+ Reply to Thread
Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 44

Thread: 3.5 Archeage Class ratings [As non bias as possible] Refined and for merges.

  1. #11
    Senior Member
    Join Date
    Nov 2016
    Posts
    267
    Quote Originally Posted by Maizekeen View Post
    Why is bloodreaver tier 3 and not tier 2 it has mobility and dps along with CC it is great in rvr and 1v1 it stops alot of classes cold it usually comes dowwn to who gets there cc off first.
    I had a really tough time deciding this, it came down to asking myself what bloodreaver does, that other classes do better, while it is a strong class on land, its subpar at best in water, coupled with very few combo's between battlerage and occultism, its damage output isn't that stellar.
    its cc also isn't as good as other cc oriented classes. Basically you have a class trying to do two things at once, and almost pulling it off, but not quite.

    You have to look at what the class gets compared to other similar classes, Argent for example, gets Auramancy and Battlerage same as bloodreaver right, but it also gets vitalism, while vitalism doesn't help its damage, it has the potential to save a raid, save the user and has a decent ball breaker in life skewer.

    Bloodreaver has occultism yes, on its own though, occultism isn't very strong. It needs augmentors, ways to keep people in said occultism, battlerage does this poorly, defense on the other hand does, with slows and imprisons, witch craft also does to an extent. Auramancy augments occultism too, but to a lesser degree, it has light control, it only pulls people in, it doesn't do anything to them.

    If you get caught in the ball with bloodreaver you won't last long, as you don't have that much survivability, you have really good movement. But if you get caught, which happens to the best of players you're dead. Which means bloodreaver is in a tough spot, almost paradoxial, you want to go in, but you can't really without risk. You'd have to play a fine line between the two which is very hard and very dangerous.

    It took me awhile to decide this but I think I chose right.

    You could pull of some snazzy ♥♥♥♥ with urgency>frenzy tho i've seen it done to decent effect, but its so dangerous to do that.

  2. #12
    Senior Member
    Join Date
    Aug 2015
    Posts
    800
    Just note occultism is the best utility path in game. Plus the fact that currently it also got pushed to be be a decent dps path now.

  3. #13
    Quote Originally Posted by Fafnir1 View Post
    spellsongs burst, and its ability to quickly apply it to a large area and get out without a scratch is why it is t1. Lamentor isn't t1 because it is an entirely static class, where it is, is where its staying. It doesn't have the ability to keep up with the fight, its damage and cc is nice yes, but it won't be able use any of it without being able to set it up or apply it quickly.

    Simply put, spellsong is fast lamentor is slow.

    Being fast and able to figuratively "dance" around the main clump of people is much more useful than being able to save yourself for a few seconds but not be able to get away afterwards.
    Except mobility means nothing to a song mage in environments with mounts and gliders providing it already. You will never have insane DR mobility with songcraft/sorc/x anyways so you might as well get utility such as stealth/backdrop>fireball, or cc that can peel you long enough to get healed or your team kills the person on you to save you. You are a ranged dps class. You shouldn't be in a place you have to "dance" in the first place if your front line is holding up. Outside of lasso you should keep yourself safe by standing in the correct spot.

    Then again this is all assuming the meme glider is on cool-down in which case yay free get out of jail free card every minute which in most cases will keep you safe with good positioning as any class, and most people underestimate how viable it made a lot of classes that were previously "too slow".

    Again the ability to have passive sleep immunity in current meta is amazing with people mount diving with alarm call. The aoe bubble trap and ranged wail for zoning and saving your own back line as well as yourself is invaluable, and is rather difficult to even notice before you are stuck in it in a raid fight. Enervate is your own personal stalkers mark for making sure someone is dead to rights, and purge will never not be useful.

  4. #14
    Senior Member
    Join Date
    Nov 2016
    Posts
    267
    Quote Originally Posted by Twilightmagus View Post
    Except mobility means nothing to a song mage in environments with mounts and gliders providing it already. You will never have insane DR mobility with songcraft/sorc/x anyways so you might as well get utility such as stealth/backdrop>fireball, or cc that can peel you long enough to get healed or your team kills the person on you to save you. You are a ranged dps class. You shouldn't be in a place you have to "dance" in the first place if your front line is holding up. Outside of lasso you should keep yourself safe by standing in the correct spot.

    Then again this is all assuming the meme glider is on cool-down in which case yay free get out of jail free card every minute which in most cases will keep you safe with good positioning as any class, and most people underestimate how viable it made a lot of classes that were previously "too slow".

    Again the ability to have passive sleep immunity in current meta is amazing with people mount diving with alarm call. The aoe bubble trap and ranged wail for zoning and saving your own back line as well as yourself is invaluable, and is rather difficult to even notice before you are stuck in it in a raid fight. Enervate is your own personal stalkers mark for making sure someone is dead to rights, and purge will never not be useful.
    And once your glider is off cd, a pair of dr's will see you on the outside of the ball, and have no troubles chasing you down and killing you. They have the glider too, so it's not like some huge advantage. I will agree having the sleep immunity is awesome, but currently two things dictate the outcome of a even fight, who moves better and who controls space better. Controlling space basically just means sk's, nightcloaks, enchantrix's etc controling groups of people and moving better means staying out of the enemies raid cc. Lamentor can't simply put, it gets left behind by every other class in the fight because it has no built in mobility.

