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TIER LIST

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mekal
Posts: 208

Re: TIER LIST

Post#41 » Thu Feb 18, 2021 2:42 am

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for 6 man and 6 man only because wb play is garbage

i left out SW because they are very very spec dependent aSW could be A tier where rSW could b/c tier

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Panodil
Posts: 337

Re: TIER LIST

Post#42 » Thu Feb 18, 2021 8:46 am

Think some people missunderstand S-tier. Imo there is no S tier atm
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saupreusse
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Posts: 2386

Re: TIER LIST

Post#43 » Thu Feb 18, 2021 9:46 am

Hard to form tiers but here sre the classes that are hardest to play against in cities imo.
WP, Slayer, KOTBS, DOK, Chosen, Mara, Choppa (Bo, MSH, fire clown, zeal, rp, sorc, IB, BG, SM, Shammy, AM, WL). They usually build the core of warbands and you would always want at least a few of these. The classes in brackets are pretty much performing just as well but usually dont build the backbone of warbands. Zeal and rp are pretty much always wanted so you can cleanse more easily, but to be honest destro can cleanse most of useful order debuffs just by stacking doks.
Classes I personally dont want to see more than 1 of in my cities: engi, sw, wh, witch, chaos mage.
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M0rw47h
Posts: 898

Re: TIER LIST

Post#44 » Thu Feb 18, 2021 10:02 am

Panodil wrote: Thu Feb 18, 2021 8:46 am Think some people missunderstand S-tier. Imo there is no S tier atm
Knight is, due to unique utility.
Also is RP/Zealot. They really can't be replaced.

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Likeaboss
Posts: 230

Re: TIER LIST

Post#45 » Thu Feb 18, 2021 10:35 am

mekal wrote: Thu Feb 18, 2021 2:42 am Image

for 6 man and 6 man only because wb play is garbage

i left out SW because they are very very spec dependent aSW could be A tier where rSW could b/c tier
WE/WH A Tier and BO/SM C Tier? And Choppa/Mara B Tier Realy? Trolloloo
wargrimnir wrote: Mon Apr 05, 2021 11:50 pm Accidental solo-friendly content doesn't stay that way for very long.

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orfeask
Posts: 53

Re: TIER LIST

Post#46 » Thu Feb 18, 2021 1:44 pm

Image here is a tier list for u OP I made it special

pandrax115
Posts: 30

Re: TIER LIST

Post#47 » Fri Feb 19, 2021 3:52 pm

Great input all !

Wintersun666
Posts: 67

Re: TIER LIST

Post#48 » Fri Feb 19, 2021 3:55 pm

orfeask wrote: Thu Feb 18, 2021 1:44 pm Image here is a tier list for u OP I made it special
Order tier list for FORTS :)
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Balathan
Posts: 1

Re: TIER LIST

Post#49 » Fri Feb 19, 2021 5:07 pm

City WB Tier List

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TLDR: S tier is all you need to win City. Mix in A tiers for some utility and laugh at B and below when they message for an invite. You might not like it but its true.

Healers:
Wp/DOK: Mobile super tanks with insane group heals. In any game I've ever played healers are about 20% of players. These are the two most played classes in the game according to the Q&A... maybe someone should look into that.

Rp/zealot: A -Very solid single target healers. Reasonably balanced, no issues. Their armor and incoming healing buffs synergize well with WP/Doks. Maybe a tad boring but effective.

Shaman: B - Not the best healer but has a few things going for it. It has auto detaunt that stacks with regular detaunt, high mobility and 2 five second cooldown reducers on destro allowing it to use Fury of da green to put out surprisingly solid numbers while also insta rezzing. It is always first target but they do have tools to stay alive. But still, lacking in single target healing. Very hard to play well but it can be a great addition.

AM: D - Its just like shaman but without the mobility, auto detaunt or team synergy. A squishy low healing output healer, Funnel essence has solid healing output however its a stationary channel. AMs are usually kiting a melee train, if they stop they die. Funnel essence also does not allow you to take EoV unless you are +2 sov. The only thing they reasonably bring is insta rez but why bring someone to rez if you could just bring a mobile fortress or RP? The increased heals of just having a real healer might save the people who the AM would have been rezzing. They are always first targets so they are usually the ones being rezzed due to their lack of survivability. The need to constantly be rezzed removes all the utility they bring as they are supposed to be doing the rezzing and especially in close cities can just be a burden on their WB. In nearly every close city win or lose the AM will have the most deaths of anyone in city. It can be an ok healer in the right hands but don't bother, even if you are good enough to pull this one off the stigma of AM will not allow you into city WBs until even the Engi healers are taken. I would have made this F tier but didn't know how to add the F row...

