Class Tiers in light of the APG and UM?


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Sovereign Court

I was searching and couldn't find any class tier discussions that incorporate the APG classes and the Magus... so, why not kick this fascinating subject off again!

I'll go ahead and use Treantmonk's Tier classification from this thread just for the sake of providing some framework:

Treantmonk wrote:

Tier 1: Wizards. Still the top of the chain. They can't fufill every role as well as 3.5 due to changes in Polymorph, but I think they are still powerful enough to place them at the top of the pyramid.

Tier 2: Druids, Clerics, Sorcerers. Druids have been demoted due to changes in wildshape, while Core Clerics were never tier 1 - it took Divine Metamagic for that tier placement. All remain very powerful classes though.

Tier 3: Paladins, Bards, Rangers. Paladins have to be pushing tier 2, while Rangers didn't get boosted quite as much, but still did well in Pathfinder. Bards are a mixed bag, but certainly deserving of a tier 3 position (in spite of rumors to the contrary)

Tier 4: Rogues, Barbarians, Fighters, Monks (The Monk is arguably Tier 5 - I haven't evaluated it closely enough)

Tier 5 and 6: Nobody.

So where do the rest of the classes fit in?

Alchemist
Antipaladin
Cavalier
Inquisitor
Magus
Oracle
Summoner
Witch

and in terms of playtests:

Gunslinger
Ninja
Samurai

The main reason I want to hear what others think is that I've got a slew of fresh-to-PF players and want to get them up to speed on relative power levels of the classes and how they impact their learning experience of the system. So rather than have them blindly stumble through the the system mastery, just give them a more informed choice in what they end up choosing.


Oh god, this is going to get ugly fast.

My impressions are that Summoner and Witch are tier 1. The hexes that witches get can be extremely useful. And the eidolon + battlefield control spells is very potent.


As far as I could gather, the idea of tiers was never about raw power. It was about versatility in application of their power and the ability to meet diverse challenges.

A wizard can readily adapt and alter to face any challenge (barring bizarro wizard-hating scenarios).

Clerics and druids are similarly capable and can have a go at martial combat as well.

Sorcerers and oracles, depending on build, are focused on solving a limited number of problems and can't adapt to solve unusual problems their spell lists aren't appropriate for.

Most martial classes just hit stuff until they die.

I am not saying I support the tier system or rely on it in any way. This is just to clear up what I think has been a misunderstanding of its original intent.

But then, saying this won't stop people from getting the wrong idea and running away with it.

Silver Crusade

Mok wrote:

I was searching and couldn't find any class tier discussions that incorporate the APG classes and the Magus... so, why not kick this fascinating subject off again!

I'll go ahead and use Treantmonk's Tier classification from this thread just for the sake of providing some framework:

Treantmonk wrote:

Tier 1: Wizards. Still the top of the chain. They can't fufill every role as well as 3.5 due to changes in Polymorph, but I think they are still powerful enough to place them at the top of the pyramid.

Tier 2: Druids, Clerics, Sorcerers. Druids have been demoted due to changes in wildshape, while Core Clerics were never tier 1 - it took Divine Metamagic for that tier placement. All remain very powerful classes though.

Tier 3: Paladins, Bards, Rangers. Paladins have to be pushing tier 2, while Rangers didn't get boosted quite as much, but still did well in Pathfinder. Bards are a mixed bag, but certainly deserving of a tier 3 position (in spite of rumors to the contrary)

Tier 4: Rogues, Barbarians, Fighters, Monks (The Monk is arguably Tier 5 - I haven't evaluated it closely enough)

Tier 5 and 6: Nobody.

So where do the rest of the classes fit in?

Alchemist
Antipaladin
Cavalier
Inquisitor
Magus
Oracle
Summoner
Witch

and in terms of playtests:

Gunslinger
Ninja
Samurai

The main reason I want to hear what others think is that I've got a slew of fresh-to-PF players and want to get them up to speed on relative power levels of the classes and how they impact their learning experience of the system. So rather than have them blindly stumble through the the system mastery, just give them a more informed choice in what they end up choosing.

Magus is definately at least tier two. Spell combat does beautiful things w/ action economy, and by using quick draw and a spiked gauntlet, you can still two hand attack enemies. Big damage, good armor, spell caster, and the sheer beauty of casting a wand every round off hand? This is especially glorious for PFS play, where you can easily pick up a wand every adventure.

Sovereign Court

Oh yes... please, don't get caught up in my brief summation of tiers.

Think of this thread as for people that understand the original intent of tiers and what they are used for and want to break things down along those lines.


Pathfinder Rulebook Subscriber
Alexander_Damocles wrote:
Mok wrote:

I was searching and couldn't find any class tier discussions that incorporate the APG classes and the Magus... so, why not kick this fascinating subject off again!

I'll go ahead and use Treantmonk's Tier classification from this thread just for the sake of providing some framework:

Treantmonk wrote:

Tier 1: Wizards. Still the top of the chain. They can't fufill every role as well as 3.5 due to changes in Polymorph, but I think they are still powerful enough to place them at the top of the pyramid.

Tier 2: Druids, Clerics, Sorcerers. Druids have been demoted due to changes in wildshape, while Core Clerics were never tier 1 - it took Divine Metamagic for that tier placement. All remain very powerful classes though.

Tier 3: Paladins, Bards, Rangers. Paladins have to be pushing tier 2, while Rangers didn't get boosted quite as much, but still did well in Pathfinder. Bards are a mixed bag, but certainly deserving of a tier 3 position (in spite of rumors to the contrary)

Tier 4: Rogues, Barbarians, Fighters, Monks (The Monk is arguably Tier 5 - I haven't evaluated it closely enough)

Tier 5 and 6: Nobody.

So where do the rest of the classes fit in?

