Non Threats
Myrims- Also another rare class to see late game, because they are good mid to early late game. Although they are again.. on the short end of the stick in late game pvp/pve.
As for Myrm's. Sadly there's so few that play competitively late game. Most are severeley inactive (myself) or quit.
They have potential and actually got some use for the attack speed in all of their sets due to chain combos (if you try the one I like. Which needed no lag or little lag.)
Also Myrm's sadly can't hit the same CD peak as Paladins or have the advantage of block rate. They're more challenging to learn to pvp with despite stumblebum being never miss and giving an aim debuff. (Though the highest known evade on a Myrm is in the 200s.) They don't have faceroll easy combo's however although it's a never changing class as it's never buffed or nerfed aside from skill edits like Bloody Roars buff, gust slash hitting fallen, and some passives being max phys. attack now.
IMO (Before Dragonkin card update) have probably the lowest need for monster cards next to Gren's. (2-4 skills at most. 2 for damaging, 1 to get some extra attack, 1 mostly for PvE since it's the duration of one of their most OP buffs)
Buff wise they don't get too much to assist. Except for gamble but lets list others:
-Acceleration: Attack speed, once completely useless not has a purpose if you know how to combine chain combo's with skills.
-Annihilation: Like Crux shot for Marksman but w/o the CR buff.
-Grizzly Power: Good for the Phys attack buff. But the large strength bonus is useless. having 500+ STR w/o even trying is crummy if I can't get any good effect from it. They're also one of the few to get their strength in the upper 500's lower 600's range. But no effect for this other than it's useless benefits.
-Gamble: Very good but only a few of the buffs.
1.) God of Wrath: Base phys. attack which isn't worth it
2.) God of Calmness: Base defenses which aren't too bad but hp nerf ruined it.
3.) God of Cure: WAYYY TO LOW HEALING BUFF IT!
4.) God of Amplification: Extra hp/mp is great. If it healed you up w/ it which it doesn't.
5.) God of Velocity: Movespeed and Evasion. Perfect for team pvp.
6.) God of Fury: Pure critical rate. A game changer.
IMO, only 3 of the 6 gamble buffs are good. Amplification (If you can heal back up the hp/mp gained), Velocity (On a team note), and Fury. 2 are good ideas but made bad w/ the base stat increase and not the max stat. and 1 needs a serious buff cause of it's low healing that's outclassed by heal over time potions.
-Weapon Quicken: Acceleration for the party. Alright for team but long cast time and not too high of a buff.
-Wild Rage: Base attack. Some say it's worth it.
-Bloody Roar: Turns you into a glass cannon @ 5/5. I've seen so much damage difference. Most myrm's don't know the strategy for this is to turn it on while your opponent is in a combo and can't counter. Then turn it off after the damage is done if you can't re-catch right away.
As for Overlord Tree, well Death grab is useful but the stun isn't 100% and players can still have some small time to run out when grabbed down. Death stinger is an amazing skill if used right. Demolition charge sucks. Demolition bomber is useless in PvE as I could achieve it's damage (Even if I crit w/ it) by crit w/ Gust Slash. Movespeed passive is nice as movement speed on a Myrmidon can be a total annoyance at times. Especially in group pvp.
As for gear. Well you got the following equipment as top sought after sets for endgame:
Dianos: The easiest to get, if you invest with Gada's and get some good spec or arti parts it's worth it. 5 piece 100%CD, 6 piece 38%Aim(Could be 31% I gotta re-check this is all memory ). Very good for low budget. Despite low defenses.
Glorious Pioneer: Highest CD set in Myrmidons @ 141.9%. Sadly your as defensive as paper vs knives. A +20 Paris wing can't even compensate for it unless it's enchanted really high. And the drop of aim is severe unless you fill that last piece w/ 50 AGI alex gloves or 40AGI/10%CD Kryos shoes and some good jewellry.
Hero-Secmatian: Decent Critical damage w/ some HP/Defensive additions. 5 piece + Alex gloves or Kryos shoes (+AGI ones) are usually a good idea.
Black Dragon Lord: Oh boy the potential this set was giving myrm's who actually farmed it (3-4 of them have at least 4 pieces). Plus the 4-piece CD bonus made some mixing w/ some good gears. I've already stated the max-aim set for Myrm's using this set alot but if you forgot: 4 piece Black Dragon Lord (Top, Bottom, Shoulder, Shield), Karsharp helmet, 50AGI alex gloves, 40AGI kryos shoes. Combined w/ a 40AGI muffler w/ max aim SC'ed. But the full set's Critical Rate mixed witht that Critical damage is great. I love this set.
Like Warmage's, Myrmidon's have deadly potential in a team situation. But unlike Warmages it's got some 1v1 skills as well. Though sadly not many competitive myrm's play anymore.
I understand if you got bored at my text about my main-used and favorite class. There is some un-noted stuff but it was from memory mostly and it's late and I'm tired.