Shae

ElementalXX's page

Organized Play Member. 894 posts (1,052 including aliases). No reviews. No lists. 1 wishlist. 4 aliases.


RSS

1 to 50 of 894 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Shadow Lodge

not missing anything, the chaos totem line is, as you said, not the optimal path, so it is sub optimal. While the lesser power is almost forgettable, the 25% chance to ignore crits is very useful for a barbarian as since you will be a having a low armor in general. Criticals usually confirm very easily, other than that the greater totem pwoer, is alright

Shadow Lodge

1 person marked this as a favorite.
TOZ wrote:
In related news.

oh man, I had exactly the same face when I saw the UE errata. I like how some folks here are so happy with the removal of items, because this are basically item removals, you are not going to see most of this items anymore in any table and if by some random reason a dm gives it as loot it is 100% sure the players will sell it , way to go paizo

Shadow Lodge

you and your players need to keep track if they are poisoned, slowed, grappled , nauseated, etc , gotta get used to it because normally you do this a lot

Shadow Lodge

What color does a samsaran turns when he gets tanned? Do they get tanned?
(real question that came up in a game)

Shadow Lodge

Aelryinth wrote:

Feat cost of TWF.
Feat cost of Shield use.
Feat cost of Shield Bash.

Huge feat investment, just trying to bring Sword and Board back on par with other attack styles. You're basically TWF+2 feats (ISB and SM), + any others like Shield Slam and whatnot that you want.
Oh and Power Attack.

You take 3-4 feats MORE then a TWF, and 6-7 more then a 2h'er. Like, ugh.

Compare it to an unhidered shield two weapon fighter

Feat cost of TWF.
Feat cost of Buckler use.
Feat cost of Unhindered Shield.

And no, you dont need shield master, you can already enchant your shield spikes as a weapon, which has exactly the same cost as enchanting a second weapon as in normal TWF

Also I set there buckler prof, because you typed shield proficiency, personally i don think that should even count.

like i said before, the number of feats for twf fighter and unhinderd two weapon fighter is exactly the same

Shadow Lodge

I fail to see how this is going to fix player disparity at the table, the 14 str greatsword fighter is still going to look "overpowered" next to the 20 int core rogue. Also there is nothing that prevents a person with better rules grasp enter the easy mode, I mean he doesnt even have to be a vet he just needs read. This mode will not do anything except maybe point out the MORE the players strengths differences because encounters are going to be even easier

Shadow Lodge

2 people marked this as a favorite.
Aelryinth wrote:
I think you will find a great many GM's unwilling to buy this set of actions "Okay, at the beginning of the round, I put my shield away, automatically, before ANYTHING else I may declare. Then I take whatever actions I take, and at the very end of the round I quickdraw my shield. I do this every round of combat unless I say otherwise."

Blame whoever wrote the item, but thats how it works, there are also dms who disagree with some ridiculous spells so what then. Heck, there are dms who say that rogues are overpowered

Aelryinth wrote:

Sword and Board users use a shield, and a one handed weapon, they make the tradeoff of AC for damage. Spell Combat makes the trade off of casting for shield AC. TWF makes the tradeoff of more attacks with matched weapons that do more dmg for Shield AC.

Explain why a sword and board user cant use two weapon fighting.

Aelryinth wrote:
Shield Bashing is a STUPID attack form.

Never mind

Aelryinth wrote:
Shield Master, the feat, only exists to reduce the gold cost of having your shield be a level-appropriate inferior weapon. Very tellingly, it doesn't reduce the TH penalty to your MAIN, superior weapon, but to your inferior weapon.

It also removes of twf penalties, so there is that

Also on a note there are stuff the armor master's handbook for people who want to do sword and board and not bash, and also stuff like tripping on a bash for free, or getting a free bash when they miss you (this in WMH), so crying for sword and board is just childlish

Shadow Lodge

1 person marked this as a favorite.
Charon's Little Helper wrote:
Prince Yyrkoon wrote:
Charon's Little Helper wrote:
Imbicatus wrote:
Also, the AC granted by this feat to a two-handed fighter can also be matched by simply taking quick draw and using a quick draw shield.
Theoretically - but I don't think any GM would actually allow that since # of free actions are entirely within his discretion.
If it's less than 5 they're screwing over archers, drawing an arrow is a free action.
They don't have to limit to a specific # - it's a matter of what kind. Otherwise a character could easily have 30 seconds of speech each round since 6 seconds worth is a single free action.

