Class selection

Discussion in 'General Archive' started by lasse922, Dec 19, 2016.

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  1. lasse922

    lasse922 Forum Greenhorn

    Can some of you gays tell me what is the best pve and Pvp class in the game (drakensang)
     
  2. MikeyMetro

    MikeyMetro Forum Overlooker

    Nope, because there is not one "best". Too many variables; not just in the way characters can be equipped but also each players preference/skill level.

    Over the years I have played all three classes as my main at one time or another. Currently using a Ranger. Oh yeah, I forgot, they added a 4th class a couple of years ago... never really got into that one ;)

    You can find a lot of threads giving very biased opinions about OP classes and balance. I would suggest ignoring those and just play them all to find what works best for you. (Or as some here do just play one class very badly and constantly complain how unfair things are :p)

    Luck be with ye,
    Mikey,
    Tegan

    p.s. If your real question is, 'what are the pros and cons of each class,' that is another subject entirely.
     
    Belei likes this.
  3. Universeea

    Universeea Advanced

    If you like playing solo and making yourself be unkillable or well rounded Dragonknight is a good choice.

    If you want to have it tough in pvp but kill monsters and bosses the fastest and ignore 2 stats making it easier to make a strong character, Steam mechs very good.

    If you want to be a glass cannon and see big damage numbers and kill very well in pve and pvp, Mage is a good class.

    If you want to play hard mode choose ranger. :p
     
    Belei likes this.
  4. chiuseer

    chiuseer Advanced

    Dragonknight is a good choice
     
  5. cdeepal

    cdeepal Forum Baron

    SM is great for PvE because they have machine guns that dish out a lot of damage very quickly and also they use very small amount of essences. If you are careful, you can pretty much use blue essences all the time. (i.e. you can find more blues than you use)

    SM is also great for PvP as they have turrets which auto-aim and you can basically run around without getting hit while your turrets do all the work.

    SW is great for PvE because they have many spells that do a lot of damage and they are the kings of DPS. With destruction spell doing 750% of your base damage and can target every creature on its path and the more creatures it hits, you can use it again and again. It is so much fun to kill crowds of creatures in just few seconds.

    SW is also great for PvP with an arsenal of stuns and good damaging spells at your disposal.

    DK is great for PvE because between MWS and Battle Frenzy you can heal forever and the more damage you do, the more heals you get.

    DK is great for PvP because they have the best armor and health and has pretty much unlimited capability of stunning the opponents. If takes an army to take down a good DK.

    Rangers are great for PvE because with a long bow, you can do pretty much unlimited precision hits to creatures.

    Rangers are great for PvP because they get some good skills later in the game. Adrenaline, Wild Pack and Explosive Arrows are great for PvP.
     
    Belei, girliex and MikeyMetro like this.
  6. kavekanis

    kavekanis Forum Apprentice

    if u want be all day waiting somegroup invite you to farm or events make a ranger or mague :)not joke..ok better option now is make a dwarf and you no need put money or have any special item.. just be a dwarf 50 level is enough :) can do a war too but need more work for have a good deff. well if you want verify this just see the local chats for do groups 10 or 15 mnts. this game is drakendwarf now. you can verify easy
     
    Last edited: Jan 2, 2017
  7. Tilwin90

    Tilwin90 Padavan

    People have mainly mentioned their reasons here. I will mention mine for choosing one class or another.

    Dragonknight - you play tank anywhere else? You will love the dragonknight. It's also the only strictly melee class in Drakensang. Compare it to say... warriors in other games. Rage system might seem odd if you are not used to it from other RPGs but you get used to it. I like them for how useful they are in any group, and how necessary they are against many end bosses. Rest assure, as a dragonknight you will be needed.

    Ranger - they are extremely versatile and have lots of interesting combinations of abilities - plus they are more tanky than the following two classes. They can combine melee with ranged (and I've seen top players do soo). They are also skill intensive - takes a while to play a ranger decently because you need very good positioning and proper skill usage (especially since their resource regenerates quite slowly... from what I could tell). Don't be fooled by the descriptions of the other classes - a properly geared ranger can also deal loads of damage, and has great AOE skills too. I would say it's the most difficult class for me and the only one I gave up trying to be good at. But I know some AMAZING rangers so I know what potential they have.

    Spellweaver - my favorite class and the only one I play at a decent level. They are quite squishy, but with a good build they can be self sufficient too for most PVE situations (except some end bosses where I still think you NEED a tank on end difficulties). They have great AOE control (debilitation) as well as damage skills, plus regenerate mana via many means, though regenerating life can sometimes be tricky unless you use potions. Yet being ranged, if you are skillful enough that shouldn't be a problem. Again, I still think they are relatively skill intensive if you want to play good (skills combos as well as good positioning in combat).

    Steam Mechanicus - both loved and hated for being high DPS dealers. I would put them at the end of the damage spectrum at this point. As mentioned before, because at this point they can ignore critical damage, it's easier to find good gear for them (though some would say even that's debatable). Their biggest advantage is that they place their turrets and can run around or still deal damage while stunned. I still think placing the turrets appropriately is skill-intensive. The disadvantage is that they have no proper tanking skills - I always find myself as a mechanicus being very squishy. Plus I always relied for healing on my potions. Plus the turrets are more predictable in PVP (though if you get hit, they deal tons of damage). So from this point of view I would say the spellweaver is more autonomous yet more skill intensive and more difficult to gear up.
     
