A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | |
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1 | Class | Specialization | Spells | Talents | Recommended gear | B/R/G (base: 3) | Ranged Damage (B) | Melee Damage (R) | Attrition | Armor (G) | Self healing | Healing | Consistency | Endurance | Solo up (lv 1 to 5) | lv5 PvP (solo/team) | lv5 PvE (solo/team) | ||||
2 | Level | Name | Level | Name | Level | Name | |||||||||||||||
3 | Shaman | Enhancement (Tank/Support) | I | Healing Wave | II | Improved Rockbiter | III | Icicle Rod | 2/5/7 | * | ** | 0 | *** | **** | **** | ** | ** | *** | *** | *** | |
4 | I | Rockbiter Weapon | II | Improved Healing Wave | III | Advisor's Gnarled Staff | |||||||||||||||
5 | II | Stoneskin Totem | IV | Nature's Swiftness | V | Lorekeeper's Ring | |||||||||||||||
6 | IV | Frost Shock | V | Mana Tide Totem | |||||||||||||||||
7 | V | Purge | |||||||||||||||||||
8 | Note: Replace Frost Shock by Earth Strength Totem to combo with Tank Warrior or Tank Paladin (generates even more Attrition). | ||||||||||||||||||||
9 | Elemental (DPS/Support) | II | Earth Shock | II | Elemental Focus | III | Icicle Rod | 6/5/7 | *** | ** | 0 | *** | 0 | 0 | *** | *** | **** | **** | ***** | ||
10 | II | Stoneskin Totem | III | Thundering Strikes | III | Advisor's Gnarled Staff | |||||||||||||||
11 | IV | Chain Lightnin | IV | Stormstrike | IV | War Maul | |||||||||||||||
12 | IV | Frost Shock | V | Mana Tide Totem | V | Lorekeeper's Ring (Replaces Earth Shock (II) ) | |||||||||||||||
13 | V | Purge | |||||||||||||||||||
14 | Note: basically the game's Swiss army knife : rolls quite a lot in every colour, reroll quite a lot as well, and supports their team with their Totems. | ||||||||||||||||||||
15 | Hunter | Marksmanship (Ranged DPS) | I | Hunter's Mark | II | Efficiency | III | Darkwater Talwar | 5/5/3 | ***** | *** | 0 | * | 0 | 0 | ***** | ***** | ***** | ***** | ***** | |
16 | II | Serpent's Sting | III | Improved Hunter's Mark | V | Shadowforge Bushmaster | |||||||||||||||
17 | III | Multi-Shot | IV | Aimed Shot | |||||||||||||||||
18 | IV | White Tiger | IV | Mortal Shots | |||||||||||||||||
19 | Note: to me, this is the best DPS in the game, and even just the best character. Huge damage with extreme consistency (Aimed Shots + Hunter's Mark + Mortals Shots + Serpent's Sting guarantee 6 hits minimum each turn), during at least 4 tunrs ; it is also versatile thanks to th Tiger, and can virtually tank almost like a Warrior with 14 health and 6R. Plus, it is the best build to go for solo xp farming, at all level. | ||||||||||||||||||||
20 | Survival (Melee DPS) | I | Aspect of the Monkey | II | Precision | III | Darkwater Talwar | 3/5/5 | 0 | **** | 0 | ** | 0 | 0 | **** | ** | *** | *** | *** | ||
21 | II | Wing Clip | II | Lightning Reflexes | V | Shadowforge Bushmaster | |||||||||||||||
22 | IV | White Tiger | IV | Aimed Shot | |||||||||||||||||
23 | V | Immolation Trap | V | Trueshot | |||||||||||||||||
24 | Note: Stable build, but far less powerful than the ranged DPS one. Aimed Shot helps producing 3B/turn, Wing Clip puts the hit tokens in the Defense box along with the ones from Immolation Trap. To be fair, this could be viable as a tank option, but with some adjustments : Aspect of the Monkey -> Hunter's Mark (I), Lightning Reflexes -> Improved Hunter's Mark (III), and eventually True Shot -> Mortal Shots (V) | ||||||||||||||||||||
25 | Warlock | Destruction (Ranged DPS) | I | Shadow Bolt | II | Improved Shadow Bolt | III | Icicle Rod | 5/6/3 | **** | * | 0 | * | 0 | 0 | **** | *** | **** | ***** | ***** | |
26 | I | Immolate | III | Improved Immolate | III | Archeus | |||||||||||||||
27 | III | Curse of Exhaustion | IV | Conflagrate | |||||||||||||||||
28 | IV | Succubus | V | Holocaust | |||||||||||||||||
29 | Note: excellent DPS, similar to ranged Marksmanship Hunter in terms of both damage output and consistency, but less tanky so a bit tougher to go solo with. | ||||||||||||||||||||
30 | Affliction (Tank/Attrition DPS) | I | Shadow Bolt | II | Fel Stamina | III | Icicle Rod | 5/4/3 | * | * | ***** | * | **** | 0 | ***** | *** | *** | ** | **** | ||
31 | II | Corruption | III | Sacrifice | III | Archeus | |||||||||||||||
32 | III | Voidwalker | IV | Siphon Life | V | Lorekeeper's Ring (Replaces Corruption (II) ) | |||||||||||||||
33 | V | Deathcoil | V | Nightfall | |||||||||||||||||
34 | Note: if the Overlord is Nefarian, do not build this. As for Survival Hunter, it is a subpar build compared to the Ranged DPS one. | ||||||||||||||||||||
35 | Druid | Feral (Melee DPS) | I | Mark of the Wild | II | Moonfury | II | Hero's Hood | 4/3/4 | ***** | * | ** | * | * | * | ***** | ** | *** | **** | **** | |
36 | I | Rejuvenation | II | Nature's Grace | IV | Bad Mojo Mask | |||||||||||||||
37 | II | Cat Form | IV | Hurricane | IV | Flamestrider Robes | |||||||||||||||
38 | II | Moonfire | V | Strength of the Wild | V | Royal Highmark Vestments | |||||||||||||||
39 | III | Thorns | |||||||||||||||||||
40 | IV | Ferocious Bite | |||||||||||||||||||
41 | Note: Rejuvenation on Wrath to still have something to cast after using it. The main combo is Ferocious Bite + Strength of the Wild. Possibility to replace Hurricane -> Nature's Grasp (III) for more tankiness. Also One Shot variant for the build Thorns -> Starfire (V), do NOT roll any R so you can change all B into R8s (perilous build since you can only deal damage for 1 turn before running out of Energy). | ||||||||||||||||||||
42 | Restoration (Healer) | I | Mark of the Wild | II | Omen of Clarity | III | Icicle Rod | 4/3/4 | * | * | 0 | * | ***** | ***** | * | *** | * | *** | *** | ||
43 | I | Rejuvenation | III | Nature's Grace | V | Lorekeeper's Ring (Replaces Healing Touch (III) ) | |||||||||||||||
44 | III | Healing Touch | III | Improved Rejuvenation | |||||||||||||||||
45 | V | Starfire | V | Innervate | |||||||||||||||||
46 | V | Tranquility | |||||||||||||||||||
47 | Note: This build can quickly run out of Energy if there is too much damage to soak up, but can complete classes that lack tanking. Better off as a suppport in a team of 3, rather than a duo. | ||||||||||||||||||||
48 | Warrior | Fury (Melee DPS) | I | Battle Shout | II | Cruelty | III | Darkwater Talwar | 3/6/2 | * | **** | ** | * | 0 | 0 | **** | ***** | ***** | ***** | ***** | |
49 | I | Rend | III | Improved Batlleshout | V | Quel'Serrar | |||||||||||||||
50 | IV | Berserker Stance | IV | Dual Wield Specialization | V | Gorewood Bow | |||||||||||||||
51 | V | Blood Thirst | |||||||||||||||||||
52 | Note: this is a "pure" variant of Fury Warrior. Rend -> Shield Wall (III) gives it better defensive options and is, to me, closer to the best Warrior build. Be careful about the interaction between Blodd Thirst and R manipulation sources: Berserker Stance works, Cruelty doesn't. | ||||||||||||||||||||
53 | Protection (Tank/Attrition DPS) | II | Defensive Stance | II | Cruelty | III | Glyphed Helm | 3/6/7 | * | ** | *** | **** | 0 | 0 | **** | *** | ** | **** | ***** | ||
54 | III | Revenge | III | Piercing Howl | V | Gorewood Bow | |||||||||||||||
55 | III | Shield Wall | IV | Dual Wield Specialization | |||||||||||||||||
56 | V | Shield Discipline | |||||||||||||||||||
57 | Note: this is a teamfight oriented build. Rating is lower because Attrition is a less reliable source of damage since it is quickly dealt with in PvP and many monsters, including Overlords, have some form of protection against it. Still very solid overall, though less potent in solo xp farming. | ||||||||||||||||||||
58 | Mage | Archmage (Tank/ Ranged DPS) | I | Arcane Intellect | II | Arcane Focus | III | Icicle Rod | 6/3/5 | **** | * | 0 | **** | 0 | 0 | **** | ** | *** | ***** | ***** | |
59 | I | Fireball | III | Impact | III | Advisor's Gnarled Staff | |||||||||||||||
60 | II | Fire Blast | IV | Incinerate | V | Lorekeeper's Ring (Replaces Fireball (I) ) | |||||||||||||||
61 | IV | Cone of Cold | V | Ice Barrier | |||||||||||||||||