it doesnt matter, you only need one free action, unless the gm is banning free actions, this is going to work

Shadow Lodge

1 person marked this as a favorite.
Mrakvampire wrote:
ElementalXX wrote:
Well the two weapon Fighter using a shield has +1 Ac and has to take improved shield bash, meanwhile guy number two takes unhindering shield, has -1 ac and possibly a better crit rate

You intentionally refuse to see that this feat basically enables you to fight with greatsword AND have up to +6 shield bonus to AC and gives you another item slot?

It's as if two-handed combat style needed more buffs compared to shield and sword...

I'm done with this thread also. Same things all over and over again.
I hope that Paizo staff knows what they are doing.

Right now, though, I personally think that they made a huge mistake, and this should be fixed ASAP. Don't allow mad power creep that killed 3.5

That text was for comparing sword and board and TWF with unhindering shield, obviously you have a reading comprehension problem

Also it is as if you intentionally refuse to recognize the quickdraw shields exist... Considering your standards, if you dont like "ermagerdpowercreep" dont play pathfinder

Also mutation warrior has at least another way to use a shield and a two haned weapon, so your point is completely worthless

Shadow Lodge

So what is the difference between a sword a board TWF Figher with a heavy shield and a TWF fighter using weapons and unhindering shield?

Well the two weapon Fighter using a shield has +1 Ac and has to take improved shield bash, meanwhile guy number two takes unhindering shield, has -1 ac and possibly a better crit rate

In general, this feat is pretty unimpressive.

Of course unless you are a wizard or other caster class, because now you have more ac, oh wait actually no , because mithral bucklers

I dont really see the point of this feat besides beign superniche and expanding the fluff, or maybe is that people is sooo afraid of a high AC monks? jeez

So in general im gonna call Bs on all of this coments, if you regard unhindering shield as overpowered you might was well regard shield bash as overpowered BECAUSE BOTH ENABLE +6 AC WHILE TWF.

note: two handed tactics interactions dont matter at all, you can already twohand a weapon and use a buckler as it was stated before

Shadow Lodge

Does anybody know usually how much time it takes for companions to get implemented into PFS?

Shadow Lodge

CBDunkerson wrote:

Heh, without the 'must qualify under all identities' requirement, things could get complicated;

Vigilante 1 / Masked Performer Bard 1 / Paladin 1 / Antipaladin 1
Social identity - True Neutral
Masked / Paladin identity - Lawful Good
Vigilante / Antipaladin identity - Chaotic Evil

lol i never thought of that, thats insanity !xD

Shadow Lodge

Welp thats too bad i guess i wont be taking that level on vigilante, still I have some doubts regarding this lines

"When in an identity, he is treated as having
that identity’s alignment for all spells, magic items, and
abilities that rely on alignment."

wouldn't that mean that abilities that depend on alignment work right? like pally abilities?

"For the purpose of meeting
a qualification for a feat, class, or any ability, he is only
eligible if both of his alignments meet the requirements."

I think this part means that i wouldn't be able to level up as a paladin anymore tough

toughs?

Shadow Lodge

1 person marked this as FAQ candidate.

I have a paladin on a game and i was thinking on getting some levels on vigilante, the question is about dual identity, what happens when you develop a new persona with a non lawful good alignment? do you lose your powers? also if one identity breaks the paladin code, do both personas lose their powers or one?

Shadow Lodge

1. to make the double attack , it has to be the attack action which is a type of standard action, so yes
2. Yes, they are separate attack rolls and separate damage rolls

Shadow Lodge

personally, casters are too easy and boring for me, they usually have a spell that solves any issue at any moment. Playing a martial forces me to be creative to solve situations, martials for me

Shadow Lodge

part of the problem looks also because he is playing fullcasters, one thing i didnt like about them is that it makes the game too easy for me, is like playing on easy mode, specially if you have broad system mastery like in bill's case

i usually "nerf myself" by playing classes i know are considered weak, this way i can optimize to my hearts content witouth outshining other party members, maybe that can work for bill

Shadow Lodge

Knight Magenta wrote:
quibblemuch wrote:

Feh.

