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Is something missing in the class system?

KarbleKarble Member UncommonPosts: 750

So over the course of my years in MMORPG's I have found class choice to be very important due to a very specific ability set that makes huge differences in your choice.

Clerics could revive fallen allies.

Necromancers could raise the dead and even have undead pets as well as life taps etc.

Druids could transform into animal forms for travel or fighting. They were also good at self and group teleporting.

Shaman was master of disease and poison spells and had a pet.

Monk could feign death and kick or punch stuff to death and use special fist weapons etc.

Magician was master of elemental pets and had special tools to deal with elemental enemies.

 

Anyways....The current group of 10 classes feels a slight bit short in a few departments but is made up for in a way.

Devotion tree has a revive. This takes care of cleric special which is good.

Necro has no dedicated pet, does have life taps and some short pet-like attacks.

Druids ....there are no druids. You can maybe use 3 classes to get 1/4 the desired style.

Shaman can be built using 3 classes for sure

Monk can be 1/2 there with 3 classes but no fist attacks in the game.

Magician only 1/2 there as well since there is no elemental pets

ArcheAge does attempt to fix some of these gaps by giving all players the chance to raise pets or even tame bosses as pets. So that is a very nice feature.

Also the teleporting around is given to everyone instead of making it class dependent. Not sure how I feel about this, but overall it's good that it's included.

What are your thoughts on this?

Should ArcheAge carve a few more impactful skills within the current classes or make additional ones or leave it the way it is?

Thanks in advance for your opinions.

 

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