62 | Note: a monster once at lv5: thanks to Ice Barrier, it tanks as much as it deals damage. Learn utilitary spells (Portal, Matamorphosis...) if possible, they can be very useful even only for one turn. One combo that is not featured in this build: Arcane Power (V) Arcane Missiles (II) for free as long as the condition on Missiles is met. I honestly think this build is the only one really viable for Mage in BG. | ||||||||||||||||||||
63 | Paladin | Retribution (Melee DPS) | I | Blessing of Might | II | Holy Shield | IV | Crusher | 0/7/4 | * | **** | ** | ** | * | 0 | **** | **** | ***** | **** | ***** | |
64 | II | Hammer of Justice | III | Mace Specialization | V | Jade Breastlplate of Power | |||||||||||||||
65 | IV | Seal of Command | III | Improved Might | |||||||||||||||||
66 | V | Consecration | V | Conviction | |||||||||||||||||
67 | Note: Blessing or Might x2 + Conviction puts anything at 5 Threat maximum, but do not hesitate to use Consecration instead during the turns you rolled well. Hammer of Justice -> Holy Light (II) for a bit more support. | ||||||||||||||||||||
68 | Protection (Tank/Healer) | II | Holy Light | II | Holy Shield | V | Taran's Crusher | 2/7/4 | * | ** | * | ***** | **** | ** | ***** | ** | ** | **** | ***** | ||
69 | II | Hammer of Justice | III | Mace Specialization | V | Jade Breastlplate of Power | |||||||||||||||
70 | IV | Blessing of Protection | IV | Improved Holy Light | |||||||||||||||||
71 | IV | Seal of Command | V | Holy Shock | |||||||||||||||||
72 | Note: the best tank in the game. Blessing of Protection guarantees 7G/turn, and the healing is reliable and consistent. It is a teamfight oriented build however, since getting armor is often not enough in solo. Hammer of Justice is replaceable in case you find a 4R item. | ||||||||||||||||||||
73 | Priest | Shadow (Ranged DPS) | I | Shadow Word: Pain | II | Improved Pain | III | Icicle Rod | 7/4/7 | ** | * | 0 | * | * | * | * | **** | **** | *** | *** | |
74 | I | Power Word: Fortitude | III | Inner Focus | III | Advisor's Gnarled Staff | |||||||||||||||
75 | II | Power Word: Shield | IV | Holy Nova | V | Lorekeeper's Ring | |||||||||||||||
76 | III | Starshards | V | Mental Agility | |||||||||||||||||
77 | Note: Mental Agility makes Power Word: Shield free, so it can be cast for everyone in the team (including self). Same for Power Word: Fortitude since it only costs 1. Possibility to replace Power Word: Fortitude -> Greater Heal (II). | ||||||||||||||||||||
78 | Discipline (Tank/Healer) | I | Lesser Heal | II | Improved Healing Wave | III | Icicle Rod | 3/4/7 | ** | * | 0 | ** | **** | **** | * | *** | * | ** | *** | ||
79 | II | Power Word: Shield | II | Holy Specialization | III | Advisor's Gnarled Staff | |||||||||||||||
80 | II | Greater Heal | III | Holy Nova | V | Lorekeeper's Ring | |||||||||||||||
81 | II | Shadowguard | V | Divine Spirit | |||||||||||||||||
82 | Note : tanking with healing! So actually not that tanky. Better in a team of 3. | ||||||||||||||||||||
83 | Rogue | Assassination (Melee DPS) | II | Backstab | II | Ruthlessness | III | Darkwater Talwar | T1 : 7/7/3 T2+ : 7/5/3 | **** | **** | 0 | * | 0 | 0 | **** | ***** | ** | ***** | ***** | |
84 | III | Dual Wield | III | Improved Backstab | IV | War Maul | |||||||||||||||
85 | IV | Rupture | IV | Premeditation | V | Shadowforge Bushmaster | |||||||||||||||
86 | V | Slice and Dice | V | Seal Fate | |||||||||||||||||
87 | V | Deadly Poison | |||||||||||||||||||
88 | Note: excellent DPS with a solid damage output and great consistency. The main issue of this build, and of Rogue in general, is that it needs its lv5 since the only reliable Finishing Move for endagme (at at my level of play) is Slice and Dice, and solo xp famring is really tough. I do not recommend Rogue as a class to start the game. | ||||||||||||||||||||
89 | Subtlety (Ranged DPS) | I | Stealth | II | Opportunity | IV | War Maul | 2/6/3 | **** | 0 | 0 | * | 0 | 0 | **** | ** | ** | **** | *** | ||
90 | II | Ambush | III | Improved Backstab | V | Quel'Serrar | |||||||||||||||
91 | II | Backstab | III | Relentless Strikes | |||||||||||||||||
92 | IV | Vanish | V | Seal Fate | |||||||||||||||||
93 | V | Slice and Dice | |||||||||||||||||||
94 | V | Deadly Poison | |||||||||||||||||||
95 | Note: This build has the most terrible start in the game when it comes to solo. The lv1 is atrocious and always a gamble. It gets better afterwards thanks to the big bursts of ranged damage, but it still is, just like the other build, better in a team and hard to play. | ||||||||||||||||||||
96 | |||||||||||||||||||||
97 | Rating | Damage/Armor/Consistency | Attrition | Endurance | Healing | Solo up | |||||||||||||||
98 | Support | General utility | 0 | 0/turn | 0 | - | 0 | Impossible | |||||||||||||
99 | DPS | Damage dealer | * | 1-2/turn | 1/turn | 1 turn before empty mana | 1/turn | Very hard | |||||||||||||
100 | Tank | Damage soaker | ** | 3-4/turn | 2/turn | 2 turns before empty mana | 2/turn | Hard | |||||||||||||
101 | D | 8-sided dice | *** | 5-6/turn | 3/turn | 3 turns before empty mana | 3/turn | Feasable | |||||||||||||
102 | (re)roll | Reroll a dice | **** | 7-8/turn | 4/turn | 4 turns before empty mana | 4/turn | Simple | |||||||||||||
103 | B, R, G | Blue, Red, Green (Dice) | ***** | 9+/turn | 5+/turn | 5+ turns before empty mana | 5+/turn | Free | |||||||||||||
104 | Note : Damage ratings are given on average. For damage and consistency, each threat reduction counts for 1 *. |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Class | Variant | Spells | Talents | Recommended gear | B/R/G (base: 3) | Ranged Damage (B) | Melee Damage (R) | Attrition | Armor (G) | Self healing | Healing | Consistency | Endurance | Solo up (lv 1 to 5) | lv5 PvP (solo/team) | lv5 PvE (solo/team) | |||
2 | Level | Name | Level | Name | Level | Name | ||||||||||||||
3 | Shaman | Enhancement (Support) | I | Healing Wave | II | Improved Healing Wave | III | Icicle Rod | 8-10/4/3 | ** | * | 0 | * | **** | **** | *** | ***** | *** | ** | **** |
4 | II | Flametongue Totem | III | Thundering Strikes | III | Advisor's Gnarled Staff | ||||||||||||||
5 | II | Windfury Totem | IV | Nature's Swiftness | III | Staff of Rampant Growth | ||||||||||||||
6 | IV | Chain Lightning | V | Mana Tide Totem | IV | Staff of Protection | ||||||||||||||
7 | V | Mana Spring Totem | V | Hammer of the Northern Wind | ||||||||||||||||
8 | Note: cf BG build. This one loses in consistency what it gains in supporting power. | |||||||||||||||||||
9 | Restoration (Tank/Healer) | I | Healing Wave | II | Improved Healing Wave | III | Icicle Rod | 5/5/7 | * | * | 0 | *** | **** | **** | *** | ** | *** | ** | *** | |
10 | II | Earth Shock | II | Elemental Focus | III | Advisor's Gnarled Staff | ||||||||||||||
11 | II | Stoneskin Totem | IV | Nature's Swiftness | III | Staff of Rampant Growth | ||||||||||||||
12 | IV | Frost Shock | V | Mana Tide Totem | V | Lorekeeper's Ring | ||||||||||||||
13 | V | Purge | V | Arcanist Bindings | ||||||||||||||||
14 | Note: the BG Enhancement build, enhanced with the SoW tools to make it better for healing and tanking. Possibility: Purge -> Mana Spring Totem (V) if there are no real Stun/Curse threats. Possibility: Healing Wave -> Rockbiter Weapon (I) + Improved Healing Wave -> Concussion (II) + Naure's Swiftness -> Stormstrike (IV) for more damage. as for the OG BG Shaman build, this one is a Swiss army knife. | |||||||||||||||||||
15 | Elemental (Ranged DPS) | I | Lightning Bolt | II | Tidal Mastery | III | Icicle Rod | 9-10/6/4 | *** | ** | 0 | * | 0 | 0 | *** | *** | *** | **** | ***** | |
16 | II | Flametongue Weapon | III | Call of Thunder | III | Advisor's Gnarled Staff | ||||||||||||||
17 | III | Windfury Totem | IV | Nature's Swiftness | IV | War Maul | ||||||||||||||
18 | IV | Chain Lightning | V | Improved Chain Lightning | IV | Staff of Protection | ||||||||||||||
19 | V | Mana Spring Totem | V | Hammer of the Northern Wind | ||||||||||||||||
