Solo Queue Tier List (Destro) - Updates in work
Posted: Sat Jan 11, 2020 6:11 pm
Hello Folks, here is a first attempt to create a tier list for Ranked SOLO!
Please note that this implements ideas/builds that will be more efficient in this mode than other gamemodes.
This topic is still open for discussion, over time i will include different speccs and theyr influence too.
Ranking also includes the influence on your win conditions overall (and yes, there are more ways to win other than just bashing the enemy team at the current state)
This Tier list might change at any point, given changes to solo ranked mechanics or class nerfs/buffs.
Useage: high > low (iE high B- tiers > low B- tiers)
Solo Queue Tier list: (IN THE PROCESS OF UPDATING IT)
S Tier: (Viable in any Setting, potential to carry + potential to even out games by your class alone)
(Tank) 2H offensive Blackguard: amazing utility with crit, armor and aoe snare, very good burst potential and assist damage. If built and played to its fullest potential this is an amazing class for soloqueue.
(Tank) Knight of the Blazing Sun: the best tank Order has to offer to carry soloqueue, a true enabler and CC machine. You will make up for the damage by the overall stat boosts and utility you are providing: AP Aura, Crit debuff, Longpunt will be some of your best friends to carry in ranked.
(Heal) Heal Zealot: Zealot together with shield WP/DoK is the healer with the strongest carry potential in solo queue. Talon is an immensly strong m1 to coordinate burst with and the ranged stagger timed right can be a real nightmare. In most cases you want provide Initiative buffs for your party, but in the rare case resistances are missing, you can provide them, so bonus points for that too.
(mdps) DPS DoK: good burst damage once in execute range, strong sustained damage and survivability for both itself and party, strong and almost permanent Heal debuff, aoe damage. Option to off heal party members (note lifetap burst) gives alot of sistain to the party. Incase you cannot kill, you can try to play evenl
(Heal) Shield DoK: Improved Heals since the rework and the option to specc into STR now to deal more heals makes shield doks pretty strong overall. If built and played correctly, this class can provide alot of pressure for its team. Just make sure to not be too squishy, so if focus changes to you youre able to stay alive.
(Heal) Shield WP: Same as shield DoK. Additional pressure on your team's side goes a long way. It is less offensive than a shield DoK, but can provide your team with alot of defensive utility throughout games. Heal debuff is also alot more easy to fit in the build than on shield DoK + its on Demand which is nice if noone else on your team is able to provide it.
A Tier: (Very viable m
any Settings, good carry potential)
(mdps) Marauder: Good single target damage, tanky, heal debuff and a great variety of tools to pick from makes him able to deliver kills easily to his team and fit a variety of niches.(Tank) 2H offensive Blackorc: most damage of all the tanks, and excellent buffs for the party.
(mdps) White Lion:: Excellent tools for single target damage if specced the right way, tanky enaugh to sustain alot of damage and great utility overall. It looses to Slayer in terms of raw damage output, but the additional utility + survivability eaily makes up for it if you play in an environment where you cannot rely on your teammates entirely.
(mdps) Whitch Elf: High Damge, excellent tools to kill things and amazing healdebuff(s). On top of that you are very slippery and can easily weave in and outside from fights. This class is great for killing and killing only, where other classes like mara and WL can provide additional utility for the team.
(Tank) 2H Chosen: Compareable to KotbS, but outclassed by the BG if it comes to pure utility. I placed it above the BO because of the sustain options it provides for the team (Resist aura, Punts, etc). If youre not able to kill, this class will help you immensly to stay alive.
(Tank) 2H SM: I struggled to place the Swordmaster, but i think this is a comfortable pace start with. Whispering Winds is phenomenal to have on a tank and can provide alot! of utility both offensively and defensively for your team, where Ether Dance adds a lot of ST pressure. If you reach actual lategame you can make both fit, and this is where this class actually starts to become insane.
(Heal) Runepriest: Ranged Stagger is still one of the best tools to work with, only placed lower than Zealot for the lack of Talon m1, but same/similar things apply.
B Tier: (viable for many teams)
(rDps) Ranged Squig: Highest ranked range DPS on my list for numerous reasons: Healdebuff, heavy sustained damage + good escape tools and survivability.
