I know there are a billion posts like this, but if anyone has the time I'd love some help as I step back into the game.
So, on Orders side I have several classes that look interesting, but i thought maybe the best way to put it was to say the playstyle im looking for. So I enjoy skirmishes more than anything, but do enjoy some ORvR. I've always preferred single target burst to large aoe (though from what I'm seeing aoe is the name of the game largely). On live, I played a 2h axe slayer that focused in on single target burst but only got to around lvl 35. Would something like slayer/wl be best in these skirmish/ burst down key target type of fights? Do the ranged classes like engi/SW built to be more bursty do a better job? Any recommendations?
cant choose class
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Re: cant choose class
Witch Hunter

<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
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- Fallenkezef
- Posts: 1492
Re: cant choose class
WL is no longer fotm so may not be a food idea.
My advice is stick with your Slayer. I ran mine 2h and I found it really worked after 40/41 and a full merc set.
If I did it again I'd level Slayer to 40/41 on a RoA build then switch to giant slayer. You really need the 4 tactics and full spec points for the build to work but then it does really shine.
My advice is stick with your Slayer. I ran mine 2h and I found it really worked after 40/41 and a full merc set.
If I did it again I'd level Slayer to 40/41 on a RoA build then switch to giant slayer. You really need the 4 tactics and full spec points for the build to work but then it does really shine.
Alea iacta est
Re: cant choose class
Orders lack quite impactfull tanks and healers. Ib and sm are quite potent dps wise nothing like real dps classes but good enough
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- Fallenkezef
- Posts: 1492
Re: cant choose class
Dps in ror is pretty fluid, specialy in rvr. Tank 2h could be a good idea for op, good utility on those classesNameless wrote:Orders lack quite impactfull tanks and healers. Ib and sm are quite potent dps wise nothing like real dps classes but good enough
Alea iacta est
Re: cant choose class
I'm kinda in the same spot as the OP. I leveld a slayer, choppa (yes they are the same
), wl and marauder to 40/RR ~45 and always lost interest since I'm not playing with a group. I like to pug or just que random scenarios. It was a pain sometimes ^^
I came back 1 week ago and atm im trying a Kotbs. What can I say? I'm having fun! Ofcourse I'm not topping the dmg or can burst down a target, but I'm helping way more and wont die to everything.

I came back 1 week ago and atm im trying a Kotbs. What can I say? I'm having fun! Ofcourse I'm not topping the dmg or can burst down a target, but I'm helping way more and wont die to everything.
Re: cant choose class
Dwanex-
If i were u i would try w a SM, they imo look better as a 2h, and idk here but, live they were beastly. I lvling a kotbs as SnB, they seem to impact more by being a true tank in scs, plus its funny as heck to be in magus purple goop and all i see is disrupt,disrupt, disrupt while hold the line and helping teamates out behind me.
Plus SM imo looks way better with 2h then thier SnB, thier shields way too huge for them and look real flimsy
If i were u i would try w a SM, they imo look better as a 2h, and idk here but, live they were beastly. I lvling a kotbs as SnB, they seem to impact more by being a true tank in scs, plus its funny as heck to be in magus purple goop and all i see is disrupt,disrupt, disrupt while hold the line and helping teamates out behind me.
Plus SM imo looks way better with 2h then thier SnB, thier shields way too huge for them and look real flimsy
Fenaal- SM 40/84
Fanaal- CH 40/7x
Fanaal- CH 40/7x
Re: cant choose class
If healing isnt your thing, then Id recommend a tank as your first character. Not only are they are easy to learn, but they are powerful to play and critical to keeping the group alive. While SM has slightly more dps, it lacks a lot CC and group synergy. You dont want to level a SM for 5 years only for these weaknesses to kill the class for you (like it did for me). So Id recommend either a Knight here. If you enjoy running around as an unkillable rock, then IBs might also be your thing.HolySpartan wrote:I know there are a billion posts like this, but if anyone has the time I'd love some help as I step back into the game.
