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    Ogre in the Playground
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    Jan 2013

    Default Re: Tier System for Classes (Rescued from MinMax)

    Why Tier 3s are Tier 3s (Part 1):
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    It was brought up that there's no set explanation for why low tier classes are generally less effective. With that in mind, I figured I'd start one. I'll be doing one for each tiers, but I want to get the low tiers out of the way first, because most people know why classes like Wizards and Druids are above average. I'm looking for your input on the classes, and to make this a guide for people new to CO. Thanks to all who contribute in advance.

    From JaronK's Tier System For Classes guide, the widely accepted Char Op base power description thread:

    Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time.

    Examples: Beguiler, Dread Necromancer, Crusader, Bard, Swordsage, Binder (without access to the summon monster vestige), Wildshape Varient Ranger, Duskblade, Factotum, Warblade, Psionic Warrior

    A note on Tier 3s: I'd like to point out something.

    Being a tier 3 is NOTHING to be ashamed of. Tier 3 are the herald's of destruction, they can do humongously more damage in battle than tier 1 and 2 characters and are still immensely useful out of combat. Simply put, if you're a least bit intelligent, you won't be bored playing a tier 3 character.

    But you're not tier 2. Or tier 1.

    Tier 1 characters can BREAK THE GAME, litterally, all of them, that's why they are gods, that's why we are wary of the power we wield when we use them.

    Tier 2 characters can BREAK THE GAME, just a tad less obviously, or in a more limited way.

    So anyone who feels insulted their class is ''only tier 3'' when they play one in game, DON'T BE! It's still incredibly good. Heck, i played a game with 3 tier 1 and a tier 3, and the tier 3 was always useful in battle. Eventually, it got so easy it was boring!!! We had to tangle with actual GODS at level 21 just to keep it challenging! -Alastar

    Why Tier 3's are in tier 3:
    Beguiler:
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    Cons: A Beguiler, like a rogue, is very vulnerable to certain types of enemies unless they can cover their gaps with specialized magical items. Mindless creatures, those immune to Enchantments or Illusions, creatures with blindsight, true seeing, high SR, or even a high will save can be tough for Beguilers to beat.

    Illusions and Enchantments derive much of their power from the creativity of the player and the cooperation of the DM. A player who just wants to blast his enemies will not do well with a beguiler. A DM whose NPC's always attempt to subvert commands and who are all paranoid of illusions can cripple a Beguiler.

    While the Beguiler knows more spells than a sorcerer, and is absolutely better than a Sorcerer who takes only Enchantment and Illusion spells, it lacks the versatility of Sorcerers or Wizards to have the right tool on hand for every situation.

    While superior in mundane combat to low level sorcerers and wizards, the beguiler is still one of the weakest combatants in the game, and the Surprise Casting class feature is almost a trap to lure unsuspecting players near their enemies where they can be crushed. -Braithwaite

    Pros: Beguiler is probably the most flexible of the three "specialist Sorcerers", the other two being Dread Necromancer and Warmage.

    For an arcane caster, the beguiler is reasonably hardy. Light armor is roughly equal to a sorcerer's Mage Armor, without taking up a spell slot. Weapon proficiencies similar to a rogue and d6 hit points per level mean that at low level the Beguiler can be marginally better in combat than a wizard.

    The beguiler is a top of the line skill monkey. They really have more than 6 skill points per level, because Int is their casting stat, and they are almost obliged to keep it as high as possible anyway. They have trapfinding. If they decide to ignore parts of their excellent skill list, they can cover the gaps with their flexible spell list. For example, a beguiler with low hide can replace it with invisibility or silent image, or a beguiler with bad social skills can recover with charms, Suggestion, or Dominate. Use Magic Device can be used to mask some of their weaknesses.

    The beguiler is a full caster. They automatically know every spell on their spell list, and their spell list can be widened by a number of feats, prestige classes, and the advanced learning class feature. At each spell level their list includes a number of excellent spells. They get some free metamagic feats and their cloaked casting ability helps them overcome enemy defenses when casting on opponents who are denied their dex bonuses.