(mDPS) Slayer: We all know how insane they can be, but the issue with soloqueue is that they are entirely reliant on the team. Dealing good damage also means that you will be exposing yourself quite a bit, so fast switches with punts can be super deadly if you dont pay attention.
(mdps) Choppa: Youre in the SC to be focused. If left alone this class is purely insane, but you have to learn how to deal with pressure if theres a target switch coming to you. Chop fasta is a very good ability overall, but it feels lackluster to have it on a DPS that is reliant on a team to perform.
(Heal) Heal AM: viable, provides resistance buff if needed and AP drain. Single target healing of this class is off the roof, and its generally hard to catch. That said: playing pure heal is a 50-50 coin toss and you rely on your team to get stuff done
(Heal) Heal Shaman: viable, can provide resistances and an AP drain for their dps. Toughness buffs also helps, but as with other base healers its a 50-50 coin toss.
C Tier: (less viable, exploitable)
(rDPS) Bright Wiz:: put it up so high for the utility it provies in soloqueue. It has less burst than a sorc, but the additional snare, heal debuff and knockdown gives it better utility, and makes it less reliant on the team.
(rdps) DPS Shaman: great burst damage, off heals, healdebuff gives it great utility and it can be quite tough to kill even when focused. Needs a good player to pull it off but played correctly this class is able to deal with alot of threads.
(Heal) book WP: Solid and basic healer to get stuff done, but it lacks real impact in games. You will be entirely reliant on your team to get stuff done, so every game is a 50-50 coin flip. No additional Resistance buff also means you might draw a team where this can be exploited! Ranked above DoK for the re applyable Wounds buff.
(Heal) chalice DoK: Solid healer, but like every other base healer you entirely rely on your team to perform, with very little options to interfere or carry fights. No additional Resistance buff also means you might draw a team where this can be exploited! Essentially a 50-50 cointoss at each game, hence why its not higher up.
(rdps) Magus: Insane burst with stacks which are usually easy to accomplish. however easy to push.
(rdps) Sorc: Good burst with fast rotations. Easy to push.
D Tier: (not recommended)
SnB Tanks: snb tanks are basically unable to deliver any form of noticeable assist damage/utility. In low bracket emies often times gain free immunities so they cannot play on theyr cc either. Basically limited to beeing a guardbot + Punts, with less to little influence on how the game develops. not recommended.
Alright, DISCUSS
Please note that this implements ideas/builds that will be more efficient in this mode than other gamemodes.
This topic is still open for discussion, over time i will include different speccs and theyr influence too.
Ranking also includes the influence on your win conditions overall (and yes, there are more ways to win other than just bashing the enemy team at the current state)
This Tier list might change at any point, given changes to solo ranked mechanics or class nerfs/buffs.
Useage: high > low (iE high B- tiers > low B- tiers)
Solo Queue Tier list: (IN THE PROCESS OF UPDATING IT)
S Tier: (Viable in any Setting, potential to carry + potential to even out games by your class alone)
(Tank) 2H offensive Blackguard: amazing utility with crit, armor and aoe snare, very good burst potential and assist damage. If built and played to its fullest potential this is an amazing class for soloqueue.
(Tank) Knight of the Blazing Sun: the best tank Order has to offer to carry soloqueue, a true enabler and CC machine. You will make up for the damage by the overall stat boosts and utility you are providing: AP Aura, Crit debuff, Longpunt will be some of your best friends to carry in ranked.
(Heal) Heal Zealot: Zealot together with shield WP/DoK is the healer with the strongest carry potential in solo queue. Talon is an immensly strong m1 to coordinate burst with and the ranged stagger timed right can be a real nightmare. In most cases you want provide Initiative buffs for your party, but in the rare case resistances are missing, you can provide them, so bonus points for that too.
(mdps) DPS DoK: good burst damage once in execute range, strong sustained damage and survivability for both itself and party, strong and almost permanent Heal debuff, aoe damage. Option to off heal party members (note lifetap burst) gives alot of sistain to the party. Incase you cannot kill, you can try to play evenl
(Heal) Shield DoK: Improved Heals since the rework and the option to specc into STR now to deal more heals makes shield doks pretty strong overall. If built and played correctly, this class can provide alot of pressure for its team. Just make sure to not be too squishy, so if focus changes to you youre able to stay alive.