Tanks:
Chosen/KOTBS: S - Very tanky and all their utility is toggled on. Buffing allies and debuffing enemies by their presence. Even an AFK auto following Chosen or KOTBS can bring more utility than an IB/BG.

BO: S - A tanky damage dealer with a ton of utility. It is not uncommon to see damage BOs in City who put up great numbers. They have the 5 second CD reducing skill like sword masters while being a bit tankier. Argued by some to be the best tank in the game.

SM: A - Brings great utility while being more active than the KOTBS/Chosen. Can deal high damage as a 2 handed tank and apply solid single target pressure should you want to go that route. Very solid choice and sought after for WW.

IB: B - They synergize extremely well with slayers and are often sought just to be their battle buddy. While they are extremely good at this they have very little other synergy or utility while being signifyingly harder to play correctly. A solid choice but most of the time the other tanks will be taken first.

Black Guard: A - Similar to the IB but easier to play and have a debuff to incoming critical chance which makes bringing at least one profitable.

DPS
Slayer: A - Highest sustained AoE cleave in the game while using Rampage to make it unable to be blocked or parried. EZ win
Choppa: A - Same as slayer but without Rampage. Still very good due to get to the choppa eliminating the need to even move to your target, bring them to you and all your friends.
BW: A - Very good AoE damage while being fairly easy to play. A bit easier to kill than other dps. There can be issues stacking them as they are less mobile and the Rain of Fire skill does not stack, though not often used in City. They do have a nice AoE knock back to peel themselves while applying a solid dot. They also do true damage with the combustion tactic which can be nice against the tanks.
White Lion/Squig Herder: A - infinite mobility high burst damage and solid AoE pressue. Whats not to like? They can keep putting pressure on those kiting Zealot/RP/Shaman/Am and secure a kill that might have gotten away from a Slalyer or a Choppa. Do have a tendency to leap away from their guard into the entire enemy melee train but thats a player problem not a fault of the class.
Mara: A - Very tanky AoE cleave dps. For some reason people say they are bad, I have seen them out dps Choppas in Cities. They also provide some utility with their AoE knockdown and pull. They might not be the best but are very very good dps due to their spin to win play style and monstro proc.
Magus/Engi: B - Very high AoE dps while being reasonably tanky. If they were mobile they would be S teir but being chained to their pet holds them back. Still very solid DPS that can bring a fair amount of utility to their team. Engis have a bit more stigma to them than Magus but that doesn't mean they cannot be good in the right warband
Sorc: B - Just like BW but a bit less AoE, but has a solid single target that could possibly fit into a single target group. More importantly the melee dps on destro make this look poor in comparison.
WE: C - Only used in single target groups though they do this well. A single target group means your WB will need coordination so PUGs wont want these. That being said an organized WB can make use of a good WE to spike healers
SW: C - They provide solid AoE pressure in skirmish and decent single target in assault. Skirmish lacks burst and their dps is through one dot that can be cleansed. Assault can be decent in the single target group but as mentioned above those are rare.
WH:D - Just like WE but worse in every way. This doesn't mean they cant be good, I had a good WH earlier this week that secured a lot of kills for the single target group. But they are hard to execute and lack the same strengths as WE. Not to mention the general Stigma
Last edited by Balathan on Fri Feb 19, 2021 5:27 pm, edited 1 time in total.

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Przepraszam
Posts: 98

Re: TIER LIST

Post#50 » Fri Feb 19, 2021 5:27 pm

Imo best tier list so far , except i'd put am higher ,same with sorc ( Bw and sorc mechanic puts them instantly in S tier for me)
Balathan wrote: Fri Feb 19, 2021 5:07 pm City WB Tier List

Image

TLDR: S tier is all you need to win City. Mix in A tiers for some utility and laugh at B and below when they message for an invite. You might not like it but its true.

Healers:
Wp/DOK: Mobile super tanks with insane group heals. In any game I've ever played healers are about 20% of players. These are the two most played classes in the game according to the Q&A... maybe someone should look into that.

Rp/zealot: A -Very solid single target healers. Reasonably balanced, no issues. Their armor and incoming healing buffs synergize well with WP/Doks. Maybe a tad boring but effective.

