Favorite class (Including modded classes)

Favorite class?


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Summoner is my favorite because I'm of the opinion that classes are highly overrated and summoner doesn't bind you to itself. You can easily just steal a weapon from another class and it's the only class which doesn't punish you at all for doing so. Also, I always equip mobility accessories instead of class specific ones. Why should I bother with taking less damage or killing enemies quickly when absolutely nothing is going to scratch me anyway? (in case you're wondering, this is why I was so disappointed with master mode. I didn't have to change anything and still just... won.)
 
Summoner is my favorite because I'm of the opinion that classes are highly overrated and summoner doesn't bind you to itself. You can easily just steal a weapon from another class and it's the only class which doesn't punish you at all for doing so. Also, I always equip mobility accessories instead of class specific ones. Why should I bother with taking less damage or killing enemies quickly when absolutely nothing is going to scratch me anyway? (in case you're wondering, this is why I was so disappointed with master mode. I didn't have to change anything and still just... won.)
This is why Summoner is one of my favorite classes too (along with mage and clicker)
 
Ok, but what would you say a good master mode EoC setup is (mine is mythical diamond staff, jungle armor, celestial cuffs, lightning boots.) and modded classes please.
The best sets are:Melee class: ancient shadow armor platinum broadsword, ( platinum bow if the sword doesn't work out most likely it won't) with lighning boots or better, feral class with magma skull (optional magma skull)
Ranged: Necro armor with minishark hellwing bow(if you are truly barve enough to enter the underworld at this state) quad barrel shotgun, blood rain bow,. no available acessories use the folowing buffs instead: archery potion and ammo reservation potion
Mage: jungle armor with water bolt(if ur lucky) clelestial cuffs and lightning boots or better(the boots apply to all classes)
summoners aren't recommended
 
The best sets are:Melee class: ancient shadow armor platinum broadsword, ( platinum bow if the sword doesn't work out most likely it won't) with lighning boots or better, feral class with magma skull (optional magma skull)
Ranged: Necro armor with minishark hellwing bow(if you are truly barve enough to enter the underworld at this state) quad barrel shotgun, blood rain bow,. no available acessories use the folowing buffs instead: archery potion and ammo reservation potion
Mage: jungle armor with water bolt(if ur lucky) clelestial cuffs and lightning boots or better(the boots apply to all classes)
summoners aren't recommended
no
i see several mistakes
Melee: DO NOT use a broadsword, use a Ball o' Hurt or Amazon
Ranged: what necro and hellwing are post-skele
mage: ye pretty good except water bolt (you can't get it pre-skele anymore, they made it appear lower)
summoner: def recommended, use vamp frog or flinx with fur coat and snapthorn, summoner is really strong now
 
Ranged: what necro and hellwing are post-skele
Quad Barrel Shotgun also is. Use a Boomstick, a Platinum Bow with Frostburn Arrows, or go with an old favorite of mine: Grenades. Any armor will take it out quickly, but use Fossil if you can get it.
 
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no
i see several mistakes
Melee: DO NOT use a broadsword, use a Ball o' Hurt or Amazon
Ranged: what necro and hellwing are post-skele
mage: ye pretty good except water bolt (you can't get it pre-skele anymore, they made it appear lower)
summoner: def recommended, use vamp frog or flinx with fur coat and snapthorn, summoner is really strong now
omg i am filled with flaws today too much 1.4.0.5 game time lol
 
Quad is available to me, i haven’t beaten a single boss (in practice) I only have pre boss items so what weapons?
 
Quad shouldn’t be available until you kill Skeletron. If you have necro gear and quad shotgun, are you sure you havent already beaten him?
 
Hmm class wise I don't really strictly use any one class damage types really exist so you can't boost everything and there are a number of weapons that are still useful even if you are the "wrong" class but as a whole ranger is definitely the best objectively especially on higher difficulties where bosses are tougher and even more of meat shields.

