the most useful thing they do is kite and move people around at instant speed. Wizards are lowkey important for high end raiding here. | ||
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#2
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probably warrior
they are weak as shit without gear and they are the most gear dependent class in game their job is to just soak damage/keep aggro on raids | ||
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#3
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Rangers are more capable of soloing dungeons than people think. Calm animal works indoors, just doesn't come up often. I used it well in perma leveling up. Root splitting is still a thing, and the ability to proc slow while doing significantly more damage makes a big dent in the healing gap between rangers and paladins.
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P99: [60 Grandmaster] Carceret (Human) <Good Guys>
P99: [60 Warder] Bloodraven the Pathfinder (Human) <Good Guys> P99: [60 Sorcerer] Melisandre (Human) <Auld Lang Syne> P99: [52 Champion] Alysane (Barbarian) <Auld Lang Syne> SZ : [65 Lord Protector] Cochise (Erudite) <Sanctus Lumen> | ||
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#4
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Quote:
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Starspangledman - 51 Paladin (Blue)
Buckleup - 54 Druid (Blue) <Kittens Who Say Meow> | |||
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#5
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rangers soloing in dungeons only works as a practical measure if it's a dungeon where they can use harmony. they won't be doing any dungeon crawling solo in the places where it counts and has good loot (HS, seb, chardok, etc.).
paladins imo are the best melee class in dungeon crawling with the aim of actually taking on camps (and most camps are 3+ mobs, if not more, and a good chunk of them are casters, which rangers and SK suck at fighting if you have to facetank without stun). monks i guess are the only real competition as a melee class that can solo reliably in dungeons, but even they have tough times breaking camps with multiple spawns, or in fighting casters (without really high resist gear). i do think monks are superior to paladins though in survivability and in terms of risk due to FD. | ||
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#6
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just to add to my previous post, i think people sort of sub-consciously equate a boring class to an underpowered class in this thread. mages and paladins aren't regarded as particularly "fun" classes, and people play them less than their counterparts in the same archetype, so I guess less people play those classes enough to comment or defend them. i definitely have been bored with both of those classes at various points (it sucks taking forever to kill anything as a paladin, and mages can be a little too simple in fighting style admittedly). but just because they're boring to most players doesn't mean they're underpowered!
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#7
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I dungeon crawl a bit on my ranger and am able to break camps with root/snare. Pulling a group of 3 mobs with an initial root. Root a second add. Then root and snare the one you want to kill. Sit and camp. Wait 1 minute or so for all the roots the break so the adds reset and the snared one will be standing where you left it when you re-enter game.
It's a bit of extra work, but doable. | ||
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#8
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My ranger was able to break into and camp frenzied broodling in Velks sub 60.
Roots and snares, combined with zone lines or even just camping out aggro, go a long way. | ||
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#9
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All the ranger defenders...I agree, they can get the job done.
Track is the main thing that they really are better than anyone else at, and people get by with bard track just fine for the most part, since they are lightning fast so even that is a bit negated. Maybe rangers should have had a self only super travel buff that they could keep up at all times by endgame velious or something. They can bust into dungeons, but just less well than SK's, Paladins, Monks, and Rogues. Only warriors are worse in that respect and are a true contender for "most underpowered" but they are the best at so much, that I think the ranger takes the cake. | ||
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#10
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I always thought rangers should have an improved Bind Wounds ability, and ability to make healing potions etc. But I always pictured them more like LOTR rangers where Aragorn could heal wounds with plants.
They needed something in classic. Tracking is great but the whole bow thing was a bit of a let down.
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