  5. #15
    Quote Originally Posted by Fafnir1 View Post
    And once your glider is off cd, a pair of dr's will see you on the outside of the ball, and have no troubles chasing you down and killing you. They have the glider too, so it's not like some huge advantage. I will agree having the sleep immunity is awesome, but currently two things dictate the outcome of a even fight, who moves better and who controls space better. Controlling space basically just means sk's, nightcloaks, enchantrix's etc controling groups of people and moving better means staying out of the enemies raid cc. Lamentor can't simply put, it gets left behind by every other class in the fight because it has no built in mobility.
    Do you not have people dedicated to sitting on your squish players to jump anything that gets near them? You should try it sometime and watch how many mindless drs try to jump in for ez kills then just get trip combo'd themselves. Not to mention you stand around the same spot as all of your healers, and your other mage pals, so anything that gets remotely close to you is going to be whipped to death and your going to be focus healed.

    Also fights never moves at the speed of light in any direction unless the enemy is literally turning tail and fleeing. You can hold w and catch up to almost anything in a raid fight or if needed pop a flaming pinion or a mount. As far as the meme glider goes, if you are getting caught out more than its on CD you are probably in the wrong spot or literally their whole raid is chain lassoing you. Who cares if the enemy has their own glider to chase you if you are in the middle of your allies, because if they do they die.

  6. #16
    Senior Member
    Join Date
    Dec 2014
    Posts
    228
    Daggerspell can't be T3, it is still one of the better 1v1 mage specs :O

  7. #17
    Senior Member
    Join Date
    Sep 2015
    Location
    Bratislava, Slovakia
    Posts
    163
    Requiem moved down from last comaparison, even thou it got some boosts in 3.5 compared to 3.0, in raid this is AoE crit hit spec combined wits some CC, not as strong as witch but still good if played rightly and raid is coordinated not zerg. As any cloth with staff it off course lack survability, but thats compensated.

    edit: survability is optional, if you are stupid enough you will run in hide under just casted cascade of wave meteors mage <3 plate DRR and its derivates
    Name: Riiu
    Occupation: Requiem
    Guild: <Bratrstvo>
    Fraction: Haranya
    Server: Retribution


    I am potato, and I am proud of it.

  8. #18
    Senior Member
    Join Date
    Nov 2016
    Posts
    267
    Quote Originally Posted by Twilightmagus View Post
    Do you not have people dedicated to sitting on your squish players to jump anything that gets near them? You should try it sometime and watch how many mindless drs try to jump in for ez kills then just get trip combo'd themselves. Not to mention you stand around the same spot as all of your healers, and your other mage pals, so anything that gets remotely close to you is going to be whipped to death and your going to be focus healed.

    Also fights never moves at the speed of light in any direction unless the enemy is literally turning tail and fleeing. You can hold w and catch up to almost anything in a raid fight or if needed pop a flaming pinion or a mount. As far as the meme glider goes, if you are getting caught out more than its on CD you are probably in the wrong spot or literally their whole raid is chain lassoing you. Who cares if the enemy has their own glider to chase you if you are in the middle of your allies, because if they do they die.
    The situation you discribe only happens when one side has a numbers advantage, assuming the fight is close to even or your side is slightly out numbered, the healers are either just outside of the ball keeping people inside and around alive, or if tanky enough inside the ball for safety from things outside, dr lasso's and stuff. And the dps that aren't mages or initators are hunting around the ball for the other dps, or healers on the outside.

    As soon as you fall back on the defensive, only protecting people and not going for kills you've lost, i've been in many of these fights, healers on the opposite side get out of combat and start rezzing, mages start tee'ing off behind the ball where your dps have left them to defend a mage with no mobility and no out for themselves. Melee's start lasso'ing out healers and mages and 1 shotting them.

    I think what you're thinking about is line fighting, where you can have protection behind the main fight, where as mageball, still the dominant form of raid pvp there is no such protection. Mobility is king in this situation because without it, you fall behind and get wrapped up by the enemy melee's.

    Most fights I have been in last much longer than 45 seconds, they can last upwards of 5 minutes or more, so as lamentor thats 6 opportunities that a dr can catch you off guard and stun/trip lock you, and you have no way out of that. You can't counter it with auramancy because you have none, all you can do is banshee's which is a long cooldown as well, and doesn't exactly save you. It just stalls the inevitable.
    Also, 45 seconds is a very long time in a fight, it only takes a melee 3 seconds to get to the other side of the ball where you are, thanks to auramancy and battlerage. The reason other mages don't run into this issue is they can teleport, mirror warp, then use the glider over and over, they can keep ahead of whats chasing them. A lamentor can't.

    Aoe sleeping also isn't prefered because you want to have the oppertunity of sleeping pushes, not a couple dr's diving you, giving them a 30 second immunity to it and free reign over the raid.

    Quote Originally Posted by Dipsy View Post
    Daggerspell can't be T3, it is still one of the better 1v1 mage specs :O
    This list is for raid vs raid, 20+ people on each side.

    Quote Originally Posted by Riiu View Post
    Requiem moved down from last comaparison, even thou it got some boosts in 3.5 compared to 3.0, in raid this is AoE crit hit spec combined wits some CC, not as strong as witch but still good if played rightly and raid is coordinated not zerg. As any cloth with staff it off course lack survability, but thats compensated.

    edit: survability is optional, if you are stupid enough you will run in hide under just casted cascade of wave meteors mage <3 plate DRR and its derivates
    Requiem suffers what many classes do on this list, very little mobility, the only time you can play classes like these is if the enemy raid does the same, otherwise they'll have an advantage over you and will have very little of a challenge pushing forward such an advantage.

  9. #19
    Senior Member
    Join Date
    Aug 2015
    Posts
    800
    Quote Originally Posted by Dipsy View Post
    Daggerspell can't be T3, it is still one of the better 1v1 mage specs :O
    This list is online for raid pvp. hiding behind other peoples back shooting around, feel good.

  10. #20
    Junior Member
    Join Date
    Apr 2017
    Posts
    5
    Requim tier 4? You don't like spellsinger dmg with extra crit rate and 15k dmg hell Spears?

+ Reply to Thread
Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts