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Big character evaluation thread.


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#1
Blackstork

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Ok, its been enough time to start such thread. Each of us have majority or all characters unlocked, played and saw characters as party members or played different characters.

 

So, what you think, and how you perceive and judge each character of MP ?

It could be based on your play, whatever level it is, others play - anything, that forms your image of certain character.

Please sum up how you judge/see them.

 

The Form :

Legionaire:

Katari:

Reaver:

Templar:

Archer:

Hunter:

Alchemist:

Assasin:

Keeper:

Elementalist:

Arcane Warrior:

Necromancer:


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#2
Blackstork

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Legionaire: Base tank, best guard tank, maximum guard, tough if played well and in right composition.

Katari: Swooper, Warrior that dependant on barriers, Better to be used with Keeper or Elementalist.

Reaver: Same as Katari, that was blue pill, this is red one.

Templar: Nice party buffs and some spells are very useful in very coordinated team game.

Archer: Ranged powerhouse. Simply and lethal as it is.

Hunter: Sneaky Ranger . Have pro of being sneaky but less powerhouse in damage department.

Alchemist: My favorite char, lore and gameplay wise. It have very high skill cap, and require correct position, careful but still agressive play (i know it sounds like paradox, thats the complexity), but in right composition and/or hands could do wonders, lethal melee aoe casteless ginger chick, <3

Assasin: Single target stab. Same as Alchemist, only posses less tactical / debuff stuff and no aoe.

Keeper: Vital character for squishy melees like Katari, Reaver, Alchemist, Assasin. With him they can do wonders.

Elementalist: AOE kite galore. Powerful character to say the least.

Arcane Warrior: Border OP, only character that can do almost anything and perform any role simultaneously. 

Necromancer: She is cool, and powerfu, but despite my initial hype for her, i actually turned off and did not played her at all. I prefer her the least as my team member, because she is least stuffed with party oriented stuff. Playing Alchemist and Assasin, i find other 3 classes more favored by me as my team-mates.



#3
-PenguinFetish-

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Legionaire: Best and only tank you'll need.
Katari: sucks
Reaver: buggy
Templar: sucks except against demons
Archer: draws way too much aggro for no reason. Most of them suck
Hunter: no real reason to use this over the archer
Alchemist: meh. Seems good teamwise though i havent seen many play her.
Assasin: lethal in the right hands with good gear
Keeper: barriers
Elementalist: great aoe damage and cc
Arcane Warrior: best class in the game imo. Great cc and can tank pretty well.
Necromancer: blizzard/ice armor death siphon and walking bomb is an extremely potent combo of abilities.

This is all based on perilous difficulty. All the classes are good below that.
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#4
zantetsuken_1

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Legionaire: the tank, others just pretend to be tanks

Katari: needs protection, I like how he looks

Reaver: people who play reaver tend to rush forward too much, good damage and much more squishy than they think of themselves

Templar: nice aoe damage and buffs, but needs a good team to really shine

Archer: good ranged dps, haven't seen many good archer players

Hunter:  less squishy/less damage than archer

Alchemist: high damage and utility in right hands

Assassin: crazy damage and sustenance in right hands

Keeper: life saver

Elementalist: great aoe damage and utility, really useful

Arcane Warrior: jack of all trades...and sometimes even a king

Necromancer: love her walking bomb

 

P.S. You have a typo in "Assassin" (there's a simple rule: "double ass and then in")


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#5
Exlor

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I've got each character unlocked and played them enough to get an impression. Since everyone else has already explained what the characters are all about, I'm gonna add a tier list too (applies to threatening difficulty onwards).
 