Tell the GM there's always a 5% chance to hit and to stop complaining because those odds are just fine. A mere 95% chance of failure is hardly reason to complain.

Feh.

I am playing a Stalker from Path of War. I have an ability that lets me spend a ki to make attackers roll twice and take the lowest for 1 round per point of wisdom modifier I have.

So not quite 5% :p

The rest of the party has 20+ ac, and we are level 4.

Dm allows thrid party content and then complaints about how he cant handle it, i think that pretty much answers itself

Shadow Lodge

Hi im reccently building this mythic fighter and i was looking for input and ideas, the character is a game set on the warhammer setting using pathfinder rules, specifically rogue traders. The inspiration is based on Ciaphas Cain (HERO OF THE IMPERIUM!!!) and Captain Harlock. He is the would be captain of our ship and would be using a raven familiar and a combination of teamwork feats to get the most of eldritch guardian.

Eldritch Guardian Mutation Mutation Warrior Fighter, Human

lvl 1: Power Attack, Combat Reflexes
lvl 2:
lvl 3: WF>retrained>Broken Wing Gambit
lvl 4: Paired Opportunists
Lvl 5: Cut From the air

hit

Mythic Combat Reflexes
Mythic Power Attack

Valet Familiar: Raven
Lunge/Monkey lunge

In combat the raven would be on my shoulder while simultaneously using ready actions with monkey lounge so he can threaten(using animal archive rules to custom familiar feats).

The idea behind this is getting to use broken wing gambit trough paired opportunists, this means an enemy hit would be getting aos from my character at +4

Also mythic combat reflexes ensures i always have aos for this and cut from the air.

i was originally planning to make it a dex build but that looked

We are starting at 5 and tier 2. Atm some ideas i have are

Outflank+Overwhelm (almost always flanking at +4)

Above+Wild Flanking (getting power attack x2 with heavy consecuences)

Shadow Lodge

pretty much what it was said, you can deflect multiple rays as lon as you have enough atttacks of oportunity

Shadow Lodge

The Wyrm Ouroboros wrote:
'Smash From The Air' might be one such feat - something for Fafhrd or Conan or someone similarly high-level to be able to do. As well, what sort of feat is it - extraordinary, supernatural? Feats are defined like that for a reason - an extraordinary feat is one that redefines the boundaries of what's physically possible, while a supernatural feat simply ignores that benchmark entirely. One should always be aware of that point ...

Its a feat, all feats are extraordinary abilities unless specified differently, in this case, it is extraordinary. So you probably want to rephrase what you just said because you have just invalidated yourself

Access for this feat requires bab 9, im not sure if that qualifies "high" for many gm standards

Shadow Lodge

1 person marked this as a favorite.
The Wyrm Ouroboros wrote:
It isn't a matter of sub-optimal, it's a matter of nearly physically impossible.

Smash from the air lets you cut canonballs in half.

Is due to people like this why fighters cant have nice things.

Shadow Lodge

1 person marked this as a favorite.
The Sword wrote:

if you need to ask the question of whether you can ride with a lance in each hand you need to ask serious questions about why you or the player that requested this is playing the same game as eveyone else!

If this came from one of my peers I would tell them to get a hold of themselves - I mean honestly! Is the game just about mechanics now???

sometimes is about having fun, you should try that

Shadow Lodge

even if it works is not even that good, since discoveries require alchemist levels to take them, even with extra discovery, this would only open some lvl 0 discoveries most of which are not very good anyway(except maybe feral mutagen if you go that route but it gets overshadowed by iteratives fast) and make the fighter beign able to take the same discoveries he was already meant to take at a slightier faster rate sacrificing feats. Is nice but hardly a gamebreaker

Shadow Lodge

Kolyarut wrote:
Blink wrote:

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.)

So if you want to completely negate it, I think See Invisibility and a Ghost Touch weapon would do the trick.

See invisibility lets you see invisible enemies, it doesnt help with blink because subject effectively disappears and reappears from the plane, ghost touch also doesnt work because the subject is not stated as unsubstantial, altough guess you could get away with it with your dm

A seeking weapon would defeat blink as it says it goes trough nay kind of miss chance

Shadow Lodge

Ghosts dont care about touch attachs, however him beign a gunslinger is not your real problem

Shadow Lodge

The question is, does the 6 int orc needs to be tought tricks to act?