Melee is fun but the lower damage doesn't help you on HP sponge stat inflation mode (i.e. master). I do like the new Flails and Short sword mechanics though sadly both are under utilized same with spears and boomerangs late game. Personally I am bothered by how many swords and Yo-yos there are relative to other melee weapons. (Though my issue with Yo-Yos mostly has to do with the rapid rate at which they get outclassed from Skeletron to Pre Mechs. Valor is outclassed by the Cascade which drops anywhere in the lowest part of the caverns or the underworld once Skeletron is killed and all the early hardmode Yo-yos are plain outclassed by Amarok which is also by far the easiest to obtain as you can get it by killing any enemy in the snow biome, comes with frost burn one of the best DOT's and the highest stats. Hellfire might not be entirely outclassed since if you kill a few enemies down in the underworld before heading home you can get one for sure to easily obtain an Amarok to replace it. >_> This may be tangentially related but I adamantly believe Amarok should be obtained from Ice Golem only or even just the hard mode ice enemies rather than any enemy. Best option in my opinion would be Crafting something like Frost Core+Hellfire=Amarok. Personally I feel Melee was far more enjoyable back in 1.2 where you had a much better diversity of top tier weapons for the class. Sadly with exception of swords all those remain the top tier weapon of their respective class meaning they are pitifully out classed leaving endgame melee with swords and Yo-Yos+ the Solar Eruption. Zenith is irrelevant since by the time you get it the game is won so it is a glorified trophy you just happen to be able to use as a weapon. It takes no skill to use and deals absurd damage outclassing everything else in the game so yeah not worth discussing.

Magic is well it has never been the class for me. Generally weapons have more unique behavior than other classes which gives them both their own feel but makes them harder to learn to use effectively. As a mage I have to admit I never beat expert Plantera so I can't personally assess the game beyond that from a class centric meta but I would have to say it is an interesting class if a bit harder to play due to needing to get mana crystals but looks fine Plantera just has always been the hardest(1.2) boss or second hardest boss(1.3?+) to beat first time EOL does look like it might take that rank however....

Summon is interesting personally I wish they had explored the class more mechanically and made summons and sentries interact better as the OOA content really upended the distinction and the buff nature of minions makes things problematic if mixing and matching minions since they count against your buff/debuff total but no use crying over spilled milk. It does look to be viable on its own much more than before with aa reliable summon weapon option available before queen bee but I still prefer a much more hybrid approach. The largest issue I have probably comes down to the higher accessory dependence than the other "classes" it isn't a deal breaker but I typically just keep a Papyrus Scarab and Necromantic Scroll which when combined with the Bewitching Table and Summoning Potion lets you get up to 5 minions without summoner armor boosts which works especially well with the OOA armors and their large boost to summoning damage which gives you multiple sentries and minions.

Quad Barrel Shotgun also is. Use a Boomstick, a Platinum Bow with Frostburn Arrows, or go with an old favorite of mine: Grenades. Any armor will take it out quickly, but use Fossil if you can get it.
Yeah they moved the Quad barrel to post Skeletron as of 1.4.1 which honestly it should have been from the start was way too strong for how easily you got it. Boomstick with silver/tungsten bullets is plenty strong and honestly is preferable over the Minishark especially on expert+ though if you have the Shark Teeth or Stinger Necklace both will work.
Regarding bows Frost arrows are honestly amazing and highly under rated for white tier ammo. Technically with the Torch god's favor they are even renewable now. that said a Platinum Bow? Though I don't think I have ever used Ore tier bows against Skeletron since I always fight the Eye of Cthulhu and then the respective evil boss(or bosses if playing drunk world) first where inevitably as always once I have the armor I craft the Demon/Tendon bow to replace the respective ore tier bow. I mean I think it would probably work if you know what you are doing but I never have a shortage of Demonite/Crimtane. And the Shield of Cthulhu and Worm Scarf/Brain of Confusion are too good to pass up and EOC, EOW/BOC are all fairly easy bosses if you know what you are doing so I can usually beat them before I even get full Platinum.
 