Alchemist
Antipaladin
Cavalier
Inquisitor
Magus
Oracle
Summoner
Witch

and in terms of playtests:

Gunslinger
Ninja
Samurai

The main reason I want to hear what others think is that I've got a slew of fresh-to-PF players and want to get them up to speed on relative power levels of the classes and how they impact their learning experience of the system. So rather than have them blindly stumble through the the system mastery, just give them a more informed choice in what they end up choosing.

Magus is definately at least tier two. Spell combat does beautiful things w/ action economy, and by using quick draw and a spiked gauntlet, you can still two...

No, no you can't. Spiked Gauntlet is a weapon you have to be wielding. Where does quick draw come in on this? Getting your hand back on the weapon in time? You can't do that cause it's casting a spell.


Alexander_Damocles wrote:


Magus is definately at least tier two. Spell combat does beautiful things w/ action economy, and by using quick draw and a spiked gauntlet, you can still two...

Bah, Magus is mostly damage with minor in utility/battlefield control: Still Tier 3 easy.

Although, Hexcrafter Magus could be tier 2 as it can do Hexes and spells enhancing variety.

Oracle/Witch = Tier 1
Summoner = Tier between 3 and 2 but I lean them 2 as they are spellcasters and have a eidolon.

Alchemist/Inquisitor = Tier 3 easily.
Cavalier/Gunslinger/Samurai = tier 4
Ninja = Tier 3


The way tiers are defined I don't see how a spontaneous divine caster can be higher than a prepared divine caster.

Witch is probably a tier 2 as well because of the smaller spell list, though the otherwise clerical tidbits they've got may push them up to tier 1.

Summoner may be tier 2. They've got the battlefield control conjurations, summon as if they were a full caster, and can pull off scouting with the eidolon or the hours/level summon SLAs. And they can still hit stuff.

No clue about the UC classes.

Everything else is tier 3. It's hard for a medium BAB 2/3 caster to fall into tier 4 without a really terrible spell list, and it's hard to rise to tier 2 without so much early entry stuff calling them a 2/3 caster is mostly cosmetic.


In games I run, fighters and to a lesser extent barbarians own the rulership and army leadership subgames (by own, I mean they do it a LOT better than the spellcasting classes) and are competent in the human intelligence game. Rogues and to a lesser extent monks own the human intelligence game and are competent at the rulership and army leadership one. This effectively boosts them to Tier 3 in my view, because it gives them a significant trick beyond what they are normally afforded. This 'ownership' has always been present in earlier editions but I've made it more explicit and heavy-handed, because when you're considering the noncombat utility of 5th level spells and higher, the thumb on the scales needs to be heavy indeed.

RPG Superstar 2009 Top 16, 2012 Top 32

In terms of versatility, I'd probably divide the classes into three categories (each with a few internal divisions):

(Most Versatile)
-
1st tier, upper end: summoner, wizard
1st tier, lower end: cleric, druid, witch
-
2nd tier, upper end: bard, inquisitor, oracle, sorcerer
2nd tier, lower end: alchemist, magus, (anti-)paladin, ranger
-
3rd tier, upper end: monk*, rogue*
3rd tier, lower end: barbarian, cavalier, fighter, gunslinger
-
(Least Versatile)

*Monks and rogues get a slight bump in versatility from archetypes (like qinggong monk) and sub-classes (like ninja).


I will not rank them in tier; what I will remind is that the tiers are a level of campaign power, not combat power. As was previously stated, it's how you can handle any number of diverse challenges, and those challenges are not limited to monsters.

The best fighter who could kill everything in a single turn would still be tier 3 at best, because regardless of how good he is at killing things, there are so many other things he is not good at.

The example I recall is "there is a fierce dragon in a trapped cave on a snowy cliff far away with many forests, dungeons, and a lake in between; how do you handle this?"

The tier 1 class can, with ease, conquer the entire thing on their own. The tier 3 requires other party members. The tier 6 cannot contribute.

Liberty's Edge

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Cheapy wrote:

Oh god, this is going to get ugly fast.

My impressions are that Summoner and Witch are tier 1. The hexes that witches get can be extremely useful. And the eidolon + battlefield control spells is very potent.

This again...

CAN be ready for anything and ARE ready for anything will always be based on build and circumstance...oh nevermind...

(backs out slowly shaking his head)

Dark Archive

Pathfinder Roleplaying Game Superscriber

If I was going to rate them on this tier. though I don't really agree with the concept of tiers anyways, but if I was. Then I would rate them this way.

Tier 1: Wizards.

Tier 2: Druids, Clerics, Alchemist, Sorcerers, Oracle, Summoner, Witch

Tier 3: Paladins, Bards, Rangers, Antipaladin, Cavalier, Inquisitor

Tier 4: Rogues, Barbarians, Fighters, Monks

Tier 5 and 6: Nobody.

I haven't really messed with the Magus, Ninja, Gunslinger or Samurai enough yet to have a opinion on them.


ciretose wrote:


CAN be ready for anything and ARE ready for anything will always be based on build and circumstance...oh nevermind...

Sure, but:

While player tactical skill, build quality, and campaign specifics count for something, it's still pretty much a constant that the ranger can handle a wider variety of situations than the fighter.

(Even though, thank Saint Bulmahn, the fighter now at least is usually the dominant character of the two in straight combat.)


I think the assumption is that the full casters can use divinations to plan ahead. If you've scried ahead it's easier to have the right spells. If there were no divinations all the tier 1 classes would probably be knocked down to tier 2 with their spontaneous casting brethren.


Atarlost wrote:
I think the assumption is that the full casters can use divinations to plan ahead. If you've scried ahead it's easier to have the right spells. If there were no divinations all the tier 1 classes would probably be knocked down to tier 2 with their spontaneous casting brethren.

Well, not really. Sometimes you just legitimately have some of idea of what to expect when you prepare spells for the day.

You're trapped in a palace in the Elemental Plane of Fire? Maybe your druid should slot a Quench or two.

Liberty's Edge

Dire Mongoose wrote:
ciretose wrote:


CAN be ready for anything and ARE ready for anything will always be based on build and circumstance...oh nevermind...

