Selion
2019-06-23, 07:25 AM
It's well known that tiers are representative of the whole character career, focusing mainly on medium to high levels.
I often heard of wizards and arcanists being the strongest classes in the game, but i also heard that high levels is where they shine more and that downtime and out of combat situations is where they give a huge gap in respect to martial classes.
I want to discuss here a tiering system which distinguishes combat and intrigue, low levels and high levels.
I haven't played all classes and I don't know everything, help me adjusting and completing the list.
(It's a WIP, if something is heavily missplaced just help me fix it)
I'm beginning with levels 1-5
Level 1-5
Combat
Tier1: Druid+, U-Summoner, hunter-
Tier2: Barbarian, Fighter, Bloodrager, Ranger, Magus, Warpriest, Brawler, Paladin
Tier3: Skald, Wizard*, Bard, Witch, Cleric
Tier4: Sorcerer*, Oracle, arcanist*, U-Rogue
Tier5: Rogue
*a tier up with a combat dedicated build
Rogues in combat are feats and items dependent, early they could have troubles finding a way to apply sneak attack, and even then their damage is less than that of a two handed melee fighter.
At low levels full casters and 2/3 casters abilities are pretty similar: sorcerers, oracles and arcanists gain spell levels at the same time of magus/skalds/bards, but they lack combat abilities.
Wizards and witches are a little better because they take 2th and 3th level spells a level early, while clerics could be built as efficient combatants using domains.
Low level combats are often a brutal slaughterfest and Full BAB martial classes bring sheer stats, which are essential at these levels.
The crown, BTW, goes to any class with a companion. At low levels a animal companion/eidolon is almost as powerful as a martial character.
Druids have a special spot, they have IMHO the strongest spell list early, with a mix of offensive, defensive, crowd control and utility spells.
Intrigue
Tier1: Druid+, Bard, Skald
Tier2: Rogue, U-rogue, Wizard+, Witch+, Arcanist
Tier3: Ranger, Oracle, Cleric, hunter, Sorcerer*, Magus*
Tier4: Brawler, Bloodrager, barbarian, U-summoner, paladin
Tier5: Fighter, Warpriest
* a tier up with an enchantment/illusion dedicated build
Druids... damn... druids. They are full casters, with an animal companion able to compete with a fighter in combat abilities, and they also have extremely useful spells in a intrigue adventure.
You need to know who killed the unfortunate maiden? Why don't you just ask her house cat, or a mouse, or just interrogate a random bird in 2 miles range? The trustworthy dog doesn't want to collaborate? Charm him and everything is fine.
Oh, there are also 4 skill points per level, because, why not, just let him be a skill monkey as well.
From level 4 on they are the best scouts and infiltrators in the game, at level 5 they can be for half a day a freaking bird who spams lightning bolts unseen and charms bears or does whatever he likes. Damn.
Ok, let's see other classes as well. Bards and skalds are social skill monkeys with a spell list strongly oriented in enchantment and illusion, in a urban setting they can do miracles, this places them easily at the top of the list.
Wizards and witch can be just as efficient and have a familiar able to scout, if they have a daily spell selection focused in intrigue they are tier 1, they are otherwise tier 2, but even a open slot could be enough to change the course of an adventure.
At low level being a skill monkey is extremely useful, this places rogues in the tier 2 position, stealth, perception, bluff, trap finding in a single character could be invaluable early on.
Rangers and hunters are tier 3 for tracking and survivability in wilderness; oracles and sorcerers are tier 2 if focused in enchantment/illusion, otherwise they have still a high charisma score, which is useful in social interactions.
Tier 4 and Tier 5 are combat focused classes, tier 4 classes have minor utility features, tier 5 are just good for smashing things around.
Level 6-10
Combat
Tier1: Druid-, U-Summoner, Magus, Warpriest, wizard, arcanist
Tier2: Barbarian-, Brawler, hunter, Sorcerer+, Witch, Cleric*, oracle, Paladin*
Tier3: Fighter*, Ranger*, Bloodrager, U-Rogue
Tier4: Skald, Bard, Rogue
Tier5:
*
Cleric: tier 1 if heavily focused in summoning
Ranger-fighter: tier 2 if ranged
paladin: up a tier against evil foes, potentially a full ranged smite evil is tier 1 in this range of levels
Animal companions are now not comparable with a martial character, but both druid and summoner have in built summoning mechanics, which in this range of levels are extremely strong in combat. Summoner's eidolon may be built with pounce and constrict, but summoner was already tier 1, so...
