![]() ![]() Skullknights aren't good early and a little bit mid game because they are heavily focused on cc. Falls off super late game because the chip damage from aoes aren't as effective due to high hp, toughness/resilience gems, and healers having strong odes. An absolute must have for your raid comp. Amazing mix of aoe damage and cc, with decent survivabilty due to auramancy. Mage ball is the dominate meta because of this class here. The bread and butter of large scale pvp. Note- these are averages, when you get into late game everyone is gonna be geared differently because of gems and weapon choices. I will try to break down what stage of the game these classes are best used, which will be early game, mid game, late game, and super late game. If you would like a skill build on any of these classes, shoot me a pm and I will do my best to help out. Classes that become viable in 3.0+ will be listed, but I will not go in depth due to the fact that the current patch is 2.9. Top guilds on legacy servers used these classes for a reason, it isn't just a made up thing. There is a meta in Archeage whether you like it or not. Common classes that people may be confused on why they can't be played large scale will be listed and explained. Other classes not listed here may work as a niche 1v1 or a small scale class, but will not be as effective. Again I want to stress, this is for large scale as in 30+ people. Before anyone can teach you how to play, the basic thing you must know is what classes are acceptable. I've been seeing far too many people who are new competitive large scale pvp and how it works. ![]()
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