Wednesday, October 21, 2009

I Choo-Choo-Choose You! Picking a Class (Part 2 - The Contenders)

What is up, dogs! Here are some continued thoughts on the viability of each class attempting the hardcore 80. This list is arranged from what I would think would be the hardest to hit hardcore 80 with, up to the easiest, as well as the class I decided to play.

6. Shaman


Hybrid-tastic. Totems and self-heal spells make the shaman very survivable in combat. The Shaman has several panic buttons, including slowing totems, summoning spells and, of course, FRAWSTSHAWK. Mail armor allows the shammy to take a few hits, but the lack of falling defense and DC resistance means that the shammy is a frequent victim of death by randomness. Elemental spells and earthbind totems are good panic buttons, but they delay rather than eliminate the threat.

If you can get your shaman to a middle/high level, Earth Shield is an excellent insurance policy, but getting to that level will be the trick.


5. Druid


Sum durids is bare, tehm whos bare durids, can B 4 tank, Seel is can fite, but is kind week, durid has can run fast form is TRAVEL FORM! The druid can do it all, but is limited by leather armor. Druids have several non-profession based panic buttons - cyclone and travel form is aces, but the druid has to get to a high level to get both of them. At lower levels, Nature's Grasp/Roots offers escapability, as well as simply just shifting to bear and doing some S-key tanking.

If you have a reliable connection, the druid is a great choice, even offering falling defense when flying form is available. The random DC weakness is still a problem, but a shapeshifted druid can take a few roundhouses before dropping.


4. Rogue


No falling defense. Minimal magic defense. Zero DC defense. So why is the rogue ranked this high? Primarily because he has a multitude of get-out-of-trouble free cards. Between vanish and sprint for bad pulls, and stealth and distract for controlled pulls, the rogue is fantastic at stand-up combat. Add in Sap and stunlock maneuvers for pulls that are sllightly above level, as well as kick and various stuns for caster mobs, and the rogue is a great combat weapon.

If your connection is 100% stable and you don't hang out on cliffs that are over 75 yards high, the rogue is a good choice for combat tricks and escapability.

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