View Full Version : The Answer to the Age Old Question...
Liquid_Evil
08-02-2005, 10:28
What is the best PvP character?
Firstly, understand that no one character class can ever be the “best”, as that implies it surpasses *all* others. This cannot be the case as every character CAN be beaten.
When determining the best and top PvP characters for this experiment, we need to know how to define “best”. For our purposes, we will assume that it means, “The character that can consistently beat most other classes and character variants”.
I polled about 20 people that were to assume **that standard PvP rules were enforced** (no Teleport, no potions/shrines/mercs, no slow gear, no over-absorbing, etc…) I asked them to rank their top five choices based on their own dueling experiences. From their responses I have created a list of the top 10 ranked characters based on averaging the placings and tallying the actual votes for each character. The results were very interesting.
1) Bone Necromancer
2) Whirlwind Barb
3) Blizzard Sorceress
4) Vindicator/Templar Paladin
5) Trapper Assassin
6) Wind Druid
7) Fury/Rabies Druid
8) Blessed Hammer Paladin
9) Bow Amazon
10) Whirlwind Assassin
#1 Bone Necromancers- This was no shocker with every person except two putting this class somewhere in their top 5 list. This is a class that casts unresistable, homing missiles averaging about 550+ damage a pop. That is enough damage to kill most characters in 2-3 hits. They can wreak havoc on melee chars by casting Bone Walls between themselves and their attackers and absorbing 700+ physical damage via Bone Armor. Definitely a tough nut to crack with 1.10 synergies.
“…Again minions to distract home attacks. Clay Golem has Slow.”
“…has a MEAN attack”
#2 Whirlwind Barbarians- This, to me, was a very surprising number 2 choice. However, I can see the advantages of this class. Any character capable of having over 4K life, 15+ AR, and 15K Defense is a force to be reckoned with. Whirlwind is arguably the best melee skill in D2 existence; hitting quickly, having big damage, being uninterruptible, and making it hard for others to hit back with its movement.
“Whirlwind can be extremely hard for many melee characters to get in close to, can do some massive damage, and hits very often. An anti caster can easily get a range 5 spear or polearm and take out casters from-afar...”
#3 Blizzard Sorceresses- Even without using Teleport, she still ranks high. Capable of dishing out ungodly (6000+) amounts of cold damage. Couple that to her high level Cold Mastery and most opponents have to stack well over 150 extra cold resists to even stand a chance. Although Blizzard is timered, it is a very wide spread skill.
“Opponents have to rearrange so much gear to even try and combat them…”
“…so tempting to try and overabsorb”
#4 Vindicator/Templar (V/T) [FoH + Smite]
Fist of the heavens name locks, does mighty lightning damage, and is easily played passively with. Conviction can significantly lower the chances of anyone resisting it. Then you have one of the mightiest melee skills in the game - Smite. It can't be blocked and does very nice damage.
“V/T - Versatile and dangerous to most classes.”
“If you don’t stack lightning resists you will die…period”
#5 Trapper- Lightning and Fire traps both ranked high. This is a popular character as its ability to effortlessly stunlock opponents with traps and Mindblast is unmatched. Also rolls with a hugely effective minion, the Shadow Master, capable of killing opponents by herself.
“….with an array of decent traps can trap opponents even off screen”
“…need so much FHR and resists to even have a chance…”
This list is a good representation of what people in this community find hard to duel effectively and although it doesn’t agree with my personal list to the tee, it comes close in most areas. There are however, many other factors other than character build that determine duel outcomes, some being: Character Level, Items/Gear, Player Skill and Experience, and Computer/Internet Speed. If these other areas aren’t at acceptable levels, the best character in the world won’t win a duel for you. Like I said, there can never be a “best” PvP character but I hope this gives you some idea as to which are the most threatening to most people.
Remember when replying to this post that this is just a general sampling taken from a small pool of duelers. It is just an interesting block of information that could influence newer players that are interested in participating in mannered duels. This is also based on the notion that general guidelines are enforced. In short, this is not applicable to pubbies.
Phyrexial
08-02-2005, 18:53
Without tele, I have a hard time believing the order of your list a bit. I don't see a WW barb as being terribly powerful against any form of ranged attacker without tele. Anyway, my changes I would make would be concerning Wind Druids and Hammerdins, trappers to a lesser extent.
Wind Druids are basically a joke against any ranged class without tele, there simply isn't a contest. I don't see them as even being on the top 10 list.
