In other threads you'll see people say this too but this isn't a game where you need or should have the "holy RPG trinity" or quartet

In D&D it is more of a quartet, in MMO's it's more the triad

D&D - Tank/Damage; Mage/Utility/Damage; Cleric/Heal; Rogue/Utility/distractions and RPG stealth and picking locks and traps, and rogues of course a damage dealers
the thing is mostly each piece provides an ability that is mostly unavailable to all the others.

In MMO's there's less emphasis on the lock picking and traps, so the mage and rogue kind of got merged

IN this game, you might say you need the duo, which would be a sort of tank and then the other one
but there aren't any taunt skills so tanking isn't all that reliable.

First in this game, healing spells have multiturn cool downs and there are 4 at most, so your healer often won't get to use any of them more than once. One heal is actually from men at arms rather than water.

In this game you don't really need any specific class. Healing potions can be about as good as healing spells and without a cool down I think
Stealth isn't really required and everyone can learn it. Lock picking isn't required to finish the game either.

If you go with 1 lone wolf you get more of a "the master adventurer and the 2 apprentices"
The lone wolf will have significantly more health and ap and skills than the other

As for any one class being better, I don't know that it's really true.
I do know if you mess up your build you will cripple that character.
But if you follow certain templates each class does really well.

As for the comment about bows, bows seem to be a lot more about combinations of magic arrows than just doing lots of damage with normal arrows.
Try shooting a poison cloud followed with a fire or explosion arrow for example.
So the archer ends up more as AoE and CC, but they still do a lot of damage if done right.
They're sort of like mages except they don't have cooldowns on their damage spells. They do have cooldowns on some abilities but the damage spell equivalents are the magic arrows.

I was enjoying playing the rogue but got fed up with the ridiculous bobbing animation causing targetting to break and the annoying amount of trial an error and inconsistent results when positioning for a backstab.
The number times a target who wasn't the one with the turn bobbed or weaved and was suddenly NOT under my cursor when clicked really fucking frustrating.
Lets backstab...ooops I guess we're go the face to face handshake and wasting AP DAMMIT
I didn't like using the combat cam/view much and didn't even know it was there at first, but that might help.

But I found a rogue was mostly like what exant said - lots of ap so you run all over the map
and easy have ap to spare to run circles around a taget to keep backstabbing them.
backstab..end of turn..spend 1 or 2 ap moving behind the target, backstab, backstab, back.. oops it's dead.

I've been playing 2 lone wolf mages and they do pretty well, but the play style feels really awkward at times, since the AoE spells do the most damage, so it a few rounds of AoE then you tap away until the mobs die or the AoE cooldown expires and then you finish them.

I thought with the rogue though each backstab did more damage than a mage's non-AoE spell and you got to reuse it a lot of time.

Last edited by black_koffee; 07/11/14 12:08 AM.