Shaman: B - Not the best healer but has a few things going for it. It has auto detaunt that stacks with regular detaunt, high mobility and 2 five second cooldown reducers on destro allowing it to use Fury of da green to put out surprisingly solid numbers while also insta rezzing. It is always first target but they do have tools to stay alive. But still, lacking in single target healing. Very hard to play well but it can be a great addition.

AM: D - Its just like shaman but without the mobility, auto detaunt or team synergy. A squishy low healing output healer, Funnel essence has solid healing output however its a stationary channel. AMs are usually kiting a melee train, if they stop they die. Funnel essence also does not allow you to take EoV unless you are +2 sov. The only thing they reasonably bring is insta rez but why bring someone to rez if you could just bring a mobile fortress or RP? The increased heals of just having a real healer might save the people who the AM would have been rezzing. They are always first targets so they are usually the ones being rezzed due to their lack of survivability. The need to constantly be rezzed removes all the utility they bring as they are supposed to be doing the rezzing and especially in close cities can just be a burden on their WB. In nearly every close city win or lose the AM will have the most deaths of anyone in city. Can be an ok healer in the right hands but don't bother even if you are good enough to pull this one off the stigma of AM will not allow you into city WBs until even the Engi healers are taken. I would have made this F tier but didn't know how to add the F row...

Tanks:
Chosen/KOTBS: S - Very tanky and all their utility is toggled on. Buffing allies and debuffing enemies by their presence. Even an AFK auto following Chosen or KOTBS can bring more utility than an IB/BG.

BO: S - A tanky damage dealer with a ton of utility. It is not uncommon to see damage BOs in City who put up great numbers. They have the 5 second CD reducing skill like sword masters while being a bit tankier. Argued by some to be the best tank in the game.
SM: A -tanky and brings great utility while being more active than the KOTBS/Chosen. Very solid choice and sought after for WW.

IB: B - They synergize extremely well with slayers and are often sought just to be their battle buddy. While they are extremely good at this they have very little other synergy or utility while being signifyingly harder to play correctly. A solid choice but most of the time the other tanks will be taken first.

Black Guard: A - Similar to the IB but easier to play and have a debuff to incoming critical chance which makes bringing at least one profitable.

DPS
Slayer: A - Highest sustained AoE cleave in the game while using Rampage to make it unable to be blocked or parried. EZ win
Choppa: A - Same as slayer but without Rampage. Still very good due to get to the choppa eliminating the need to even move to your target, bring them to you and all your friends.
BW: A - Very good AoE damage while being fairly easy to play. A bit easier to kill than other dps. There can be issues stacking them as they are less mobile and the Rain of Fire skill does not stack, though not often used in City. They do have a nice AoE knock back to peel themselves while applying a solid dot. They also do true damage with the combustion tactic which can be nice against the tanks.
White Lion/Squig Herder: A - infinite mobility high burst damage and solid AoE pressue. Whats not to like? They can keep putting pressure on those kiting Zealot/RP/Shaman/Am and secure a kill that might have gotten away from a Slalyer or a Choppa. Do have a tendency to leap away from their guard into the entire enemy melee train but thats a player problem not a fault of the class.
Mara: A - Very tanky AoE cleave dps. For some reason people say they are bad, I have seen them out dps Choppas in Cities. They also provide some utility with their AoE knockdown and pull. They might not be the best but are very very good dps due to their spin to win play style and monstro proc.
Magus/Engi: B - Very high AoE dps while being reasonably tanky. If they were mobile they would be S teir but being chained to their pet holds them back. Still very solid DPS that can bring a fair amount of utility to their team. Engis have a bit more stigma to them than Magus but that doesn't mean they cannot be good in the right warband
Sorc: B - Just like BW but a bit less AoE, but has a solid single target that could possibly fit into a single target group. More importantly the melee dps on destro make this look poor in comparison.
WE: C - Only used in single target groups though they do this well. A single target group means your WB will need coordination so PUGs wont want these. That being said an organized WB can make use of a good WE to spike healers
SW: C - They provide solid AoE pressure in skirmish and decent single target in assault. Skirmish lacks burst and their dps is through one dot that can be cleansed. Assault can be decent in the single target group but as mentioned above those are rare.
WH:D - Just like WE but worse in every way. This doesn't mean they cant be good, I had a good WH earlier this week that secured a lot of kills for the single target group. But they are hard to execute and lack the same strengths as WE. Not to mention the general Stigma
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