I would rank the Hammerdins higher, since without tele they would fall back on Charge for transportation by default. I would rank it even higher if the the pally is of the Liberator (Charge/Hammer) variant. In a no tele environment, Liberators because a heck of alot more powerful.
I would place the trapper higher as well since I feel it would also be considerably more powerful in a non-tele environment. Only classes that can use ranged attacks with a range of over a screen would really stand too much of a chance against a well made trapper. Specifically the sorc and WW barbs would probably fall to a trapper without tele.
P.S: When people ask "What is the best PvP character" I think most of them are asking with tele in mind. Regardless if they are considering pub or non, tele is usually a given. The other things like absorb, slow, etc obviously vary per request.
cheesypotatoes
08-02-2005, 19:57
Adding on to what phyrexial said, blizzard sorcs wouldnt even stand a chance without tele.
imo this is what my top 10 list in a non tele enviroment would look like(i played ch/76 alot so i have alot of expirence in this)
1)V/T's
2)Lib's
3) trapper
4)Ga/Pj zon
5) mage pally
6)ww barb
7)Fury/rabies
8)nec
9) fb/blizz sorcs
10)ww sins
Phyrexial
09-02-2005, 02:02
imo this is what my top 10 list in a non tele enviroment would look like(i played ch/76 alot so i have alot of expirence in this)
1)V/T's
2)Lib's
3) trapper
4)Ga/Pj zon
5) mage pally
6)ww barb
7)Fury/rabies
8)nec
9) fb/blizz sorcs
10)ww sins
He said no slow "gear," not sure if that prevents the use of Decrep or not. However, between decrep and Prison there really isn't a whole lot of contest for a bone necro in a non-tele environment.
- v/t would probably lose to a necro because all he's got is his FoH basically in this matchup. Stack some light res and that becomes negligible and when it comes to a tanking contest the Necro will probably kill the v/t pretty quickly with simply BS train, Prison. If the v/t wants to charge around, he's not shooting and thus not a threat and FoH without conviction just isn't that dangerous.
- Libs will be a problem mainly because of desynch but I still think a max block necro would at least go 50:50 if not better.
- Trapper vs necro would be interesting. I'd put my money on the trapper unless Tgods was used. However, the necro could play defensively and the trapper would probably be killed in short order then.
- GA/PJ zon. Hitting a necro with PJ without tele just isn't going to happen. A well made GA zon could be a problem though with no tele. They hit faster and more accurately and combined with knockback would easily dominate a no tele environment minus the chargers and possibly the WW'ers if they are fast enough.
- Mage pally again has pretty much only FoH to fall back against ranged as hammers are pretty hard to hit with when you've got a bunch of tracking projectiles behind you.
- WW barb is melee, melee dies to a necro in a no tele environment 99% of the time. Worse comes to worse, IM/Walls/Prison and its over. Shouldn't come to that though with just decrep used alone.
- Fury/Rabies again is a joke against any sort of ranged, especially one that can slow them down like a necro. Unless they are careless with minion use or are really really slow.
I agree for the most
sticky this and be done with the most annoying question on the forum
not nessessarily pyhrex. a rabies druid with high frw and wit can fool most casters. get agressive, then when they run you get defensive and run back. they chase you or tele even slightly near you and you can knick him with rabies. it doesnt have to fully connect from what i know. first you will see a red flare. then once u start running ull see him turn green and it goes down hill for the caster from tehre on out.
Phyrexial
09-02-2005, 05:47
not nessessarily pyhrex. a rabies druid with high frw and wit can fool most casters. get agressive, then when they run you get defensive and run back. they chase you or tele even slightly near you and you can knick him with rabies. it doesnt have to fully connect from what i know. first you will see a red flare. then once u start running ull see him turn green and it goes down hill for the caster from tehre on out.
Seems like much of the time Rabies actually hits is when the tele'er makes a mistake due to being disoriented via tele. When you are running in a no tele environment its a bit harder to end up magically next to the druid by accident. Lay down some Decrep and all of a sudden things go into slow motion for the Druid and you've got plenty of time to destroy him at your leisure.
LordDrift
09-02-2005, 05:51
I don't agree, how can it be based on no teleport. Lets face it, majority uses Enigma. I however disagree with the best, i believe their is no best.
Windy(experienced) > Nec
Trap Sin > Windy
Nec > Most Sorc's, other then Blizzer
Blizzer < Fb Sorc
I dont see a best.