Sure, but:

While player tactical skill, build quality, and campaign specifics count for something, it's still pretty much a constant that the ranger can handle a wider variety of situations than the fighter.

(Even though, thank Saint Bulmahn, the fighter now at least is usually the dominant character of the two in straight combat.)

What bothers me about the Wizard top tier argument is it is based on the assumption that the Wizard has the right spell memorized at the right time, the right number of times...etc...

As I've always said, the wizard is potentially the most powerful player at the table...while simultaneously being potentially the weakest player at the table, depending on what they memorized vs what they need.

Sovereign Court

ProfessorCirno wrote:

I will not rank them in tier; what I will remind is that the tiers are a level of campaign power, not combat power. As was previously stated, it's how you can handle any number of diverse challenges, and those challenges are not limited to monsters.

The best fighter who could kill everything in a single turn would still be tier 3 at best, because regardless of how good he is at killing things, there are so many other things he is not good at.

The example I recall is "there is a fierce dragon in a trapped cave on a snowy cliff far away with many forests, dungeons, and a lake in between; how do you handle this?"

The tier 1 class can, with ease, conquer the entire thing on their own. The tier 3 requires other party members. The tier 6 cannot contribute.

Of course, of course... I understand all of this. I'm an advanced gamer who spends an unhealthy amount of time picking at the nuances of the system and it's impact on the experience of play. When I wrote the OP I didn't have time to lay out all the qualifiers.

I'm just looking for some crowdsourcing. I haven't played with all the new classes and before I pour over the books to try and get an idea of what tiers they look like they'd fit into from people who do have some experience with them.

I enjoy establishing baselines so that there is a conceptual model to give to people on how various elements impact play, that's why I like the tier system. It gives that, and as long as all of the caveats are taken into consideration it works well.

Scarab Sages

Even though I have never commented on the Tier threads before i have always enjoyed them.

So a related query. Did any Archetypes in the APG or UM change a class enough to bump it a tier in anyone's opinion? I would say Zen Archer likely is worthy of a tier 3 slot.


Dire Mongoose wrote:
Atarlost wrote:
I think the assumption is that the full casters can use divinations to plan ahead. If you've scried ahead it's easier to have the right spells. If there were no divinations all the tier 1 classes would probably be knocked down to tier 2 with their spontaneous casting brethren.

Well, not really. Sometimes you just legitimately have some of idea of what to expect when you prepare spells for the day.

You're trapped in a palace in the Elemental Plane of Fire? Maybe your druid should slot a Quench or two.

Most of the time your needs will be rather less obvious when the day begins. You may know you're going to be fighting a red dragon, but how do you know what spells it knows? Well, assuming your GM doesn't just use the example spell list from the bestiary of course.

Liberty's Edge

Atarlost wrote:
Dire Mongoose wrote:
Atarlost wrote:
I think the assumption is that the full casters can use divinations to plan ahead. If you've scried ahead it's easier to have the right spells. If there were no divinations all the tier 1 classes would probably be knocked down to tier 2 with their spontaneous casting brethren.

Well, not really. Sometimes you just legitimately have some of idea of what to expect when you prepare spells for the day.

You're trapped in a palace in the Elemental Plane of Fire? Maybe your druid should slot a Quench or two.

Most of the time your needs will be rather less obvious when the day begins. You may know you're going to be fighting a red dragon, but how do you know what spells it knows? Well, assuming your GM doesn't just use the example spell list from the bestiary of course.

Also, scry is a single target who gets a will save for minutes per day. It is also something that actually can be detected.

You can know you are fighting a Red Dragon, but not know what you will encounter on the way to the Red Dragon.

And Red Dragons aren't stupid.


Pretty arbitrary but

Alchemist: Tier 2, pushing Tier 1 being able to prepare extracts in 1 minute + scribe spells puts them between spontaneous and a scrying wizard. arguably the best on the fly caster. also its limited spell list keeps it out of tier 1.

Antipaladin: Tier 3 its a reverse paly same tier. (arguable tier 6 due to alignment restriction that you can really only play one in an evil campaign, without some serious RP explantions and aura hiding in a good group)

Cavalier: Tier 5 limitations without decent benefits, archtypes may change this

Inquisitor: Tier 3 with the rest of the melee/casters

Magus: Tier 2 mostly for action economy (without this its Tier 3), 18-20 crit spells, bonus full BAB attack with spellstrike, and shiftable INT to attack/def bonus. and some controllers/utility spells on their list..

Oracle: Tier 2 full caster, good mystery variety, can do a variety of roles including tank, healer, damage and controller. limited spells known keeps it out of Tier 1

Summoner: Tier 3: as much as Eideldon is a can of OMFGBBQSAUCE its use is limited and not easy to change on the fly. Although being a summoning specialist opens up a huge array of utility uses for other summons plus extended duration. But if you compare this to a full arcane caster who can summon the same things and also cast many other spells you understand why its not higher. you could argue Tier 2 based on damage but don't forget damage isn't everything.

Witch: Tier 2 full caster, great curses that don't run out. hybrid spell list is great but misses out on many of the overpowered wiz spells. is strong a strong Tier 2, there is a case for Tier 1 with the Su curses that beat spell immunity.

Gunslinger: Tier 4, depends how you rule on the some of the gun rules, pretty much locked in the ranged realm limiting its situational adatability

Ninja: Tier 4, although better than a rogue, its still a 3/4BAB melee, the Ki abilities while nice are limited being based off CHA. I personally would play one because I think its the best non-casting Charisma Fighter going at the moment.

Samurai: Tier 4, its a fighter with some flavor


ciretose wrote:
Cheapy wrote:

Oh god, this is going to get ugly fast.

My impressions are that Summoner and Witch are tier 1. The hexes that witches get can be extremely useful. And the eidolon + battlefield control spells is very potent.

This again...

