Though my years of fighting in and out of guilds, I have decided to formulate a list of what I believe to be the order of strongest challenge fighting guilds to the weakest.
1.) Wardens- I think their true potential is through the roof and even though my playing time as one was very limited, their damage output is undeniable. A warden just should never die in a challenge, the only issue is actually getting the opponent down and suckering them into a room of icewalls, clouds,dragon,etc...
Throw in their ability to remove toxin powders from Assassins, a powerful Warden should never find themselves in a tricky position.
2/3.) Legion/Templars- Where Legions make up in damage output, Templars make up in outhealing their opponents. Most of my fights as a Legion versus a Templar are long and tiresome, but some of the best fights I've ever had. I would probably lean towards giving the Legion the slight edge over the Templar because their ability to just pump raw damage at their foes with Rituals.
4.) Assassins- The ability to win any challenge with very little skill needed to accomplish. Most Assassins are granted rubs instead of learning for themselves nowadays which makes it very simple for anyone to just plug in a rub and throw a few powders in the air to dominate even the top tier fighters. The reasoning why they are number four is because it is very hard for them to manage their healths while trying to achieve the constant afflictions needed to achieve a victory.
5.) Runesmiths- The wild card guild in my opinion, it's been a very long time since this guild has seen any action so I am sure most people have forgotten how useful they can be. They have the ability to disable any guild, but it often relies on RL factors such as internet connection speed versus their oppnents on landing the deadly eternity rune. Extremely pricey, but if mastered the Runesmith can easily become the deadliest guild.
6.) Shadow Warriors- Unlike their counterpart melee classes, the Warriors don't have extra damage or extra healing to rely on, instead they must rely on their shadows to escape damage and chase their oppnents down. Often a Shadow Warrior is the hardest guild to slay because of their ability to flee, but a lot of their success rely on their ability to use toxins which aren't always at their disposal.
7.) Forsaken- The hardest guild to kill with damage, but the toughest guild in my opinion to actually gain the victory in a challenge. They have an extremely easy advantage over the magic classes, but they fail at the damage output and inability to strike 100% versus melee.
8.) Shaman- Not much is really made known about the Shaman, from my experiences they strike for above average damage, but it still feels like they're missing something outside of being able to escape damage with shadows. They just lack the extra punch to get that victory.
9.) Pyromancers- Some of you probably don't agree with the Pyromancers placement here, and I can understand your confusion or disagreement in it. I just don't like how they're setup, but again this is why it's my personal input on what I think are the best challenge guilds. The Pyromancers lack a true escape skill when they're in trouble, and if they try to icewall their opponent in they end up trapping themselves.
I do hope that some of you weigh in and offer in your own ranking system of the guilds. (I was just bored at work and had some time on my hands)
1.) Wardens- I think their true potential is through the roof and even though my playing time as one was very limited, their damage output is undeniable. A warden just should never die in a challenge, the only issue is actually getting the opponent down and suckering them into a room of icewalls, clouds,dragon,etc...
Throw in their ability to remove toxin powders from Assassins, a powerful Warden should never find themselves in a tricky position.
2/3.) Legion/Templars- Where Legions make up in damage output, Templars make up in outhealing their opponents. Most of my fights as a Legion versus a Templar are long and tiresome, but some of the best fights I've ever had. I would probably lean towards giving the Legion the slight edge over the Templar because their ability to just pump raw damage at their foes with Rituals.
4.) Assassins- The ability to win any challenge with very little skill needed to accomplish. Most Assassins are granted rubs instead of learning for themselves nowadays which makes it very simple for anyone to just plug in a rub and throw a few powders in the air to dominate even the top tier fighters. The reasoning why they are number four is because it is very hard for them to manage their healths while trying to achieve the constant afflictions needed to achieve a victory.
5.) Runesmiths- The wild card guild in my opinion, it's been a very long time since this guild has seen any action so I am sure most people have forgotten how useful they can be. They have the ability to disable any guild, but it often relies on RL factors such as internet connection speed versus their oppnents on landing the deadly eternity rune. Extremely pricey, but if mastered the Runesmith can easily become the deadliest guild.
6.) Shadow Warriors- Unlike their counterpart melee classes, the Warriors don't have extra damage or extra healing to rely on, instead they must rely on their shadows to escape damage and chase their oppnents down. Often a Shadow Warrior is the hardest guild to slay because of their ability to flee, but a lot of their success rely on their ability to use toxins which aren't always at their disposal.
7.) Forsaken- The hardest guild to kill with damage, but the toughest guild in my opinion to actually gain the victory in a challenge. They have an extremely easy advantage over the magic classes, but they fail at the damage output and inability to strike 100% versus melee.
8.) Shaman- Not much is really made known about the Shaman, from my experiences they strike for above average damage, but it still feels like they're missing something outside of being able to escape damage with shadows. They just lack the extra punch to get that victory.
9.) Pyromancers- Some of you probably don't agree with the Pyromancers placement here, and I can understand your confusion or disagreement in it. I just don't like how they're setup, but again this is why it's my personal input on what I think are the best challenge guilds. The Pyromancers lack a true escape skill when they're in trouble, and if they try to icewall their opponent in they end up trapping themselves.
I do hope that some of you weigh in and offer in your own ranking system of the guilds. (I was just bored at work and had some time on my hands)
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