Barb with locking skills i think can have the potential in taking out the best of characters
well decrept is a different story. decrept a lone will kick out many builds from the top. i ment against sorcs and gm necros.
as for mine..
all atthe top in no particular order:
barbs with high level inc speed
wwsins (cant beleive no one mentioned this one) df will be a bus to most caster builds
necros
zons
GhOsTofKoDa
09-02-2005, 15:12
in a teleport environment I see it this way, at least on east were all/most sorcs abuse e-shield and 15/70's, thus making barbs not as effective.
Sorc < ww sin
Barb < necro/hammerdin
Druid < assassin
Necro < Sorc
Paladin < Druid
Amazon < Necro/Barb
Assassin < Barb
some trappers beat barbs, and some necros beat sorcs, and there are always exceptions, but this is how I see it.
Anything that doesnt trump the other class usually comes down to a contest of skill.
(I still think ww sin >bests everything except barbs personally though :-D)
He said no slow "gear," not sure if that prevents the use of Decrep or not. However, between decrep and Prison there really isn't a whole lot of contest for a bone necro in a non-tele environment.
- v/t would probably lose to a necro because all he's got is his FoH basically in this matchup. Stack some light res and that becomes negligible and when it comes to a tanking contest the Necro will probably kill the v/t pretty quickly with simply BS train, Prison. If the v/t wants to charge around, he's not shooting and thus not a threat and FoH without conviction just isn't that dangerous.
- Libs will be a problem mainly because of desynch but I still think a max block necro would at least go 50:50 if not better.
- Trapper vs necro would be interesting. I'd put my money on the trapper unless Tgods was used. However, the necro could play defensively and the trapper would probably be killed in short order then.
- GA/PJ zon. Hitting a necro with PJ without tele just isn't going to happen. A well made GA zon could be a problem though with no tele. They hit faster and more accurately and combined with knockback would easily dominate a no tele environment minus the chargers and possibly the WW'ers if they are fast enough.
- Mage pally again has pretty much only FoH to fall back against ranged as hammers are pretty hard to hit with when you've got a bunch of tracking projectiles behind you.
- WW barb is melee, melee dies to a necro in a no tele environment 99% of the time. Worse comes to worse, IM/Walls/Prison and its over. Shouldn't come to that though with just decrep used alone.
- Fury/Rabies again is a joke against any sort of ranged, especially one that can slow them down like a necro. Unless they are careless with minion use or are really really slow.
by pj/ga i meant those 2 skills on one zon and u can hit em with pj also have u ever dueled a good barb / f/r in a non tele enivorment i doubt it or else ud be singing a different tune , from my few trips too west ive seen how scary a good barb / f/r is in a non tele enviroment also dysnech>all which makes pallies that use charge for mobility scary
Inuyasha
10-02-2005, 03:06
Without tele, I have a hard time believing the order of your list a bit. I don't see a WW barb as being terribly powerful against any form of ranged attacker without tele. Anyway, my changes I would make would be concerning Wind Druids and Hammerdins, trappers to a lesser extent.
I disagree. I rarely use tele with my Anti-Caster barb, I simply use my FR/W, because it is (oddly) faster than teleing for me. I will use it sometimes to disorient an opponent or to get through rough terrain, but most definately not as my primary means of transportation, or even at all in many matches.
Against duelers that aren't using teleport against me, I find that the game just gets easier.
Wind Druids are basically a joke against any ranged class without tele, there simply isn't a contest. I don't see them as even being on the top 10 list.
Although I am an avid wind-druid player, I must sadly agree with this.
I would rank the Hammerdins higher, since without tele they would fall back on Charge for transportation by default. I would rank it even higher if the the pally is of the Liberator (Charge/Hammer) variant. In a no tele environment, Liberators because a heck of alot more powerful.
Hammerdins however, without tele become very passive classes. They will go back to the pure-defensive characters that they were before, and will be decimated by any mention of a ranged weapon.
Liberators will still do well though, assuming that they are played by a competant player, and that charge doesn't lock up on them.
I would place the trapper higher as well since I feel it would also be considerably more powerful in a non-tele environment. Only classes that can use ranged attacks with a range of over a screen would really stand too much of a chance against a well made trapper. Specifically the sorc and WW barbs would probably fall to a trapper without tele.[QUOTE]
This I must really disagree with. My anti-caster WW barb does quite well against trappers and very, very rarely uses his teleport due to my fear of being MB locked. WW barbs can't be stunned by MB when in WW, and therefore I find them to be a constant good class to take against these.
