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Guide New Player Guide to choosing a class for end game pvp Rate Topic: -----

#1 User is offline   Doctor Thunder 

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Posted 23 February 2010 - 02:15 PM

This could also be titled "What I wish someone had told me 5 months ago when I started."


Anyway, these are just my opinions I share to serve as a guide to new players. Many will disagree, but it doesn't really matter, as I'm not trying to present any absolutes, just my opinions that new players can chose whether or not to use in their decision making.


Classes are divided here from best to worst, 1 being best, 8 being worst, but in reality there are only four classes in end game pvp: Rangers, Sorcs, SM's and Clerics. Everything else is just prey, so I would only chose one from the top four if you want to contribute anything to end game pvp groups.


1. Rangers. The ultimate end game pvp class. They have it all. Extremely high DPS, Most speed of any class, superb cc with quick cooldowns. Stealth makes them excellent rifters and Dredgion fighters as well. Ranks higher then Sorcs because silence arrow is death to sorcs, so will usually win sorc vs. ranger fights. Requires a lot of finesse with abilities like focused evasion, jump-shooting, and others but gives very high reward when used properly. Class is less common and so end game sigmas and gear are usually less expensive then other classes.


2. Sorcerer. Highest DPS of any class. More CC then any other class with quick cooldowns. Can easily one-shot other players, or keep them cc'd indefinitely. Can swoop in from above and kill enemy players before appearing on their radar. Easiest class to gain Abyss points with. Requires less finesee then Ranger, so an excellent choice for anyone interested in end game pvp.


3. Spirit Master. Fear abilities are absolutely devastating in solo or group combat. Can chain fear any enemy until dead, and can redirect enemies into guards or out of guards. Easy to level and gain AP. Extremely sought after in dredgion groups. Only ranks below Ranger and Sorc because all the eggs are in one basket with the fears, and is thwarted by high magic resistance targets, which may become more and more common as people get fenris/miragent chain sets and stack magic resist. Solid choice for end game.


4. Cleric. When correctly played and geared is nearly impossible to kill. Is the one truly necessary class for any pvp group, so is highly sought after. Can pair with Ranger or Sorc for one of the best duos in the game. Able to gain lots of AP by grouping with the right people, but also able to solo and outlast most other classes.


5. Assassin. Most abilities and cc do not work in aerial combat, which is the lion's share of end game pvp. Ranks above Templar Chanter and Gladiator because stealth makes Assassins excellent Rifters and Abyss gankers as long as target is on the ground. Best class to bring to Dredgion, and is able to get tons of AP out of Dredgion due to ability to solo a surkanas without having to clear the room.


6. Templar. Like other meele can contribute little to aerial abyss pvp because of faulty target distance calculation. (Distance is calculated at the server but the toons are rendered by the client, so meele abilities will not fire even when right next to target.) Ranks higher then Chanter and Gladiator because ability to pull targets towards him/her is extremely useful in pvp, and is a highly sought after class for dredgion and fort sieges. Very slow class to level and expensive due to high gear requirements to do job of tanking.


7. Chanter. Can do very little in the air. Heals are too weak to heal a group in pvp without a cleric, but normally called on to do so anyway. Ability to heal self gives some edge in 1v1 situations on the ground. Ranks higher then Glad because of excellent group utility through buffs and heals. Difficult class to play in group setting as player must watch situation carefully and switch between healing and DPS-ing as necessary.


8. Gladiator. Has all the drawbacks of all other meele at end game, but lacks an Assasin's stealth, a Templar's pull, or a Chanters buff/heals to make up for it. Little CC with long cooldowns, much of which does not work in the air. AOE attacks impose a self-root. Very susceptible to enemy cc. Most gear dependent of any class. AOE's require getting stuck in amongst enemy players, but class offers no mechanisms to get stuck in that function in end game. Unable to 1v1 any other class on equal footing.
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#2 User is offline   Sailormars 

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Posted 23 February 2010 - 04:39 PM

Doctor Thunder said:

