It's a challenge to come up with the precise top five combinations of class, race, and faction. I think it looks something like this though:
1. MC Sprite Necromancer 2. MC Human Necromancer 3. MC Halfling Necromancer 4. MC Delf Necromancer 5. MC Sprite Sorcerer
The decision between Human and Sprite is very close. It may be that Human is 1 and Sprite is 2. You probably have to go through all combinations of necromancers and all MC sorcerers or deep-elf or human tribunal sorcerers before you get to the next contender, which is the MC warlocks, Crucible warlocks, and then various other non-giant warlocks. Non-casters rank lower down on the list. I would say MC giant mercenary, MC human mercenary, MC human barbarian, MC giant barbarian are next, but the mercenaries in particular require some finesse and are hardest to play well. In the hands of expert players they are very good. Hammer non-swash melee guys, Fist giant mercenary, and Harlequin giant barbarian are next.
Rogues and shamans are wildcards. Rogues rely heavily on opponent ineptness/unpreparedness to be maximally effective, but they can rack up huge kill counts from backstab alone. If you consider voodoo "solo PvP" then shamans are potent. If you don't, they're still good, but not on the level of the previously mentioned classes though, as with rogues, they can destroy less skilled opponents with ease. To a lesser extent, hellions also fall into this category. An MC human hellion is undeniably good; it is stronger overall than a rogue but cannot as reliably rack up kills against weak opposition.
So, if you strip away everything and just take the average for the class, in solo PvP I guess the top five looks like this:
1. Necromancer 2. Sorcerer 3. Warlock 4. Mercenary 5. Barbarian
In all cases MC is the best choice for faction, for obvious reasons. Race is more debatable. All of this list reflects that PvP on SK is largely a game of NPC wars and, in that department, necromancers are the undisputed kings, followed by sorcerers and then warlocks. No strategy on SK racks up kills as hard as "order all bash". The top three classes can back that up with tremendous additional firepower such as finger of death, petrification, and magma spray and, if everything goes horribly wrong, these three classes can make escapes pretty well. They have the lowest risk for reward and the best chance of landing kills. Mercenaries don't have to take big risks if they stick to ranged combat, but to have a good chance of landing kills they often have to come in and bash. Barbarians have no choice but to take big risks by going right into melee, but they have the tools to do it well.
|