Shadow Lodge

Bomanz wrote:

Played a Tengu Rogue, Swordmaster archetype, Mythic in Wrath of the Righteous.

Our party had no "tank".

I one shotted demon lords.

Granted, the really really cheese puff stuff rolled right out of Mythic...

BUT....

The core of the build was still a very, very solid build.

Rogues rock.

This emphasis on having to kill everything in one hit is stupid.

A mythic commoner can one shot demon lords, is not a fair comparison

Shadow Lodge

1 person marked this as a favorite.

yeah paizo has been making rules changes trough faqs a lot , they really should rename those changes, its extremely confusing.

As i see it faqs are suppouse to be more "clarifications" than purposeful rebalance. The most famous offender is probably the crane feat line 4 changes, yeah im not buying "this is the way this feat is suppoused to work".

Nerfs should be called nerfs, buffs should be called buffs, For worst or better

Shadow Lodge

Turin the Mad wrote:


The Dead Shot deed states "as many attacks as [you] can", which for every other projectile weapon user includes Rapid Shot, Manyshot and haste.

Haste adds an attack at your highest BAB. Rapid Shot works the exact same way as haste, accounting for the -2 penalty of course.

I don't see why there is a need to let a character with the Clustered Shots feat, which is an equivalent level ability/feat (BAB +6) should be able to fire 2-3 more shots/round than the gunslinger can via Dead Shot.

I can see your confusion, you are not reading the whole thing

[...]but makes as many attack rolls as she can, based on her base attack bonus.

I think we had asumed you had read that

Shadow Lodge

pH unbalanced wrote:

Context is Gunslingers

ElementalXX wrote:


FLite wrote:


At 7 you can render any one opponent flatfooted, no save, no to hit, no nothing. Yeah, it doesn't help you, but it can let your friends really go to town with power attack and sneak attack and manuevering for one round. Or for a touch attack, you can auto disarm or auto trip.
At 8 you get a free feat, that is pretty nice.

so you get the ability to feint, which you always had anyway, and pumped manuevers as a fullround action about 3 times a day(which is nice, but not even close to a dealbreaker)

Except feint doesn't do a gunslinger any good, because feinting only denies them their DEX bonus against your next melee attack.

Also, flatfooted is better than "denied DEX" and applies to attacks made by other people (which feint also doesn't allow).

Trust me...I love a good feint build, but Startling Shot is much better than feint.

Its an interesting ability in case you find a monk or a very high dex monster ill give you that, but its not worth taking all those gs levels, specially since gs aims to be ranged damage dealer, and there are far more interesting things to do with grit

Is like trapsesne for barbarians

Shadow Lodge

imo, i used to think db guns worked as "one extra shot per full attack" because the wording of the double tap said "once per action" this made it more in line with manyshot and it explained the lack of manyshot for firearms, i was proven wrong when i saw stephens comment that db guns worked with every attack per shot, the same way db musket worked because it had different wording as in "every attack" instead of "action"

Shadow Lodge

MaxBarton wrote:

The extra feat is good I guess, but I don't like loosing the proficiencies. Also I feel vanilla deeds are better than mm with advanced firearms.

If I do go gs5 is there a better multi class option than straight fighter?

there are many things you can do,

multiclass wizard to go to eldrtich knight will get you ulity

I prefer Slayer over fighter personally, more skills

Ah yeah one way or another get UMD, and if you can get a familiar and some money you can use a nifty trick i discovered. Have your familiar UMD a wand of "named bullet" and one shot things, sniper style

Shadow Lodge

Get one level of Mysterious Stranger and get mend as a SLA(with trait), or regular gunslinger. From then on 3 levels of trchfighter if allowed and the you should go Straight paladin. Your saves will be stellar and your damage will go trough the roof. Get a mount and you can move and full attack. If you go mounted you should be a halfling so you can mvoe and full attack all day. Get A silver bracelet and you will get full character level for smite even tought you multiclassed.