This is IMHO the range of levels in which 3/4 BAB 2/3 casting classes shine more, they are not so behind both in combat and in casting, things change exactly at level 9-10, in which 5 level spells are available to full casters.
Thus in this range of levels i'll place warpriest and magus at top tier, they can both change their weaponry depending on foes and also have a lot of utility/crowd control options.
Hunters and brawlers are tier 2 for versatility, barbarians for stats, paladins just for divine grace.
Rogue and U-Rogue climb both a tier because with more feats available they can deliver their damage more efficiently, or they can use low level magic to help them with some trick
There isn't any class in tier 5, this is because i feel this range of levels is pretty balanced combatwise, and i feel differences between tiers are more narrower than in other level ranges.
Intrigue
Tier1: Bard, Skald, , Wizard, Witch, Arcanist-
Tier2: Druid-, Oracle, Cleric, Sorcerer*
Tier3: Ranger, hunter, Magus* ,Rogue, U-rogue, paladin-, U-summoner+
Tier4: Brawler, Bloodrager, barbarian
Tier5: Fighter, Warpriest
* up a tier for enchantment/illusion dedicated builds
Druids lose their golden spot, they have in this range of levels basically the same options of the previous one, becoming basically one/two trick ponies. Scouting in wild shape is still solid tactic.
Bard and skalds pick most of intrigue useful spells the same level of full casters, furthermore they have some means to cast them unnoticed (such as spellsong) and even without magic they are extremely competent social skill monkeys. Bardic knowledge is also a thing.
Wizard and arcanists have basically no penalties in taking a few intrigue-focused spells even if they are otherwise specialized. Witches have some good enchantment spells and are prepared caster, no troubles placing them at top tier. Familiars are often good scouts.
Divine casters have a strange spot: they have good and potentially game-changing divinations, but are otherwise useful in shutting magic focused enemy plots. They have access to scrying and anti-scrying spells, but they get them later than arcane spellcasters.
Summoners may use summoned monsters to gain access to some useful spells, such as suggestion, modify memory and so on, but it's not that easy summoning a monster for a few minutes and pulling out this strategy in a urban setting.
Nothing more to say about martial classes, I'm giving a tier to paladins just because of mercy, which can be used to heal poisons or nasty curses.
I often heard of wizards and arcanists being the strongest classes in the game, but i also heard that high levels is where they shine more and that downtime and out of combat situations is where they give a huge gap in respect to martial classes.
I want to discuss here a tiering system which distinguishes combat and intrigue, low levels and high levels.
I haven't played all classes and I don't know everything, help me adjusting and completing the list.
(It's a WIP, if something is heavily missplaced just help me fix it)
I'm beginning with levels 1-5
Level 1-5
Combat
Tier1: Druid+, U-Summoner, hunter-
Tier2: Barbarian, Fighter, Bloodrager, Ranger, Magus, Warpriest, Brawler, Paladin
Tier3: Skald, Wizard*, Bard, Witch, Cleric
Tier4: Sorcerer*, Oracle, arcanist*, U-Rogue
Tier5: Rogue
*a tier up with a combat dedicated build
Rogues in combat are feats and items dependent, early they could have troubles finding a way to apply sneak attack, and even then their damage is less than that of a two handed melee fighter.
At low levels full casters and 2/3 casters abilities are pretty similar: sorcerers, oracles and arcanists gain spell levels at the same time of magus/skalds/bards, but they lack combat abilities.
Wizards and witches are a little better because they take 2th and 3th level spells a level early, while clerics could be built as efficient combatants using domains.
Low level combats are often a brutal slaughterfest and Full BAB martial classes bring sheer stats, which are essential at these levels.
The crown, BTW, goes to any class with a companion. At low levels a animal companion/eidolon is almost as powerful as a martial character.
Druids have a special spot, they have IMHO the strongest spell list early, with a mix of offensive, defensive, crowd control and utility spells.
Intrigue
Tier1: Druid+, Bard, Skald
Tier2: Rogue, U-rogue, Wizard+, Witch+, Arcanist
Tier3: Ranger, Oracle, Cleric, hunter, Sorcerer*, Magus*
Tier4: Brawler, Bloodrager, barbarian, U-summoner, paladin
Tier5: Fighter, Warpriest
* a tier up with an enchantment/illusion dedicated build
Druids... damn... druids. They are full casters, with an animal companion able to compete with a fighter in combat abilities, and they also have extremely useful spells in a intrigue adventure.
