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Poll - Strongest/ Weakest Class (1.2.0)


Poll Strongest Class/ Weakest class (1.2.0)  

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  1. 1. What class do you think is curently the strongest class

  2. 2. What class do you think is currently the weakest



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I think Ranger is far and away the worst. They really suffer from a lack of killing shot. Not enough ranged attacks in general.

 

I think Priests are fine but would never main one. The top 3 makes sense to me. As a Rogue/multi player I agree with Rogue #3.

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Ignoring any desire to be king of the battlefield, which class would you say has the best role-playing experience in this game?

"It has just been discovered that research causes cancer in rats."

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Cipher should be multi classed tho. Very boring on it's own.

 

So probably cipher/rogue then for added sneaky solutions to role-playing quests?

"It has just been discovered that research causes cancer in rats."

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Cipher should be multi classed tho. Very boring on it's own.

So probably cipher/rogue then for added sneaky solutions to role-playing quests?

Ciper/rogue is fun for some roleplay shenanigans. Stealing ****s n explodin’ people’s wits but you’re so squishy you get blasted to bits

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Cipher should be multi classed tho. Very boring on it's own.

So probably cipher/rogue then for added sneaky solutions to role-playing quests?

Yes I can personally attest to a Mindstalker being very fun and deadly. And it's versatile depending on which subclasses you choose.

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Posted in another string, but my current thoughts:

 

v1.2 Ratings

 

1) Monk (single or multi titan) - I wish all classes were this effecient, deadly, and flexible

 

2) Chanter (single or multi deity) - Just when I think Chanters have been fully optimized, I discover some crazy new combo

 

3) Wizard (single or multi demigod) - Fun, flexible, and nasty DPS if you build for it - dear devs, use wiz as template to fix priest

3) Rogue (multi powerhouse) - Very efficient low level skills make it a great multi-class pick - could be the new monk (especially street fighter) if it had equal single class power

 

4) Cipher (ok multi, nasty single class) - charm/dominate is the ultimate status effect and no one brings more flavors than the cipher. The Cipher’s effectiveness in the outer levels, as a single class, distort its ranking. To be fair this class has lots of rough spots and needs to be more memorable than a CC/charm bot

 

5) Barbs (hero) - take your pick, any class from this melee trio (barb, pali, fighter) is effective. I can’t define a clear winner in 1.2 (yet) since each will deliver reliable levels of DPS and survivability

5) Paladins (hero) - if only sacred immolation was made more user friendly and it had less wasted skills that are lame - the good skills are at least still good for now

5) Fighters (hero) - great multi-class compliment, less attractive solo due to nothing special in the outer levels for me - fighters are presently a poor man’s monk

 

6) Druid (veteran) - single class is a lackluster experience and this class is enjoyable when paired with monk, barb, pali, and fighter. However, a Wiz or Chanter paired with any of those classes is far better

6) Ranger (veteran) - becoming a fair multi-class choice, but still less attractive than the melee triplets (see above) - summons and spells still offer better meat-shields than pet

 

7) Priest (novice) - where to begin... most Priest spells take way too long, are outshined by other classes, and offer nothing unique/critical to a party or solo. I dislike them solo or multi in their present form. Attention devs, look at what makes the wiz successful and do it for Priest heals, buffs, and debuffs... I am willing to yield DPS and CC if you could make the Priest shine at heals, buffs, and debuffs

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1) Monk -  OP, unlimited mortification for Stunning Surge and multiple hit on crit passives

2) Chanters - OK, Same as in PoE I, Summoning rules
3) Rogue - OK, Streetfighter's OP (Remove +100% Crit DM modifier, make recovery buff add only +25% RS), change Criplling stike to primary attack
4) Wizard - OK, Make Chill fog apply L1 affliction instead of L3
5) Ciphers - OK, Beguiler under-powered
6) Paladin - OK
7) Figther - OK, Make charge do Primary attack
8 ) Ranger - OK, Miss some attractive skills

9) Druid - Bad, with current scrolls consumables and shiftier scaling
9) Barb - Bad, miss DM and ACC buffs
10) Priest - Bad, add real buff's instead of inspirations

Edited by mant2si

Solo PotD builds: The Glanfathan Soul Hunter (Neutral seer. Dominate and manipulate your enemies), Harbinger of Doom (Dark shaman. Burn and sacrifice, yourself and enemies for Skaen sake)

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1) Monk -  OP, unlimited mortification for Stunning Surge and multiple hit on crit passives

2) Chanters - OK, Same as in PoE I, Summoning rules

3) Rogue - OK, Streetfighter's OP (Remove +100% Crit DM modifier, make recovery buff add only +25% RS), change Criplling stike to primary attack

4) Wizard - OK, Make Chill fog apply L1 affliction instead of L3

5) Ciphers - OK, Beguiler under-powered

6) Paladin - OK

7) Figther - OK, Make charge do Primary attack

8 ) Ranger - OK, Miss some attractive skills

9) Druid - Bad, with current scrolls consumables and shiftier scaling

9) Barb - Bad, miss DM and ACC buffs

10) Priest - Bad, add real buff's instead of inspirations

 