CAN be ready for anything and ARE ready for anything will always be based on build and circumstance...oh nevermind...

(backs out slowly shaking his head)

I was under a mistaken definition of what tier meant.


ciretose wrote:
Also, scry is a single target who gets a will save for minutes per day. It is also something that actually can be detected.

I mean scry in a general sense for noncombat divinations and divinationoidal effects. Maybe you teleport nearby, unload some prying eyes and extended summons (or dupe some very low wisdom adventurers) and see how it reacts before teleporting out. Maybe you use Legend Lore. Maybe you even use invisibility, silence, and maybe nondetection to sneak up on a minion and charm it. Everyone gossips about the boss, right?

Liberty's Edge

Atarlost wrote:
ciretose wrote:
Also, scry is a single target who gets a will save for minutes per day. It is also something that actually can be detected.
I mean scry in a general sense for noncombat divinations and divinationoidal effects. Maybe you teleport nearby, unload some prying eyes and extended summons (or dupe some very low wisdom adventurers) and see how it reacts before teleporting out. Maybe you use Legend Lore. Maybe you even use invisibility, silence, and maybe nondetection to sneak up on a minion and charm it. Everyone gossips about the boss, right?

Only if you DM is a pushover.

Read the requirements of Prying eyes, specifically less than one mile, very fragile, must return to give info, also known as leading the enemy right to you.

Look at the time requirements for Legend Lore.

Enemies adapt to your tactics as well.

Feel free to use invisibility and silence, and hopefully you don't trigger an alarm spell or run into something that can see you.

I like to use the APs for examples, and in the APs you will see there are always factors that make what you described only moderately useful. The best of which is simply having a time constraint you are working under.

RPG Superstar 2009 Top 16, 2012 Top 32

ciretose wrote:
Enemies adapt to your tactics as well.

Which, actually, is a very good way to define tiers.

Say you learn that an enemy has observed everything you have done since you last gained a level. That enemy has a plan to counter every tactic he has seen you use, and is coming after you in the near future.

Question: what do you do to counteract that enemy's tailor-made plan?

If your answer is, "Swap out almost everything I can do for something entirely different," then you are in (one of) the top tier(s).

If your answer is, "Think of creative new synergies for my many and varied abilities," then you are in (one of) the middle tier(s).

If your answer is, "Hope the rest of the party can do something, because I'm hyper-specialized in one or two predictable things," then you are in (one of) the bottom tier(s).


Incidentally, wizards don't have to prepare everything as spells. They have (technically) limited spell slots (Sorta, wizards have a lot of spell slots), but they do have something else:

Scrolls.

Liberty's Edge

ProfessorCirno wrote:

Incidentally, wizards don't have to prepare everything as spells. They have (technically) limited spell slots (Sorta, wizards have a lot of spell slots), but they do have something else:

Scrolls.

Which

A) Aren't free
B) Have to be retrieved
C) Are at the caster level where they were made
D) Require the ability to see and read the scroll, so don't be invisible in darkness, etc...

Wizards do have a lot of spell slots. And those filled are filled with a spell, regardless of if that spell is useful or not, and those not filled take 15 minutes to fill.

That is down to a minute with the new UM feat, but still far to long to have it available in combat, when you would likely actually need it.

A wizard with the right spells = Win
A wizard with the wrong spells = Fail


ciretose wrote:
What bothers me about the Wizard top tier argument is it is based on the assumption that the Wizard has the right spell memorized at the right time, the right number of times...etc...

While an individual wizard might be caught out on a particular day, a four-wizard party with coordination of what they're prepping is going to be about as flexible as a classic four-character party, and after they know what they're facing on day one, can then pick a loadout to downright chainsaw through things.

On the other hand, a four-fighter party isn't going to be able to handle any number of situations, either before or after knowing what they're up against.

RPG Superstar 2010 Top 32

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Well. I suppose I should comment.

As for new APG classes:

  • Alchemists are a solid tier 3. They have two different combat schticks they can specialize in, but both of them have some marginal issues. They're spellcasters, but quite possibly in the weirdest and most limited way. Alchemists won't ever dominate the game, but pretty often they'll get to be the guy who can say, "Oh yeah, I can handle that", and they won't sit out fights, either. I do like the class a lot.

  • Antipaladins are tier 5. While hitting evil guys is something which is useful very often, hitting good guys is very much not. Antipaladins have little more than Cruelties, weak spells, and weak debuffs, so they're in a bad place. In a hard core fighting-the-goodguys game, they'd be tier 4, but even in evil campaigns those are rare.

  • Cavaliers are tier 5. Playtest Samurai are in the same boat. They get to shine when they use their challenge (as long as there isn't anyone else nearby to beat them to death, of course) or when they can lance things, and are spearcarriers who grant minor buffs the rest of the time.

  • Inquisitors are tier 3, on par with rogues and rangers. This is not a well-designed class, but not because it isn't good at what it does. It's a sneaky dude who buffs himself like a cleric to wreck face about as well as a rogue. The class is a design trainwreck of tiny modifiers stacked on a poor baseline to bring it up to par, but an inquisitor has a large enough toolbox of problem-solving spells on top of passable combat ability that they'll never really feel marginal.

  • Oracles are tier 2. Cleric spells, spell for spell, just aren't as weighty as arcane spells, so it's even easier to end up gimping yourself than with a sorcerer. Plus, it's even more tempting, since people may expect you to heal. (USE WANDS.) That said, you'll still have a medium-sized selection of very powerful game-changing tricks if you do it right, just like a sorcerer.

  • Summoners are tier 1. They look a lot better on paper than they really are, but they are still great. Even more than wizards or clerics, they totally will wreck the sort of games where fighters perform well, because they are a bard that comes with a pocket fighter. The flipside of that is that they are just a bard that comes with a pocket fighter. Particularly at higher levels, their spellcasting ability just doesn't keep up, and their eidolon's combat prowess wanes in importance. That said, they're almost as good as 3.5 core druids, so whatever.

