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Aura Kingdom - Open Beta Jan. 6th 5:30PST!
Celan Wrote:I've got another question, which would be...
...what class do you best sub with who? I mean Ravanger... I guess I could go with Wizard, due the one Envoy-Path skill that adds 10% Fire Damage, but even then, I'm not quite sure... maybe Cannoneer, because the turret/healcrystal get a decent amount of support?
Duelist would be quite good with the Gunslinger, correct? Both are fast and depend on their avoid/distance to not get hit.

There are two ways to pair classes.

1. Augment your strengths.
2. Cover your weaknesses.

Some other things to consider:

A. What role do you wish to play?
B. How compatible are the classes stat-wise?
C. Are the playstyles of the classes compatible?
D. What passives and skill effects would you like better?

For example, a Ravager/Guardian while beefier than the average Ravager isn't going to make the best tank; for one, you're not all that tanky, at least compared to a Guardian (A). Your malice generated won't be as high as a Guardian/Ravager with the Malice +50% passive (D), and the loss of the additional 30% damage reduction from Phalanx hurts a lot (also D). On the other hand, you get much higher damage thanks to all your passives, and you also get HP recovery from Round and Round. As for stats and playstyle, there isn't any issue. Well, this combination does give you a little more survivability, so it's somewhat effective if you solo a lot. This is an example of covering your weaknesses, because Ravagers just suck at taking damage.

Now let's consider Bard/Guardian. The very first thing you'd notice is that this is a healer subbing a melee class ©, which isn't usually advisable. In the first place, your damage is going to be absolute crap because neither class is a DPS class. The only reason why anyone would do this is because they want more survivability as a bard, which is nice and all but it also means that your subclass is pretty much totally going to waste save for say Phalanx, which doesn't last very long anyway. Besides, Bards have plenty of survivability already, so that makes this a pretty bad combination. The only thing this combination has going for it is that SPD and HP/DEF are the most important stats for both classes. This is an example of augmenting your strengths taken to the extreme, to the detriment of pretty much everything else. Guardian/Bard, on the other hand, has tanking as its main role with the subclass boosting survivability, so it's a good combination.

Something else you might want to consider if you have some free time are what sigils you want to use. Sigils boost your skills, and each sigil can only be placed in a specific type of equipment. Therefore, you might want to plan a little in advance so the sigils that boost skills you'll be using often don't end up clashing. Well, this isn't all that important so...

And remember, you can subclass ANYTHING. The combo skills on the Envoy's Path aren't usually worth it due to their long cooldowns (with some exceptions, like Guardian/Duelist's lifesteal skill Sanguine Blade), so don't limit yourself to specific combinations because of them.

More stuff to consider: Our Envoy's Path isn't fully extended yet. You might want to check out the new passives post-extension, like the Guardian's Taunt (greatly boosts malice generated via attacking). Also, consider the new class mechanics we don't have yet. We don't know whether the subclass's mechanics will be in effect, though.
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Aura Kingdom - Open Beta Jan. 6th 5:30PST! - by Hanabira.Kage - 2014-01-12, 06:54 AM

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