[QUOTE]P.S: When people ask "What is the best PvP character" I think most of them are asking with tele in mind. Regardless if they are considering pub or non, tele is usually a given. The other things like absorb, slow, etc obviously vary per request.
Tele is a very neccesary factor that must be included. Whether we like it or not, it is a very large part of what PvP is, and is absolutely mandatory for many builds. A bone necro without teleport would have a very, very hard time holding his own against a plethora of other characters, even with all of the 1.1 synergies. This also applies with the windy as already mentioned. In fact, most mage classes would be nowhere without teleport.
I think that it must be remade. I can honestly say that I don't believe the bone necro would be on top without teleport, and I don't think that a sorc would be viable either. You have to account for what is there. You cannot simply ignore something as important as teleport, especially when nobody in their right minds would consider it BM (sorry for all of you CH players, no offence :D).
"Sorc < ww sin"
this forum has actually found a way to be completely immune to wwsins attacks. ioono but the sorcs life goes down to 1 hp right away then it stays there.. lol.
something to do with a high level warmth, some pots (maybe not needed) but.. a really really high level warmth. i dueld a sorc that did this and i wasted many pots trying to whirl/trap him down but it proved ineffective. this should be much more devastating on east where theres the use of 15/70s
just a forwarning.
CookiesnCream
10-02-2005, 05:27
Windy(experienced) > Nec
I have to disagree with this mainly because of the fenris vs Raider duel that happened a while back.
I would rank Liberator as #1 if there were no teleport. WW barbs and Wind Druids wouldn't be top pvpers without teleport either. Necros and sorcs would be ok in a non-teleport environment, and a FO sorc would be best type of sorc in a mannered duel mainly because I don't see blizzard or fireball being as effective without teleport. Trappers and bowazons would also get a big boost in a non-teleport environment too.
D2Freak91776
10-02-2005, 06:08
WW >/= than no block chars
Long WW when you click on the enemy desynchs and hits them once or twice. This can kill most sorcs and casters without block, BUT long WW=Lots of vunerability+ Death from casters. So its almost even. Both chars kill each other, even though barb might last 1-2 secs longer due to WW. ;p
mad desynching hammers and its over for anyone.
if its done enough you can't even see the paladin on the map.
LordDrift
10-02-2005, 07:10
I have to disagree with this mainly because of the fenris vs Raider duel that happened a while back.
I would rank Liberator as #1 if there were no teleport. WW barbs and Wind Druids wouldn't be top pvpers without teleport either. Necros and sorcs would be ok in a non-teleport environment, and a FO sorc would be best type of sorc in a mannered duel mainly because I don't see blizzard or fireball being as effective without teleport. Trappers and bowazons would also get a big boost in a non-teleport environment too.
Fenris is not the best battle net has to offer, that im 100% sure of. He prefers 80 or such FCR, have u dueled max fcr windies? you can't base ur opinions on just 2 duelers.
GhOsTofKoDa
10-02-2005, 08:16
"Sorc < ww sin"
this forum has actually found a way to be completely immune to wwsins attacks. ioono but the sorcs life goes down to 1 hp right away then it stays there.. lol.
something to do with a high level warmth, some pots (maybe not needed) but.. a really really high level warmth. i dueld a sorc that did this and i wasted many pots trying to whirl/trap him down but it proved ineffective. this should be much more devastating on east where theres the use of 15/70s
just a forwarning.
Yes I've faught these before.
usually to attaign that high mana/e-shield requires mass mdr + base physical damage reduced (not %), including string of ears, gladiotors bane, and usually gerkes.
The sorc can survive the ww sins physical damage.. UNTIL she runs out of mana.
This is pretty much impossible to do except on an orber, MAYBE a light sorc but you would lack damage.
Fortunatly, it is easily countered vy just maintaining a traplock and DoD'ing the sorc until mana pool breaks, once it breaks the sorc dies instantly.
Also, druids and necros are about even I have to say.
A noob druid vs. noob nec the druid has upper hand, but skilled against skilled it's about equal.
Liquid_Evil
22-07-2006, 04:19
Was searching through old posts and thought I'd bring this back to life. This was posted ages ago when teleport and other "taboos" weren't thought very well of. In short, this is out of date, but interesting (to me least) regardless. An updated list would be nice to see.