20 | Note: hybrid DPS (Imroved Chain Lightning). The Totems are flex spots spells: possibility -> other totems, or even Frost Shock (IV) OR Earth Shock (II) (then Tidal Mastery -> Elemental Focus). | |||||||||||||||||||
21 | Hunter | Marksmanship (Ranged DPS) | I | Hunter's Mark | II | Efficiency | IV | The Lost Kris of Zedd | 6/6/4 | ***** | *** | 0 | * | 0 | 0 | ***** | ***** | ***** | ***** | ***** |
22 | II | Serpent's Sting | III | Improved Hunter's Mark | V | Blade of the Titans | ||||||||||||||
23 | III | Multi-Shot | IV | Aimed Shot | V | Staff of Hale Magefire | ||||||||||||||
24 | IV | White Tiger | IV | Mortal Shots | V | Shadowforge Bushmaster | ||||||||||||||
25 | Note: cf BG build. SoW does not bring any power worth including in this build (which shows its power), but offers some interesting gear options. Possibility: Aimed Shot -> Trueshot Aura (IV) if your team has more than one Ranged DPS. | |||||||||||||||||||
26 | Survival (Melee DPS) | II | Wing Clip | II | Trap Mastery | III | Darkwater Talwar | 5/6/6 | ** | *** | 0 | *** | 0 | 0 | **** | ** | *** | *** | *** | |
27 | IV | Volley | III | Dodge Mastery | IV | Satyr's Bow | ||||||||||||||
28 | IV | Freezing Trap | IV | Aimed Shot | V | Staff of Hale Magefire | ||||||||||||||
29 | IV | White Tiger | V | Improved Wing Clip | V | Blade of the Titans | ||||||||||||||
30 | Note: cf BG build. SoW only brings more flavor by reinforcing the trap mastery aspect of this build. Darkwater Talwar and Satyr's Bow are basically must-have. Possibility Freezing Trap -> Immolation Trap (V) + Trap Mastery -> Lightning Reflexes (II), or White Tiger -> Immolation Trap (V). | |||||||||||||||||||
31 | Beast Mastery ("Tank"/Attrition DPS) | I | Feign Death | II | Endurance Training | IV | Bloodrazor | 4/6/6 | 0 | 0 | ***** | 0 | 0 | 0 | ***** | ***** | 0 | 0 | **** | |
32 | III | Revive Pet | III | Dodge Mastery | V | Hameya's Slayer | ||||||||||||||
33 | III | Mend Pet | IV | Deferrence | V | Lorekeeper's Ring | ||||||||||||||
34 | IV | White Tiger | V | Frenzy | V | Arcanist Bindings | ||||||||||||||
35 | Note: look. This buils as a whole is basically a joke. The Feign Death + Frenzy + Revive Pet + Tiger (works with Bear but does twice less damage) is actually strong, but building around this the whole game is this game's equivalent of trolling. That being said, here is how it works : th hit tokens of Frenzy are put in the attrition box during the start of the Dice Pool Step, therefore bypassing the negative effects of Feign Death. Use Revive Pet at the start of the following combat round, rince and repeat. Voila, you hve a build that can not be dealt damage and deals 8 Attrition damage during the first turn and 4 during the follonwing ones (12 and 6 respectively with Endurance Training). Beware of Attrition immune monsters and Nefarian, though. | |||||||||||||||||||
36 | Warlock | Destruction (Ranged DPS) | I | Shadow Bolt | II | Improved Shadow Bolt | III | Icicle Rod | 7/8/5 | ***** | ** | 0 | * | 0 | 0 | ***** | ***** | **** | ***** | ***** |
37 | II | Create Spellstone | III | Fel Concentration | IV | The Lost Kris of Zedd | ||||||||||||||
38 | III | Curse of Exhaustion | IV | Soul Link | V | Nightfall Drape | ||||||||||||||
39 | IV | Succubus | V | Holocaust | V | Arcanist Bindings | ||||||||||||||
40 | Note: cf BG build. The tools provided by SoW make it even more consistent and hardy. Fel Concentration especially helps for solo xp farming and is probably the most overpowered talent in the game. Possible combo between Blade of the Titans (V) + Devastation (III). | |||||||||||||||||||
41 | Demonology (Attrition DPS) | II | Corruption | II | Fel Stamina | III | Icicle Rod | 4/4/4 | * | * | ***** | * | *** | 0 | *** | ***** | ** | ** | **** | |
42 | III | Life Tap | II | Dark Pact | III | Advisor's Gnarled Staff | ||||||||||||||
43 | V | Death Coil | II | Demonic Sacrifice | III | Rod of Corrosion | ||||||||||||||
44 | V | Fel Hunter | V | Unholy Power | V | Infernal Bone | ||||||||||||||
45 | Note: this is the base for a lv6 teamfight build : each beginning of combat round (except turn 1) Dark Pact x2, then Demonic Sacrifice on Fel Hunter. Start of Dice Pool Step Unholy Power -> Fel Hunter -> tanking + Attrition. Rince and repeat. The Demon that is equipped each turn depends on the Demonic Sacrifice effect needed that very turn. | |||||||||||||||||||
46 | Druid | Feral (Melee DPS) | II | Cat Form | II | Ferocity | II | Hero's Hood | T1 : 4/6/3 T2 : 0/5/3 | ** | ***** | * | * | 0 | 0 | ***** | * | *** | *** | ***** |
47 | II | Claw | III | Nature's Grasp | IV | Bad Mojo Mask | ||||||||||||||
48 | II | Prowl | IV | Feral Agression | IV | Flamestrider Robes | ||||||||||||||
49 | III | Thorns | V | Strength of the Wild | V | Royal Highmark Vestments | ||||||||||||||
50 | IV | Ferocious Bite | V | Cadaverous Armor | ||||||||||||||||
51 | V | Ravage | V | Nightfall Drape | ||||||||||||||||
52 | Note: gameplay style close to the Assassination Rogue's one: a "glass cannon". With one "natural" B hit (only roll + reroll) and 3 from Thorns, this build can dish out enough damage to OS (One Shot) any monster in the game, including Elites (red ones). | |||||||||||||||||||
53 | Guardian (Tank/Support) | I | Bear Form | II | Ferocity | II | Hero's Hood | 1/4/8 | ** | * | * | *** | 0 | 0 | *** | ** | ** | *** | *** | |
54 | I | Demoralizing Roar | III | Nature's Grasp | IV | Bad Mojo Mask | ||||||||||||||
55 | I | Maul | IV | Feral Agression | IV | Flamestrider Robes | ||||||||||||||
56 | I | Mark of the Wild | IV | Leader of the Pack | V | Royal Highmark Vestments | ||||||||||||||
57 | III | Thorns | V | Cadaverous Armor | ||||||||||||||||
58 | V | Faerie Fire | V | Nightfall Drape | ||||||||||||||||
59 | Note: not the greatest tank build, nor the best solo build by any stretch of the imagination, but it gets the job done, especially in a team of 3. | |||||||||||||||||||
60 | Balance (Healer/Ranged DPS) | I | Mark of the Wild | II | Moonfury | III | Icicle Rod | T1 : 7/4/5 T2+ : 8/4/5 | ** | * | *** | * | **** | **** | * | ***** | *** | *** | *** | |
61 | II | Moonfire | III | Gift of Nature | III | Staff of Rampant Growth | ||||||||||||||
62 | III | Healing Touch | IV | Moonglow | V | Lorekeeper's Ring | ||||||||||||||
63 | V | Starfire | V | Innervate | V | Arcanist Bindings | ||||||||||||||
64 | V | Tranquility | V | Nightfall Drape | ||||||||||||||||
65 | Note: cf BG build except it is Tranquility on Wrath this time. Possibility: better ranged DPS: Tranquility -> Faerie Fire (V) + Nature's Gift -> Nature's Grace (III). Possibility: better healer: Moonfire -> Rejuvenation (I) + Moonfury -> Nature's Grace (III). In any case, this build desperately needs reroll gear. | |||||||||||||||||||
66 | Warrior | Fury (Melee DPS) | I | Rend | II | Cruelty | III | Ta'Kierthan Songblade | 4/9/2 | * | ***** | ** | * | 0 | 0 | **** | ** | **** | ***** | ***** |
67 | IV | Pummel | III | Weapon Specialization | IV | War Maul | ||||||||||||||
68 | IV | Berserker Stance | IV | Dual Wield Specialization | V | Hammer of the Northern Wind | ||||||||||||||
69 | V | Bloodthirst | V | Martin Thunder | ||||||||||||||||
70 | Note: cf BG build. Blackwater Talwar (in the General Item zone thanks to Dual Wiel Specialization) + Cruelty -> 1 guaranteed R hit. Possibility: Bloodthirst -> Concussion Blow (V) for a more PvP-oriented approach. Possibility Rend -> Whirlwind (IV) by removing the ranged weapon. | |||||||||||||||||||
71 | Protection (Tank/Attrition DPS) | II | Defensive Stance | II | Cruelty | II | Cobalt Buckler | 4/5/9 | **** | ** | *** | **** | 0 | 0 | ***** | ** | **** | **** | ***** | |
72 | II | Harmstring | III | Weapon Specialization | V | Gorewood Bow | ||||||||||||||
73 | III | Revenge | IV | Shield Slam | V | Avenger's Breastplate | ||||||||||||||
74 | III | Shield Wall | V | Shield Discipline | V | Skullflame Shield | ||||||||||||||