1. Rangers. Class is less common and so end game sigmas and gear are usually less expensive then other classes.


I'm not going to knock you for your opinions, but this is flat out wrong. Focused Shots is the most expensive stigma on my server by a very wide margin, and Beastial Fury is the second most expensive stigma, up there with Splendor of Purification and Recovery Spell.
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#3 User is offline   Leimone 

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Posted 23 February 2010 - 05:39 PM

This is pos.
Jump shooting? Do you really think people are rifting at 50? Ya sure if you want 1ap each kill, and after 10mins get skull marked and get a bunch of ducks running after you.
My point: You can't jumpshot in air.
Next time, make some sense before you open a thread <_< .
Btw, even if I'm not a gladiator.. gladiator is the '' best '' 1vs1 class agains't any class beacuse of all the KDs and ****.
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#4 User is offline   Deryk 

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Posted 26 February 2010 - 09:16 PM

You can jumpshot in the air...ranger drops their wings, shoots an attack skill, then pops wings. wings cancel the animation but the arrow still goes. Its not really useful, but its possible.
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#5 User is offline   spumvis 

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Posted 26 February 2010 - 09:23 PM

Doctor Thunder said:

Class is less common and so end game sigmas and gear are usually less expensive then other classes.

Might change that into:
"Rangers are a very common class and FS/BF stigmas are going for 16-20+ mil each if you are lucky enough to find someone selling."

This post has been edited by spumvis: 26 February 2010 - 09:26 PM

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#6 User is offline   Meer 

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Posted 27 February 2010 - 08:19 PM

Doctor Thunder said:

3. Spirit Master. Fear abilities are absolutely devastating in solo or group combat. Can chain fear any enemy until dead, and can redirect enemies into guards or out of guards. Easy to level and gain AP. Extremely sought after in dredgion groups. Only ranks below Ranger and Sorc because all the eggs are in one basket with the fears, and is thwarted by high magic resistance targets, which may become more and more common as people get fenris/miragent chain sets and stack magic resist. Solid choice for end game.


Underlined part, common misconception and misleading. You can't chain fear someone endlessly as you imply, as the CDs will make it break. Also since this is a guide particulary aimed for PvP, you might want to include the fact fearing is completely double-edged in air, since it'll make the opposing player zoom away like a missile, too, and isn't quite viable to use there.
Yawn. Retired.

View PostProjectGalaxy, on 01 October 2010 - 07:31 PM, said:

SM Forum at 1.9: LOLOLOL Nerfed Weaken Spirit, nyerk SCALING, and nerfed spirit self destruction. PETS SUCK. "PVE SPEC" IS USELESS! IP IS T3H WINZ!!

SM Forum at 2.0: OMG GAIS! Weakened Spirit is nerfed and pet scaling sucks! We all gotta quit the class because the Koreans are doing it too!!!
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#7 User is offline   Elumine 

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Posted 17 March 2010 - 12:05 AM

SM ZOOOOM! :dance:



Anyways... you might want to add that while Rangers are "the Sorc killer" they are also incredibly fragile. They have among the lowest HP at endgame, and much less surviability than Assassins. Pretty much you kite/stun/silence/avoid getting hit.. or else you die.

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#8 User is offline   Theory 

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Posted 17 March 2010 - 06:31 AM

I dunno you can nitpick him all you want over small details that aren't 100% perfectly described, but all in all this is a good overview for new players. When you're just starting the game out, you don't need to know every minuscule detail of every ability, you just need a general description of what the class does at end-game, and this thread provides it.

Good job man.
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#9 User is offline   theGoliath 

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Posted 17 March 2010 - 09:42 AM

View PostTheory, on 17 March 2010 - 06:31 AM, said:

I dunno you can nitpick him all you want over small details that aren't 100% perfectly described, but all in all this is a good overview for new players. When you're just starting the game out, you don't need to know every minuscule detail of every ability, you just need a general description of what the class does at end-game, and this thread provides it.

Good job man.
It doesn't, at all.

He didn't mention that Ranger's damage is highly RNG based (important thing damn it) so u may end up 3shotting someone or using all arrowz to see him at 60% hp and kill u laughing.

Sorcs can kill enemy before they appear on their radar ? Since when we have an "Hide" ability ?