8 ) Ranger - OK, Miss some attractive skills

 

... OK

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^^^^^

 

I could be wrong but the beserker kit is probably the stongest kit in the game

 

i think its 40% hit to hit conversion

 

Insanely powerful with very little consequences 

 

i cant wait to roll a beserker/ trickster with max perception 

 

BEAST

Edited by no1fanboy
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^^^^^

 

I could be wrong but the beserker kit is probably the stongest kit in the game

 

i think its 40% hit to hit conversion

 

Insanely powerful with very little consequences 

 

i cant wait to roll a beserker/ trickster with max perception 

 

BEAST

 

 

 

Your chance to hit usually from 0 - 50, because of PoE II combat system, with 30 hit -> crit conversion you get additional 15 chance to crit, this mean that you can pick any class with at least +10 accuracy bonus and do more damage

 

Berserker  - Armor, Penetration bonuses doesn't stack with potions/food, just use potions +2 pen, +3 armor

Barbaric smash hit only single target and with Hit -> Crit you get 35% chance to crit, but your chance to graze and miss still very high

Don't forget about -3 to start deflection 

 

Now there only role-play point to pick barbarian

 

 

 

 

 

 

 

1) Monk -  OP, unlimited mortification for Stunning Surge and multiple hit on crit passives

2) Chanters - OK, Same as in PoE I, Summoning rules

3) Rogue - OK, Streetfighter's OP (Remove +100% Crit DM modifier, make recovery buff add only +25% RS), change Criplling stike to primary attack

4) Wizard - OK, Make Chill fog apply L1 affliction instead of L3

5) Ciphers - OK, Beguiler under-powered

6) Paladin - OK

7) Figther - OK, Make charge do Primary attack

8 ) Ranger - OK, Miss some attractive skills

9) Druid - Bad, with current scrolls consumables and shiftier scaling

9) Barb - Bad, miss DM and ACC buffs

10) Priest - Bad, add real buff's instead of inspirations

 

8 ) Ranger - OK, Miss some attractive skills

 

... OK

 

I compared only stats bonuses DM/ACC/DEFLECTION

Edited by mant2si

Solo PotD builds: The Glanfathan Soul Hunter (Neutral seer. Dominate and manipulate your enemies), Harbinger of Doom (Dark shaman. Burn and sacrifice, yourself and enemies for Skaen sake)

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please elaborate what you mean by this below?

 

You are saying beserkers no good?

 

Your chance to hit usually from 0 - 50, because of PoE II combat system, with 30 hit -> crit conversion you get additional 15 chance to crit, this mean that you can pick any class with at least +10 accuracy bonus and do more damage

Berserker  - Armor, Penetration bonuses doesn't stack with potions/food, just use potions +2 pen, +3 armor
Barbaric smash hit only single target and with Hit -> Crit you get 35% chance to crit, but your chance to graze and miss still very high
Don't forget about -3 to start deflection 

Now there only role-play point to pick barbarian

Edited by no1fanboy
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1) Monk -  OP, unlimited mortification for Stunning Surge and multiple hit on crit passives

2) Chanters - OK, Same as in PoE I, Summoning rules

3) Rogue - OK, Streetfighter's OP (Remove +100% Crit DM modifier, make recovery buff add only +25% RS), change Criplling stike to primary attack

4) Wizard - OK, Make Chill fog apply L1 affliction instead of L3

5) Ciphers - OK, Beguiler under-powered

6) Paladin - OK

7) Figther - OK, Make charge do Primary attack

8 ) Ranger - OK, Miss some attractive skills

9) Druid - Bad, with current scrolls consumables and shiftier scaling

9) Barb - Bad, miss DM and ACC buffs

10) Priest - Bad, add real buff's instead of inspirations

 

Removing full attack on crippling strike feel weird. If you have a dual weilding class it's the rogue. Backstab and assassination favour 2handed which feel weird already. I think the +25%dmg on a 1guile ability is out of place since the attack do affliction(s), and that make the 2-3 guiles attack less attractive.

 

The issue I have with the rogue is that it's too much based on weapon dmg. Miss some flat dmg abilities that favour dagger/stilletto like the d&d sneak attack. A passive that only work with small weapon and add a flat dmg/dot not based on weapon dmg? An active poison ability that add x corrode/raw dmg for x second when using dagger& stilletto?

 

Soul annihilation is closer to what you should expect from a sneak attack/backstab because not linked to weapon dmg and favour high accurate weapons.

 

 

Monk : I agree, you  should not have any ability that can refund it's cost. That just encourage you to spam and only use this one.

 

Cipher : beguiler is a gimmick. A beguiler should have extra dmg, acc, pen (choose one or more) when using spell with sneak. And/or extra power level for the deception spells. Right now it's near a full contraint that force you to play like a rogue for be at 100% efficacity.

 

Ranger : problem of balance between pet & ranged specialist. Miss a beastmaster subclass that focus on the pet but reduce ranger own dps, with more skills for the pet. Or need a modal/stance that allow you to switch between strong pet or strong ranger.

