How about I eliminate the things that any faction can bring to the table (i.e. hellball, fighter token), as well as the stupid gimmicky 35 will token that if you fail it you'll die to any will DC spell anyway (i.e. hammer or SoV)hond wrote:stuff
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AO/RK :
- Good tuner
NC/TC :
- Good turner
MS/SL

Also, the point of PTing is that outsider races are really freaking strong (ok, stop looking at me, air/fire/waterish genasi, stop it!) - the free AC from githz is amazing, githy token is golden especially on barbarian, and tiefling and aasimar offer some great bonuses. Earth gen is good for a lot of stuff too, and azer is generally great.
I was going to write something on pros/cons, but really...
End summation of everything, it almost seems like this:
TC/NC: Big pro is awesome melee. Lots of domain options for cleric. They get paladin which is pretty nifty. Big con is no mages - and that's pretty damn huge.
AO/RK: Are there really many cons? There's a handful of build options that are weaker here than elsewhere, but you can do everything. Breadth here, not depth.
MA/SL: This 'suffers' in that it has mages, it has melee builds, it has SD. It lacks nothing, but gets no godly meleers like CoTs, PDKs, Ranger/HS, PDK, etc.
Overall, AO/RK tends to be the stronkest, with MASL and TCNC floating between amazing and the pits depending on the size of fights. TCNC's meleers can be far superior to any individual toon, while mages tend to rule the roost as you get 2-5 toons, then leaning back towards the control offered by PDK//CoT en masse for 10 man brawls.
Mind you, this is about 1/3 analysis and ~1/3 experience - the other 1/3 is "Gee, MASL tend to do pretty well, as do TCNC, despite the advantages inherent in AORK".
Numbers matter. A lot.