    The beguiler is capable of doing one thing quite well. It is excellent at neutralizing opponents with charms and illusions. When that is inappropriate, it can still contribute with Trapfinding, Use Magic Device, or a handful of buff spells. –Braithwaite

    Dread Necromancer:
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    Cons: I'm playing a Dread Necromancer right now, and I can assure you Planar Binding is FAR weaker on them than a Sorcerer or Wizard. Without magic circle, a Dread Necromancer has to kill and reanimate anyone they bind... they can't just use services or anything. And that can be a little hard to do. Once that's complete, they can only reanimate them as a Skeleton or Zombie if they want gaurenteed control, which is hardly impressive. If they want to control the creature, they could use Create Undead to make a Bone Creature... but it's DM fiat as to which version of Create Undead they need to use to get such a critter. And now they have to rebuke the creature... which is difficult if they don't have the items they need to make that work (Lyre of the Restful Soul, Rod of Defiance). And by the time they can actually make all this work, we're already in very high levels where the Sorcerer is about to start Shapechanging, usually.

    On paper it's great, but the DN version of Planar Binding isn't anywhere near the Wizard/Sorcerer version. I know... I'm using it in a game right now! -JaronK

    Pros: Assuming you have half a brain and take tomb-tainted soul at first level, you get unlimited free out of combat healing. You can pull off the same rainbow servant shenanigans as the warmage, but have less incentive to do so because your class features are better. The familiar you get is actually useful in combat, and you certainly have some good fear stacking synergy with it - plus, you can use it to extend your personal buffs to other party members if you choose the ghostly visage. -The_Mad_Linguist

    Crusader:
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    Opening up with the fact that this tank base class has the highest HP this side of a raging Barbarian (AKA, the side you want to be on), this class is a reasonably powerful cannon. It has some serious potential.
    -Sinfire Titan

    The penultimate Tank class, only Tier 1s and 2s task built exceed it. Even then it has a major advantage in staying power. -Keldar

    Cons: *Sigh*, Steely Resolve applies to pretty much 1 attack/round at the early-mid levels due to low absorption factor. No control over maneuvers granted makes combat unpredictable when you expand their options with PrCs. No control over the recovery mechanic means you can lose some options to the action economy. Only a d10 HD, when it should have had a d12 (seriously, this class is the most deserving of a d12 HD). Most limited access to the 9 disciplines. -Sinfire Titan
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    Highly melee focused, loosing most of its offense and defensive abilities without a foe to hit in melee. MAD to a lesser degree than many, serviceable with just good STR and CON, it also wants for WIS and CHA to shore up will saves, and DEX to take advantage of it's AoO related abilities. Many class abilities are pure filler. Feat starved due to all but needing Extra Granted Manuver and the highly desirable Stone Power. -Keldar

    Pros: Furious Counterstrike. Cha to Will saves. Access to 2 of the most powerful styles in the game (and Stone Dragon). Able to heal themselves reliably well. Full BAB. A recovery mechanic independent of the action economy (this would be 2nd only to the Warblade). Basically, if you want a tank this is the class to look into. Practically the easiest to optimize (2 feats, tops), its perfect to beginners. -Sinfire Titan
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    Can last all day long. Has the offensive and buffing abilities to make the character a threat unlike some other meat-shield oriented classes. The Crusader can even lend some of its resilience to others when it is ignored, and is basically the only class that can make good use of in combat healing. –Keldar


    Bard:
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    Cons: Inside core, the only real useful feat for a bard is Skill Focus. Maybe the Spring Attack chain. A bard doesn't get enough weapon proficiencies in class to make a very good meleer, the rogue out sneaks them, etc. Not an ideal replacement for any dedicated class, and are thusly relegated to the role of secondary whatever.

    Also, their low hit die and medium base attack bonus means that most people will outmatch them in a straight fight. -Woodenbandman
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    The main problem is that bards are too spread out. They can do several things and contribute to the party, but they don't excel anywhere.