I actually think a table should be made to showcase the effectiveness of the most common dueling classes. Characters would be listed across the top row and in the same order down the left column and where each intersected a W, L, or T would be (win, loss, or tie) or hard win percentages (50%, 75%, 99% etc) would be listed. I suppose my thoughts are hard to explain but bear with me. Take for example that across the top there, sitting in spot "J", is a Lightning sorceress. We want to see how a lightning sorceress fares against a specific opponent, say...a BvC so we find that char in the column and find where they meet. There it would indicate that the BvC has the advantage with either an "L" for a sorc loss or a low percentage "10%" to show that the average barb would have the upperhand against the average lightning soser. (A BvC vs a BvC would result in a "T" or "50%" as would every char class against itself.) Then, after all are figured, the chars with the most wins or best percentages would be ranked.
Although I don't believe there is a "best" character, I think there are classes that win more of the time than most others and a table like this could illustrate that.
HappyAssassin
22-07-2006, 15:57
That sounds great, but compiling the data would be really hard. Such attempts at gathering generally turn into heated debates, since people are never satisfied with the skill level of the players who become "champions" for their class. People always say they can do better. Just determining who was better at killing a necro, BvC or WWsin, because a huge debate, mostly because the skill levels of the necros involved were an issue.
To get good %s, you'd need to have all the best players of a class duel each other, then have the best fight to 10 and take the %s for there. Even with this, it's flawed, because the best at say, BvC vs BvC (a kinda ridiculus fight anyway) isnt necessarily the best at BvC vs All. As for the "average" of a class, not only is there a big discrepency (the average Ghost is a lot better than the average Smiter, simply because there are 100x more smiters and most of them are bad), but you would generally have a decent pubby level dueler as your standard, which no one would consider representative of how good a class is.
ATTACKYOU
22-07-2006, 17:20
What is the best PvP character?
Firstly, understand that no one character class can ever be the “best”, as that implies it surpasses *all* others. This cannot be the case as every character CAN be beaten.
When determining the best and top PvP characters for this experiment, we need to know how to define “best”. For our purposes, we will assume that it means, “The character that can consistently beat most other classes and character variants”.
I polled about 20 people that were to assume **that standard PvP rules were enforced** (no Teleport, no potions/shrines/mercs, no slow gear, no over-absorbing, etc…) I asked them to rank their top five choices based on their own dueling experiences. From their responses I have created a list of the top 10 ranked characters based on averaging the placings and tallying the actual votes for each character. The results were very interesting.
1) Bone Necromancer
2) Whirlwind Barb
3) Blizzard Sorceress
4) Vindicator/Templar Paladin
5) Trapper Assassin
6) Wind Druid
7) Fury/Rabies Druid
8) Blessed Hammer Paladin
9) Bow Amazon
10) Whirlwind Assassin
#1 Bone Necromancers- This was no shocker with every person except two putting this class somewhere in their top 5 list. This is a class that casts unresistable, homing missiles averaging about 550+ damage a pop. That is enough damage to kill most characters in 2-3 hits. They can wreak havoc on melee chars by casting Bone Walls between themselves and their attackers and absorbing 700+ physical damage via Bone Armor. Definitely a tough nut to crack with 1.10 synergies.
“…Again minions to distract home attacks. Clay Golem has Slow.”
“…has a MEAN attack”
#2 Whirlwind Barbarians- This, to me, was a very surprising number 2 choice. However, I can see the advantages of this class. Any character capable of having over 4K life, 15+ AR, and 15K Defense is a force to be reckoned with. Whirlwind is arguably the best melee skill in D2 existence; hitting quickly, having big damage, being uninterruptible, and making it hard for others to hit back with its movement.
“Whirlwind can be extremely hard for many melee characters to get in close to, can do some massive damage, and hits very often. An anti caster can easily get a range 5 spear or polearm and take out casters from-afar...”
#3 Blizzard Sorceresses- Even without using Teleport, she still ranks high. Capable of dishing out ungodly (6000+) amounts of cold damage. Couple that to her high level Cold Mastery and most opponents have to stack well over 150 extra cold resists to even stand a chance. Although Blizzard is timered, it is a very wide spread skill.
“Opponents have to rearrange so much gear to even try and combat them…”
“…so tempting to try and overabsorb”
#4 Vindicator/Templar (V/T) [FoH + Smite]
Fist of the heavens name locks, does mighty lightning damage, and is easily played passively with. Conviction can significantly lower the chances of anyone resisting it. Then you have one of the mightiest melee skills in the game - Smite. It can't be blocked and does very nice damage.
“V/T - Versatile and dangerous to most classes.”
“If you don’t stack lightning resists you will die…period”
#5 Trapper- Lightning and Fire traps both ranked high. This is a popular character as its ability to effortlessly stunlock opponents with traps and Mindblast is unmatched. Also rolls with a hugely effective minion, the Shadow Master, capable of killing opponents by herself.