75 | Note: Shield Slam pushes this build to the top and beyond! It takes more time to be "online" (lv4 + shield are necessary) but is even stronger than the Fury variant now. Possibility Vengeance -> Battle Shout (I) + Cruelty -> Booming Voice (II) + Weapon Specialization -> Improved Battleshout (III) for more Supporting power at the expense of losing some Attrition. | |||||||||||||||||||
76 | Mage | Frost (Tank/Ranged DPS) (thematic build) | I | Frost Armor | II | Frostbite | III | Icicle Rod | 5/4/9 | *** | * | 0 | *** | 0 | 0 | *** | ** | **** | **** | **** |
77 | I | Frostbolt | III | Cold Snap | III | Advisor's Gnarled Staff | ||||||||||||||
78 | I | Arcane Intellect | IV | Shater | IV | The Lost Kris of Zedd | ||||||||||||||
79 | IV | Cone of Cold | V | Ice Barrier | V | Blade of the Titans | ||||||||||||||
80 | Note: the first of 3 flavourful builds! Each turn: Unequip Frost Armor with Frostbite to lower Threat by 1, then equip it again at the beginning of the following round with Cold Snap. Shatter is a last resort because it breaks the cycle. | |||||||||||||||||||
81 | Fire (Ranged/Hybrid DPS) (thematic build) | I | Fireball | II | Ignite | III | Icicle Rod | 9/5/4 | *** | ** | 0 | * | 0 | 0 | *** | **** | *** | **** | **** | |
82 | II | Fire Blast | III | Blast Wave | III | Advisor's Gnarled Staff | ||||||||||||||
83 | IV | Pyroblast | III | Impact | IV | The Lost Kris of Zedd | ||||||||||||||
84 | V | Mage Armor | IV | Incinerate | V | Blade of the Titans | ||||||||||||||
85 | Note: the second flavourful build. Possibilité Incinerate -> Critical Mass (IV) for more Melee damage. | |||||||||||||||||||
86 | Arcane (Support/Ranged DPS) (thematic build) | II | Arcane Missiles | II | Arcane Focus | III | Icicle Rod | 8/4/6 | ** | * | 0 | ** | 0 | 0 | ** | ***** | * | ** | *** | |
87 | III | Mana Shield | III | Improved Mana Shield | III | Advisor's Gnarled Staff | ||||||||||||||
88 | III | Dispel | IV | Arcane Instability | IV | The Lost Kris of Zedd | ||||||||||||||
89 | IV | Arcane Brilliance | V | Arcane Power | V | Arcanist Bindings | ||||||||||||||
90 | Note: the last of the flavourful builds. Dispel compensates the side effects of Arcane Instability against monsters that have effects that punish 1 and 2. Arcane Power enables 2 free Arcane Missiles. This is the weakest of the 3 builds in my opinion. | |||||||||||||||||||
91 | Archmage (Tank/Ranged DPS) (practical build) | I | Frostbolt | II | Frostbite | III | Icicle Rod | 7/3/7 | **** | * | 0 | *** | 0 | 0 | *** | ** | *** | ***** | ***** | |
92 | II | Fire Blast | III | Cold Snap | III | Advisor's Gnarled Staff | ||||||||||||||
93 | IV | Cone of Cold | III | Impact | IV | The Lost Kris of Zedd | ||||||||||||||
94 | IV | Arcane Brilliance | V | Ice Barrier | V | Blade of the Titans | ||||||||||||||
95 | Note: same loop than for the Frost bild. The loop + Cone of Cold -> 2 Threat reduction -> better B hits -> lots of armor with Ice Barrier. | |||||||||||||||||||
96 | Paladin | Retribution (Melee DPS) | I | Blessing of Might | II | Holy Shield | IV | Crusher | 0/8/5 | * | **** | **** | ** | 0 | 0 | **** | *** | ***** | **** | ***** |
97 | II | Hammer of Justice | III | Improved Might | V | Jade Breastlplate of Power | ||||||||||||||
98 | V | Seal of the Crusader | IV | Divine Intervention | V | Hammer of the Northern Wind | ||||||||||||||
99 | V | Consecration | V | Conviction | V | Martin Thunder | ||||||||||||||
100 | Note: cf BG build. Possibility: better healer: Divine Intervention -> Mace Specialization (III) + Hammer of Justice -> Holy Light (II). Possibility: better self healing: Seal of the Crusader -> Seal of Light, but that makes 3 spells that need to spot R so it may become difficult. | |||||||||||||||||||
101 | Protection (Tank/Healer) | II | Holy Light | II | Spiritual Focus | V | Taran's Crusher | 0/9/5 | 0 | ** | *** | ***** | ***** | ***** | ***** | *** | ** | **** | ***** | |
102 | II | Hammer of Justice | III | Mace Specialization | V | Jade Breastlplate of Power | ||||||||||||||
103 | IV | Blessing of Protection | IV | Improved Holy Light | V | Hammer of the Northern Wind | ||||||||||||||
104 | V | Seal of the Crusader | V | Divine Favor | V | Martin Thunder | ||||||||||||||
105 | Note: cf BG build. Possibility: better support: Mace Specialization -> Sanctity Aura (III) + Divine Favor -> Blessing of Sanctuary (V). Possibility: better ranged DPS: Divine Favor -> Aura of Retribution (V). | |||||||||||||||||||
106 | OG Retribution (Ranged DPS) | I | Blessing of Might | II | Eye for an Eye | IV | The Lost Kris of Zedd | 3/7/4 | *** | ** | *** | ** | 0 | 0 | **** | ** | ** | *** | *** | |
107 | IV | Divine Protection | III | Sanctity Aura | IV | Hameya's Slayer | ||||||||||||||
108 | V | Retribution Aura | IV | Vengeance | V | Hammer of the Northern Wind | ||||||||||||||
109 | V | Seal of the Crusader | V | Holy Shock | V | Blade of the Titans | ||||||||||||||
110 | Note: subpar DPS. It is fun to beat things at range with a class that is supposed to be a tank, but I think this build is mostly a meme. | |||||||||||||||||||
111 | Priest | Shadow (Ranged DPS) (PvP only build) | I | Shadow Word: Pain | II | Improved Inner Fire | III | Lieutenant Commander's Crown | T1 : 9/2/4 T2+ : 10/2/4 | **** | * | 0 | * | *** | 0 | *** | **** | *** | *** | *** |
112 | II | Inner Fire | III | Improved Smite | IV | Flaming Incinerator | ||||||||||||||
113 | III | Smite | III | Divine Fury | V | Lorekeeper's Ring | ||||||||||||||
114 | III | Holy Fire | V | Mental Agility | V | Infernal Bone | ||||||||||||||
115 | IV | Devouring Plague | V | Arcanist Bindings | ||||||||||||||||
116 | Note: cf BG build, only that this time it is focused towards DPS only. Divine Fury gets rid of almost any mana issue, but the build needs reroll gear. | |||||||||||||||||||
117 | Shadow (Ranged DPS) (PvE build) | I | Shadow Word: Pain | II | Improved Pain | III | Icicle Rod | T1 : 8/7/8 T2+ : 10/7/8 | ** | ** | 0 | ** | * | * | * | **** | *** | **** | **** | |
118 | I | Power Word: Fortitude | III | Wand Specialization | III | Advisor's Gnarled Staff | ||||||||||||||
119 | II | Power Word: Shield | IV | Holy Nova | V | Lorekeeper's Ring | ||||||||||||||
120 | V | Starshards | V | Mental Agility | V | Arcanist Bindings | ||||||||||||||
121 | Note: cf BG build, this variant being closer to its original concept. Possibility: Shadow Word: Pain -> Starshards (V) + Improved Pain -> Shadow Focus (II) but at that point an Energy regeneration gear becomes mandatory. | |||||||||||||||||||
122 | Discipline (Tank/Support) | I | Lesser Heal | II | Shadow Focus | III | Lieutenant Commander's Crown | T1 : 7/4/6 T2+ : 8/4/4 | ** | * | 0 | * | ***** | **** | **** | *** | * | **** | **** | |
123 | II | Power Word: Shield | II | Holy Specialization | IV | War Maul | ||||||||||||||
124 | III | Feedback | IV | Inspiration | IV | Staff of Protection | ||||||||||||||
125 | V | Starshards | V | Master Healer | IV | Grand Marshal's Punisher | ||||||||||||||
126 | Note: cf BG build. Possibility if the double heal is not necessary: Holy Specialization -> Wand Specialization. | |||||||||||||||||||
127 | Rogue | Assassination (Melee DPS) | I | Eviscerate | II | Ruthlessness | III | Ta'Kierthan Songblade | 4/9/4 | **** | ***** | ***** | * | 0 | 0 | ***** | ***** | *** | **** | ***** |
128 | II | Backstab | III | Improved Backstab | III | Vis'kag the Bloodletter | ||||||||||||||
129 | II | Crippling Poison | IV | Improved Dual Wield | IV | Sniper Scope | ||||||||||||||
130 | III | Dual Wield | V | Precision | IV | The Lost Kris of Zedd | ||||||||||||||
131 | IV | Instant Poison | IV | Quickdraw Gloves | ||||||||||||||||
132 | V | Slice and Dice | IV | Screeching Bow | ||||||||||||||||
133 | V | Deadly Poison | V | Hammer of the Northern Wind | ||||||||||||||||
134 | Note: cf BG build. Possibility Eviscerate -> Rupture (IV) + Improved Dual Wield -> Premeditation (IV) + Precision -> Seal Fate (V) but then the build needs reroll for B. Possibility Improved Dual Wield -> Mortality (IV). Learn Pick Pocket (II) as early as possible and keep it for as long as possible. | |||||||||||||||||||