God Tier
Legionnaire (overpowered survivability), Elementalist (great AOE damage and good sustain/support),  Templar (overpowered AOE damage and good survivability)
 
Good Tier
Keeper (excellent Barrier support), Necromancer (good damage, sustain and crowd control), Arcane Warrior (unconventional mix of damage/survivability/crowd control), Alchemist (lots of versatility and access to stealth)
 
Mediocre Tier
Archer (good dps but lacking in survivability), Hunter (good damage but lacking in survivability), Assassin (good damage but lacking in survivability)
 
Awful Tier
Katari (gets massacred by archers), Reaver (archers also kill him until Rampage bug is fixed)


#6
Tang McGame

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Legionaire: Best tank in the game.  Period. 5/5

 

Katari: Squishy, high-risk-little-reward dps option.  The fact that it can generate guard does not make it a tank.  Brings a lot of CC potential to the table but there are other classes that can CC just as well and with less risk. 2/5

 

Reaver: Strong melee character.  Lethal if it gets in range, it can decimate groups quicker than anyone else.  Can be very squishy, especially against ranged enemies. 4/5

 

Templar: Mediocre tank, fine support abilities, but it's hard to quantify how much that support contributes.  And it's hard to judge if it isn't worth just bringing more DPS to the match.  Wrath/Dispel is apparently powerful, especially against demons, but it's still second tier at everything it does except buff. 3/5

 

Archer: Incredible single-target dps.  Able to drop high-priority targets quickly and has some of the better kiting tools. 4/5

 

Hunter: Has some CC, mines for AOE, and stealth to buff your opener, but not quite as strong as the archer, overall. 3/5

 

Alchemist: Fun abilities, awkward to use.  I haven't figured this character out yet. 3/5

 

Assasin: Like the Archer, a single-target machine.  Somewhat difficult to use because it's so easy to whiff on an ability like Twin Strike and lose stealth.  Strong class when it isn't being frustrating. 4/5

 

Keeper: Capable of strong DPS while also keeping your team healthy.  A very good pick for any difficulty. 5/5

 

Elementalist: MOAR SPELZ.  Cast for days.  He gets mana return on kills, CD reduction in spades, and so many different spell options it's nuts.  Loads of fun to play and highly effective against groups or single targets, depending on build. 4/5

 

Arcane Warrior: Mage tank or just really tough DPS.  His real strength, though, is Pull of the Abyss.  It bunches the groups up to maximize the efficiency of AOE spells and abilities and can end fights before they begin.  You can also choose between playing him melee or ranged on the fly. 5/5

 

Necromancer: Excellent mook-clearing ability and the second strongest mage tank with the right build.  Able to CC while still putting out some brutal DPS, and chained Walking Bombs are a thing of beauty. 4/5



#7
Lenseflare

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Legionaire: Pure Tank.

Katari: AoE Melee.

Reaver: DPS Melee.

Templar: DPS Tank.

Archer: Single target, range DPS.

Hunter: CC, range DPS.

Alchemist: CC, AoE ability damage.

Assasin: Single target, burst damage.

Keeper: Support, CC.

Elementalist: Glass cannon DPS.

Arcane Warrior: mixed.

Necromancer: CC.



#8
Apl_Juice

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In defense of the Katari: He is not a tank. Guard does not make you a tank. Stop playing him as a tank unless you are being babysat with Barriers.

 

 

Play your Katari like you do with your Reaver: Either LoS groups to force them into a cluster, or let the actual tanks go first. After that, you are free to destroy depending on the situation/party makeup:

 

Keeper: Static Cage is a Katari's best friend. It keeps enemies clustered and deals bonus damage when they are struck. It even paralyzes them when they try to leave it. If your Keeper has Cage, get in there and Whirlwind. Every target hit will receive 85% Weapon Damage from you and 50% from the Keeper, as well as detonate any Paralyzed enemies within its bounds. If the rest of your team is smart enough to get in on that, you will be detonating enemies with each swing.

 

Necro: Another of Katari's bros, via Blizzard. As Blizzard freezes, Whirlwind detonates. If the Necro has a Walking Bomb out, things will essentially chain explode.

 

Arcane Warrior: Pull of the Abyss. With Twisting Veil, all you have to do is Charge past, turn around, then drop a Mighty Blow. Charge will knock them down, triggering Coup de Grace, which makes Mighty Blow a one shot for most mooks. A few Whirlwinds cleans up the rest.

 

Templar: Can combo off of Wrath of Heaven if the Templar herself isn't already doing that.

 

Charging Bull also has use with evasion. You charge much quicker than any sprint and it ticks a mere 5 stamina. This allows you to flee Demon Commanders or close the gap on archers, or simply charge yourself out of danger or to a downed teammate. I prefer Combat roll to Block and Slash, but either works. Grappling Chain is also an option for the final slot instead of Roll/Block, but I personally am not a fan.