    Again, spreading too much is a problem (bard's less stretched than lightning warrior unfortunately). No transmutations make me sad. Most of the songs need to be swapped for alternative ones. You just need inspire courage and inspire greatness (coupled with polymorph, yay!), really. Countersong is probably the worst class feature. Ever. No 7th and above spells (where the party starts). No spot skill is a minor detail, but it bugs me Tongue

    Last but not least, the biggest con is not being respected by your own party Tongue ("bards? meh! What, are you gonna, like, sing the monsters away?", "Nonono, i was able to hit that monster anyway, didn't need your +WTFOMFGPWND inspire courage mod") -Dictum Mortuum

    Pros: Great support outside of core in splatbooks. Feats that benefit multiclassed bards and prestige classes mean that a bard can cover any archetype of character adequately, whether it's Fighter, Tank (though illusionary defenses add up really well), sneak, face, magic user, healer, or buffer. They can even cover two of these roles at once, in many cases. Best at buffing, though (9d6 or however the hell much it is energy damage on each attack the party makes is awesome. Can make a strong case for using TWF if there's no rogue in the party already).

    Very decent spell list. Some bard specific spells (Glibness, Hymn of Praise) are awesome and make any party fawn over the thought of a bard. Some spells not limited to bards only (Alter Self, Grease, Haste, Greater Blink, Greater Mirror Image) are extremely awesome anyway.

    A great host of alternate class features, including songs that cause debuffs (that one that makes enemies attack each other is nice), the ability to use a fascinate effect with a DC based on a skill check (allowing you to often bypass a lot of hazards such as guards that must be snuck past), along with the ability to instill suggestions to a crowd at high levels, is awesome. -Woodenbandman
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    They can buff, heal, speak, UMD, cast, scout, damage, summon. If there are martial characters in the group (or summoners) they're gonna love the bard, even if they don't optimize their inspire courage, as haste and displacement are equally spicy. Bardic music stacking with lingering song ftw. I love how they can cure a stupid amount of HPs using CLWs by chanting that healing hymn. I also love the half-elf substitution levels, especially coupled with deepwyrm half-drow. Actually, now that i think of it, bards have some quality alternative class features available. Take obtain/improved familiar and you have two of a character. A hasted power attacking (through heroics Tongue) bard who also inspires courage and wields a two handed weapon is scary -_-

    Also: whip proficiency, hell yeah \m/ i'm goddamn indiana jones baby! -Dictum Mortuum


    Swordsage:
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    Cons: IMO, the swordsage is probably the most well-balanced of the 3 martial classes (which also means that it is the weakest).

    For a melee class, the swordsage seems to be an anomaly in that it gets only a d8, 3/4 bab, light armour, no shield and has good reflex/will saves but poor fort saves. With a noticeable lack of ranged capabilities, you are clearly expected to wade into melee, but none of your class features seemed geared towards helping you survive a retributive full attack from the enemy. So you likely need to play your swordsage more conservatively, having him skulk around the sidelines, moving in to strike only when the foe is preoccupied with a more imminent threat like the party barb or warblade. And even then, you better have a good way of retreating in case things get ugly. Better get a flight speed + flyby attack, or try to simulate spring attack somehow (eg: move, strike, use quicksilver motion/shadow blink to move away as swift action).

    It appears to suffer from MAD. You are limited to light armour + no shield, so you will likely want to maintain a high dex score to boost your AC. Wis as well, since you add it to your AC, and it improves a variety of features, such as the save DCs of your maneuvers and the bonus damage from insightful strike. It has a fairly good skill list, so it is very tempting to invest in 12 int minimum to ensure you have sufficient skills. As with any class, a decent con is mandatory for sufficient hp. In addition, unless you wield a finessable weapon, you will likely want a good str score as well to boost your attack rolls. Cha remains a dump stat, but that is scant consolation for the fact that the class still leaves you with incentive to want to boost the other 5.

    The swordsage gets the most number of maneuvers known and readied. But this is a mixed blessing, since you cannot ready any maneuver more than once, so you are typically left with 1 of 2 options - either maintain a good mix of strikes, counters and boosts (which means that you cannot really excel in any one aspect), or fill your excess slots with suboptimal maneuvers after choosing the choice ones.