As of now gunslinger past 5 is not worth it. only thing its worth is myserious stranger signture deed, but thats it. the rest is garbage

Shadow Lodge

It doesnt make sense animals have loot, however the dm should reward apropiately, like you find 199 gp from a dead adventurer's corpse or something, or at some othe place, recounting for all the loot that had not been given yet

Shadow Lodge

2 people marked this as a favorite.
Jamie Charlan wrote:


(unrelated note I spoke to two people who were convinced the kineticist is massively overpowered today, and that makes me very very sad about the state of our education system)

god not this, it makes me remember they guy who said rogues were broken

Shadow Lodge

73 ppl in onde day, think thats a new record

Shadow Lodge

1 person marked this as a favorite.

since you have been playing for so long you realize there are a gazillion enemies to enchantment right? if you only have charms you are gonna have a bad time. This is the same as if you made a fire sorc with only fire spells aand you got to fight a fire elemental.

Also this game is obviously not the right for your character, but the dm is not really doing anything wrong here

Shadow Lodge

faqd ive been curious about this myself

Shadow Lodge

bump

Shadow Lodge

Rynjin wrote:
They didn't buff the MoMS. It appeared so at first glance, and while it's a good IDEA, it results in an archetype that is still a good dip, but is actually even WORSE for taking from 1-20.

Ah well i was actually meaning they were "trying" to buff the archetype

Shadow Lodge

There are a number of decision I dont understand:

TWF Gunslinger are SO OP NERF PLOX> nerf weapon cord> invent gun twirling

OMG crane wing at level 2 is SOO BROKEN>nerf crane wing> Buff master of many styles

Yeah, logic

Shadow Lodge

Rynjin wrote:

I can link the Facebook post later. It comes up if you search Jason Buhlman and weapon cords I think.

Oh my god, i tought this was some kind of joke

Shadow Lodge

M1k31 wrote:
Kthulhu wrote:
Kthulhu wrote:
alexd1976 wrote:
I've often considered just gestalting fighter and rogue. That, as a class, looks pretty playable to me.
I did this a while back, with a few extra bonuses. (Although I did it before the Unchained Rogue.) I think it's a much more balanced class than either of the two alone (and it hits some of the literary archetypes more, like Conan).
Warrior-Rogue
that just seems down-right OP in the extreme... gestalting both together and giving better skills than the rogue(12+Int), while maintaining feat and armor progression and sneak attack seems OP enough, but then adding more of the rogue abilities... that just seems ridiculous.

Adding (chained)rogue abilties to a class doesnt make it better

(except maybe sneak attack)

Shadow Lodge

Lab_Rat wrote:
chbgraphicarts wrote:
Lab_Rat wrote:
That being said: a back of the napkin lvl 11 twf pistolero build can still pull a DPR of ~120 (includes misfire effect and 1 grit for CaD)

Level 11, sure - but we're talking about a supposed level SIX who could somehow do the same thing.

It's not impossible, no, but HIGHLY improbable, and would probably result in destroyed weapons left and right.

Yeah. A typical lvl 6 GS does not have enough feats yet to twf with gun twirling.

So lets use:
....

This, in 4e it was proven trough avenger a reroll is equivalent of a +4. Having more attacks works the same way a +4 cancels with a -4. this is the reason the dpr looks the same, however agaisnt low touch enemies the dpr CAN go higher. most people dont understand that max damage is different than everage damage.

Some day you are gonna get high damage spikes, dome days you are not, this happens, can attest to that

Shadow Lodge

is not exactly the same, crane wing v1.0 is extremely different to crane wing 2.0. Devs have stated they thought the feat was too powerful, then we got crane wing 3.0 which was an attempt to make the feat useful again(but not many liked it anyway) then we have 4.0 and again devs said they "nerfed crane wing too hard", so thats why are getting a new version

It was working as intended, the problem is that the feat is too powerful or too weak. This is the case of other rulings, they are not rules clarifications, they are actual nerf/buffs

Shadow Lodge

1 person marked this as a favorite.
Insain Dragoon wrote:
N. Jolly wrote:
Cao Phen wrote:
Link to it.
Okay cool, didn't see it in the document so I wasn't sure, that's a shame. DB SG could have made some things interesting, meh. Yet another strike against GS 6+
With the old DB rules I saw someone consistently full attack for about 100 dmg at level 6. In a 30 ft cone if they wanted too.