#9
Tang McGame

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I was judging the classes as self-contained entities, but I'm happy to hear the katari can work.

#10
Blackstork

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I was judging the classes as self-contained entities, but I'm happy to hear the katari can work.

some classes are heavilly team dependant, but that not makes them bad, cause they become sudennly really atracttive. but lets return to evaluation posts. :)



#11
JacobinRBSP

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S Tier:

Elementalist - barrier + best CC (firewall) + many good nukes + great sustain (death siphon)

Legionaire - unkillable tank due to infinite guard and great control with AOE taunt

 

A Tier:

Necromancer - great AOE control (blizzard), great sustain (death siphon + ice armor), but no barrier and less variety in nukes puts it below elementalist

Arcane Warrior - great AOE control, good nukes, great barrier sustain and great in meele

Keeper - godlike barriers, but average nukes and control and lack of sustain (death siphon) put it way below elementalist

Alchemist - great AOE dps/control but relies on enemies walking into it, good survivability with frost armor, good mobility with stealth

Archer - insane single target DPS, but lacks in control/sustain/AOE, highly gear dependent to be useful


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#12
stysiaq

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Legionaire: Legionaire: Impossible to kill, good tank

Katari: I want him not to be **** but he is

Reaver: -

Templar: played one routine

Archer: -

Hunter: played one routine

Alchemist: -

Assasin: played 2 routines

Keeper: never touching that shrew, but barriers

Elementalist: looking forward to play him

Arcane Warrior: great class, wish Katari had his sustain

 

All this is based on threatening difficulty at most, cause I'm a scrubbity scrub



#13
Hiero_Glyph

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The problem with team synergy classes is that another more self-reliant class can often do similar things and still be effective should things go wrong.  Lightning Cage on a Keeper is a great example as it weakens the Keeper just to make the Katari better.  With an 8s duration and a 32s cooldown for 65 mana, casting Lightning Cage severely handicaps the Keeper despite providing some crowd control.

 

Team synergy should mean taking the strength of a class and making it better, not strictly forcing a class to do something to make another class better.  Chilling Grasp/Blizzard + Virulence + Shatter is a great example since it does not weaken the Necromancer to achieve it.



#14
Apl_Juice

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I was judging the classes as self-contained entities, but I'm happy to hear the katari can work.

 

If he could generate Health/Guard/Barrier even half as well as the Reaver or the Arcane Warrior, he'd definitely be pretty great. No one else can detonate combos  repeatedly like he does.



#15
Blackstork

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Templar, AW crowd control "gathering" spells (pull of the Abyss and another of Templar) work very well with Alchemist, while more barriers provide surviliabilit to whole party and with it it is most devastating character with proper skills and eq, since he can spam skills or aggro mobs freeze them and then kill after short duration of frost flask is expired.

I am not that experienced with Katari, and Aclh can do on its own, just with party synergy, (which does not gimp caster character) can make arsenal of Alch become devastating, really really outclass in aoe and mobility (aoe which can more damaging and move/adjust  compared to big static aoe spells from necro / elementalist). 



#16
Lenseflare

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Pick Up Group, Tier list. 

(Threatening, Perilous)

 

 

S Tier

- Arcane Warrior

- Elementalist

 

A Tier

- Legionnaire

- Keeper

 

B Tier

- Archer

- Assassin

- Necromancer

- Templar

 

C Tier

- Hunter

- Alchemyst

- Reaver

 

D Tier

- Katari


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#17
Stinja

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My thoughts from Threatening and soloing.

 

Biower Plz OP Nerf Tier:

 

Legionnaire - the best tank period.  Potentially unkillable, but not everyone likes anti-DPS play style.

Elementalist - not squishy at all, big nukes, great CC.

Alchemist - played well is amazing, just has a higher requirement for positioning and timing than other DPS kits.

Archer - simple DPS.  Boring but effective* (excluding PUG archers). 

Arcane Warrior - best adaptability: melee, CC, ranged.  Not the best at any of those, but love the flow of swapping at will.  

Necromancer - not played, but they seem very good.  Again not squishy at all, and make great aggro pullers.

Keeper - like Lego, sort of the straight boring one in their class.  Played well a huge asset to team.