  • Witches are obviously tier 1. They're just wizards. In fact, they're wizards with extra options when pressed, and a slightly thinner toolbox. No matter, they still get all the battlefield wreckers, problem solvers, and setting warpers.

  • Magi are tier 3. They have a hojillion trap options, which is a bit annoying, but they have decently versatile combat options and a toolbox of out-of-combat problem-solving tools, but don't have anything particularly outstanding. They're firmly in the bard/alchemist camp.

    As for the playtest classes, the gunslinger is tier clusterf%@~-of-nonfunctional-mechanics until it's actually completed, the ninja is tier 4 just like the rogue, and the samurai is tier 5 just like the cavalier.

    As for older classes with APG/UM material...

  • The barbarian is up from tier 5 to tier 4. The previous PF barbarian without other 3e non-core material was not very good at anything ever. Now, it's quite good at wrecking faces. And...not really anything else. Wrecking faces is generally useful for the first 10 levels, and pounce helps keep melee alive a bit longer after that.

  • The bard is still tier 3. It buffs, it spells things, and it can fall back to shooting people poorly. The new archetypes, when carefully used, do help in specializing in doing a few things well, instead of many things poorly, which is a big improvement.

  • The cleric is still tier 1, for the same old reasons. It got more spells and more domain options. (And Treantmonk was wrong, it was tier 1 in PF core.) Basically, read what I say about the wizard, only remember that clerics have an even larger toolbox, and don't have the low-level survivability issues of wizards.

  • If the druid wasn't tier 1 in PF core (which I'd say is debatable), it is now. More spells, more wild shape forms, more class options in exchange for basically useless ones, just more more more on top of an already robust base. This is why tier 1s are tier 1s; their expansion options don't come at a real opportunity cost.

  • The fighter is still tier 4, for the same reasons. It still hits people for damage, or maybe does a combat maneuver. PF brought the damage up to par for all standard combat styles (except one-handed), but doing damage and nothing else is still really limited. I didn't really expect APG to change the fighter significantly, though.

  • The monk is up from tier 5-ish to a solid tier 4 with APG options. It's still built at cross purposes, but the ability to trade in some of the abilities for synergistic sets (and the ability to actually attack for damage now) really helps. The monk is doing about as well as the rogue is right now.

  • The paladin is still tier 4. I don't know what Treantmonk was thinking; the paladin hits evil guys really hard, has some very situational minor abilities, and that's it. The paladin isn't that much more useful than the fighter, and the paladin archetypes are either tiny buffs or hopeless traps.

  • The ranger is still tier 4. Again, WTF Treantmonk? Well, whatever, they still have one okay martial combat ability that gets really good situationally and a weak toolbox of problem-solving abilities. None of the archetypes really change this, and a few of them (including the appropriately-named Trapper archetype) are awful traps.

  • The rogue is, yet again, still tier 4. The only possible thing it gained from APG was some arcane Enforcer-based build or more suicidal melee options. Yay?

  • The sorcerer didn't change from tier 2, for the same old reasons. But WTF, Paizo, an animal companion? Seriously?

  • The wizard is tier 1. At worst, they have a large toolbox of game-changing problem-solvers, and will pick the most powerful and versatile of these to prep every day. However, with some warning, they can have whatever tool they need to handle any situation ever.

  • RPG Superstar 2010 Top 32

    A Man In Black wrote:
  • Inquisitors are tier 3, on par with rogues and rangers. This is not a well-designed class, but not because it isn't good at what it does. It's a sneaky dude who buffs himself like a cleric to wreck face about as well as a rogue. The class is a design trainwreck of tiny modifiers stacked on a poor baseline to bring it up to par, but an inquisitor has a large enough toolbox of problem-solving spells on top of passable combat ability that they'll never really feel marginal.
  • Hm. Not sure what I was thinking there, it's pretty much just better than the rogue and ranger. Inquisitors can do everything they can with skills, can solve a ton of problems they can't with spells, and can contribute about as well as they can in combat. It's a great example of how tier 3s stand apart from tier 4s.

  • Inquisitors are tier 3, on par with bards and superior in the same role to rangers and rogues. This is not a well-designed class, but not because it's bad at what it does. It's a sneaky dude who buffs himself like a cleric to wreck face about as well as a rogue, on top of a respectable toolbox of problem-solving spells. The class is a design trainwreck of tiny modifiers stacked on a poor baseline to bring it up to par, but that doesn't make it ineffective, just fiddly.

  • Liberty's Edge

    see wrote:
    ciretose wrote:
    What bothers me about the Wizard top tier argument is it is based on the assumption that the Wizard has the right spell memorized at the right time, the right number of times...etc...

    While an individual wizard might be caught out on a particular day, a four-wizard party with coordination of what they're prepping is going to be about as flexible as a classic four-character party, and after they know what they're facing on day one, can then pick a loadout to downright chainsaw through things.

    On the other hand, a four-fighter party isn't going to be able to handle any number of situations, either before or after knowing what they're up against.

    However I would argue if your party is able to have that much prep and planning, your DM has failed.

    And I would further argue that 4 surprised wizards are in a lot of trouble trying to cast if they get surrounded.

    The readied action, bane of casters everywhere.

    The point being that most of this tier stuff assumes a fail DM who has predictable conflicts on a 15 minute fighting day with no clock ticking and stupid enemies who don't change tactics/set traps.

    In other words, a fail adventure.

    If you want to argue who is the most powerful under ideal circumstances, depending on level it will generally be Wizards. But that is like saying "If I could have one superpower, what would it be..."

    Wishful thinking that is pointless in real world application and therefore without useful application.

    Now if that is all this was, great. But people keep pulling this stuff as gospel in other threads, in the same way people keep pulling the DPR Olympics as gospel, despite the fact that neither actually applies to Game as actually played.

    Unless, of course, your DM stinks.