So, on Orders side I have several classes that look interesting, but i thought maybe the best way to put it was to say the playstyle im looking for. So I enjoy skirmishes more than anything, but do enjoy some ORvR. I've always preferred single target burst to large aoe (though from what I'm seeing aoe is the name of the game largely). On live, I played a 2h axe slayer that focused in on single target burst but only got to around lvl 35. Would something like slayer/wl be best in these skirmish/ burst down key target type of fights? Do the ranged classes like engi/SW built to be more bursty do a better job? Any recommendations?
Just dont expect to kill much in T4 as a tank. Their purpose is keeping the group alive and assisting the dps train and healers to do it.

80+ WP/Dok/RP/Zealot 60+ AM/Shaman/Knight/Chosen/SM/BO/BW/Sorc 40+WL/Eng. SW deleted
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Re: cant choose class
I was in your shoes not too long ago, and I'm still figuring out my likes of the game, so I will try to help offer some perspective. I am coming from a position of primarily playing Destro, so I will only be able to comment on how I perceive certain Order classes to be combined with various things I've read.
If what you're looking for is to work primarily on your own or with a small group, and you want some serious single target burst, then you may want to consider a Witch Hunter. It takes a certain amount of skill to pull them off in a group setting, but hunting solo in the lakes is their specialty. They have tools to combat virtually any career, they have stealth as an element of surprise, and their kit is focused around doing a lot of damage in a small time frame. They have defenses, but they tend to revolve around cooldowns so the longer a fight extends the more the fight turns against them.
Or, you could consider a White Lion. Their solo potential may have taken a bit of a hit recently, but they are still a highly mobile class with upfront burst damage. Pounce, Fetch, and Charge all allow you to either engage or disengage an enemy with relative ease. Between the player and the pet, the damage can be intense--however, the class is an AP hog so, like the Witch Hunter, you will find yourself struggling once the fight goes beyond a certain time frame. The Huntsman/Axeman spec still works well in groups, as I understand, so you won't have to worry quite as much about needing to go above and beyond to earn a spot the way a Witch Hunter may.
However, both of those classes can hit a bit of a wall when it comes to ORvR. Since both classes tend to excel at focusing down one target, environments that present many targets can leave them struggling. You may be able to find some success picking at the flanks, maybe slipping in through the postern of a keep and doing hit-and-runs on the wall. But the larger, meatier body of the fight will, in most cases, be a dangerous spot for you at best. Lots of AoE flying around (which you have little-to-none of), DoTs galore (so stealth won't be practical), lots of bodies in close proximity (so pouncing to the back line may be a bit like leaping into an active volcano).
Slayers can function in a small group and they can function in ORvR. Their solo capability is not as strong, but I have seen people pull it off. You have solid AoE capability (necessary for ORvR) and single target capability (good for skirmishes), though you may not be able to have both at the same time. Slayers can be quite fragile due to their mechanic, however, so unlike a WL or a WH you will find that a lot of your success hinges on the group you're in. If you know some tanks and healers that love your little bearded damage machine, great! If you don't, then life won't be quite as pleasant. Slayers also aren't as oriented towards high burst so much as high sustain, keeping consistent pressure on targets with the ability to stay in the fight for much longer than a Witch Hunter or White Lion (with proper support).
SW and Engineers I don't have much knowledge of, sadly. If they function similar to a Magus and Squig Herder, then burst damage isn't entirely their thing either. They do consistent damage at range, which opens up options for you in regards to ORvR. You can defend a keep by raining bullets, you can attack a keep from relative safety, you can fight in an open field battle, and you may even be able to pull off some smaller group success (not sure on this one). Ranged play, in my experience, tends to be much easier to find success with than melee play if you don't have consistent support.
If you're just trying out the game and learning how everything works, or coming back and refreshing your memory, I would recommend picking up a tank class at some point. In addition to being a necessary core to any group, and being able to function at pretty much any level of RvR, it will teach you a lot about the game. By guarding melee players, you'll get to see first-hand what good melee dps players do and you can carry that into your own melee dps play. You'll learn how to keep awareness of the battle as a whole, develop positioning skills, you'll learn how to /assist onto a friendly's target, and generally nurture a foundation of good game sense. On the Destro side, I have played a Black Orc and a Blackguard. Both have been fun, but the Blackguard is what I've had the most fun with. If Ironbreakers are similar, I'd suggest anyone give it a try to see how they like it. It does require a lot of keybindings, but the depth of play is a lot of fun.
