Shattered Kingdoms

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 Post subject: Re: Best Race/Class combination after the new changes?
PostPosted: Tue Jan 01, 2013 12:11 am 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Necromancer (Even though Edoras seems to think they suck now, they're still OP as hell)
Deep-elf Sorc
MR barb
--------


Closely followed by: Warlocks


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 Post subject: Re: Best Race/Class combination after the new changes?
PostPosted: Tue Jan 01, 2013 12:46 am 
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Mortal

Joined: Wed Aug 10, 2011 2:00 pm
Posts: 788
Location: 'Merica
SK Character: Adalwulf, Whinston, Eberhardt
Giant MR Barbarian, with a Halberd, at least in the early levels.



Don


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 Post subject: Re: Best Race/Class combination after the new changes?
PostPosted: Tue Jan 01, 2013 7:18 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
There never has been a "best race/class combo" period, because SK, as most roleplaying games, has a variety of shoes that people want to fill. These generally fall under utility, damage, and tankiness.

After the enchant changes, the best utility classes are clearly priests and sorcs, as they have access to gate and the ever important enchanting spells. Shamans are also high on the utility totem pole on account of brewing spirit aura, and being able to heal/maledict in groups. Necros have some utility in the fear spell, but nothing else in the realm of utility in that regard.

As for physical damage, the class which can attain the highest DPS in a perfect engagement is a necro, but the tankiness of that DPS is so volatile that in a fight with well-prepared/intelligent enemies, their damage will be all but completely avoided or turned against them. The best class in terms of physical damage now is a mercenary in my opinion, given that with the right enchants just about any weapon is viable now, and on top of that, they don't sacrifice their tankiness to deal damage (Whereas barbarians have to fury and take a penalty to dodge). Mercenaries also have access to the most damaging ranged combat in the game, which is going to be huge in the days to come, IMO, as MR got a huge buff. Although barbarians get fury and saves, bless was buffed to be nearly on par with fury, so overall it seems like mercs definitely got the better deal recently.

It's worthy of noting that barbarians can also go for MR and negation, which means that they're clearly the best choice for a second-rank character in group combat.

As for spell damage, the best class is could either be warlock or shaman. Warlocks are more versatile, as they have the best ranged damage spell in the game with fireball, and the best same-room damage spell in magma. Warlocks also have access to wands. On the other hand, shaman have access to call lightning, which is the best group damage spell in all of SK. Both of these are situational, however, but a warlock is much more likely to be able to take advantage of his spell damage.

The best in terms of tankiness is a mercenary, hands down. Swashbucklers are alright IMO as well, but I can't say for certain given that I haven't seen any since the enchant changes. Barbarians take a penalty to dodge when furied now, which hurts their tankiness, and classes with charms to put in front (sorcs, necros, scouts, warlocks) all have weaknesses: Mostly dispel/petrification, although warlocks are potentially the safest out of the entire group given that they have "some way" to make their elementals harder to dispel. It's also worthy of noting that shamans can tank physical damage extremely well, provided that no MR barb is available to negate them and screw them over entirely.

Ultimately, the most versatile and powerful class is clearly a shaman, as they can heal/maledict from the back rank if the situation calls for it (And they also have access to the all powerful dispel magic), they can use call lightning to deal obscene spell damage to an enemy group if the situation allows it, they can use staves in group combat as an added layer of versatility, and they can also tank melee damage like it's going out of style. However, their weak point is that shamans cannot really land kills solo. Without support to back them up or keep their enemies pinned down, they won't be able to land any kills against skilled opponents barring a curse spell in dangerous territory.

I'd put mercenaries first in terms of the ability to land kills, tank damage, and deal damage. Shamans second in terms of taking damage, dealing damage, and having great utility. Priests, however, are close to the utility of shamans and sorcs are close to the utility of shamans and can do decent spell damage as well, except they can also cast enchant/consecrate, without which no class will ever be impressive.

TL;DR: I think mercs and shamans are the most impressive classes right now, but all the other classes have a lot of places where they shine in PvP.

The real kicker is cabals, but I'm not going to bother getting into that as that would involve discussing cabal skills.


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 Post subject: Re: Best Race/Class combination after the new changes?
PostPosted: Tue Jan 01, 2013 10:52 am 
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Mortal

Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
Just post the tldr next time


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 Post subject: Re: Best Race/Class combination after the new changes?
PostPosted: Tue Jan 01, 2013 1:18 pm 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
LOL@pat


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 Post subject: Re: Best Race/Class combination after the new changes?
PostPosted: Wed Jan 02, 2013 12:46 am 
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Mortal

Joined: Wed Aug 10, 2011 2:00 pm
Posts: 788
Location: 'Merica
SK Character: Adalwulf, Whinston, Eberhardt
Half-Elf Hellion.




Don


(That was a joke...really!)


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 Post subject: Re: Best Race/Class combination after the new changes?
PostPosted: Wed Jan 02, 2013 1:50 pm 
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Joined: Sat Sep 24, 2011 2:39 pm
Posts: 52
I think any warrior using a massive weapon with speed/acc enchants is looking pretty fierce.


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 Post subject: Re: Best Race/Class combination after the new changes?
PostPosted: Tue Jan 08, 2013 3:48 am 
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Joined: Mon Sep 08, 2003 2:46 am
Posts: 294
Ho ho ho, I just had a grand character idea.


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 Post subject: Re: Best Race/Class combination after the new changes?
PostPosted: Wed Jan 09, 2013 10:35 am 
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Mortal

Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
I recently rolled a HUMAN SMARTASS and he told me:

It's the one which allows you to have the most fun.


:P


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 Post subject: Re: Best Race/Class combination after the new changes?
PostPosted: Wed Jan 09, 2013 10:49 am 
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Joined: Fri Feb 08, 2008 6:04 pm
Posts: 1017
Alphrenor wrote:
Ho ho ho, I just had a grand character idea.


Santa?


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