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All of that for the cost of viarity?
Melee class is the most boring class for me cuz 88% of the weapons are the same with slightly different stats
Melee has broadswords, yoyos, pickaxes, hammers, axes, spears, boomerangs, flails, jousting lances and plenty of miscellaneous weapons too. It's only a weak and boring class if you stick entirely to "true melee", which I know some people have this zealous fondness for, but I never play it.
Phm ore swords will always be the same as the hm ones except for appearance and stats.
Crafted gem staves and bows from ores and wood have the same problem though. Weapons crafted with base crafting materials are never particularly exciting.
Its like viarity of items in APPEARANCE. The only forms of viarity is the very tiny amount of melee weapons with projectiles, and then EVEN THOSE don't function much of a difference with each other, The only 2 swords that actuallt stand out of the HUNDRED of other swords there is Zenith and First Fractal AND THIS IS ENDGAME. The only spear viarity is 2, the stab variants and the throwing varianit and then theres that one weapon that is both (north pole)
Melee has ranged and projectile options even in pre-Hardmode. After Hardmode it gets even more, to the point where they encompass the majority of melee weapons. First Fractal is unimplemented and the Zenith functions similarly to a boomerang, except with a much faster rate of attack and tile-piercing. With the exception of blatant upgraded swords like Enchanted Sword>Beam Sword, plenty function differently. They might shoot a projectile but the properties and appearance of the projectile always differ. Flying Dragon, Influx Waver, Starfury, Death Sickle, Seedler, all of them are completely different.
Yoyos are all the same except terrarain which shoots small green projectiles
That's what makes it melee, they can't all just have a different animation set for the sake of it. If you use one yoyo a certain way for the niche it serves then you'll likely want to continue using it for that purpose. If you swung a yoyo like a broadsword or threw it at enemies instead it would defeat the purpose of them being yoyos.
most bommerangs are the same (except for the ones that stack and sergant shield)
That's what makes them boomerangs, if you use them like a broadsword or a spear then they not only don't make sense, but lose their unique animations and physics, meaning they lose a different brand of variety. No class has each individual weapon being mechanically different, otherwise classes wouldn't exist, because you'd be using a Stardust Dragon Staff like a broadsword or a Golden Shower like a boomerang, or something.
And every melee equipment has the same function with 1 or 2 different perks, yes im talking about the infinity glov, Oh wait I mean Gloves They all increas melee speed by 12% and a few increase damage by 12% with one inflicting fire debuff on hit:
Different accessories inflict knockback, increase the size of the weapon, increase melee speed, change enemy targeting rates, enable autoswing and affect mining. You're basically referring to the Feral Claw crafting tree, Ranged (Magic Quiver, Rifle Scope), Mage (Nature's Gift) and Summoner (Necromantic Scroll, Ogre Sentry accessory drops) all have similar accessories. Of course extended accessory crafting trees will have the same stat boosts, there'd be little incentive to craft them if they lost them. Samey stat boost accessories are there so the player is strong enough at the base level that they can start diverging into gimmicky accessories once they have them.
Solar flare armor has the most OBVIOUS set bounus: charging into enemies, items that als have this perk: shield of chthulu, tabi, master ninja gear.
Or away from them, considering how powerful a dash it is. It also reduces damage by a good margin.
Meanwhile Vortex armor has a set bouns similar to shroomite, but its even better, driving ranged damage to crazy limits
Sure, that fits Ranged's niche, like Solar Flare's fits melee. You can't just sing the praises of Ranged though, if you aren't doing it for Melee. I never got much use out of stealth to be honest, it's sort of a gimmicky system that counts on enemies either not targeting you or being far away from you. This means it's limited outside of multiplayer and late-game enemies and bosses almost never give you the breathing room to just stand there waiting for the stealth to take effect. It's much safer to keep your distance, which is important for the Ranged class.
Nebula armor give buff boosters That share the effect wit others one increasing life regen by a crazy amount
Another increasing mana regen by a crazy amount,
and one more that increases damage up to 45% for ALL CLASSES
Yes, Nebula Armour has a good set bonus, what about it? In regards to the "ALL CLASSES" part, if you mean Melee should wear that armour then I question it since you're losing all the other benefits of Solar Armour for +16% damage, which while a good damage boost, isn't worth sacrificing the other boosts for.
Stardust armor Summons a guardian that recently got buffed
Solar Flare got a buff in the same update, but yes, Stardust Armour has a good set bonus too.
Solar flare armor dmg boost: 29%
Vortex armor boost: 34 (114 in stealth mode)%
Nebula armor dmg boost: 27%(72% with buff boosters )
Stardust armor dmg boost:66%
It makes up for these slight base damage differences from Vortex and Nebula with higher defense with an automatic set bonus, rather than a manual (Vortex) or pick-up (Nebula) set bonus, as Melee was never the damage min-maxing class in the first place.
I literally explaned melee class compared to other classes completly lol
Why though? You're the second person who seemed to have taken issue with me stating the reasons behind Melee being my favourite class, making a direct response naming perceived flaws (which can be done with every class), despite it being an innocuous post that didn't target other classes. Thread isn't titled "Name the best class objectively and the reasons for it", it's just asking for favourite class, reasoning can be entirely personal and even nonsensical if needs be. If I just said "Melee" and didn't give any explanation then it wouldn't be an interesting thread.
 