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Don't be mad on me :D

I played only with DD Hardcore version, I like min-maxing :D 
 

please elaborate what you mean by this below?

 

Yes barb class need a buff, just pick rogue + fighter 
 

Removing full attack on crippling strike feel weird. If you have a dual weilding class it's the rogue. Backstab and assassination favour 2handed which feel weird already. I think the +25%dmg on a 1guile ability is out of place since the attack do affliction(s), and that make the 2-3 guiles attack less attractive.

Yep, just remove penetration and damage boost

Edited by mant2si

Solo PotD builds: The Glanfathan Soul Hunter (Neutral seer. Dominate and manipulate your enemies), Harbinger of Doom (Dark shaman. Burn and sacrifice, yourself and enemies for Skaen sake)

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i think its 40% hit to hit conversion

 

Doesn't sound very impressive... ;)

 

But in addition the Berserker has a 30% hit to crit conversion while under the effect of Frenzy. That's not too bad. I'm playing a Devoted/Berserker atm and the overall hit to crit conversion of 30% from frenzy and 25% from Disciplined Strikes (combined that is roughly 48%) is cool. Multiclass Berserker: def. fun and powerful.

 

But it's far from the best. I have a single class monk in my current party that does better. Basically because of Stunning Surge only.

Deadfire Community Patch: Nexus Mods

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Hm... maybe those:

 

- single class Barbarian with Wahaī Pōraga and Heart of Fury.

 

- Wizard/Rogue with Spirit Lance + Toxic Strike

 

- Helwalker/Rogue with Wahaī Pōraga and Toxic Strike

 

- Wizard/Fighter with Spirit Lance and Clear Out.

 

- Monk/Wizard with Spirit Lance and Stunning Surge/Heartbeat Drumming/Swift Flurry

 

- single class monk with Wahaī Pōraga and Whispers of the Wind.

 

They all profit from broken mechanics around AoE weapons. I guess those will get nerfed soon. It's just too good. At least in encounters with a lot of enemies.

Deadfire Community Patch: Nexus Mods

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wizard takes too long to self buff. while wizard is strong when buffed while wizard is buffing themselves/ summoning weapons pure melee dps like barb, rogue monk etc are already killing things so their dps is better unless you play specifically for the wizard but that's like cheating. in a free for all rogues would win anyways because stealth->kill, stealth->kill etc.

 

Also in my tests at least before stunning blows (up to level 10ish) best melee dps comes out of barbarian (zerker) and rogue (streetfighter) with monk (tested helwalker as no shenanigans/consumables run) coming in third among melee.

 

Also a lightly / no armored well built ranged dps/caster will outdamage melee because you can be more glass cannon at range and take more risks. also while melee is running up to the target the ranged dps is already firing/ damaging. 

 

basically, that's semantics but that is the reality of actual combat as ranged will typically have more uptime on target. 

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Hm... maybe those:

 

- single class Barbarian with Wahaī Pōraga and Heart of Fury.

 

- Wizard/Rogue with Spirit Lance + Toxic Strike

 

- Helwalker/Rogue with Wahaī Pōraga and Toxic Strike

 

- Wizard/Fighter with Spirit Lance and Clear Out.

 

- Monk/Wizard with Spirit Lance and Stunning Surge/Heartbeat Drumming/Swift Flurry

 

- single class monk with Wahaī Pōraga and Whispers of the Wind.

 

They all profit from broken mechanics around AoE weapons. I guess those will get nerfed soon. It's just too good. At least in encounters with a lot of enemies.

Can you get Wohai Poraga now without a second char in your team?

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5) Ciphers - OK, Beguiler under-powered

 

wat

 

my first attempt at 1.1-level potd I stumbled into it without much of an idea about what to expect, and i'm not going to be embarrassed to say that I was basically carried through most of the game by a random beguiler adventurer I decided to recruit in port maje.

 

i would easily put ciphers in top-3, beguilers specifically maybe even top-2.

 

i think people here focus too much on "can you do a lot of damage" for power level, but e.g. how much single-target DPS you put out is irrelevant if the entire enemy party is busy fighting itself.

 

ciphers in pillars1 were good but were but nowhere near as good due to charmed/dominate being bugged (it would end prematurely if the AI had to change targets or something) and even without them being bugged the duration of those effects are stronger in deadfire (e.g. 50% longer in deadfire for whisper of treason). Add in to the fact that straight-up immunity mind control is much rarer in deadfire than in pillars (there's intellect resistance, but it's still not too common and dominate can still be used to charm; there's even intellect weakness which was never a thing in poe1), and focus regeneration from subclass and the fact that one of the cipher's passives is a bonus to will-targetting attacks (i.e. mind-control and many debuffs) and it's A+. Even with the 1.2 charm nerf, they added back in brilliance on a cipher so I think the cipher power level has gone up even more if anything.

 

EDIT - I mean, erm, OF COURSE beguiler is weak and cipher decidedly middle of the pack. NO NEED TO nerf whisper/puppet master/ring leader and a bunch of cipher abilities. No need to take a second look at the PL7 brilliance inspiration. Move along move along nothing to see here.

Edited by thelee
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