

Has so much flexibility with play styles.
#Best cloak for dark runner archeage how to#
Only downside is you need a bit more peel if you don't know how to position. Good mobility, amazing aoe heals, especially with zeal up, good single heals, good everything. It's arguably the best healer class in the game for a reason. Most things without auramancy in it aren't fit for large scale, or things with hybrid damage types like vitalism/sorc or something like that. Revenants are far superior if you want damage and cc.Īny other class that hasn't been listed is a very niche class or just doesn't work. Mixing damage and hard cc almost never works. It's a 1v1 cheese class and situationally a small scale class. On top of this you have consistent cc and damage with a rev outside of your burst that you don't have as an enigmatist But even the burst is outshined by a rev because of crit passives. Very fun class in small scale with a lot of mobility, but sucks in large scale because it's only mobility and burst. Very squishy and imobile so you must have good positioning to play it. Super late game these things are a must because the only way you're gonna kill a 30k health skullknight/nightcloak or healers is with an arc lightning. Not just a weapon, you need cast time, arc lightning gems, and good crit damage/crit chance to be more effective. Spellsingers and spellsongs are late game+ classes because to make it more useful than a revenant you need gear. Just because you can hit one person with a 20k arc lightning early/mid game doesn't mean it's better than a revenant. Crazy cc and mobility if played correctly. 3.5 these things are monsters with access to both abyssal and successor skills. Your role is a bit different than sks, so if you aren't tanky, you will just get focused down and die instantly. It's a late game class because you need to be very tanky to pull it off. Truthfully I haven't gotten to mess around with this class in the 2.9 patch, but I imagine it's not terrible at the moment. Late game is more about cc and single target burst, so having skullknights to lock down an area is super important. Revenant does their job much better till later on. They don't do enough damage to need them in a ball early game. Skullknights aren't good early and a little bit mid game because they are heavily focused on cc. Falls off super late game because the chip damage from aoes aren't as effective due to high hp, toughness/resilience gems, and healers having strong odes. An absolute must have for your raid comp.

Amazing mix of aoe damage and cc, with decent survivabilty due to auramancy. Mage ball is the dominate meta because of this class here. The bread and butter of large scale pvp. Note- these are averages, when you get into late game everyone is gonna be geared differently because of gems and weapon choices. I will try to break down what stage of the game these classes are best used, which will be early game, mid game, late game, and super late game. If you would like a skill build on any of these classes, shoot me a pm and I will do my best to help out.
#Best cloak for dark runner archeage Patch#
Classes that become viable in 3.0+ will be listed, but I will not go in depth due to the fact that the current patch is 2.9. Top guilds on legacy servers used these classes for a reason, it isn't just a made up thing. There is a meta in Archeage whether you like it or not. Common classes that people may be confused on why they can't be played large scale will be listed and explained. Other classes not listed here may work as a niche 1v1 or a small scale class, but will not be as effective. Again I want to stress, this is for large scale as in 30+ people. Before anyone can teach you how to play, the basic thing you must know is what classes are acceptable. I've been seeing far too many people who are new competitive large scale pvp and how it works.