“….with an array of decent traps can trap opponents even off screen”
“…need so much FHR and resists to even have a chance…”
This list is a good representation of what people in this community find hard to duel effectively and although it doesn’t agree with my personal list to the tee, it comes close in most areas. There are however, many other factors other than character build that determine duel outcomes, some being: Character Level, Items/Gear, Player Skill and Experience, and Computer/Internet Speed. If these other areas aren’t at acceptable levels, the best character in the world won’t win a duel for you. Like I said, there can never be a “best” PvP character but I hope this gives you some idea as to which are the most threatening to most people.
Remember when replying to this post that this is just a general sampling taken from a small pool of duelers. It is just an interesting block of information that could influence newer players that are interested in participating in mannered duels. This is also based on the notion that general guidelines are enforced. In short, this is not applicable to pubbies.
sry but ure wrong melee druit beat all of those
Zhao_Yue
22-07-2006, 17:41
Bad Liquid! You've opened a terrible can of worms ...
i think WW sin would do very well in a no tele situation and even builds like a kicke would become more viable vs caster duelers.
Hammer certainly will do well in an enviroment like this due to the power of high dmg and desync, charge+vigor. or mage.
With no tele certain builds have huge chances like fury/rabies druids.
However i still think this is irrelevant unless u play EP or play for certain leagues but most duelers play pub type duels and items like abs and enigma( tele) have to be taken into consideration and will definetly change the order on that list.
stoutewolf
23-07-2006, 21:09
- Fury/Rabies again is a joke against any sort of ranged, especially one that can slow them down like a necro. Unless they are careless with minion use or are really really slow.
I guess thats why I win 80% of my duels vs sorcs?
I was JUST about to comment on the same quote as stoute, but then i saw the date. :laugh:
But a table like that would be nice. Even if it would be a rough one. Even if its heavily flawed, it only produces many intresting discussions like "bvc beaten 5-2 by hammer!!!" topics. And we all like those dont we? :laugh:
Anyways, how about posting a poll, through pms, or someone make a nice webpage or something. And then we vote. Or something.
Then the % numbers dont have to be right on, as in a xxx beats an yyy 76.4% of the time. More like 0/25/50/75/100
Then the rules... both (imaginary) players are equally skilled with the char and equally skilled in dueling against the other char. ping/lag/whatever are the same. Both feel the same, theyre as concentrated, not sleepy. etc etc.
Theese all thing must be taken in account.
Phyrexial
23-07-2006, 23:48
I guess thats why I win 80% of my duels vs sorcs?
Without alot of resist/sorb gear, I don't see any Wolf Druid beating an equivalent sorc. I would question the skill of the sorcs you duel but perhaps you know some tricks that I don't. Still, 80% of sorcs isn't too much to brag about if you are dueling in your average public games. I've got a stockpile of lvl 70+ sorc ears on my lvl 35 kicker which in no way implies that 35 kicker > 70+ sorc. People who bring high levels to low duel games just tend to suck miserably.
That said, kudos to you for making an underdog build work.
Liquid_Evil
24-07-2006, 02:38
People like HappyAssassin and pedu *get* what I was meaning with the table and understand the basic concept. I'm not saying this won't be difficult but I sure don't need the "sry but ure wrong" or "my build is better than 80% of ..." crap. I don't want to hear it, I'm looking for objective reviews of characters that base the outcomes of the average match on both players having equal skill, equal ping, and similar wealth. I want an average representation of character classes. I'm looking for ideas on how we would best be able to get this table as my computer/webpage skills are severely lacking for something like this. Anyone up for something like this?
Also, realize that this thread is several months old and that the newest post is at the bottom of page 2.
stoutewolf
24-07-2006, 10:36
Without alot of resist/sorb gear, I don't see any Wolf Druid beating an equivalent sorc. I would question the skill of the sorcs you duel but perhaps you know some tricks that I don't. Still, 80% of sorcs isn't too much to brag about if you are dueling in your average public games. I've got a stockpile of lvl 70+ sorc ears on my lvl 35 kicker which in no way implies that 35 kicker > 70+ sorc. People who bring high levels to low duel games just tend to suck miserably.
That said, kudos to you for making an underdog build work.
120+ Frw, 25k Rabies, predicting where they tele(most morons tele in a pattern)
playing defensively, + fully charged Feral Ball= dead sorc.
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