135 | Subtlety (Ranged DPS) | I | Stealth | II | Opportunity | III | Vis'kag the Bloodletter | T1 : 3/10/5 T2 : 2/9/4 | ***** | 0 | ** | * | 0 | 0 | ***** | ** | ** | **** | **** | |
136 | II | Ambush | III | Initiative | III | Ta'Kierthan Songblade | ||||||||||||||
137 | II | Crippling Poison | IV | Premeditation | IV | The Lost Kris of Zedd | ||||||||||||||
138 | III | Dual Wield | V | Precision | IV | Quickdraw Gloves | ||||||||||||||
139 | IV | Vanish | IV | Sniper Scope | ||||||||||||||||
140 | IV | Instant Poison | IV | Screeching Bow | ||||||||||||||||
141 | V | Slice and Dice | V | Quel'Serrar | ||||||||||||||||
142 | V | Deadly Poison | V | Hammer of the Northern Wind | ||||||||||||||||
143 | Note: cf BG build. Possibility Precision -> Ranged Specialization (V) (+ Bow/Gun in the bag) for longer fights, especially PvP where this builds struggles Energy wise. Same advice as for the Assassination build regarding Pick Poocket (II). | |||||||||||||||||||
144 | Outlaw (Hybrid DPS) | II | Backstab | II | Opportunity | III | Vis'kag the Bloodletter | T1 : 4/9/4 T2 : 0/10/4 | T1 : **** T2 : ***** | T1 : *** T2 : 0 | T1 : * T2 : ** | * | 0 | 0 | ***** | ** | *** | **** | ***** | |
145 | II | Crippling Poison | III | Improved Backstab | III | Ta'Kierthan Songblade | ||||||||||||||
146 | III | Dual Wield | IV | Improved Dual Wield | IV | The Lost Kris of Zedd | ||||||||||||||
147 | IV | Vanish | V | Precision | IV | Shadowforge Bushmaster | ||||||||||||||
148 | IV | Instant Poison | IV | Quickdraw Gloves | ||||||||||||||||
149 | V | Slice and Dice | V | Quel'Serrar | ||||||||||||||||
150 | V | Deadly Poison | V | Hammer of the Northern Wind | ||||||||||||||||
151 | Note: this is the base of a lv6 build. Core concept is: start the fight with a ranged weapon, soak up the damage for this turn, then Vanish -> Stealth -> B burst of 14 to close up the fight. Possibility: better consistency: Improved Dual Wield -> Mortality (IV). Same advice than in the Assassination build about Pick Poocket (II). | |||||||||||||||||||
152 | ||||||||||||||||||||
153 | Rating | Damage/Armor/Consistency | Attrition | Endurance | Healing | Solo up | ||||||||||||||
154 | Support | General utility | 0 | 0/turn | 0 | - | 0 | Impossible | ||||||||||||
155 | DPS | Damage dealer | * | 1-2/turn | 1/turn | 1 turn before empty mana | 1/turn | Very hard | ||||||||||||
156 | Tank | Damage soaker | ** | 3-4/turn | 2/turn | 2 turns before empty mana | 2/turn | Hard | ||||||||||||
157 | D | 8-sided dice | *** | 5-6/turn | 3/turn | 3 turns before empty mana | 3/turn | Feasable | ||||||||||||
158 | (re)roll | Reroll a dice | **** | 7-8/turn | 4/turn | 4 turns before empty mana | 4/turn | Simple | ||||||||||||
159 | B, R, G | Blue, Red, Green (Dice) | ***** | 9+/turn | 5+/turn | 5+ turns before empty mana | 5+/turn | Free | ||||||||||||
160 | Note : Damage ratings are given on average. For damage and consistency, each threat reduction counts for 1 *. |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Class | Variant | Spells | Talents | Recommended gear | B/R/G (base: 5) | Ranged Damage (B) | Melee Damage (R) | Attrition | Armor (G) | Self healing | Healing | Consistency | Endurance | Solo up (lv 1 to 6) | lv6 PvP (solo/team) | lv6 PvE (solo/team) | |||
2 | Level | Name | Level | Name | Level | Name | ||||||||||||||
3 | Shaman | Enhancement (Support/Healer) | I | Healing Wave | II | Improved Healing Wave | III | Icicle Rod | 5/9/6 | *** | *** | 0 | ** | **** | **** | *** | **** | *** | **** | **** |
4 | II | Flametongue Totem | III | Thundering Strikes | III | Advisor's Gnarled Staff | ||||||||||||||
5 | II | Windfury Totem | IV | Nature's Swiftness | V | Lorekeeper's Ring | ||||||||||||||
6 | IV | Chain Lightning | V | Mana Tide Totem | V | Arcanist Bindings | ||||||||||||||
7 | V | Mana Sping Totem | VI | Unleashed Rage | VI | Renataki's Soul Conduit | ||||||||||||||
8 | VI | Totem of Wrath | VI | Staff of Dominance | ||||||||||||||||
9 | VI | Earth Elemental Totem | VI | Guiding Stave of Wisdom | ||||||||||||||||
10 | Note: cf SoW build. Possibility Thundering Strikes -> Totemic Focus (III) to synergize with Earth Elemental Totem (unesquipe it at the end of the fight then re-equip it at the start of the next action to have it at full hp). Possibility: Mana Tide Totem -> Combat Endurance (V). Possibility: Improved Healing Wave -> Purification (II) if the goal is to defeat Outland Overlord(s). | |||||||||||||||||||
11 | Restoration (Tank/Healer) | I | Chain Heal | II | Elemental Focus | V | Lorekeeper's Ring | 4/10/10 | * | *** | 0 | **** | * | * | *** | ** | *** | *** | **** | |
12 | II | Earth Shock | II | Purification | V | Arcanist Bindings | ||||||||||||||
13 | II | Stoneskin Totem | IV | Stormstrike | VI | Sylvan Vest | ||||||||||||||
14 | IV | Frost Shock | V | Mana Tide Totem | VI | Artic Trident | ||||||||||||||
15 | V | Purge | VI | Unleashed Rage | VI | Ebon Hand | ||||||||||||||
16 | VI | Wrath Totem | VI | Guiding Stave of Wisdom | ||||||||||||||||
17 | VI | Earth Elemental Totem | VI | Staff of Dominance | ||||||||||||||||
18 | Note: cf SoW build. Possibility: Stoneskin Totem -> Flametongue Totem (III) or Windfury Totem (III). This build aims at countering the Curses/Stuns abilities of the Outland Overlords, hence the low healing potential. If those are not an issue for your team, the Healing Wave package from the Enhancement build can be splashed into this one, replacing Chain Heal, Purification and Stormstrike. | |||||||||||||||||||
19 | DPS (Ranged) | I | Lightning Bolt | II | Tidal Mastery | IV | War Maul | 9/8/6 | **** | **** | 0 | ** | 0 | 0 | **** | **** | *** | **** | **** | |
20 | II | Flametongue Weapon | III | Call of Thunder | IV | Staff of Protection | ||||||||||||||
21 | III | Windfury Totem | IV | Nature's Swiftness | VI | Artic Trident | ||||||||||||||
22 | IV | Chain Lightning | V | Improved Chain Lightning | VI | Ebon Hand | ||||||||||||||
23 | V | Mana Sping Totem | VI | Elemental Shields | VI | Guiding Stave of Wisdom | ||||||||||||||
24 | VI | Wrath Totem | VI | Staff of Dominance | ||||||||||||||||
25 | VI | Earth Elemental Totem | VI | Venom-Coil | ||||||||||||||||
26 | Note: possibility: Earth Elemental Totem -> Earth Shock (II). Possibility Elemental Shields -> Combat Endurance (V) for infinite endurance, or -> Unleashed Rage (VI).Windfury Totem is a flex spot, Flametongue Weapon as well, kind of. | |||||||||||||||||||
27 | Hunter | Marksmanship (Ranged DPS) | I | Hunter's Mark | II | Efficiency | IV | Le Kriss Perdu de Zedd | 10/10/5 | ***** | *** | 0 | ** | 0 | 0 | ***** | *** | ***** | ***** | ***** |
28 | I | Rapid Fire | III | Improved Hunter's Mark | V | Khorium Scope | ||||||||||||||
29 | II | Serpent's Sting | IV | Aimed Shot | VI | Ribbly's Quiver | ||||||||||||||
30 | III | Multi-Shot | IV | Mortal Shots | VI | Staff of Dominance | ||||||||||||||
31 | IV | White Tiger | VI | Master Marksman | VI | Guiding Stave of Wisdom | ||||||||||||||
32 | IV | Volley | VI | Amulet of Good Fortune | ||||||||||||||||
33 | Note: cf BG build. Master Marksman -> Expose Weakness (VI) for more support power (the Threat is lowered for the whole round, meaning for every character that plays after the Hunter as well). Lv6 Scope/Quiver help a lot. Possibility Volley -> Aspect of the Viper (VI) if the Tiger is often used. | |||||||||||||||||||
34 | Survival (Tank/Melee DPS) | II | Wing Clip | II | Trap Mastery | IV | Satyr's Bow | 6/7/5 | ** | ***** | 0 | *** | 0 | 0 | **** | *** | *** | *** | *** | |
35 | IV | Volley | III | Dodge Mastery | V | Staff of Hale Magefire | ||||||||||||||
36 | IV | Freezing Trap | IV | Aimed Shot | V | Khorium Scope | ||||||||||||||
37 | IV | White Tiger | V | Improved Wing Clip | V | Ring of Strength | ||||||||||||||
38 | V | Immolation Trap | V | Précision | VI | Ribbly's Quiver | ||||||||||||||
39 | VI | Aspect of the Viper | VI | Vest of Swift Execution | ||||||||||||||||
40 | Note: possibility Immolation Trap -> Snake Trap (VI): cheaper but less consistent, plus the fact that it demands to roll 1 less B each turn. | |||||||||||||||||||