Sms have problems with mag res targets ? not as much as sorcs since they have http://www.aionarmor...id=115#comments . I personally play with a SM that has 1100 mag acc and can fear most mag res clerics.

Clerics, meh, could have said something more.

Assassins, are u srsly suggesting to take Sin as endgame class cuz of the ability to ninja surkanas for easy aps ? great.

Chanter's heals AREN'T WEAK at endgame (but they are before recovery spell).

Glad isn't the most gear dependent, Sin is... but that's debatable.

Unable to 1v1 any other class at equal footing... ???





Nice try, but this guide is bad.
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#10 User is offline   Elliott 

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Posted 29 March 2010 - 02:20 PM

View PostDoctor Thunder, on 23 February 2010 - 02:15 PM, said:

This could also be titled "What I wish someone had told me 5 months ago when I started."



Anyway, these are just my opinions I share to serve as a guide to new players. Many will disagree, but it doesn't really matter, as I'm not trying to present any absolutes, just my opinions that new players can chose whether or not to use in their decision making.



Classes are divided here from best to worst, 1 being best, 8 being worst, but in reality there are only four classes in end game pvp: Rangers, Sorcs, SM's and Clerics. Everything else is just prey, so I would only chose one from the top four if you want to contribute anything to end game pvp groups.



1. Rangers. The ultimate end game pvp class. They have it all. Extremely high DPS, Most speed of any class, superb cc with quick cooldowns. Stealth makes them excellent rifters and Dredgion fighters as well. Ranks higher then Sorcs because silence arrow is death to sorcs, so will usually win sorc vs. ranger fights. Requires a lot of finesse with abilities like focused evasion, jump-shooting, and others but gives very high reward when used properly. Class is less common and so end game sigmas and gear are usually less expensive then other classes.



2. Sorcerer. Highest DPS of any class. More CC then any other class with quick cooldowns. Can easily one-shot other players, or keep them cc'd indefinitely. Can swoop in from above and kill enemy players before appearing on their radar. Easiest class to gain Abyss points with. Requires less finesee then Ranger, so an excellent choice for anyone interested in end game pvp.



3. Spirit Master. Fear abilities are absolutely devastating in solo or group combat. Can chain fear any enemy until dead, and can redirect enemies into guards or out of guards. Easy to level and gain AP. Extremely sought after in dredgion groups. Only ranks below Ranger and Sorc because all the eggs are in one basket with the fears, and is thwarted by high magic resistance targets, which may become more and more common as people get fenris/miragent chain sets and stack magic resist. Solid choice for end game.



4. Cleric. When correctly played and geared is nearly impossible to kill. Is the one truly necessary class for any pvp group, so is highly sought after. Can pair with Ranger or Sorc for one of the best duos in the game. Able to gain lots of AP by grouping with the right people, but also able to solo and outlast most other classes.



5. Assassin. Most abilities and cc do not work in aerial combat, which is the lion's share of end game pvp. Ranks above Templar Chanter and Gladiator because stealth makes Assassins excellent Rifters and Abyss gankers as long as target is on the ground. Best class to bring to Dredgion, and is able to get tons of AP out of Dredgion due to ability to solo a surkanas without having to clear the room.



6. Templar. Like other meele can contribute little to aerial abyss pvp because of faulty target distance calculation. (Distance is calculated at the server but the toons are rendered by the client, so meele abilities will not fire even when right next to target.) Ranks higher then Chanter and Gladiator because ability to pull targets towards him/her is extremely useful in pvp, and is a highly sought after class for dredgion and fort sieges. Very slow class to level and expensive due to high gear requirements to do job of tanking.



7. Chanter. Can do very little in the air. Heals are too weak to heal a group in pvp without a cleric, but normally called on to do so anyway. Ability to heal self gives some edge in 1v1 situations on the ground. Ranks higher then Glad because of excellent group utility through buffs and heals. Difficult class to play in group setting as player must watch situation carefully and switch between healing and DPS-ing as necessary.