You need to know who killed the unfortunate maiden? Why don't you just ask her house cat, or a mouse, or just interrogate a random bird in 2 miles range? The trustworthy dog doesn't want to collaborate? Charm him and everything is fine.
Oh, there are also 4 skill points per level, because, why not, just let him be a skill monkey as well.
From level 4 on they are the best scouts and infiltrators in the game, at level 5 they can be for half a day a freaking bird who spams lightning bolts unseen and charms bears or does whatever he likes. Damn.
Ok, let's see other classes as well. Bards and skalds are social skill monkeys with a spell list strongly oriented in enchantment and illusion, in a urban setting they can do miracles, this places them easily at the top of the list.
Wizards and witch can be just as efficient and have a familiar able to scout, if they have a daily spell selection focused in intrigue they are tier 1, they are otherwise tier 2, but even a open slot could be enough to change the course of an adventure.
At low level being a skill monkey is extremely useful, this places rogues in the tier 2 position, stealth, perception, bluff, trap finding in a single character could be invaluable early on.
Rangers and hunters are tier 3 for tracking and survivability in wilderness; oracles and sorcerers are tier 2 if focused in enchantment/illusion, otherwise they have still a high charisma score, which is useful in social interactions.
Tier 4 and Tier 5 are combat focused classes, tier 4 classes have minor utility features, tier 5 are just good for smashing things around.
Level 6-10
Combat
Tier1: Druid-, U-Summoner, Magus, Warpriest, wizard, arcanist
Tier2: Barbarian-, Brawler, hunter, Sorcerer+, Witch, Cleric*, oracle, Paladin*
Tier3: Fighter*, Ranger*, Bloodrager, U-Rogue
Tier4: Skald, Bard, Rogue
Tier5:
*
Cleric: tier 1 if heavily focused in summoning
Ranger-fighter: tier 2 if ranged
paladin: up a tier against evil foes, potentially a full ranged smite evil is tier 1 in this range of levels
Animal companions are now not comparable with a martial character, but both druid and summoner have in built summoning mechanics, which in this range of levels are extremely strong in combat. Summoner's eidolon may be built with pounce and constrict, but summoner was already tier 1, so...
This is IMHO the range of levels in which 3/4 BAB 2/3 casting classes shine more, they are not so behind both in combat and in casting, things change exactly at level 9-10, in which 5 level spells are available to full casters.
Thus in this range of levels i'll place warpriest and magus at top tier, they can both change their weaponry depending on foes and also have a lot of utility/crowd control options.
Hunters and brawlers are tier 2 for versatility, barbarians for stats, paladins just for divine grace.
Rogue and U-Rogue climb both a tier because with more feats available they can deliver their damage more efficiently, or they can use low level magic to help them with some trick
There isn't any class in tier 5, this is because i feel this range of levels is pretty balanced combatwise, and i feel differences between tiers are more narrower than in other level ranges.
Intrigue
Tier1: Bard, Skald, , Wizard, Witch, Arcanist-
Tier2: Druid-, Oracle, Cleric, Sorcerer*
Tier3: Ranger, hunter, Magus* ,Rogue, U-rogue, paladin-, U-summoner+
Tier4: Brawler, Bloodrager, barbarian
Tier5: Fighter, Warpriest
* up a tier for enchantment/illusion dedicated builds
Druids lose their golden spot, they have in this range of levels basically the same options of the previous one, becoming basically one/two trick ponies. Scouting in wild shape is still solid tactic.
Bard and skalds pick most of intrigue useful spells the same level of full casters, furthermore they have some means to cast them unnoticed (such as spellsong) and even without magic they are extremely competent social skill monkeys. Bardic knowledge is also a thing.
Wizard and arcanists have basically no penalties in taking a few intrigue-focused spells even if they are otherwise specialized. Witches have some good enchantment spells and are prepared caster, no troubles placing them at top tier. Familiars are often good scouts.
Divine casters have a strange spot: they have good and potentially game-changing divinations, but are otherwise useful in shutting magic focused enemy plots. They have access to scrying and anti-scrying spells, but they get them later than arcane spellcasters.
Summoners may use summoned monsters to gain access to some useful spells, such as suggestion, modify memory and so on, but it's not that easy summoning a monster for a few minutes and pulling out this strategy in a urban setting.
Nothing more to say about martial classes, I'm giving a tier to paladins just because of mercy, which can be used to heal poisons or nasty curses.