41 | Beast Mastery ("Tank"/AttritionDPS) | I | Feign Death | II | Endurance Training | IV | Bloodrazor | 5/7/7 | 0 | 0 | ***** | 0 | 0 | 0 | ***** | ***** | 0 | 0 | **** | |
42 | III | Revive Pet | III | Dodge Mastery | V | Hameya's Slayer | ||||||||||||||
43 | III | Mend Pet | IV | Deferrence | V | Lorekeeper's Ring | ||||||||||||||
44 | IV | White Tiger | V | Frenzy | V | Arcanist Bindings | ||||||||||||||
45 | IV | Explosive Trap | V | Spirit Bond | ||||||||||||||||
46 | VI | Aspect of the Viper | ||||||||||||||||||
47 | Note: cf SoW build, but Spirit Bond helps (Frenzy now deals 8 Attrition damage on turn 2+, instead of 6). Explosive Trap also gives a tiny bit of punch to the build and has exactly the same meme spirit. | |||||||||||||||||||
48 | Warlock | Destruction (Ranged DPS) | I | Shadow Bolt | II | Improved Shadow Bolt | IV | The Lost Kris of Zedd | 10/9/9 | ***** | ** | ** | ** | 0 | 0 | ***** | **** | **** | ***** | ***** |
49 | II | Create Spellstone | III | Fel Concentration | V | Arcanist Bindings | ||||||||||||||
50 | III | Curse of Exhaustion | IV | Devastation | VI | Thoughtblighter | ||||||||||||||
51 | IV | Succubus | V | Holocaust | VI | Staff of Dominance | ||||||||||||||
52 | VI | Shadowfury | V | Nightfall | VI | Robe of Volatile Power | ||||||||||||||
53 | VI | Seed of Corruption | VI | Guiding Stave of Wisdom | ||||||||||||||||
54 | Note: possibility to mix with an Affliction build to gain some regeneration tools (beware of PvP and monsters that avoid Attrition dmage, though): Create Spellstone -> Death Coil (V) + Curse of Exhaustion -> Life Tap (III) + Nightfall -> Shadow Embrace (VI). Thoughtblighter is utterly broken in this build (up to 20 Attrition per turn). | |||||||||||||||||||
55 | Demonology (Attrition DPS) | II | Corruption | II | Fel Stamina | V | Infernal Bone | 8/5/5 | ** | *** | *** | * | ***** | 0 | **** | ***** | ** | ** | **** | |
56 | III | Life Tap | II | Dark Pact | VI | Thoughtblighter | ||||||||||||||
57 | V | Death Coil | II | Demonic Sacrifice | VI | Guiding Stave of Wisdom | ||||||||||||||
58 | V | Fel Hunter | V | Unholy Power | VI | Staff of Dominance | ||||||||||||||
59 | VI | Seed of Corruption | VI | Shadow Embrace | VI | Renataki's Soul Conduit | ||||||||||||||
60 | VI | Shadowfury | VI | Sylvan Vest | ||||||||||||||||
61 | Note: cf SoW build. Activate Seed of Corruption first to regain the Energy with Dark Pact x2 right after. Possibility Shadow Embrace -> Siphon Life (IV), or -> Soul Link (IV) or Demonic Tactics (VI). | |||||||||||||||||||
62 | Druid | Shapeshifter (Tank/Melee DPS) | I | Demoralizing Roar | II | Ferocity | IV | Bad Mojo Mask | T1 : 4/6/5 T2+ : 2/5/10 | T1 : ** T2+ : * | T1 : ***** T2+ : * | * | T1 : * T2+ : *** | 0 | 0 | T1 : ***** T2+ : * | ***** | *** | **** | **** |
63 | II | Cat Form | III | Furor | V | Lorekeeper's Ring | ||||||||||||||
64 | II | Prowl | IV | Feral Agression | V | Arcanist Bindings | ||||||||||||||
65 | II | Enrage | V | Strength of the Wild | V | Ring of Strength | ||||||||||||||
66 | II | Claw | VI | Natural Perfection | VI | Interlaced Shadow Jerkin | ||||||||||||||
67 | IV | Ferocious Bite | VI | Sylvan Vest | ||||||||||||||||
68 | V | Ravage | VI | Robe of Volatile Power | ||||||||||||||||
69 | VI | Force of Nature | VI | Vest of Swift Execution | ||||||||||||||||
70 | Note: this build trades off the Feral build's potential to OS anything for better endurance. 1st turn: Ravage + Claw + max Ferocious Bite -> 20 R hits (standard Feral combo). 2nd turn: Furor -> Bear Form, Enrage to get 3 Energy back + Demoralizing Roar + Force of Nature. Rince and repeat. With an external Energy source, it could eventually be possible to use Furor again to switch back to Cat Form for another explosive turn with Claw + Force of Nature + Ferocious Bite, but it seems unlikely that any fight would last that long. | |||||||||||||||||||
71 | Feral (Melee DPS) | I | Mark of the Wild | II | Ferocity | II | Hero's Hood | T1 : 6/8/10 T2+ : 0/3/8 | ** | T1 : ***** T2+ : * | * | T1 : *** T2+ : ** | 0 | 0 | T1 : ***** T2+ : * | * | *** | **** | ***** | |
72 | II | Cat Form | III | Nature's Grasp | IV | Bad Mojo Mask | ||||||||||||||
73 | II | Claw | IV | Feral Agression | VI | Crystal Adorned Crown | ||||||||||||||
74 | II | Prowl | V | Strength of the Wild | VI | Amulet of Good Fortune | ||||||||||||||
75 | III | Thorns | VI | Natural Perfection | VI | Interlaced Shadow Jerkin | ||||||||||||||
76 | IV | Ferocious Bite | VI | Sylvan Vest | ||||||||||||||||
77 | V | Ravage | VI | Robe of Volatile Power | ||||||||||||||||
78 | VI | Force of Nature | VI | Vest of Swift Execution | ||||||||||||||||
79 | Note: cf SoW build. With 1 natural B hit and 3 others from Thorns, this hits for 24 and OS almost anything in the game except the Overlords. Possibility for a slightly less Energy dependent build: Mark of the Wild -> Mana Gear. Possibility Nature's Grasp -> Moonfury (II) + Stregth of the Wild -> Hurricane + Natural Perfection -> Blood Frenzy OR Vengeance (V) + Thorns -> Insects Swarm (III) + Force of Nature -> Starfire (V). | |||||||||||||||||||
80 | Guardian (Tank/Support) | I | Bear Form | II | Ferocity | II | Hero's Hood | 3/5/10 | ** | ** | * | *** | ** | ** | **** | ** | ** | **** | **** | |
81 | I | Demoralizing Roar | III | Nature's Grasp | IV | Bad Mojo Mask | ||||||||||||||
82 | III | Thorns | IV | Feral Agression | V | Lorekeeper's Ring | ||||||||||||||
83 | III | Enrage | IV | Leader of the Pack | V | Arcanist Bindings | ||||||||||||||
84 | IV | Barkskin | VI | Predatory Instinct | V | Ring of Strength | ||||||||||||||
85 | V | Faerie Fire | V | Drapé Crépusculaire | ||||||||||||||||
86 | V | Tranquility | VI | Crystal Adorned Crown | ||||||||||||||||
87 | VI | Force of Nature | VI | Sylvan Vest | ||||||||||||||||
88 | Note: possibility for better Melee DPS but less support: Demoralizing Roar -> Insects Swarm (III) + Feral Aggression -> Hurricane (IV) + Leader of the Pack -> Vengeance (V). Possibility Predatory Instinct -> Natural Perfection (VI) + Feral Aggression -> Improved Tranquility. | |||||||||||||||||||
89 | Balance (Healer/ Ranged DPS) | I | Mark of the Wild | II | Moonfury | V | Lorekeeper's Ring | T1 : 9/5/9 T2+ : 10/5/9 | **** | * | *** | *** | **** | **** | **** | *** | *** | **** | ***** | |
90 | II | Moonfire | III | Nature's Gift | V | Arcanist Bindings | ||||||||||||||
91 | III | Healing Touch | IV | Mooglow | V | Nightfall Drape | ||||||||||||||
92 | V | Starfire | V | Innervate | VI | Guiding Stave of Wisdom | ||||||||||||||
93 | V | Tranquility | VI | Natural Perfection | VI | Staff of Dominance | ||||||||||||||
94 | V | Faerie Fire | VI | Interlaced Shadow Jerkin | ||||||||||||||||
95 | VI | Moonkin Form | VI | Robe of Volatile Power | ||||||||||||||||
96 | Note: cf SoW build. Faerie Fire, Moonkin Form and Natural Perfection give a huge boost in consistency to this build. Dreamstate is also a conceivable pick if Faerie Fire weighs too much on the Ernergy reserve. Replace Mark of the Wild by some Mana gear if possible. | |||||||||||||||||||
97 | Warrior | Arms (Melee DPS) | I | Rend | II | Cruelty | III | Ta'Kierthan Songblade | 5/10/3 | *** | ***** | ** | * | 0 | 0 | ***** | ***** | **** | ***** | ***** |
98 | IV | Berserker Stance | III | Weapon Specialization | V | Hammer of the Northern Wind | ||||||||||||||
99 | V | Slam | IV | Dual Wield Specialization | VI | Breastplate of Annihilation | ||||||||||||||
100 | V | Berserker Rage | V | Bloodthirst | VI | Renataki's Soul Conduit | ||||||||||||||
101 | VI | Rampage | VI | Precision | VI | Earthshaker | ||||||||||||||
102 | Note: beware of timings : dice pool -> roll -> Stance + Rend -> Blood Thirst -> Precision -> reroll -> Cruelty + Rampage. Possibiity for better PvP: Blood thirst -> Concussion Blow (V), or -> Enrage (IV) + Heroic Strike -> Slam (V) for more Ranged damage. Possibility: Rage Berserker -> Battle Shout (I). Possibility: Spécialisation Arme -> Iron Will (II) for Outland Overlords, or -> Piercing Howl (III) for PvP. NB: Rampage asks to spot one 8 R to modify 3 R, even the same one (no need to spot 3 times a 8 R to modify another dice each time). | |||||||||||||||||||