Its impossible to reduce reloading times to free with pelets,also no db firearm has the scatter property, so no you cant do it in a cone.

At level 8 my gunslinger never hit 100 on a full attack, maximum was 80 and that because i got a crit, guess i just have bad luck?

Shadow Lodge

1 person marked this as a favorite.

Ok so we have noticed that many FAQs are not actually "frequently asked questions" but are actual rebalance on features etc, example of this is Crane wing, this feat has been altered 3 time already, this is not actual "rules clearing" its obviously intended to rebalance(cough nerf/buff) a feat. The same happens with many features, we should have a "rebalance" option or something like that. Some not even qualify as errata per se because they are actual rules changes.

i know its semantics and may sound silly but it looks like not everybody like the idea that "nerfs/buffs" should go on the same category as FAQs

Shadow Lodge

Lab_Rat wrote:
This is because the more attacks you have the more likely you are to roll a single critical hit and thus multiply ALL attacks by your crit mod

This is true, but you are implying they are many attacks, they are not, its one attack with extra damage.

I find your comparison flawed, your pistolero is missing 2 feats to have gun twirling, also pistolero is not the optimized choice now, its mysterious stranger. Im gonna use your stats, so dont think im fabricating stuff
_____________________________________________________________________

Comparison:

Assumptions:

-Rapid reload,Point blank, precise, rapid shot, weapon focus, imp crit, critical focus
-"Total" considers 1 crit, 1 confirm and that the rest all hits
-"Min Damage" considers autohits only
-"No crit damage" asumes all hits, no crits, average damage
-both are mysterious strangers
-misfires will be ignored trough myserious stranger feature

Normal build:
26 dex
16 Cha
+1 Pistol
lvl 11 mysterious stranger with pistol/rapidshot/haste/deadly aim/signature deed(focused Aim)>legit since it works for a round, you only need to activate it once per round

Base Damage:
1d8+8(dex)+3(cha)+1(enh)+1(PBS)+6(deadly aim)=>Average= 23
Attack Base:
11(bab)+8(dex)+1(enh)+1(PBS)+1(haste)-2(rapid)=>Total=+20
Attack Rotation:
+20/+20/+20/+15/+10
(everything but the last attack autohits ac 15)

Critical Damage: 92
4 attacks: 92
Total: 184
No Crit Damage: 148
Minimum Damage: 115

Deadshot build:
16 Dex
26 Cha
+1 Musket

lvl 11 mysterious stranger with pistol/rapidshot/haste/deadly aim/signature deed(focused Aim)/Grit will be used for deadshot/no misfire, since its unlikely

1d12+6(Cha)+3(Dex)+1(enh)+1(PBS)+6(deadly aim)=>Average= 25
Extra Dice damage: 1d12+6(Cha)=>Average= 12

Attack Base:
11(bab)+3(dex)+1(enh)+1(PBS)+1(haste)-2(rapid)=>Total=+15
Attack Rotation:
+15/+10/+5
(only 1st autohits touch ac 15)

Critical Damage = (25+12+12)*4 = 49*4= 196
Total: 196
No crit Damage: 49
Minimum Damage: 25
____________________________________________________________________

So there it is, even if you get only one crit(because with a full attack you can potentially get more than one), normal full attack has much better accuracy but deals slightly damage and it doesnt make you waste grit, on the other hand it could make you waste "stranger's luck" attemps, but thats a little compromise. Another detail is that using musket doest allow you to rapid reload as a free action, this means you can do this trick every other turn with the same dpr, or else not use focused aim and use the lighting reload to reload and make the dpr lower next round. Also its possible potential damage could be upped with a different point buy distribution to pump charisma higher on normal build, but well idk how you did yours

And this comparison only is worthy if criticals are implied, if there are no crits deadshot damage is pretty pathethic in comparison to a full attack

If they however fix deadshot to make it work with other attacks, it would be worth using, at least

Shadow Lodge

If anything it can be tailored around the anvil of combat roles

Tiering classes by role is how it was done at 4e

for example a wizard is god tier on :Hammer/Anvil/Arm

An archer ranger/fighter/monk is god tier on : Hammer

it can apply to other classes as well, as you can see many fullcasters can be god tiers on all tiers there hence the reason they are tier 1 on the regular tier list

1 to 50 of 894 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>