How is one class different from another?
I've seen a lot of threads around here, and a lot of chat in global, that refers to certain classes being "better" than others.
What I want to know is, what makes the classes different from one another? Ultimately it is possible to have two characters of different classes with the exact same equipment, abilities and tree build (close enough anyway). It would appear to me that the only difference between a marauder and a templar or duelist is the few skill points it takes to get to the base of the maruaders starting tree. Are there other inherent differences like base armour or evasion, or base str/dex/int values? Or are those few skill points (8-10 or so?) really that much of a game changer when it comes to the meaningful levels around 50-60? |
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No differences. Just starting tree areas are differences.
However for things like 3 hours races and even just starting your first character... some starting places seem much more desirable then others. |
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Yes, those 10 nodes, haven't counted but I'm thinking its more.
Makes a HUGE difference. |
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Each class has different starting attributes, in addition to a different position in the tree.
Note also that some builds can't be replicated by another class moving into the start area, as only the class which starts there has easy access to both it's starting passive branches - any other class building into that start are can get one but will have to go around the long way to get the other, since they can't skip through the class start position. This used to be a much more significant difference when the classes had three paths to start with. | |
" Thanks for the reply. What was the reason for reducing the number of potential starting paths? |
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The third path was a direct line to the middle - intended to be used later in builds to spread out in a different direction. Too many people started builds by taking that path because they weren't sure what to get, and it effectively turned out to be a trap for players who ended up with horrible builds as a result, since it lead directly away from that class's strong starting area. While we want the passive tree to give a lot of choices, we found it was better to not offer too many choices at first - thus currently each class only has two options for the first level, both of which are strong passives, and more options open up quickly from there. It now also takes more investment to cross through the middle, meaning that it's harder to take passives of a completely opposite class - so class diversity is promoted in a different way.
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while starting position is important, I think weapon selection matters more.
It will have a bigger impact on your general game-play style than any other decision -- ie: which skills you can use, which will then give you an idea of what points to spec. pick your weapon: melee - 2h'er, staff, sword and board, dagger(s), mace, etc ranged - bow, wand spells - caster (weapon is a stat stick) while those 10 start nodes are important you can get them even if you start at another location -- like a daggers witch can get to the shadow start pretty easily. or a staff mara could get to the templar position (not sure that's worth it tho!) |
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