Torn between classes

Malianna

Dalayan Beginner
hey guys,

I'm a newer person to SoD. with that said, im having a hard time fiding the right class to play.
for starters, i plan on going to end game. from lvl 1-65, im hoping that i can find a class that:
-can solo
-get groups when i feel like it
-melee preferance mostly :/
 
Bard i'd say. You can kite efficiently, whilst being able to melee decently and get groups too. Keep in mind that duoing here is allowed and you'll probably want to level another character up with the first for convenience even if it's a buff bot.
Outside of melee mages can solo decently with pet, and group well, and necromancers are the king of soloing but not so much 'looked for' in a group. that being said necros obviously add great dps to groups so its up to what you feel comfortable playing.
 
Outside of melee mages can solo decently with pet

and necromancers.... not so much 'looked for' in a group.


Neither of these are true. Mage pets, especially early on are terrible tanks, and at 63, the "tankiest" (highest hp/ac) of these pets is actually the worst. I could go into why this is false, but I don't feel like writing several paragraphs on it, especially when its been outlined in many other threads before. Most of the other classes are better at soloing.

Necromancers also are highly looked for in a group, both because of their forevermana, their equal to or better than burst dps to every other caster class, their group wipe recovery, their crowd control ability, and the fact that once 65 with relics (and later with archaic), many of the spells they will be using will have a -125 or greater (up to -200) resist check. For comparison the most other classes get in non-lure form is around -50ish, with the mage and wizard archaics both sitting in the 20's.


As for the original question, bard you'll get in more groups. Rangers fit the bill, and can get groups, but there really is no substitute for bards for grouping utility, nothing really comes close.
 
yeah I play a ranger, and can get in most groups that need DPS easily. Soloing is also pretty easy at 65 but its a lot more work and your choices are limited unless you aren't lazy.
That said, I love having a bard in the group. Like 99% of the time I want a bard in my group, 2 bards is cool too. Duo a bard/druid, it rocks.
 
Necromancers also are highly looked for in a group, both because of their forevermana, their equal to or better than burst dps to every other caster class, their group wipe recovery, their crowd control ability, and the fact that once 65 with relics (and later with archaic), many of the spells they will be using will have a -125 or greater (up to -200) resist check. For comparison the most other classes get in non-lure form is around -50ish, with the mage and wizard archaics both sitting in the 20's.

This is only partially true, you know, Aisling.

1) Necro desirability is proportional to the TTK of the target mobs.
2) No one remembers necros have cc and quite a few other tricks, though they do remember fd + rez.
3) Necros aren't "good dps" in the server euphemism for melee dps. Really, there are a lot of silly twats on this server. Though this is a server bias effecting all int casters.
 
Yeah bards are whats up, no shit. Playing one well and not boxed wasn't even hard to get a group working up from lower levels. You can kite very efficiently too and since you don't use any mana ever, death effects? fuck em you doesn't afraid of them. Your melee dps is pretty meh in contrast to the other melee classes but eventually you end up doing enough. Really its such a welcoming semi melee class and I liked how at lower levels gear wasnt going to make or break you.

If you dig the option of running circles for a while, always being wanted for everything, and can push buttons(dots+dds on mobs, plus 2 group songs) its a really awesome class. The only thing that has come close for me is playing a cleric.
 
This is only partially true, you know, Aisling.

1) Necro desirability is proportional to the TTK of the target mobs.
Yes, and no. Necro's are just as desirable to more desirable the higher you go. Not less.

2) No one remembers necros have cc and quite a few other tricks, though they do remember fd + rez.

Pretty sure everyone remembers those actually. Yes, they have other tricks besides (including the ability to heal themselves while doing damage). Yes on a group to group basis many of them probably have very little effect, except of course for the ones I mentioned, which is why I mentioned them.

I'm also curious how you come to the assumption that no one remembers some extremely well known, and some defining, abilities of the class.

3) Necros aren't "good dps" in the server euphemism for melee dps. Really, there are a lot of silly twats on this server. Though this is a server bias effecting all int casters.

Dps is dps. Necro's do equal to more of it, with less sitting on their ass (provided said target has a reasonable amount of hp, which in most areas that are desirable for xp, they do). Being an intcaster, and having played all of them, I am intimately familiar with the amount of time one will spend sitting on their ass on each. On a necro, this time is less because they regen quite a bit faster.
 
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Yes, and no. Necro's are just as desirable to more desirable the higher you go. Not less.
Yes, necro desirability in a group is dependent on the mob ttk with the criteria being necro time to stable dps vis-a-vis mana regen. If the mobs are killed trivially, the server preference, the necro is basically leeching and undesirable. I agree that there is a lot of content where necromancer's abilities are amazing.

I'm also curious how you come to the assumption that no one remembers some extremely well known, and some defining, abilities of the class.
Because when I group outside my guild, this is often conveyed to me. It is not an assumption and yes I'm usually a bit non-plussed.

Dps is dps. Necro's do equal to more of it, with less sitting on their ass (provided said target has a reasonable amount of hp, which in most areas that are desirable for xp, they do). Being an intcaster, and having played all of them, I am intimately familiar with the amount of time one will spend sitting on their ass on each. On a necro, this time is less because they regen quite a bit faster.

I don't see where we are disagreeing, I'm making the point that necro desirability in practice is conditional on mob health and server perception. I'll grant you that my statement was too wholesale and open the interpretation that I have a negative view of your statement, which is not the case. "partially" should be replaced with "mostly".
 
Well i've never played a necro or mage so i just made some assumptions there based on what i've seen. I definatly notice im hardly ever in pick up groups with necros, and much more often a wiz or mage.
 
If you are willing to box, it will open up your options a lot.

While bards can melee, they are not a typical melee class and I don't know that will make you happy. Any melee a bard does is just a little extra dps. Their focus is their songs.

Other melee that can solo:
Beastlord - but it is not easy nor effecient.
Paladin in the later game. Not fast but fairly safe.
Monk, but much more efficient with a healer.
Ranger can rock with kiting + range attack. Moreso the higher you go.

But again, I really recommend that you just box two players. A healer and a melee that can tank a little (not a rogue).
 
I didnt like the bard,to be honest..running around in ovals wasnt my idea of fun.

i might try a ranger,but do i have to go into fletching?

ill also try paladin/SK..hehe

thanks for the advice guys :p
 
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