Knights:
General Ratings:
Survival: 4/5
Damage: 2/5
Support: 2.5/5
PvP:
Damage: 2/5
Support: 2/5
Survival: 4/5
PvM:
Damage: 3/5
Support: 3/5
Survival: 3.5/5
Pro's:
Good AD tanking. More AD's with appropriate Passives results in procing Damage + Defense effects effectively 100% of the time.
Good DPS Tanking for low damage + high attack speed classes in PvP.
Mid-High CHA viable due to needing Crit Defense, and providing large Max HP / Defense Buffs. Can provide Protection.
Taunts having duration makes aggro control much easier.
Con's:
Blocking RNG unreliable for Boss Tanking.
Protection / Guard have minimal effect on Boss Tanks.
Lacks Magic Resilience, Making them unable to tank Magic Damage Bosses + Classes in PvP.
Protection has little effect in PvP, can be dispelled.
Slow moving, can be kited with relative ease.
Lacks group support in the form of protection, guarding or bubbles.
Spear Champions:
General:
Damage: 2.5 / 5
Survival: 2.5 / 5
Support: 1.5 / 5
PvP:
Damage: 2 / 5
Survival: 2 / 5
Support: 1 / 5
PvE:
Damage: 3 / 5
Survival: 3 / 5
Support: 2 / 5
Pro's:
Access to large quantity of AoE's. Can be extended in PvE with the use of PvM Shouts.
Good AP Down on Unique Spells.
When built for Dodge, can be the main Tank in dungeons when Cleric Healer is present.
Large AoE Range.
Con's:
AoE Radius is only form of 'Range' Skills.
AoE's deal low damage compared to all other class AoE abilities.
Dodge cannot be reliably used in PvP.
AP Down's duration is very short and requires constant upkeep.
Lacks any form of Hard CC. [Stun, Mute, Sleep, Daze]
Jack of all trades, Master of none.
Edited by Feuer, 11 June 2016 - 09:00 AM.