    Liberty's Edge

    ciretose wrote:


    What bothers me about the Wizard top tier argument is it is based on the assumption that the Wizard has the right spell memorized at the right time, the right number of times...etc...

    As I've always said, the wizard is potentially the most powerful player at the table...while simultaneously being potentially the weakest player at the table, depending on what they memorized vs what they need.

    And the assumption that he has the needed spells in his spell book.

    "Wizard can know any spell on their list" and "Wizard [i]have access /i] to all spell on their spell list" are two very different assumptions.

    What the wizard has in his spell books is not the same thing as the full list of spells under wizard in the PRD.


    ciretose wrote:
    If you want to argue who is the most powerful under ideal circumstances

    Yeah, see, here's your problem. That's the exact opposite of the concept here. The whole point is to rank classes on their ability to handle a variety of circumstances. A fighter is tier 4 because all he can do is lower the hp of the opposition, which is of limited use in trying to uncover a spy, unlock a safe, find a lost item, or anything else that can't be solved by "lower its hp until it's dead".

    Sure, the fighter is great in games that are 100% pure combat with no other ways to solve problems, especially if you're attacked by surprise, but that doesn't apply to the game as actually played . . . except by people who don't realize Munchkin is supposed to be a parody.


    Quote:

    [...] what I will remind is that the tiers are a level of campaign power, not combat power. As was previously stated, it's how you can handle any number of diverse challenges, and those challenges are not limited to monsters.

    The best fighter who could kill everything in a single turn would still be tier 3 at best, because regardless of how good he is at killing things, there are so many other things he is not good at.

    The example I recall is "there is a fierce dragon in a trapped cave on a snowy cliff far away with many forests, dungeons, and a lake in between; how do you handle this?"

    The tier 1 class can, with ease, conquer the entire thing on their own. The tier 3 requires other party members. The tier 6 cannot contribute.

    Agreed.

    Alchemist are tier 2, great flexibility with formulaes and preparation of the extracts, good power and battlefield control with bombs, although at limited times per day, alchemists also have access to invisibility and fly, arcane eye, many buffs and the ability via Infusion to give them to NPCs or summoned creatures. It lacks mindcontrolling powers and dispelling methods, also it has no cantrips/orisons (very useful and also at-will) and can't take many of the item creation feats.

    Antipaladins are tier 3, pushing to tier 4, they lack the ability of the paladin for the cures, also it does not have an animal companion that improves by leveling (arguable because you instead get a constant summon fiendish monster).

    Cavaliers are tier 4, essentially they are paladins without their endure and mettle, giving up divine grace, channel energy, lay of hands etc... Also the cavalier loses much of his potency without his stallion, a big problem in campaigns with close quarters and/or dungeons or so other similar not-biganimalsuitable-places.

    Inquisitors are tier 3, they are like druids and clerics but have not their spellcasting power, although an impressive intimidate and intuition can always help you to seize the day.

    Magus are tier 2, because the way I'm seeing them is a Wizard with less magical potential and more combat prowess, much more like clerics or druids. They also can be sort of skillmonkeys, have a familiar and needs little of magical equipment. With the UM archetype you also have access to witch hexes, adding great versatility.

    Oracles are tier 2, the first time I read the oracle I thought it was a great class, but in a campaign you end up with the same problems the sorcerer has. Misteries like heavens, time, lore, nature are great but others are terrible (flame or the like), so you need to pay more attention when you build one than when you are playing a cleric.

    Summoners are tier 1, they have two limits: few spells knowns (so less spell slots per day in comparison to a fullcaster9thlevelspells) and they gain spells later in levels, but in exchange they have a SLA summon monster ability that scales with your level as if you were a wizard of your level, it lasts minutes and is usable as a Standard Action a number of times per day dependable on your main attribute. You have to consider them as extra spell slots. But hey you also gain the eidolon... Great versatility here, you can also change the eidolon's abilities by leveling, with transmogrify spell or playing as an Evolutionist. Summoners also get a respectable list of spells, full of buffs, mindcontrolling spells, utility spells, battlefield control spells, some divination spells, add in the SLA abilities of your summoned creatures and you have a fullcasting comparable spell list. The summoner also, having a great charisma, benefit more from the Leadership feat and UMD. The summoner is The One Army Man, so by definition he deserves tier 1.

    Witches are tier 1, they are wizards with some druidic and clerical spells in their spell list. They also get an animal companion, which is also her 'spellbook'... They also get hexes... Uh, they get patron spells! So, what else do you want?


    Atarlost wrote:
    Dire Mongoose wrote:
    Atarlost wrote:
    I think the assumption is that the full casters can use divinations to plan ahead. If you've scried ahead it's easier to have the right spells. If there were no divinations all the tier 1 classes would probably be knocked down to tier 2 with their spontaneous casting brethren.

    Well, not really. Sometimes you just legitimately have some of idea of what to expect when you prepare spells for the day.

    You're trapped in a palace in the Elemental Plane of Fire? Maybe your druid should slot a Quench or two.

    Most of the time your needs will be rather less obvious when the day begins. You may know you're going to be fighting a red dragon, but how do you know what spells it knows? Well, assuming your GM doesn't just use the example spell list from the bestiary of course.

    Actually, if it's a red dragon you're fighting, chances are you won't know it until several rounds into combat. These things are incredibly intelligent, live for hundreds of years, and, as a race, have a huge amount of knowledge gained from dealing with trophy hunting adventurers.

    Liberty's Edge

    see wrote:
    ciretose wrote:
    If you want to argue who is the most powerful under ideal circumstances

    Yeah, see, here's your problem. That's the exact opposite of the concept here. The whole point is to rank classes on their ability to handle a variety of circumstances. A fighter is tier 4 because all he can do is lower the hp of the opposition, which is of limited use in trying to uncover a spy, unlock a safe, find a lost item, or anything else that can't be solved by "lower its hp until it's dead".

