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Feb 14 2013 12:27am
Quote (Candyzcanes @ Feb 14 2013 01:15am)
i dun curr about constructs >_<
just don't like warriors, just not a good experience. feel pretty useless compared to pallies/knights to me with no heal ability and short range


csword ftw
still great damage, especially when buffed
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Feb 14 2013 12:32am
Quote (Candyzcanes @ Feb 14 2013 01:15am)
i dun curr about constructs >_<
just don't like warriors, just not a good experience. feel pretty useless compared to pallies/knights to me with no heal ability and short range


Oh I don't care about constructs either I just noticed you left them out of your construct-killers list.
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Feb 14 2013 12:36am
Quote (mrmanth @ Feb 14 2013 01:13am)
y u hate warriors. the fuck up constructs the easiest no buff needed


Before I ripped like 4 knights in a row I could solo constructs on a knight with no buffs and a skysplitter, whatchu mean men?
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Feb 14 2013 01:09am
constructs r teh ultimate endgaem
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Feb 14 2013 01:12am
Quote (Vaeflare @ Feb 14 2013 12:09am)
constructs r teh ultimate endgaem




This post was edited by Candyzcanes on Feb 14 2013 01:12am
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Feb 14 2013 01:14am
If you do anything other than godlands farming, each of the bottom row classes are good.

In a tomb setting:

Mystics can save you when a Priest can't. They can also turn an awful public tomb into a more tolerable tomb, by stasising the extra awake bosses. They can also do pretty low risk rushes, by bringing a t0 orb and stasising things that could turn into a problem, like the armor breaking bugs blocking the path to the next room. Their damage isn't awful, and if you pack along a conflict orb, it will make your damage slightly higher. Also, mystics and conflicts are just direct counters. The constructs even say so themselves.

Sorcs admittedly aren't anything special for doing tombs. Out of all the bottom row classes, they are the only class that is selfish, in that his ability MAINLY only benefits him. While he does have the slow, there aren't too many times that slowing the enemy is better than just stopping it (read: huntress/archer/decoy). However, if you ever need to hit anything really far away and don't want to risk ANYTHING, sorcs are good. They are the king of godlands in groups, because they just press space and are guaranteed a chance at soulbound, given that you do the full or near full damage of the blast. They are the king of godlands solo, because they can just stay back, with the range of their wand and range of their scepter. They aren't very helpful at skulls or cubes, as their scepter only bounces between a set number of enemies, and in most situations, your scepter won't be hitting the event boss.

Trickster is my favorite class, because of how much damage they are capable of doing as well as the utility they bring to the table. Remember to bring a t0 prism with you, for cheap teleports, as well as a higher tier prism, for decoy length. The decoys used to be able to stand on the switches in the middle of the rooms in tombs, making them pretty awesome for tomb clearing, but they changed that, which is unfortunate. Nevertheless, throw a decoy on the other side of a cube, skull, Oryx, Oryx 2, and give your teammates a chance to kill it. A good decoy, teamed up with damaging classes, guarantees you a good time. If I could pick any 3 classes to do a trio O2 with, it'd be a knight, trickster, and mystic. Mystic to stasis the minions, trickster to distract oryx, and the knight for stunning. A good knight doesn't need assistance from either of them, but it makes it significantly easier.

I used to not like the Ninja, but in a tomb setting, they actually are pretty good. SUPER fast rushers, given that you have a good connection, as black tiling is pretty common if you don't. My ninja is only 5/8 at the minute, with a little over 45 wis, so my experience was sub-optimal, but during the boss phase, especially on Nut and Geb, just hold space down and you can dodge the shots and get back in position really, really easily. Topped off with pretty high damage and fun stuff. I actually don't play a ninja with a higher tier shruiken; I just use t0. I only use the ninja for it's speediness. If I want to be doing damage, I pick a different class, like an archer or my trickster.

tl;dr, the bottom row classes all have their place, but their place is mainly in teamwork rather than soloing.

This post was edited by FMAMCLOCKRADIO on Feb 14 2013 01:15am
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Feb 14 2013 01:18am
Quote (FMAMCLOCKRADIO @ Feb 14 2013 12:14am)
If you do anything other than godlands farming, each of the bottom row classes are good.

In a tomb setting:

Mystics can save you when a Priest can't. They can also turn an awful public tomb into a more tolerable tomb, by stasising the extra awake bosses. They can also do pretty low risk rushes, by bringing a t0 orb and stasising things that could turn into a problem, like the armor breaking bugs blocking the path to the next room. Their damage isn't awful, and if you pack along a conflict orb, it will make your damage slightly higher. Also, mystics and conflicts are just direct counters. The constructs even say so themselves.

Sorcs admittedly aren't anything special for doing tombs. Out of all the bottom row classes, they are the only class that is selfish, in that his ability MAINLY only benefits him. While he does have the slow, there aren't too many times that slowing the enemy is better than just stopping it (read: huntress/archer/decoy). However, if you ever need to hit anything really far away and don't want to risk ANYTHING, sorcs are good. They are the king of godlands in groups, because they just press space and are guaranteed a chance at soulbound, given that you do the full or near full damage of the blast. They are the king of godlands solo, because they can just stay back, with the range of their wand and range of their scepter. They aren't very helpful at skulls or cubes, as their scepter only bounces between a set number of enemies, and in most situations, your scepter won't be hitting the event boss.

Trickster is my favorite class, because of how much damage they are capable of doing as well as the utility they bring to the table. Remember to bring a t0 prism with you, for cheap teleports, as well as a higher tier prism, for decoy length. The decoys used to be able to stand on the switches in the middle of the rooms in tombs, making them pretty awesome for tomb clearing, but they changed that, which is unfortunate. Nevertheless, throw a decoy on the other side of a cube, skull, Oryx, Oryx 2, and give your teammates a chance to kill it. A good decoy, teamed up with damaging classes, guarantees you a good time. If I could pick any 3 classes to do a trio O2 with, it'd be a knight, trickster, and mystic. Mystic to stasis the minions, trickster to distract oryx, and the knight for stunning. A good knight doesn't need assistance from either of them, but it makes it significantly easier.

I used to not like the Ninja, but in a tomb setting, they actually are pretty good. SUPER fast rushers, given that you have a good connection, as black tiling is pretty common if you don't. My ninja is only 5/8 at the minute, with a little over 45 wis, so my experience was sub-optimal, but during the boss phase, especially on Nut and Geb, just hold space down and you can dodge the shots and get back in position really, really easily. Topped off with pretty high damage and fun stuff. I actually don't play a ninja with a higher tier shruiken; I just use t0. I only use the ninja for it's speediness. If I want to be doing damage, I pick a different class, like an archer or my trickster.

tl;dr, the bottom row classes all have their place, but their place is mainly in teamwork rather than soloing.


good read, thanks
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Feb 14 2013 01:23am
Quote (Candyzcanes @ Feb 14 2013 12:18am)
good read, thanks


A lot of it is common knowledge about the classes, but it basically boils down to:

A good player will play those classes well, and a poor player will play those classes very poorly.

This post was edited by FMAMCLOCKRADIO on Feb 14 2013 01:23am
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