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Outcasts for sure. Leveling up to 50 mostly solo. Gotta love unarmed fury.
It's all about the sentinel.
...unless the "Working as intended" in the patch notes means nerfed back to mortality.
I Honestly cant say i like any of the classes as of the moment. All of them are pretty much the typical classes you ee in any other game, cept for hte pango which looks very unique. Just Waitingh on the new classes atm.
What a great thread to read! My favourite class so far is definitely the Tamer Pangolan - I chose him over Shaman because he seemed like the more support-oriented one (though the Shaman is still very cool in his voodoo jungle dark magic way, and I want to level him up later as well!).
I love the stronger-but-slower type of healing the Tamer provides when contrasted with the Sentinel Devotress, and he seems to have a such great spread of utility abilities and relatively decent crowd control. The flavour of their skills are great, they have unique contributions to the group in their totems and sleep/calm spells, and they're really fun to play. I see Pangolans as being one of the more strategic classes, which I love, because they have a lot of location-specific skills. The totems are obvious in being centred around a particular spot, and the big group heal/shield skill requires the pango to be mindful of being in the centre of the group. The sleep spell and calm effect seems like they can be very handy when applied to the right areas, although to be honest things die so quickly that calm really isn't that important yet. The pets as well could be strategically placed on certain targets, though at the moment of course they are just bonus damage dealers/distractions/tanks. I like to think the strategic theme fits their jungle use-the-terrain background and concept of shooting darts from a distance while keeping mobile on the battlefield quite well.
On the flip side, I'm a bit concerned about the direction the pets will go, mainly because I'm worried they're going to be pimped into hunter-type pets in the World of Warcraft tradition while sacrificing support, and I really think that will be too strong. In my opinion, the Tamer pets are already too offensive. I'm actually quite worried about how Tamers will fare in PvP, because the pets' combined health total is 430 for me at level 44, they do 10 damage combined (6 fire, 2 mental, 2 normal) a hit, cast skill block (!) with a very high frequency, cast some kind of aoe, and one of them can heal the others (slightly). When you factor in the active skills of my pango on top of that, I'm pretty sure they're going to be a bloody annoying class to come up against unprepared.
I agree the pets walk too slowly when keeping up with warriors, but I'd suggest their function be changed to be more like mobile totems that 'latch' onto either a hostile target or a friendly party member and provide some continuous effect that takes the pressure off the pango in their role. For example, the fire demon could stay much the same but perhaps lose the skill block and just be a damage dealer against a single target, the forest friend could latch onto a hostile and cast random debuffs like decreasing resistances, increasing miss chance, reducing damage output and so on, and the guardian friend could latch on to a friendly unit and reduce incoming damage or increase incoming heals or whatnot. Or maybe the fire demon could be a debuffer and the other two friendly support, or whatever works. That way the Pango's direct attack spells could be slightly improved if they are lacking, rather than just upping the pet auto-attacks which doesn't give any more control of a situation to the player. Having said that, a way to direct certain pets to certain targets would be fantastic as well, although keeping the auto target like they are now would definitely be a good thing. While I don't have as much experience with it, the shaman snake pet seems incredibly weak when compared to the Tamer pets - given it only does minor poison I'm not sure why it can't be a permanent pet itself.
I'm also of the opinion that with the strongest heals, at least one pet and totems available to distract enemies, and some pretty nifty crowd control that Pangos probably should be the most fragile of the classes, not Devotresses. They don't need to engage in melee and have great get-out-of-a-bad-situation skills, so I have no idea why Devotress have less health than the Pangos. I'd also like to see some of the equipment upgrades shift from upgrading melee damage to ranged damage, because that seems to be their thing.
I suspect this opinion is quite outside the mainstream view that Tamer pets need more love, and maybe that could make more players enjoy the class rather than focusing on the support side that I like, but that's my view! Overall I love my Pango, and look forward to seeing what his 40+ skills do when the skill bar bug is fixed. :)
I've also really had fun with my Spellbinder Illusionist, although I think she needs improved minion function so the imp actually does something scary for the short time it's out. Her crowd control is phenomenal though, and I'm loving the skill animations and flavours. Oh, I definitely think its a long-term problem that 'fear' is a self-buff rather than an enemy debuff though - its crazy good having maxed raven nightmare and knowing no mob can touch you for 9 seconds out of every 10!
My Favourite is my Illusionist Necromancer. I picked her because I wanted a class that was big on AOEs, but also had healing capabilities. I'm lvl 36 right now and very disappointed Consume Soul and Greater Weaken don't work properly. Otherwise, I think I learned to use her crowd control a bit late. I undervalued her crow/fear attack and put all my points into the AOEs. If I had have utilised this skill earlier on I might have started doing Missing Soldiers earlier, too, rather than wait for these failed health skills.
I LOVE seeing her Minion Wave jump from critter to critter! This has got to be one of the best attack skill animations I've seen in a long time! Though I don't want to ruin the novelty of it, I'd love to see some weapons be upgraded to have a chance of jumping across one or more foes like this!
I agree with what people say about the Necro needing more love. Before I started I had this crazy idea that the minions were specific to the necro and not the spellbinder, but I later found out that's not the case. I think the Necro has a lot more room to be more of a necrophile in her magic than the spellbinder. Even the health drain skills seem more akin to this sub-class than the spellbinder. Confusing.
I wonder if the devs will ever add another column of skills to every sub-class to add another set of unique sub-class skills??
Facesofmu: I LOVE seeing her Minion Wave jump from critter to critter! This has got to be one of the best attack skill animations I've seen in a long time! Though I don't want to ruin the novelty of it, I'd love to see some weapons be upgraded to have a chance of jumping across one or more foes like this!
Actually, the pango has a staff that has a chance to do a chain lightning that jumps like that. I've only ever seen it go off once though, and that was versus a vase.
Ive started to like devo a bit now, mmm early heals and ok dmg xD