103 | Fury (Ranged DPS) | I | Rend | II | Cruelty | V | Bloodthirster | 8/8/0 | **** | **** | ** | 0 | 0 | 0 | **** | ***** | *** | **** | ***** | |
104 | IV | Berserker Stance | III | Weapon Specialization | V | Hammer of the Northern Wind | ||||||||||||||
105 | IV | Whirlwind | IV | Deathwish | VI | Breastplate of Annihilation | ||||||||||||||
106 | V | Berserker Rage | V | Mortal Strike | VI | Renataki's Soul Conduit | ||||||||||||||
107 | VI | Rampage | VI | Second Wind | VI | Earthshaker | ||||||||||||||
108 | Note: a riskier variant of the Arms build that packs a bit more punch. | |||||||||||||||||||
109 | Protection (Tank/Attrition DPS) | II | Defensive Stance | II | Tactical Mastery | II | Cobalt Buckler | ***** | **** | ***** | 0 | ***** | **** | *** | ***** | ***** | ||||
110 | II | Harmstring | III | Piercing Howl | V | Avenger's Breastplate | ||||||||||||||
111 | III | Revenge | IV | Shield Slam | V | Skullflame Shield | ||||||||||||||
112 | III | Shield Wall | V | Shield Discipline | VI | Renataki's Soul Conduit | ||||||||||||||
113 | VI | Commanding Shout | VI | Dual Wield Specialization | VI | Crystal Adorned Crown | ||||||||||||||
114 | Note: 2nd turn: Commansing Shout -> Berserker Rage (V). Possibility if you aim to face the Outland Overlords: Tactical Mastery -> Iron Will (II), or -> Cruelty (II). In that case, possibility: Commanding Shout -> Battle Shout (I) + Piercing Howl -> Improved Battle Shout (III), for a bit more support. | |||||||||||||||||||
115 | Mage | Frost (Tank/Ranged DPS) (thematic build) | I | Frost Armor | II | Frostbite | IV | The Lost Kris of Zedd | 10/7/10 | **** | ** | 0 | ***** | 0 | 0 | **** | ** | *** | ***** | ***** |
116 | I | Frostbolt | III | Cold Snap | VI | Heartseeker | ||||||||||||||
117 | I | Arcane Intellect | IV | Shater | VI | Cold Snap | ||||||||||||||
118 | IV | Cone of Cold | V | Ice Barrier | VI | Guiding Stave of Wisdom | ||||||||||||||
119 | VI | Ice Lance | VI | Artic Winds | VI | Staff of Dominance | ||||||||||||||
120 | VI | Summon Water Elemental | VI | Robe of Volatile Power | ||||||||||||||||
121 | Note: cf SoW build. The lv6 considerably helps the build, especially with the new Ernergy staffs, damage wands (to combo with Ice Barrier) and spells + Artic Winds. | |||||||||||||||||||
122 | Fire (Melee DPS) (thematic build) | I | Arcane Intellect | II | Ignite | IV | The Lost Kris of Zedd | 10/10/5 | **** | ***** | 0 | * | 0 | 0 | **** | *** | *** | **** | **** | |
123 | I | Fireball | III | Blast Wave | V | Arcanist Bindings | ||||||||||||||
124 | II | Fire Blast | III | Impact | VI | Thoughtblighter | ||||||||||||||
125 | IV | Pyroblast | IV | Incinerate | VI | Staff of Dominance | ||||||||||||||
126 | V | Mage Armor | IV | Masse Critique | VI | Robe of Volatile Power | ||||||||||||||
127 | VI | Dragon's Breath | VI | Renataki's Soul Conduit | ||||||||||||||||
128 | Note: cf SoW build. Possibility of hybridation Fire/Arcanes: Ignite -> Arcane Focus (II) + Blast Wave -> Arcane Potency (VI). | |||||||||||||||||||
129 | Arcane (Support/Ranged DPS) (thematic build) | II | Arcane Missiles | II | Arcane Focus | IV | The Lost Kris of Zedd | 9/10/7 | ** | ** | 0 | *** | 0 | 0 | ** | ***** | * | ** | *** | |
130 | III | Mana Shield | III | Improved Mana Shield | V | Arcanist Bindings | ||||||||||||||
131 | III | Dispel | IV | Arcane Instability | V | Lorekeeper's Ring | ||||||||||||||
132 | IV | Arcane Brilliance | V | Arcane Power | VI | Guiding Stave of Wisdom | ||||||||||||||
133 | VI | Dragon's Breath | VI | Arcane Potency | VI | Robe of Volatile Power | ||||||||||||||
134 | VI | Summon Water Elemental | VI | Sylvan Vest | ||||||||||||||||
135 | Note: this variant has a tough time keeping up with the others once lv6. Possibility Dragon's Breath -> Frost Armor (I) or -> another utilitary spell. | |||||||||||||||||||
136 | Archmage (Tank/Ranged DPS) (practical build) | II | Fire Blast | II | Frostbite | III | Icicle Rod | 7/3/7 | ***** | ***** | 0 | ***** | 0 | 0 | ***** | ** | *** | ***** | ***** | |
137 | IV | Cone of Cold | III | Cold Snap | III | Advisor's Gnarled Staff | ||||||||||||||
138 | V | Mage Armor | III | Impact | VI | Crystal Adorned Crown | ||||||||||||||
139 | VI | Ice Lance | V | Ice Barrier | VI | Guiding Stave of Wisdom | ||||||||||||||
140 | VI | Dragon's Breath | V | Arcane Power | VI | Staff of Dominance | ||||||||||||||
141 | VI | Summon Water Elemental | VI | Robe of Volatile Power | ||||||||||||||||
142 | Note: I take no credit for this build since it was designed by Ensid and is available on Boardgamegeek.com. The concept is: Arcane Power -> Cone of Cold x2 -> Frostbite + Fire Blast -> Impact which gives -4 Threat total. Loop the Cone of Cold with Cold Snap just like in the regular Frost build. Stave of Wisdom or Staff of Dominance are crucial in this build since it demands so much Energy to function. | |||||||||||||||||||
143 | Paladin | Retribution (Melee DPS) | I | Blessing of Might | II | Holy Shield | V | Bloodthirster | 1/9/6 | ** | ***** | * | *** | ** | ** | ***** | **** | ***** | ***** | ***** |
144 | II | Hammer of Justice | III | Improved Might | V | Ring of Strength | ||||||||||||||
145 | II | Holy Light | IV | Divine Intervention | VI | Breastplate of Annihilation | ||||||||||||||
146 | III | Concentration Aura | V | Conviction | VI | Renataki's Soul Conduit | ||||||||||||||
147 | V | Consecration | VI | Fanaticism | VI | Heartseeker | ||||||||||||||
148 | VI | Seal of Vengeance | VI | Earthshaker | ||||||||||||||||
149 | Note: Divine Intervention compensates the drawback of Bloodthirster, and Fanaticism + Blessing of Might x2 + Conviction -> -4 Threat. Possibility for better ranged DPS: Divine Intervention -> Vengeance (IV) ; Hammer of Justice -> Divine Shield (II) to make it better Melee DPS. Possibility for better Healing: Divine Intervention -> Improved Holy Light (IV). | |||||||||||||||||||
150 | Protection (Tank/Healer) | I | Flash of Light | II | Focalisation Spirituelle | V | Bloodthirster | 8/5/6 | 0 | ** | *** | ***** | ***** | ***** | ***** | ***** | ** | ***** | ***** | |
151 | II | Holy Light | III | Spécialisation Masse | VI | Sylvan Vest | ||||||||||||||
152 | II | Hammer of Justice | IV | Lumière Sacrée | VI | Breastplate of Annihilation | ||||||||||||||
153 | III | Concentration Aura | V | Faveur Divine | VI | Interlaced Shadow Jerkin | ||||||||||||||
154 | IV | Blessing of Protaction | VI | Aura Mastery | VI | Venom-Coil | ||||||||||||||
155 | V | Seal of the Crusader | VI | Hatebringer | ||||||||||||||||
156 | Note: The best tank in the game. Interlaced Shadow Jerkin is a must in this build: since Blessing of Protection guarantees 10G anyway, this armor in particular gives us 3B and 6 reroll. Hatebringer is also a top tier choice: it converts all G into 7 R's. Possibility in order to be able to equip other gear than Maces: Mace Specialization -> Reckoning (III). Against the Outland Overlords: Flash of Light -> Cleanse, because purging Stuns and Curses will be much more effective than a bit of healing. | |||||||||||||||||||
157 | OG Retribution (Ranged DPS) | I | Blessing of Might | II | Eye for an Eye | V | Bloodthirster | 9/9/5 | **** | ** | 0 | *** | 0 | 0 | **** | *** | ** | *** | *** | |
158 | III | Hamemr of Wrath | III | Sanctity Aura | V | Ring of Strength | ||||||||||||||
159 | IV | Divine Protection | IV | Vengeance | VI | Breastplate of Annihilation | ||||||||||||||
160 | V | Retribution Aura | V | Holy Shock | VI | Renataki's Soul Conduit | ||||||||||||||
161 | VI | Spiritual Attunement | VI | Crusade | VI | Heartseeker | ||||||||||||||
162 | VI | Seal of Vengeance | VI | Ebon Hand | ||||||||||||||||
163 | Note: the spells and gear found at lv6 seriously boost this build, but it remains a tier 2 choice compared to the other Ranged DPS options (except Fury Warrior). | |||||||||||||||||||