Nebula armor give buff boosters That share the effect wit others one increasing life regen by a crazy amount
Another increasing mana regen by a crazy amount,
and one more that increases damage up to 45% for ALL CLASSES

The boosters buff all classes, but can only spawn from magic damage, and to switch to a mage weapon for long enough to sustain boosters it becomes completely impractical for anyone but a mage.
 
They were asking for an EoC setup.
Oh whoops my bad lol yeah that would be a good set up only thing worth adding might be Molotov cocktails if extra pink gel is lying around though bouncy grenades are a good option too given their boosted damage if you are careful when using them.
 
I’m gonna pitch in as well and say I actually like melee. Yeah there’s a lot of clutter weapons that nobody with an hour of experience would use. But there’s also plenty of really neat weapons, take Shadowflame Knife, Scourge of the Corruptor, Flairon, North Pole to name a few. Saying melee has no variety is not doing the class justice - it has a lot of clutter weapons and copies, but it also has neat stuff to use the whole game.

Plus, even some of the more generic weapons like flails or projectile swords are quite fun to use even if not the most practical.

Honestly, if any class is boring, it’s ranged. It has plenty of guns or bows, but bar their strength and they are still just guns and bows. You have shotguns, single powerful bullet guns, handguns and machineguns. Only unique gun I can name of the top of my head is Vortex Beater. Bows have a bit more variety but a majority of them are still just basic bows with some glitter sprinkled on to the arrows or a unique spread. Most of its variety comes from ammo - which there are still only so many choices in, and many of them are just debuffs. It’s also guilty of the same “repeat accessories” that melee is, except that its accessories have few unique effecfs to begin with.
 
I’m gonna pitch in as well and say I actually like melee. Yeah there’s a lot of clutter weapons that nobody with an hour of experience would use. But there’s also plenty of really neat weapons, take Shadowflame Knife, Scourge of the Corruptor, Flairon, North Pole to name a few. Saying melee has no variety is not doing the class justice - it has a lot of clutter weapons and copies, but it also has neat stuff to use the whole game.

Plus, even some of the more generic weapons like flails or projectile swords are quite fun to use even if not the most practical.

Honestly, if any class is boring, it’s ranged. It has plenty of guns or bows, but bar their strength and they are still just guns and bows. You have shotguns, single powerful bullet guns, handguns and machineguns. Only unique gun I can name of the top of my head is Vortex Beater. Bows have a bit more variety but a majority of them are still just basic bows with some glitter sprinkled on to the arrows. Most of its variety comes from ammo - which there are still only so many choices in, and many of them are just debuffs. It’s also guilty of the same “repeat accessories” that melee is, except that its accessories have few unique effects to begin with.
Onyx Blaster is pretty Unique with its powerful dark burst projectile I don't know why but it is just such a satisfying weapon to use even in comparison to what are supposed to be straight upgrades. You also have the Xenopopper and the Sniper rifle is fairly unique due to its very different stat focus but beyond those yeah guns are boring as hell.