(Heal) Shield WP: Same as shield DoK. Additional pressure on your team's side goes a long way. It is less offensive than a shield DoK, but can provide your team with alot of defensive utility throughout games. Heal debuff is also alot more easy to fit in the build than on shield DoK + its on Demand which is nice if noone else on your team is able to provide it.
A Tier: (Very viable m
any Settings, good carry potential)
(mdps) Marauder: Good single target damage, tanky, heal debuff and a great variety of tools to pick from makes him able to deliver kills easily to his team and fit a variety of niches.(Tank) 2H offensive Blackorc: most damage of all the tanks, and excellent buffs for the party.
(mdps) White Lion:: Excellent tools for single target damage if specced the right way, tanky enaugh to sustain alot of damage and great utility overall. It looses to Slayer in terms of raw damage output, but the additional utility + survivability eaily makes up for it if you play in an environment where you cannot rely on your teammates entirely.
(mdps) Whitch Elf: High Damge, excellent tools to kill things and amazing healdebuff(s). On top of that you are very slippery and can easily weave in and outside from fights. This class is great for killing and killing only, where other classes like mara and WL can provide additional utility for the team.
(Tank) 2H Chosen: Compareable to KotbS, but outclassed by the BG if it comes to pure utility. I placed it above the BO because of the sustain options it provides for the team (Resist aura, Punts, etc). If youre not able to kill, this class will help you immensly to stay alive.
(Tank) 2H SM: I struggled to place the Swordmaster, but i think this is a comfortable pace start with. Whispering Winds is phenomenal to have on a tank and can provide alot! of utility both offensively and defensively for your team, where Ether Dance adds a lot of ST pressure. If you reach actual lategame you can make both fit, and this is where this class actually starts to become insane.
(Heal) Runepriest: Ranged Stagger is still one of the best tools to work with, only placed lower than Zealot for the lack of Talon m1, but same/similar things apply.
B Tier: (viable for many teams)
(rDps) Ranged Squig: Highest ranked range DPS on my list for numerous reasons: Healdebuff, heavy sustained damage + good escape tools and survivability.
(mDPS) Slayer: We all know how insane they can be, but the issue with soloqueue is that they are entirely reliant on the team. Dealing good damage also means that you will be exposing yourself quite a bit, so fast switches with punts can be super deadly if you dont pay attention.
(mdps) Choppa: Youre in the SC to be focused. If left alone this class is purely insane, but you have to learn how to deal with pressure if theres a target switch coming to you. Chop fasta is a very good ability overall, but it feels lackluster to have it on a DPS that is reliant on a team to perform.
(Heal) Heal AM: viable, provides resistance buff if needed and AP drain. Single target healing of this class is off the roof, and its generally hard to catch. That said: playing pure heal is a 50-50 coin toss and you rely on your team to get stuff done
(Heal) Heal Shaman: viable, can provide resistances and an AP drain for their dps. Toughness buffs also helps, but as with other base healers its a 50-50 coin toss.
C Tier: (less viable, exploitable)
(rDPS) Bright Wiz:: put it up so high for the utility it provies in soloqueue. It has less burst than a sorc, but the additional snare, heal debuff and knockdown gives it better utility, and makes it less reliant on the team.
(rdps) DPS Shaman: great burst damage, off heals, healdebuff gives it great utility and it can be quite tough to kill even when focused. Needs a good player to pull it off but played correctly this class is able to deal with alot of threads.
(Heal) book WP: Solid and basic healer to get stuff done, but it lacks real impact in games. You will be entirely reliant on your team to get stuff done, so every game is a 50-50 coin flip. No additional Resistance buff also means you might draw a team where this can be exploited! Ranked above DoK for the re applyable Wounds buff.
(Heal) chalice DoK: Solid healer, but like every other base healer you entirely rely on your team to perform, with very little options to interfere or carry fights. No additional Resistance buff also means you might draw a team where this can be exploited! Essentially a 50-50 cointoss at each game, hence why its not higher up.
(rdps) Magus: Insane burst with stacks which are usually easy to accomplish. however easy to push.
(rdps) Sorc: Good burst with fast rotations. Easy to push.
D Tier: (not recommended)
SnB Tanks: snb tanks are basically unable to deliver any form of noticeable assist damage/utility. In low bracket emies often times gain free immunities so they cannot play on theyr cc either. Basically limited to beeing a guardbot + Punts, with less to little influence on how the game develops. not recommended.
Alright, DISCUSS