164 | Priest | Shadow (Ranged DPS) (PvE build) | I | Power Word: Fortitude | II | Shadow Focus | III | Lieutenant Commander's Crown | T1 : 8/10/10 T2+ : 9/10/10 | *** | ** | 0 | ** | *** | *** | * | ** | *** | **** | **** |
165 | II | Power Word: Shield | III | Wand Specialization | IV | Flaming Incinerator | ||||||||||||||
166 | V | Starshards | IV | Holy Nova | V | Netherstorm Scepter | ||||||||||||||
167 | VI | Shadowfiend | V | Divine Spirit | V | Royal Highmark Vestments | ||||||||||||||
168 | VI | Binding Heal | VI | Reflective Shield | VI | Cold Snap | ||||||||||||||
169 | VI | Mass Dispel | VI | Thoughtblighter | ||||||||||||||||
170 | Note: A bit like an Enhancement Shaman in the sense that it does a bit of everything: Healing, DPS, Support. Having great reroll gear is sweet with this build that rolls the greatest amount of dice in the game (tied with Archmage). | |||||||||||||||||||
171 | Shadow (Ranged DPS) (PvP only build) | III | Holy Fire | II | Shadow Focus | III | Lieutenant Commander's Crown | 9/10/8-9 | ***** | ** | *** | ** | *** | *** | ***** | ***** | *** | ***** | ** | |
172 | IV | Devouring Plague | III | Vampiric Embrace | V | Netherstorm Scepter | ||||||||||||||
173 | V | Starshards | IV | Holy Nova | V | Royal Highmark Vestments | ||||||||||||||
174 | V | Mana Burn | V | Mental Agility | VI | Artic Trident | ||||||||||||||
175 | VI | Shadowfiend | VI | Shadow Weaving | VI | Cold Snap | ||||||||||||||
176 | VI | Binding Heal | VI | Thoughtblighter | ||||||||||||||||
177 | Note: this build is absolutely insane in extended fights since Devouring Plague's healing and damage are proportionnal to the number of turns since its first cast, and the Shadowfiend + Holy Fire + Devouring Plague + Mental Agility combo provides litterally infinite amounts of Energy (the build GAINS Energy on turn 3 and onward). This means this build is bad in PvE where fights usually last 2 turns, but can do some serious things in PvP where it can cast Mana Burn every turn starting from the 2nd one. | |||||||||||||||||||
178 | Discipline (Tank/Support) | I | Lesser Heal | II | Shadow Focus | III | Lieutenant Commander's Crown | T1 : 8/7/9 T2+ : 9/7/9 | *** | ** | 0 | ** | ***** | ***** | * | **** | ** | **** | **** | |
179 | I | Power Word: Fortitude | II | Holy Specialization | V | Bloodthirster | ||||||||||||||
180 | II | Power Word: Shield | IV | Inspiration | VI | Artic Trident | ||||||||||||||
181 | V | Starshards | V | Mental Agility | VI | Sylvan Vest | ||||||||||||||
182 | VI | Shadowfiend | V | Master Healer | VI | Staff of Dominance | ||||||||||||||
183 | VI | Binding Heal | VI | Guiding Stave of Wisdom | ||||||||||||||||
184 | Note: cf SoW build. The healing aspect is pushed to extreme, which makes solo xp farming tough but gives great potential for teamfights, especially in a team of 3. If the Overlord is Illidan: Holy Specialization -> Wand Specialization (III) because this Boss deals all his damage to one character at once. | |||||||||||||||||||
185 | Rogue | Assassination (Melee DPS) | I | Eviscerate | II | Ruthlessness | V | Arcanist Bindings | T1 : 5/9/5 T2 : 5/10/10 | **** | ***** | T1 : **** T2 : ***** | ** | 0 | 0 | ***** | *** | ** | **** | ***** |
186 | II | Backstab | III | Improved Backstab | V | Martin Thunder | ||||||||||||||
187 | II | Crippling Poison | III | Deflection | VI | Heartseeker | ||||||||||||||
188 | III | Dual Wield | V | Precision | VI | Interlaced Shadow Jerkin | ||||||||||||||
189 | III | Kidney Shot | VI | Sinister Calling | VI | Renataki's Soul Conduit | ||||||||||||||
190 | IV | Instant Poison | VI | Wrathtide Longbow | ||||||||||||||||
191 | V | Slice and Dice | VI | Robe of Volatile Power | ||||||||||||||||
192 | V | Deadly Poison | VI | Ribbly's Quiver | ||||||||||||||||
193 | VI | Shiv | VI | Khorium Scope | ||||||||||||||||
194 | Note: the best Rogue variant in my opinion. Eviscération is a flex spot: -> Cloak of Shadows (VI) against Outland Overlords, Feint to avoid bad R results… Learn Pick Pocket (II) as soon as possible and keep it for as long as possible. Possibility to free the General Item spot: Eviscerate -> Sinister Strike (I) + Ruthlessness -> Improved Sinister Strike (II). Possibility Deflection -> Improved Dual Wield (IV) for 10R even without Shiv. | |||||||||||||||||||
195 | Subtlety (Ranged DPS) | I | Stealth | II | Ruthlessness | IV | The Lost Kris of Zedd | 2/10/5 | **** | ***** | ***** | * | 0 | 0 | ***** | ** | *** | **** | **** | |
196 | II | Backstab | III | Relentless Strikes | V | Blade of the Titans | ||||||||||||||
197 | III | Dual Wield | IV | Premeditation | V | Martin Thunder | ||||||||||||||
198 | IV | Vanish | V | Precision | V | Arcanist Bindings | ||||||||||||||
199 | IV | Rupture | VI | Sinister Calling | VI | Renataki's Soul Conduit | ||||||||||||||
200 | IV | Instant Poison | VI | Sylvan Vest | ||||||||||||||||
201 | V | Slice and Dice | VI | Martin Thunder | ||||||||||||||||
202 | V | Garrote | VI | Robe of Volatile Power | ||||||||||||||||
203 | V | Deadly Poison | VI | Interlaced Shadow Jerkin | ||||||||||||||||
204 | Note: possibility Rupture -> other Finishing Move + Premeditation -> Deflection (III) or Improved Backstab (III) or Lethality (IV) or [Cold Blood (IV) if Ruthlessness -> Vile Poison (II)]. Possibility to simply upgrade the SoW build: Precision -> Seal Fate (V). Do not start with Stealth, take it only at lv4 with Premeditation (it is way too weak for early game: since there is almost no reroll it is a gamble AND it replaces the starting ranged weapon so it makes you basically lose one dice). Start with Sinister Strike and Eviscerate instead, then Backstab at lv2. Same advice about Pick Pocket (II). | |||||||||||||||||||
205 | Outlaw (Hybrid DPS) | I | Eviscerate | II | Opportunity | IV | The Lost Kris of Zedd | T1 : 5/9/5 T2 : 4/10/5 | T1 : ** T2 : ***** | T1 : ***** T2 : 0 | T1 : **** T2 : ***** | * | 0 | 0 | ***** | ** | **** | **** | ***** | |
206 | II | Backstab | III | Improved Backstab | V | Blade of the Titans | ||||||||||||||
207 | II | Crippling Poison | IV | Deflection | V | Martin Thunder | ||||||||||||||
208 | III | Dual Wield | V | Precision | VI | Wrathtide Longbow | ||||||||||||||
209 | IV | Instant Poison | VI | Master of Subtlety | VI | Renataki's Soul Conduit | ||||||||||||||
210 | IV | Vanish | VI | Telescopic Sharprifle | ||||||||||||||||
211 | V | Slice and Dice | VI | Martin Thunder | ||||||||||||||||
212 | V | Deadly Poison | VI | Robe of Volatile Power | ||||||||||||||||
213 | VI | Shiv | VI | Interlaced Shadow Jerkin | ||||||||||||||||
214 | Note: 1st turn is spent charging up the Finishing moves with Backstab + Deadly Poison, and tanking with R's. 2nd turn Vanish -> Stealth + Shiv and all the R hits go in the dmaage box to quickly finish the fight. Possibility Deflection -> Lethality. Martin Thunder basically has the effect of Stealth, but it is a lv6, non guaranteed loot. Same advice about Stealth than in the Subtlety build, and about Pick Pocket (II) as well. | |||||||||||||||||||
215 | ||||||||||||||||||||
216 | Rating | Damage/Armor/Consistency | Attrition | Endurance | Healing | Solo up | ||||||||||||||
217 | Support | General utility | 0 | 0/turn | 0 | - | 0 | Impossible | ||||||||||||
218 | DPS | Damage dealer | * | 1-2/turn | 1/turn | 1 turn before empty mana | 1/turn | Very hard | ||||||||||||
219 | Tank | Damage soaker | ** | 3-4/turn | 2/turn | 2 turns before empty mana | 2/turn | Hard | ||||||||||||
220 | D | 8-sided dice | *** | 5-6/turn | 3/turn | 3 turns before empty mana | 3/turn | Feasable | ||||||||||||
221 | (re)roll | Reroll a dice | **** | 7-8/turn | 4/turn | 4 turns before empty mana | 4/turn | Simple | ||||||||||||
222 | B, R, G | Blue, Red, Green (Dice) | ***** | 9+/turn | 5+/turn | 5+ turns before empty mana | 5+/turn | Free | ||||||||||||
223 | Note : Damage ratings are given on average. For damage and consistency, each threat reduction counts for 1 *. |