In the end, only you can decide whether or not something is fun for you. You may have to level a few different classes to various levels before you're truly satisfied with a decision. But each character you play adds to your game sense, so by the time you do settle on what you want you'll be ready. Hopefully, though, getting a rough summary of what each career is and does will help you narrow down your choices.
If what you're looking for is to work primarily on your own or with a small group, and you want some serious single target burst, then you may want to consider a Witch Hunter. It takes a certain amount of skill to pull them off in a group setting, but hunting solo in the lakes is their specialty. They have tools to combat virtually any career, they have stealth as an element of surprise, and their kit is focused around doing a lot of damage in a small time frame. They have defenses, but they tend to revolve around cooldowns so the longer a fight extends the more the fight turns against them.
Or, you could consider a White Lion. Their solo potential may have taken a bit of a hit recently, but they are still a highly mobile class with upfront burst damage. Pounce, Fetch, and Charge all allow you to either engage or disengage an enemy with relative ease. Between the player and the pet, the damage can be intense--however, the class is an AP hog so, like the Witch Hunter, you will find yourself struggling once the fight goes beyond a certain time frame. The Huntsman/Axeman spec still works well in groups, as I understand, so you won't have to worry quite as much about needing to go above and beyond to earn a spot the way a Witch Hunter may.
However, both of those classes can hit a bit of a wall when it comes to ORvR. Since both classes tend to excel at focusing down one target, environments that present many targets can leave them struggling. You may be able to find some success picking at the flanks, maybe slipping in through the postern of a keep and doing hit-and-runs on the wall. But the larger, meatier body of the fight will, in most cases, be a dangerous spot for you at best. Lots of AoE flying around (which you have little-to-none of), DoTs galore (so stealth won't be practical), lots of bodies in close proximity (so pouncing to the back line may be a bit like leaping into an active volcano).
Slayers can function in a small group and they can function in ORvR. Their solo capability is not as strong, but I have seen people pull it off. You have solid AoE capability (necessary for ORvR) and single target capability (good for skirmishes), though you may not be able to have both at the same time. Slayers can be quite fragile due to their mechanic, however, so unlike a WL or a WH you will find that a lot of your success hinges on the group you're in. If you know some tanks and healers that love your little bearded damage machine, great! If you don't, then life won't be quite as pleasant. Slayers also aren't as oriented towards high burst so much as high sustain, keeping consistent pressure on targets with the ability to stay in the fight for much longer than a Witch Hunter or White Lion (with proper support).
SW and Engineers I don't have much knowledge of, sadly. If they function similar to a Magus and Squig Herder, then burst damage isn't entirely their thing either. They do consistent damage at range, which opens up options for you in regards to ORvR. You can defend a keep by raining bullets, you can attack a keep from relative safety, you can fight in an open field battle, and you may even be able to pull off some smaller group success (not sure on this one). Ranged play, in my experience, tends to be much easier to find success with than melee play if you don't have consistent support.
If you're just trying out the game and learning how everything works, or coming back and refreshing your memory, I would recommend picking up a tank class at some point. In addition to being a necessary core to any group, and being able to function at pretty much any level of RvR, it will teach you a lot about the game. By guarding melee players, you'll get to see first-hand what good melee dps players do and you can carry that into your own melee dps play. You'll learn how to keep awareness of the battle as a whole, develop positioning skills, you'll learn how to /assist onto a friendly's target, and generally nurture a foundation of good game sense. On the Destro side, I have played a Black Orc and a Blackguard. Both have been fun, but the Blackguard is what I've had the most fun with. If Ironbreakers are similar, I'd suggest anyone give it a try to see how they like it. It does require a lot of keybindings, but the depth of play is a lot of fun.
In the end, only you can decide whether or not something is fun for you. You may have to level a few different classes to various levels before you're truly satisfied with a decision. But each character you play adds to your game sense, so by the time you do settle on what you want you'll be ready. Hopefully, though, getting a rough summary of what each career is and does will help you narrow down your choices.
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