    AlexCC likes this.
  8. AlexCC

    AlexCC Someday Author

    My small take on this one:

    DK - very funny to play with. You get to jump into the front of the mobs and in the face of the big bosses while the other guys have to stay behind, all over each other, firing shots from far behind and having to run away a lot. It's a great feeling to jump in front of a mob or a boss, stick the flag in the ground and start swinging. Playing solo is little bit more tedious than with ranged classes because you actualy need to go near the enemies to kill them. PVP is cool while playing duels and when you learn how to play. 3x3, 5x5 and 6x6 it's annoying because it's like carring a knife in a gun fight.

    Ranger - Nice to solo PVE, strong in PVP. A balanced class, and designed to be balanced. Solid, but not very emotionant to play with. And you will feel a bit useless in groups. In particular if you already had the experience of playing with another classes to serve as a comparation, if not, you'll probably won't be able to realize that. DK's have an important role: to tank. Mages have awesome skills, damage and crowd control. Singularity, destruction, frost wind, etc are really important skills to have in a group. Dwarfs have big dmg (as far as i observe, i still haven't played long as a dwarf), and are the most invited class for groups. The "problem" of rangers aren't their stats - that can be really high, balanced and awesome, but the skills used to deploy those stats. Besides that, and more importantly, the skills are really boring when compared with the ones that mages have.

    Mage - Easy to play PVE, and easy to play PVP, as long (and this is a big thing) as you don't get shot many times! HP is normally low. Really diversified, usefull and strong skills. You get to choose between different kinds of elemental dmg shots and skills, have good mana recovery, and it's a very easy class to play with in that regard. The only downside are the low defensive values. Very funny to play with, and you feel and be very usefull in groups.
    Dwarf - haven't really played with this class so far. But from what see they have big dmg. For anyone who can answer: many times people tell that dwarfs have high damage because they can ignore critical hit and critical dmg. Can't other classes do the same? What makes a dwarf that ignore those 2 stats stronger than a mage taht ignore those two stats?

    Ps: sorry for any grammar and typos, EN is not my native language.
     
    Belei likes this.
  9. Tilwin90

    Tilwin90 Padavan

    Hehe, yes and no. I would say ignoring critical hits are a mistake for all classes other than dwarf. Let me explain why.

    Dwarves ignoring critical hits
    - Dwarves take most of their damage from turrets. This is due to a couple of reasons:
    -- Turrets attack on their own, independent on what the dwarf is doing. Stunned, running, attacking himself... you name it.
    -- You can place multiple turrets on the ground at the same time (limited by steam but meh, steam regenerates quickly and you also get a discount when you disassemble a turret). 4 turrets on the ground -> ~4 times your damage output. Tesla and mechanical turret are most common here.
    -- Did I mention the dwarf can also attack in parallel with the turrets already placed down?
    - Turrets don't deliver critical hits. Plain and simple.
    -- And since the dwarf takes most of his/her damage from the turrets, there's no need to bother with it anyway.
    - Hence full focus on damage and speed. (as far as I know, turrets care about speed)

    Other classes shouldn't ignore critical hit
    - Ignoring critical hits, there are three types of bonuses that boost your damage:
    +damage : adds flat damage bonus
    +%damage: adds percentage damage bonus out of weapon damage
    +%weapon damage: adds percentage damage bonus TO the weapon damage (hence cumulative with %damage)
    In other words, say you have a 100-200 and the following bonuses: +30 damage, +10% damage and +10% weapon damage, here is how they enter in effect:
    Start from main weapon damage: 100-200
    Apply +10% weapon damage: that's 100-200 + 10% = 110-220
    Apply +10% damage: 110-220 + 10% = 121 - 242 (notice how it included the +% weapon damage)
    Apply +30 damage: 121-242 + 30 = 151 - 272
    In other words, +% weapon damage is by far the most valuable bonus, while flat damage bonus is usually the least relevant.
    - Now critical hits are even crazier. Whatever damage you do, at the very least they double it!
    -- This is because critical damage starts from +100%
    -- It means that critical damage actually amplifies all types of bonuses too (+% weapon, +%damage, +damage)
    -- In the example above, this would mean you would get a critical damage range of 302 - 544
    - But critical hits cannot happen without critical hit chance. You do that by increasing critical hit rate.
    -- Critical hit rate growth is linear so unlike armor and resistances you can add more without fearing it will have less effect (see this lovely article)
    -- Critical hit rate is capped at 80%
    - Even more, you can boost critical damage itself as well. The bonuses offered by the game in this direction are far greater and more varied than for +% damage.
    -- It may not be as effective as +% weapon damage, as it's dependent on critical hit chance, but it's still very powerful.
    - Ultimately I think Drakensang can be a mathematician's wet dream. Lots of balancing and playing with numbers involved, in order to find the best combination between damage bonuses, attack speed bonuses, critical hit chance and critical damage.

    So to summarize, dwarves don't need the critical hits because their turrets ignore them (alas, they already have virtually critical hit chance incorporated with +300% critical damage since they can place 4 turrets at once). Other classes are not as lucky so they need to invest in this important skill as well.
    Don't be influenced by this remark to actually draw the conclusion that the dwarf is the most powerful class. Turrets have their own disadvantages (such as requiring the monsters to be pinned down or being dodge-able by players who won't simply stick into a Tesla).
     
    Belei likes this.
  10. AlexCC

    AlexCC Someday Author

    Thank you for the detailed explanation!
     
    Tilwin90 and Belei like this.
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