    He is also hampered by a very inefficient recharge mechanic (though to be fair, it can be mitigated with a single feat - adaptive style). I say "mitigated" rather than "solved" because spending one full round doing nothing to get all your maneuvers back is still quite a steep cost (though the upside is that you can also swap in useful maneuvers in place of less useful ones).

    One full round just to get back 1 maneuver. Given the average length of a typical encounter, don't bother. You are "encouraged" to ration and use them sparingly, to ensure that you have enough to see you through the entire fight (which ties back to my earlier point about filling excess slots with subpar maneuvers). Contrast this with a warblade, who can easily alternate between spamming his best maneuvers and full-attacking (as part of refreshing), or a crusader who automatically refreshes his maneuvers every 3 rounds.

    The array of disciplines don't seem all that stellar either. Desert wind and shadow hand are fairly weak, and it seems quite difficult to base a character build around them (a number of builds I see tend to revolve around specializing in diamond mind/tiger claw, while splashing in desert wind/shadow hand. No experience with setting sun.

    3/4 bab isn't necessarily as bad as it seems. Standard action strikes mean that you are making 1 attack each round at your highest attack roll, so you should still be able to hit fairly consistently. But you can't really afford to power attack, since you will unlikely have excess bab to "burn". -Runestar

    Pros: With so many flaws, you are likely wondering "Where are the good points"? Well, they would be the maneuvers! They let you be everything a fighter fails at, by allowing you more options, all the better to tackle the various challenges thrown your way by the DM.

    Your crappiest save assaulted by a save-or-die ability of impossibly high DC? It is the appropriate diamond mind save booster (moment of precise mind/mind over body/action before thought) to the rescue (and action before thought complements evasion quite nicely).

    Mobility hampered by difficult terrain? Teleport (shadow blink) or ignore it (setting sun 1st lv stance).

    Mobile foes giving you fits by constantly moving, thus denying you the full attack? Strike maneuvers let you move and still be able to deal respectable damage (and since the bonus damage is usually independent of the weapon you wield, you can still lay out the hurt even if you are armed with a puny dagger instead of a greatsword, since its damage dice comprises only a small portion of the total damage dealt). Sometimes, you want to do more than just damage. There are quite a few maneuvers which rider-effects that allow you to debuff a foe in a variety of ways (such as negative lvs, restricting their movement or preventing them from full-attacking).

    And thanks to martial study, you can also access cross-class maneuvers. Hit by a pesky status effect like wave of exhaustion? Remove it with iron heart surge. Only problem is that the swordsage does not really get that many feats, and quite a few will probably be tied up in the form of adaptive style, weapon finesse and possibly shadow blade (which also has the drawback of locking you in a shadow hand stance), so again, you only have so many feats to play around with.

    Simply put, maneuvers help make melee fun again, and this is no exception even for the swordsage.

    I would rate it as a tad inferior to the warblade (or in the very least, it would be more more tricky to play effectively), but the sheer utility of maneuvers more than suffices in letting it stay in the tier3 range. -Runestar
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    As was noted for many of the lower tier classes, and as is always true for ToB classes, Swordsage makes a handy 1 or 2 level dip. If you are a caster and only expect to swing a weapon if cornered or for a few rounds every combat after you have finished your party buffs or battlefield control, the crummy recharge mechanic won't hurt you. Likewise, if you are a meleer and plan on doing mostly full attacks except for the few rounds when you are moving or otherwise prevented, the recharge mechanic isn't a problem.

    For Wisdom using classes, the Swordsage Wisdom to AC in light armor is much better than the similar Monk/Ninja ability. Even a simple chain shirt with the +4 from an 18 wisdom comes out the same as plate mail, and a high level Swordsage with a magic mithral breastplate and high wisdom is likely to have the highest AC in the party, as well as a good touch AC. Unfortunately, boosting AC is usually not as effective as other build strategies, but if you decide that you want to build a high AC character, Swordsage + any wisdom based full casting class will probably outperform lower tier classes more typically thought of as "tanks", like Knight, Paladin, or sword & shield Fighter. –Braithwaite
    Last edited by Karnith; 2013-01-27 at 11:30 AM. Reason: Spoilering