Path of exile

Solastas Classes: A Review Of The Archer, Cleric, Mage And Rogue

Are you looking to take your gaming experience to the next level? Then look no further than Sonata’s Classes, a review of the Archer, Cleric, Mage and Rogue! Join us as we explore this game and its unique difficulty level, variety of opponents and fight situations on the neighborhood campaign The Forsake Island. Learn how these four classes can help you become an even better player and make your gaming experience more enjoyable.

The classes were played on the neighborhood campaign The Forsake Island, whose difficulty we found a little higher than the standard game, with a pretty good variety of opponents and fight situations.

The occultist-first-chosen selected

The occultist is a class which is especially there to cause damage.
It is possible to learn or use skills inflicting penalties, but it will not be its primary energy, and others will do it more effectively.
It is a bit special as a class because in addition to having access only to a few spells, it can just use 2 by short rest to the LVL11!
On the other hand, it has a handful of can trips available (abilities that can be used).
And among these, the most crucial is Eldritch Blast.
A lot of skills that the occultist can discover (especially the Eldritch invocations, presently 22) specifically issue this fate, which is the most effective can trip. One can for instance make Eldritch Blast ignore the
Target cover.
At level 3, it is possible to pick in between three pacts, one giving bonuses on armed attacks, the other enabling to momentarily have particular rewards (see in the dark, avoid opportunity attacks, etc.), ),
And the third admits to additional can trips.
This level is also the time to pick a specialization, among four.
From what has been comprehended, there are no big gameplay distinctions in these expertises, these are above all a couple of variations to be a little more resistant or make a little more penalty on a target, but the occultist remains a.
class mainly making monocle damage.
Personally, I discovered the class rather powerful, however asking to prepare the battle well, and asking to have opponent journeys that set up to be effective.
At low level, it seemed particularly strong, however when it goes, it has become rather situational.
It is also an extremely little versatile mage class, excluding parchment.
It is also hard to play during fights with lots of opponents, being a fairly monocle class.

The monk-specialization method of picked survival.

It is a class that can do in damage or cause on it, however also include impacts to attacks.
Essentially, the monk wins an armor perk equivalent to his knowledge modifier if he does not bring armor, and a dexterity bonus on his unarmed attacks, in addition to a bare hand attack action.
In benefit action.
At level 2, the class has really useful combat choices.
In addition to winning a speed bonus offer (by making the character who can move the outermost of the video game), I points arrive.
Via the action of power, it is possible to spend one of these points for Flurry of Blows (2 additional attacks), patient Defense (dodging position), or Step of the Wind (disengagement, race or double the distance.
Jumping), while being able to release basic attacks.
At level 3, it is access to specializations, among 4.
Unlike the occultist class, it uses a lot of variations.
The palm path permits you to add an attempt to grow back or fall attack.
The method of freedom increases travel and offers the more on attack jets.
When utilizing defensive installation, the survival path increases the CA and gives the more on attack jets.
The lane of light makes it possible to light up the impacted target.
The option is very useful however rather situational versus opponents being delicate.
At very low level, the class appeared to me rather typical, but from level 3, making use of defensive installation to gain dodge while keeping 2 attacks is extremely practical.
At level 6, the character go back to a few points of life in the next round when he is touched.
It is truly at this level that combined with the 3 bonus offer, the class ends up being quite effective.
Other expertises do not seem to be demerit, that of light for instance must be especially efficient in the primary campaign.

Bard-specialization College of Hope selected.

A class plainly there to offer assistance to the allies, however the kind of assistance can vary.
Bardic inspirations are the specificity of the bard.
In number according to the charm modifier, this allows the target to relaunch a stranded jet, with a 1D6 modifier originally (more than).
It is also a class that has access to many organic abilities.
At level 2, the class has access to a supportive gain: a jet of extra regrowth dice during a brief rest.
The bard also wins a reward of dissatisfied tests, it is practical.

At level 3, the expertise is to be selected, from 4.
The College du Savior seems not very helpful: inflicting a charge of dice jets on a target, there are numerous other classes that do it better and doing damage.
The College of Hope is a relatively great healing;.
Challenging at extremely low level, it ends up being far better by taking a couple of, bringing it a little more methods to deal with.
The College of Tradition need to be a little tough to play: Cause damage and charge when the character assaults it allows establishing a somewhat tank bard.
To see if it is actually feasible but it in some cases must be complicated.

The college of heroism appears rather fascinating, it brings perks to an ally on the frightened targets, coupled with a breakage that does this example well, it can be quite well.
The bardic motivation of level 6 seems fascinating: it will inflict damage and disadvantages of an enemy near the targeted ally, while offering the perk of inspiration.
In the very first levels, the class was a bit complicated to play.
Gotten here at level 6, it has actually been much better, especially thanks to the reality that there were rather diverse abilities offered and a number of remote care.
The big plus was the specificity throughout a short rest, the group taking advantage of a health bonus offer, therefore adding short-term life points in addition to the existing maximum level of the characters.
Beginning a battle by having the entire group with +10 hp each over the fifties of the base is useful.


In the end, we are typically satisfied with the classes of this DLC.
They provide new variations in teams, new video game possibilities with some new mechanics.
The occultist appears a little behind, without being absolutely no, but the class of the monk is really strong, and the bard appears as a fascinating class with a great deal of possibilities according to the group.
At eight euros, it is clearly worth the expense for fans of the basic video game.