Class Differences? Game Differences?
Hey there, I like the direction this game is going from what I read, I participated for a few days in closed beta about 2 months ago.
I never REALLY grasped the skill system in this game, it was sortof confusing for someone just jumping in to it, it seemed like you could have any skill in the world if it was in your weapon therefore what was the class for? Could someone explain the class/skill differences a bit more for me, like what it actually means when you pick a class? And also, what is the end game like currently, arena PvP? Thanks Closed Beta|Open Beta|Release|League Only
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http://www.pathofexile.com/classes/
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AS a new player who just started I understand how the tree system can cause you to go WTF.
However, when you break it down you soon see that yes, your char can major in head bashing, and minor in spellcasting. Than when you add the gems to the mix you can create create a char to your spec and how you want to play. You are not limited to a cookie cutter build, this helps when you wish to replay and it helps keep the game fresh. I suspect this is why you get 24 slots for new char. You can run but you will only die tired.
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" the classes have different starting positions in the passive tree (that is the biggest difference), get different quest rewards (which is mostly important just for the first/first few characters) and have different starting stats (but that is a really minor difference) The end game currently is (after you beaten the 'normal' content on all 4 difficulties) special maps: http://www.pathofexile.com/news/dev-diary/(developer diary); http://www.youtube.com/watch?v=m59Qioc6Kq4(youtube video) PvP will be included in the next bigger patch. Proud 5th duelist in the Jul 1 2012 Ladder Race and in the Nov 3 2012 Solo Turbo Race :D And even prouder 4th Templar in the Nov 10 Four-hour Party Hardcore Race :P Current OB success: top 20 Ranger in 105 Minute Turbo Solo (S4E9) Last edited by Sony_Black#0112 on Jul 30, 2012, 4:01:28 PM
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amazing example of what can be done as a ranger http://www.youtube.com/watch?v=gqvE66YFRO4
This blew me away |
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Thanks for all the prompt responses seems to have a good strong community too.
Closed Beta|Open Beta|Release|League Only
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- Witch: It's a magician. You can specialize it in frost magic or necromancy.
- Ranger: It is an archer who has skills of arrows and trapping. - Marauder: He is a warrior who can tank or dps melee. - Duelist: It is a rogue that goes with two swords, maces or axes of a hand and you can go with traps or melee dps. - Templar: It is a paladin. Can go melee or use magic. - Shadow: It is a rogue that goes with daggers and also can also do spells. My favourite, Witch ;) Lucky Waiting for a beta
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" These are... really limiting. Here... let me fix this for you: Witch: She starts as a magician. Basic builds include frost magic, fire magic, lightning magic, and necromancy, or combinations of the above. Also easily capable of using wands for ranged attacks or increasing spell potency, or daggers for elemental melee damage or to make spell effects trigger more often. Ranger: She starts as a... ranger. She can use two weapons, or one weapon and a shield rather effectively. However she is closest to the majority of the bow nodes, which is why she is often chosen for that purpose. Normal builds include having a variety of different types of bow skills and using them situationally and using traps. Melee builds can be equally strong, with her high block chance (both single and dual wield) and access to high evasion. Marauder: He often finds himself being a tank and/or a grinder of faces in melee. He usually has a variety of skills that get him into and out of combat by various means--charging, jumping, or teleporting--and he has easy access to totems which can do... virtually anything he wants them to. Obscure marauders have been found breaking bows, lighting themselves ablaze and hugging opponents, and cutting themselves to cast spells. Duelist: Anything that the Marauder can do, the Duelist can do. Anything that the Ranger can do, the Duelist can do. However, on both of those fronts, the duelist usually turns out a bit more tanky, and a bit less damaging. This is not a rule, as dual wield duelists deal quite a bit of damage themselves, and frenzied flickering duelists can come from every walk of life. Just don't expect to see too many of these casting spells. Templar: Oftentimes these are very surviveable casters. Sometimes these just club people in the faces with holy ugly sticks. Usually these guys have some ridiculous amount of elemental damage that they unleash on their opponents, but not always. They can use bows, but that takes some work. They don't really dual wield, and they sort of just stand there and take blows. They haven't figured out how to move out of the way. Shadow: Throw any type of weapon in this guy's hands, and he'll figure out something to do with it... except maces. Consider traps, spells, mines, and totems to be included in the category of "weapons" for this sake. Also expect high crit rates, and to not be living through too many blows. Avoid. Kill. Avoid. Kill. Strike a sexy victory pose. Alteration Orb Union Local #7
I'll smash your nose with 20 Alterations before I'll sell them for 1 lousy Chaos. 16:1. No questions. |
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" That was great. Every character has a chance to do about anything. That is one of the great things about this game. I can play the same class 4 times and have 4 very different characters to play. They just start at different areas in the skill forest so they are generally better at those things. You may have to sacrifice to get what you want but you can do it. |
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it confuses me too but it is pretty unique
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