    Sure, the fighter is great in games that are 100% pure combat with no other ways to solve problems, especially if you're attacked by surprise, but that doesn't apply to the game as actually played . . . except by people who don't realize Munchkin is supposed to be a parody.

    Hello Mr. Strawman, how are you this morning?

    I am sorry I can't play with you, I actually want to address what was said.

    Sorry.

    Wizard can know the perfect spell at the perfect time. Or his slots could be full of the wrong spell for the situation at hand. Or with only one of the right spell memorized when they need it many times.

    In game, if you DM is halfway decent, both things occur with regularity.


    seems to be some summoner love

    thing is a wizard can act as a summoner, but a summoner can't act as a wizard, so I argue the summoner cannot be tier 1 as a result.

    you've gotta have more than overwhelming force to be considered for tier 1 imho

    Shadow Lodge

    1 person marked this as a favorite.
    Umbral Reaver wrote:
    A wizard can readily adapt and alter to face any challenge (barring bizarro wizard-hating scenarios).

    That is, of course, assuming that the wizard's spell selection for the day fits the actual events of the day. If it doesn't, he ranges from occasionally useful to utter dead weight.

    Shadow Lodge

    Umbral Reaver wrote:
    A wizard can readily adapt and alter to face any challenge (barring bizarro wizard-hating scenarios).

    Unfortunately, many of the people who think that wizard is SOO amazing in any situation define "bizarro wizard-hating scenario" as "the GM didn't let me read his campaign notes for this session a few days in advance so I could figure out what spells to memorize".


    Kthulhu wrote:
    Umbral Reaver wrote:
    A wizard can readily adapt and alter to face any challenge (barring bizarro wizard-hating scenarios).
    That is, of course, assuming that the wizard's spell selection for the day fits the actual events of the day. If it doesn't, he ranges from occasionally useful to utter dead weight.

    its not that hard to pick spells that cover 90% of situations for the day, and a few select wands and or a decent staff prevent the wiz from ever being dead weight.

    plus as you hit mid to high levels the sheer number of spells you can memeorise allows you to cover even more possibilities.

    usually the dead weight feel is due to a players bad choices and not the class itself. if you play a wizard long enough you get a feel for picking the "right" spells even without foresight.

    Plus some spells are so versatile they're always useful.

    e.g. wall of force = split a fight, instant bridge, block a door, ramp up or down, create a choke point etc etc


    ciretose wrote:

    Wizard can know the perfect spell at the perfect time. Or his slots could be full of the wrong spell for the situation at hand. Or with only one of the right spell memorized when they need it many times.

    In game, if you DM is halfway decent, both things occur with regularity.

    Well, no: that implies the mindset where the DM is out to beat the players and/or willing to change things on the fly for no reason other than to screw them.

    Maybe the intrepid PCs invading the castle of the giants that have been raiding the local villages, and maybe they'll ultimately discover that drow are pulling the strings -- but they're still going to find a bunch of giants in the castle, and spells picked with the idea that that was going to be a lot of the day are still good. (You wouldn't go all-in on giant-fighting, to be clear -- you're always trying to cover contingencies that may or may not arise.)

    It's a fair point that the "high tier" classes have a more volitile power level than the lower tier classes, assuming the character is built decently. You can take a player new to the game, have them make a barbarian, suggest stat placement, feat choices, and starting equipment and they'll be able to contribute right away in combat. You do the same thing with a cleric and if you're lucky you'll get a healbot (which isn't a particularly superior way to play cleric.)


    Phasics wrote:

    its not that hard to pick spells that cover 90% of situations for the day, and a few select wands and or a decent staff prevent the wiz from ever being dead weight.

    Really? Then why is the Sorcerer rated one tier worse than the Wizard?


    Phasics wrote:

    seems to be some summoner love

    thing is a wizard can act as a summoner, but a summoner can't act as a wizard, so I argue the summoner cannot be tier 1 as a result.

    you've gotta have more than overwhelming force to be considered for tier 1 imho

    I go back and forth on this.

    In a sense, yeah, the summoner's list of spells is always going to be a lot more limited than the wizard's. But then, that's also true of the 3.5 druid which was considered a clear tier 1 class.

    The summoner does get a lot of the really open-ended / versatile wizard spells, so that's a point in their favor.

    The thing that does make me inclined to round the summoner in favor of tier 1 is not the eidolon but the summon monster ability. The quick casting time gives it a lot more combat punch than the wizard casting summon spells, but I think the real winner is the massively longer duration. Summoning for the wizard is, mostly, a combat action. (And, yeah, planar binding, but then all the caveats around planar binding, etc.) The long duration of summoner summons lets them do things with those summons that the wizard can't in a way that, in the right hands, can add a lot of adaptability and versatility.

    Look at the random dungeon of your choice and try to imagine how well it would stack up to a shadow demon scouting out each room or how well its inhabitants could stand up to fighting or escaping that shadow demon if you were to, say, spike the door shut from the outside. A wizard just doesn't have the duration on a summon to get that same kind of mileage without burning too many slots on it; a summoner does that and then can do it ten more times that day. And that's just one of many different creatures he could pick and find a unique use for.

    So I think the summoner is actually a much more versatile class than it first appears, it just has to get that versatility out of milking its summons rather than its eidolon or even its spells.


    LilithsThrall wrote:
    Phasics wrote:

    its not that hard to pick spells that cover 90% of situations for the day, and a few select wands and or a decent staff prevent the wiz from ever being dead weight.

    Really? Then why is the Sorcerer rated one tier worse than the Wizard?

    It's because sometimes there is one spell, even if the wizard did not prepare it can change the whole outcome of an encounter. Maybe they find a BBEG and the wizard didn't prepare the right spells. But the wizard teleports the party away and comes back shortly afterwards (assuming he left a few slots open which is what most veteran wizard players do). Hard to say a sorcerer can do the same.

    Even something as stupid as opening treasure chests a wizard can just rest and prepare knock, whereas I doubt a sorcerer will ever get such a spell.