8. Gladiator. Has all the drawbacks of all other meele at end game, but lacks an Assasin's stealth, a Templar's pull, or a Chanters buff/heals to make up for it. Little CC with long cooldowns, much of which does not work in the air. AOE attacks impose a self-root. Very susceptible to enemy cc. Most gear dependent of any class. AOE's require getting stuck in amongst enemy players, but class offers no mechanisms to get stuck in that function in end game. Unable to 1v1 any other class on equal footing.

Rangers have superb CC on short cd's? Traps / shackle which usually break fast on damage oh and sleep on a 3 min cd :X And GL getting silence off on anyone that stacks decent MR, unlike sin's and sorc's that class has no increase MAcc skills.
Sin's do far better in dregion from my experience, Oath of accuracy lets them take down clerics with no problems, they tear through sm's and sorc's which are usually the groups biggest problems and they absolutely burn through surkanas.
At the time you wrote this 1.9 is a good 2-3 months away and so this statement is just awful... is endgame level 25 for you or what? Focused Shots has been consistently the highest priced stigma on most servers since the game came out, and bestial fury is also bloody expensive. The only stigmas that rarely overtake it are vaziels wisdom and recovery spell.

Oh and btw well geared gladiators absolutely rape in group PvP at endgame so how they ended up at number 8 bemuses me...

I stopped reading after the crap about sorc's DPS, please don't be telling newbies that sorc's have the highest DPS endgame, we will just get more QQ later on

All that I have written has come from the opinion of a ranger so its not like i'm here because my class wasn't rated highly, I just really dislike broken guides.

View PostDeliq, on 10 May 2011 - 01:38 PM, said:

Yeah stormwing has better crit (useful for glad, not so crucial for ranger)
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#11 User is offline   Marvin 

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Posted 30 March 2010 - 05:11 AM

View PostDoctor Thunder, on 23 February 2010 - 02:15 PM, said:


8. Gladiator. Has all the drawbacks of all other meele at end game, but lacks an Assasin's stealth, a Templar's pull, or a Chanters buff/heals to make up for it. Little CC with long cooldowns, much of which does not work in the air. AOE attacks impose a self-root. Very susceptible to enemy cc. Most gear dependent of any class. AOE's require getting stuck in amongst enemy players, but class offers no mechanisms to get stuck in that function in end game. Unable to 1v1 any other class on equal footing.


Is this a joke ? Gladiators at end game with end game gear are monsters ...
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#12 User is offline   Elliott 

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Posted 31 March 2010 - 12:16 PM

View PostMarvin, on 30 March 2010 - 05:11 AM, said:

Is this a joke ? Gladiators at end game with end game gear are monsters ...


I was praying that this guide was made during open beta seeing as back then endgame was level 25

But no... posted in February >.>

View PostDeliq, on 10 May 2011 - 01:38 PM, said:

Yeah stormwing has better crit (useful for glad, not so crucial for ranger)
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#13 User is offline   bolovan0 

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Posted 04 May 2010 - 06:40 AM

great...another "expert" with an guide...you show us that you have alot of experience in pvp and you know all the classes. :D :D :D
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#14 User is offline   dawn4000 

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Posted 04 May 2010 - 09:41 AM

SM is the worst PVP char!
simple reasons...
you are first target, drop ina sec from enemy focus... thus no pvp at all for you
also why SMs suck is fear in Air... fear the target -> target out of range
and finally slow ticking dots-> if u cant finish ur target fast u wont finish him at all
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#15 User is offline   D-KOI 

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Posted 07 May 2010 - 10:46 AM

Quote

7. Chanter. Can do very little in the air. Heals are too weak to heal a group in pvp without a cleric, but normally called on to do so anyway. Ability to heal self gives some edge in 1v1 situations on the ground. Ranks higher then Glad because of excellent group utility through buffs and heals. Difficult class to play in group setting as player must watch situation carefully and switch between healing and DPS-ing as necessary.


Rofl... Try fighting a good geared Chanter, you'll get scared ( I can take templars and glads on my ranger, but have serious trouble with chanters, HoT's heal for 771, can't out dps that soon enough.
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#16 User is offline   KushiLight 

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Posted 14 August 2012 - 12:52 PM

Meh, I really don't like this guide.
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