I have to disagree with your assessment on bows as their versatility and with many of them featuring unique characteristics from late prehardmode on is plenty unique quite comparable to Melee weapon traits as a whole. The ranged analog to melee would have been expanding on additional ranged subtypes such as the dart weapons and the unique ammo weapons(Sand Gun, Flamethrower/Elf Melter(the latter should have done frostburn though), Stake Launcher, Jack-o-lantern Launcher Candy Corn Rifle(not as much) Nail Gun & Stynger. Rockets are a good late game example with how differently each rocket weapon is from the others mechanics wise.

The original Bone glove before it got ruined by being converted to a boring accessory that isn't worth the utility of giving up a much better accessory was a fun weapon working differently as a remnant of Thrower class with a focus on ricochets was fun sadly Relogic removed it from the game without adding the old version as a separate weapon to Skeletron's loot pool which has consequences in emphasizing the basic standard weapons.

Ultimately I think ranged was never allowed to expand as there was always its sheer advantage in high DPS resulting in it being too strong compared to other classes since it inherently got the advantages of staying away from foes. Personally I would probably have opted to compensate that with lots of projectile reflection among enemies and a lower defense than mages or summoners to give it more trade offs. Basically mage would get ranged current defense stat range summoner would get mages current defense ranges and ranged would get the lowest range of defense to compensate for the highest damage. Then they could have expanded the uniqueness of ranged weapons like the other classes.


As for Melee what kind of petpeeves me is how from 1.3 on late game has utterly abandoned every weapon subtype aside from generic Swords and Yo-Yo's with no endgame additions for any of the other melee sub types. This is a shame as the new flail mechanics are excellent and short swords are finally useable (though utterly neglected in that none exist between early prehardmode and EOL's Starlight) Spears and Boomerangs have always been favorites of mine but they haven't received anything late game since late 1.2. Plenty of earlier game additions have been added which are great but none of those are viable late game if ever in standard progression. This is what killed Melee for me in terms of interest Swords are the most boring weapons as a whole barring a few more exceptional standouts like Seedler Influx Waver etc. Meowmere and Stars wrath are fine weapons but they where honestly let downs to me.

Yo-yos while fine as a whole were unfortunately poorly implemented progression wise with a lot of instant redundancy outclassing.

Valor by the time you get it you can easily get a superior weapon the Cascade. and in early Hardmode while Hellfire is useful if you get it before leaving the underworld it and the other Yo-yos of the tier Chic, Format C, and Gradient are all outclassed by the easier to obtain Amarok. I shouldn't be able to get a weapon like that from killing a freaking ice slime. There is no effort no feeling of accomplishment just a well I guess these are trash now feeling. This is bad game design and sadly *it was not fixed*. Amarok still drops from any enemy so long as you are in the snow biome. This even includes utter cannon fodder enemies which is dumb and is made worse due to their having been an obvious target in Ice Golem either adding it as a common to uncommon drop or making it crafted using a Frost Core.

1.3+ Melee thus as a whole was lazily done as if they just made swords and yo-yos and they didn't put much thought into how they are obtained. This in combo with the nerf of The Horseman's Blade in to shut down engineer builds was the final straw for me honestly. It is a shame as The new early hard mode boomerang shield and mechanic's combat wrench were awesome as was the Drippler Crippler. Sadly both are Early to mid hardmode weapons not endgame so while offering a breath of life into the class it doesn't solve the real underlying problem of a lack of weapon diversity. The Solar Eruption was Great, Daybreak was not..., though I haven't checked out the new buffs so maybe is isn't garbage anymore?

Sure all the late game swords have unique projectiles but they didn't need to be swords to do that. It irks me really. Why no Boomerangs Why no Spears, why no true flails? There was so much potential but nope here are two more swords that might as well not be swords that serve as pieces to collect to make a Uber sword to end all swords.... It needlessly infuriates me seeing all that potential go to waste. T_T
 
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