 

Useless, need moar buff Tier:

 

Katari - unlike AW, being in the middle dosent work.  Not tanky enough, not DPSy enough.  They seem to die a lot...

Hunter - another middling-didn't-work kit.

Templar - another middling-didn't-work kit* (except vs demons).

Assassin - quite effective, but between stealth, aggro and archer issues, seems harder work than other kits.

 

 

Br0ken, need fix Tier:

 

Reaver - should be in Biower plz nerf tier, but Rampage-Fail leads to unfortunate deaths far too often.

 

 

It's all kinda easy mode right now (ignoring bosses) , but some kits are just that bit trickier to do well with.  Personally i'm of the opinion that unless everyone is using one particular thing (so it's outright non-optimal to use any other choice) then that thing is not over-powered:  it's just really good.

In DAMP the "thing" that is edging to being overly good is healing:  so health-on-kill; health rings; kits which side-step healing.  It seems like other choices are slightly less optimal.  This may change as we unlock more items, and at the moment other choices are viable, so it's wait 'n see really.

 

 

The problem with team synergy classes is that another more self-reliant class can often do similar things and still be effective should things go wrong.  Lightning Cage on a Keeper is a great example as it weakens the Keeper just to make the Katari better.  With an 8s duration and a 32s cooldown for 65 mana, casting Lightning Cage severely handicaps the Keeper despite providing some crowd control.

 

 

Ideally weakening oneself should provide enough benefit to make it worthwhile.  So yes the Keeper could sit there pew-peeing and casting barrier, but a cage+katari combo should be "oh my deity(s) everything just died" moment.

 

Broadly i do agree though, i'm enjoying kits more which can operate independently of the team if needed.  Especially if you can side-step the "no-healing" thing i.e.:  Reaver, Elementalist, Arcane Warrior i all very much like.  It's not an OP lone-wolfing thing, just they allow a greater variety of options irrespective of the PUGs kits.  

Bioware need to make team synergy more attractive, because at the moment i'd rather have the adaptability.



#18
Soul Of Men

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Overall for Threatening and Perilous (Routine has no "tier list")

 

This isn't taking into account specific powerful items, just a judgment on their kit.

 

 

 

Tier 1 Mages, all of them. The only "squishy" mage is the keeper, and that's saying a lot.

 

Elementalist - AoE damage, AoE CC (Firewall), Death Syphon.

 

Keeper - Barriers

 

Arcane Warrior - AoE CC, Barrier on damage, Durable

 

Necromancer - AoE CC (Panic effects, Winters Grasp, the big one being Blizzard), Death Syphon

 

 

Tier 2

 

Legionnaire - Best tank in game.

 

Templar - AoE Buffs, good secondary(off) tank.

 

 

Tier 3

Archer - Very High DPS

 

Reaver - High AoE DPS, Moderate sustain

 

 

Tier 4 This is where classes go that are never required in a group in Threatening, and should never be used in Perilous

No specific order

 

Assassin - Very high burst DPS, no survivability.

 

Alchemist - High burst, Moderate AoE damage.

 

Hunter - Moderate DPS, no survivability, Hybrid range/melee.

 

Katari - NOT A TANK High risk AoE DPS



#19
Catastrophy

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Legionaire: Model Dwarven Tank, can still do his job with the shittiest weapons

 

Katari: Fun powers, but Leroy Jenkins potential

 

Reaver: too bugged

 

Templar: War Horn!, great kit against demons

 

Archer: all you need for your gunplay, very long recovery animation after shooting stops

 

Hunter: can't really figure out what to do with this, very long recovery animation after shooting stops

 

Alchemist: still experimenting, haven't really found the sweet spot yet

 

Assassin: frustrating when you have to chase enemies

 

Keeper: fun class, balanced passives, various viable builds, ugly face

 

Elementalist: "That was me - I did that!" And he's doing it a lot.

 

Arcane Warrior: an enormously silly idea

 

Necromancer: not quite the CC like elementalist but as survivable and fun to play


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#20
Primeyuri

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Legionaire: Boring Tank

Katari:  assassin warrior. don't stay in 1 spot long or you dead. my favorite warrior class.