    LilithsThrall wrote:
    Phasics wrote:

    its not that hard to pick spells that cover 90% of situations for the day, and a few select wands and or a decent staff prevent the wiz from ever being dead weight.

    Really? Then why is the Sorcerer rated one tier worse than the Wizard?

    Because picking for 90% of the situations in a day is not the same as picking for 90% of the situations in your whole career.

    Keep in mind the concept of tiering is that higher classes are more versatile and more able to solve different kinds of problems. The sorcerer is good at this; it's just that the guy who can swap half his spells for a normally marginal spell like Gust of Wind when he really, really wants to is a little more versatile.


    Dire Mongoose wrote:
    Phasics wrote:

    seems to be some summoner love

    thing is a wizard can act as a summoner, but a summoner can't act as a wizard, so I argue the summoner cannot be tier 1 as a result.

    you've gotta have more than overwhelming force to be considered for tier 1 imho

    I go back and forth on this.

    In a sense, yeah, the summoner's list of spells is always going to be a lot more limited than the wizard's. But then, that's also true of the 3.5 druid which was considered a clear tier 1 class.

    The summoner does get a lot of the really open-ended / versatile wizard spells, so that's a point in their favor.

    The thing that does make me inclined to round the summoner in favor of tier 1 is not the eidolon but the summon monster ability. The quick casting time gives it a lot more combat punch than the wizard casting summon spells, but I think the real winner is the massively longer duration. Summoning for the wizard is, mostly, a combat action. (And, yeah, planar binding, but then all the caveats around planar binding, etc.) The long duration of summoner summons lets them do things with those summons that the wizard can't in a way that, in the right hands, can add a lot of adaptability and versatility.

    Look at the random dungeon of your choice and try to imagine how well it would stack up to a shadow demon scouting out each room or how well its inhabitants could stand up to fighting or escaping that shadow demon if you were to, say, spike the door shut from the outside. A wizard just doesn't have the duration on a summon to get that same kind of mileage without burning too many slots on it; a summoner does that and then can do it ten more times that day. And that's just one of many different creatures he could pick and find a unique use for.

    So I think the summoner is actually a much more versatile class than it first appears, it just has to get that versatility out of milking its summons rather than its eidolon or even its spells.

    Also the evolution surge spells line can add incredible versatility for the summoner. Need fly, scent, DR, fast healing, +8 to a random skill etc... Cast a spell and your eidolon gets it or if you have aspect or are a synthesist you can get it. Even just the ability to add +8 to any skill is incredible versatility already.

    Shadow Lodge

    Gignere wrote:

    It's because sometimes there is one spell, even if the wizard did not prepare it can change the whole outcome of an encounter. Maybe they find a BBEG and the wizard didn't prepare the right spells. But the wizard teleports the party away and comes back shortly afterwards (assuming he left a few slots open which is what most veteran wizard players do). Hard to say a sorcerer can do the same.

    Even something as stupid as opening treasure chests a wizard can just rest and prepare knock, whereas I doubt a sorcerer will ever get such a spell.

    1. Sorcerers can also use scrolls.

    2. If you run away from the BBEG to prepare for what you just found, only a truly moronic BBEG doesn't change things to make you even MORE hosed when you return.
    3. How many teleports do you typically memorize? If you teleport home to study your spellbook every time you run into a situation that you aren't prepared for, then you're cutting into your list of memorized spells, making you less likely to be prepared for something else. So you have to memorize even more teleports. Pretty soon half your spells prepared list is devoted to running away with your tail between your legs.


    Gignere wrote:

    It's because sometimes there is one spell, even if the wizard did not prepare it can change the whole outcome of an encounter. Maybe they find a BBEG and the wizard didn't prepare the right spells. But the wizard teleports the party away and comes back shortly afterwards (assuming he left a few slots open which is what most veteran wizard players do). Hard to say a sorcerer can do the same.

    Even something as stupid as opening treasure chests a wizard can just rest and prepare knock, whereas I doubt a sorcerer will ever get such a spell.

    When a Wizard casts teleport to get the party away from the BBEG so that the Wizard can relearn his spells, he may find that the party is too spread out and can't gather together to be teleported without risking devastating AoO, he may find that the BBEG has a dimensional lock on his lair preventing the teleportation, or he may find that the BBEG scries and fries the party, or he may find that he can't find the BBEG again and the BBEG begins hunting the party.

    The Wizard may find that that critical spell the party needs needs to be cast more than once and he's only memorized it once.


    Kthulhu wrote:
    Gignere wrote:

    It's because sometimes there is one spell, even if the wizard did not prepare it can change the whole outcome of an encounter. Maybe they find a BBEG and the wizard didn't prepare the right spells. But the wizard teleports the party away and comes back shortly afterwards (assuming he left a few slots open which is what most veteran wizard players do). Hard to say a sorcerer can do the same.

    Even something as stupid as opening treasure chests a wizard can just rest and prepare knock, whereas I doubt a sorcerer will ever get such a spell.

    1. Sorcerers can also use scrolls.

    2. If you run away from the BBEG to prepare for what you just found, only a truly moronic BBEG doesn't change things to make you even MORE hosed when you return.
    3. How many teleports do you typically memorize? If you teleport home to study your spellbook every time you run into a situation that you aren't prepared for, then you're cutting into your list of memorized spells, making you less likely to be prepared for something else. So you have to memorize even more teleports. Pretty soon half your spells prepared list is devoted to running away with your tail between your legs.

    1. Wizard gets scribe scroll for free. Wizards will generally have more scrolls in his haversack then a sorcerer. How can you list an ability that both classes can use and argue in favor of a sorcerer? Especially when the wizard can use it better then the sorcerer.

    2. It might not work everytime but even if it doesn't work how is the wizard any more hosed then the sorcerer, when it does works the wizard just saved the day.

    3. Yeah I think a few slots for get out of TPKs for free cards are well worth it.

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