Rush. Who is more convenient to rush (professionals by stages)

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Let me explain why this topic is relevant to Rush: Choosing a class determines your playstyle, and it's important to select the right profession for Rush.

The entire game is divided into 3 stages, with a maximum level of 45.

1-30 - low level (low)

31-42 - mid level (average)

43-45 - high level (late)

I will discuss these points separately.

Not every class is easy to level, and it can be challenging right from the start, so the late-game classes (which only shine in the end-game phase) should only be chosen by the most determined and goal-oriented players.

Classes like Templar, Gladiator, and Chanter are noticeably weaker than others until level 40. At best, they can be considered average with good gear and control. At maximum level, in very good gear, they can dominate similarly geared classes, are highly sought after in parties, and can be a lot of fun to play. But getting there requires perseverance and commitment.

Mid-level classes (which shine in the middle of the game) are currently considered top-tier, primarily because very few Russian players have reached the end-game phase, and not many can or want to share their insights. Those who do might be criticized by 20-30 level players who believe they know better from their lower perspective.

Nevertheless, Sin, Ranger, and Sorc in the mid-game phase (currently 31-42, which covers almost all the game after novice levels) are very strong and often arrive at the end-game phase faster and usually better equipped (meaning they have an advantage over late-game players who will eventually catch up but gradually).

Low-levelers are initially very strong, but later they become "mid-tier," although every class maintains its relevance. SMs and Clerics, who are extremely powerful and independent at the start (especially at levels 10-30), later stop being considered "overpowered" classes. Many are discouraged and abandon them. This is again incorrect. Certainly, it's better to go into dungeons at level 44 with a Chanter than with a Cleric. But going into dungeons with either is simply wonderful)) A Chanter at level 34 can already heal effectively in raids, while before that, they were underwhelming in healing and DPS, especially when leveling in duo with Gladiators/Sins. As a result, they can both heal and buff. A Cleric's healing has dramatically increased but can still solely heal. They lack damage and buffs compared to a Chanter, but they offer significantly better survivability. In the low phase, Clerics are preferred. In mid-game, players choose those who are better geared. In late-game, players prefer Chanters. The problem is that there is a lot of game time before reaching the late stage.

So, let's get started. Warriors: Templar and Gladiator.

Classes positioned as tanks. They dominate in late-game.

They have enormous potential - wearing armor like plate.

However, players start worrying about top-tier gear only when they are nearing maximum levels. Both classes excel at tanking mobs (each has different styles). The difference is that the Templar's tanking skills are equally effective against mobs and players because they buff themselves. Meanwhile, the Gladiator's tanking skills are applied to the target, and it's difficult to hit a player with them, or they will use a cancellation potion, which monsters can't do. The Gladiator has the advantage that their damage at high levels ranks among the top three DPS classes in the game (Sin, Sorc compete for first place at different stages).

In mass PvP, their roles are tank (Templar) and damage dealer (Gladiator).

Against mobs, both are tanks.

With maximum gear, both classes are very durable.

Scouts: Sin and Ranger.

Classes positioned as assassins. Average classes.

Each of these classes has its own sphere of influence.

Ranger, even in light of the recent fixes, is the class that dominates in the air over any other. The main striking power of high-level legions against unequipped characters takes flight. Without them, high-level players have little to do in abyss mass PvP. At the same time, at high levels, killing an equipped Ranger often proves to be a great challenge. It seems like they "age" by the high level.

Assassin dominates ground kills. A series of back attacks can often finish off most players. They specialize in finishing off the wounded. At high levels, their immense damage (primarily due to speed) is significantly reduced by good armor, and they start to "chip their teeth" on thick players, which wasn't the case in the mid-game stage.

Erler classes: Cleric and SpiritMaster

Classes that gain strength early. Lords of the Low.

Up to level 30, the Cleric is an uber class. They heal rapidly, kill mobs like crazy, have infinite mana, health, and ammo. This often confuses new Clerics, and they go to forums to claim they are deities in white robes and are not afraid to face hundreds of millions of enemies and kill them. However, at higher levels, things usually aren't like that. An equipped Chanter or Gladiator will leave you with no chance against a series of knockdowns and stuns that they weren’t capable of at lower levels and while unarmored. Against naked opponents, Clerics remain uber. Against a big guy, you need a big gun. Clerics have plenty of great abilities, but once they hit level 45, they come crashing down to balance. The class is not weak, but does have its drawbacks at maximum levels.

Spiritmaster is the best rusher at first and a fantastic solo player throughout the game. Until the damage potential of other classes is revealed (crits), most ground classes have little chance against SM. At high levels in duels, they also remain an uber class. However, due to their null armor, they can be very easily killed in large battles.

Sorcerer and Chanter.

Classes positioned as controllers in PvP.

Let's start with the Chanter. The Chanter is the typical late-game character. Until the middle of the game, he is generally very sluggish in everything. In the final stages of the game, he is a strong damage dealer with many stuns, knockdowns, and paralyzes who can buff himself with very solid buffs. Under those buffs, he can deal damage comparable to the primary damage classes (Sin/Sorc).

However, comparing them 1 on 1 with their own buffs, which only the Chanter has, can be different. Excellent long-range stuns (skills 42+) will shock many classes. They also have several interesting debuffs.

Sorcerer. An average character (mid). From level 31 onwards, it's a ton of damage independent of crits. Throughout the game, they are in contention for the 1st position for damage among all classes in Aion. They gain AP the fastest in mass battles without parties. One could even say they dominate the entire game, but at high levels, they start to struggle significantly with stuns due to their natural fragility. Usually, a Sorcerer cannot survive stuns when positioned near two damage dealers.

So, the primary rusher characters that can easily outpace everyone at first are SM and Cleric.

Tanks and Chanter are certainly not rushers.

The golden middle consists of Sorcerer, Ranger, Assassin.