Reaver: High dps but high risk

Templar: Fun tank

Archer: Far ranged high dps

Hunter: close range high dps (especially with shotgun bow a really great class)

Alchemist: Hunter with daggers

Assasin: Assassin

Keeper: Best support class

Elementalist: AOE specialist

Arcane Warrior: warrior mage

Necromancer: boring mage



#21
kjeld111

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Legionaire: Excellent tanking. Tanking is not strictly required in perilous as long as you have well geared ranged characters with adequate CC and barriers (and/or AW), but it works and is viable

Katari: Can't figure how to make this work. The charge is very powerful, but should you "miss" it, you are dead

Reaver: Didn't play much with her.

Templar: Used with some success in perilous. Key is that you shouldn't try to be a legionaire, legionaire actual "tanking" skills are leagues beyond what a templar can do. OTOH, the AOE stun and/or AOE detonate is fantastic, as is the horn of valor

Archer: Seems they have a pretty bad reputation by beeing the "newbie" class (easiest to play basic class). But with the right gear and in the right hands, they deal insane single ranged dps on the move.

Hunter: "saboteur" type builds (mines, trap, poisons ...) seem a bit impractical and underwhelming on perilous. Stealthed sniping is powerful, but you are pretty much a one trick pony. Archer seem, at this point, a bit more well rounded (though hunter "works")

Alchemist: Not many experience with them

Assasin: They can deal devastating damage, but they are, like most non tank melee classes in MP at the moment, high skill cap, high risk, not that high reward classes, when mage/ranged can be as effective and are much easier and safer to play.

Keeper: Very versatile with barriers and CC, very useful in a well coordinate group

Elementalist: Extremely good : barriers, CC, and AOE Damage

Arcane Warrior: No comment :) Jack of all trades, master of every one (!)

Necromancer : Not quite as versatile as elementalist, but an extremely good ranged caster, with great AOE damage, decent control, and insane survivability (frost armor, death siphon ... ugh)



#22
Adamforever

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Legionaire: Immortal. Really hard to die. Even at perilous. Counterstrike and walking fortress are probably two of the best skills in the game. 

Katari: Underated. Little squishy but really fun to play. Requires a little skill to play. IT'S NOT A TANK. 

Reaver: That rampage bug... Highest damage dealer. Always need to be vigilant about archers. 

Templar: Crappy and useless. Worse tank than legionnaire and it looks like Bioware really didn't think this class through. Only useful against demons. 

Archer:  Really strong and advised for beginners. Doesn't need strong equipment to deal a lot of damage. 

Hunter: Another failed experiment of Bioware. Could be so much more... 

Alchemist: Flasks are fun, but there are no other skills that would use flasks properly (grenades not so awesome). Stealth tree is much worse compare to assassin

Assasin: Good class, but really squishy. Dies a lot faster than katari. 

Keeper: True essence of SUPPORT class.

Elementalist: This class is a must for your perilous adventures. Great Aoe. Vast versability. 

Arcane Warrior: Too strong. Play it now a lot because it will be nerfed soon. 

Necromancer: Blizzard/Walking bomb combo is probably one of the best in the game. Massive high streak kill dealer. 



#23
Scorpio989

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Legionaire: Support

Katari: DPS

Reaver: DPS

Templar: Support

Archer: DPS

Hunter: DPS

Alchemist: Support

Assasin: DPS

Keeper: Support

Elementalist: Support

Arcane Warrior: DPS

Necromancer: Support

 

DPS means you are  killing priority targets, dealing damage, or detonating combos.

Support means you are debuffing enemies, buffing allies, or setting up combos.



#24
Boatzu

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Legionaire: unkillable past lvl 14~

Katari: fun, but kind of weak

Reaver: godmode until you die and lose your lifesteal

Templar: great aoe damage but trash at killing big enemies

Archer: viability is very gear dependent. good damage and poor survivability

Hunter: an archer without the best ranged ability(longshot), atleast he gets stealth.

Alchemist: more cc than assassins at the price of about half the dmg

Assasin:  gear and teamwork dependent, but best boss killer.

Keeper: good support class

Elementalist: overpowered class

Arcane Warrior: average damage but great survivability

Necromancer: good aoe damage, average survivability
 



#25
TImmyman

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hey don't forget the katari killed a wywern once!!!


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