V1.11 Stat Build Tier List

Hey all. Since we still have around a month (or a bit less) of v1.11 left, thought it’d be nice to make a Stat Build tier list for the current patch. Every placement will have a thorough explanation listed below the image. Feel free to debate or comment as you please, but let’s keep things civil.

S+ Tier - Mage

Mage’s placement hardly needs any explanation. Access to Ultimate Art Blasts and Explosions, Blast and Explosion Shapes, a second magic, a 10% damage buff simply for being a pure build, and the single worst designed and most overpowered spell in the history of the Arcane series, Pulsar, cements Mage as the strongest class in the game by a fair, fair margin. 90 Vit / 160 Magic gives access to Pulsar while allowing you to reach staggeringly high amounts of HP due to the Resistance modes of certain magics, all the while retaining your damage buff from being a Mage. Certain sets allow for AoE that takes up half of Ravenna whilst still dealing 400+ damage per spell, and even without devoting any armor to your defense, Resistance modes of heavier magics still make you tankier than you would be even if your entire set was enchanted with Hard.

Braindead easy, insanely powerful, and nowhere even close to fair. Mage is S+ tier, and will be until v1.12 releases.

S Tier - Warlord

Though I’m sure this may surprise some of you, from my own experience playing as and against the class I strongly believe Warlord to be slightly stronger than the other S tier builds, those being Conjurer and Warrior. This is primarily due to the strength of certain Style imbuements, Thermo Fist and Iron Leg in particular, as well as access to the Lion’s Halberd.

Thermo Fist Warlords possess a staggering degree of pressure, being rewarded for their constant ability spam with Heat to further boost their damage and apply Burn to opponents. Striking Gale requires next to no aim, and the sheer speed of these casts due to a Thermo Imbue means that other weapon skills such as Shining Cycle are near-unreactable. All of this on top of downright absurd mobility thanks to options such as Poison-Tooth Dagger’s Spiraling Fury, as well as access to Crash.

Iron Leg imbuement, on the other hand, has weapon skills so large that aiming simply becomes a non-factor, and your damage is increased even further. Though its pressure is not exerted as heavy as Thermo Fist imbued Warlord builds, you can practically sit back and smash your head on the keyboard while your opponent slowly dies from not being able to dodge anything you throw out.

Though Boxing and Sailor Fist imbuements are options, neither is particularly strong as it stands. As far as the previous two imbuements go, however, I strongly believe that they cement Warlord as the best build of S-tier.

S Tier - Conjurer

Conjurer is a very strong build, but is misused by such a huge amount of the playerbase simply due to lack of game knowledge. Many Conjurers refuse to un-imbue weapons that would benefit more from not possessing their imbuement, and many Conjurers also choose the wrong stat allocations for the build. Make no mistake, though: a competent Conjurer is a very dangerous foe.

Every imbuement comes with a sacrifice, but the best Conjurer builds provide much more of an advantage to the user than they do a disadvantage. Light Conjurer builds may reduce the user’s damage with their weapon skills by a noticeable margin, but in return, skills become nigh-unreactable without even having to invest into Attack Speed at all. Crystal Conjurer builds suffer a slight penalty to their speed, but in return, can deal absolutely staggering amounts of damage when their Crystals burst (typically upwards of 600+ damage, depending on the weapon skill used to pop the stacks).

Despite being misused by many members of the community, Conjurer is a build that combines the best parts of Weapons’ mix-up potential with the best parts of Magic’s zoning capabilities, merging mobility, damage, and flexibility into a single, deadly combination. An S-tier pick without a doubt.

S Tier - Warrior

Warrior is a class that has high mobility, high damage, and incredible AoE. There’s not much you can say about Warrior that hasn’t already been said. It’s a fast and unrelenting powerhouse of a build that only tends to struggle in matchups where their opponent has more AoE than them, or can outmaneuver them. Weapons are very strong as it stands, and Warrior exemplifies all the best traits of Weapons tenfold.

Despite its current strength, Warrior is slated for some massive buffs in v1.12, which may solidify the class as ‘the new Mage’, so to speak. Gaining two new statuses and a variety of passive buffs from its new Awakening in exchange for some of its AoE, as well as benefitting from the buffs to a variety of weapons within its arsenal and the direct gutting of Mage, Warrior is practically slated to reign over v1.12. If you’re going to learn to excel with this class, now is the time.

A very strong, yet albeit somewhat lackluster build, Warrior is only beaten out by Conjurer on this tier list as the most optimized of Conjurer builds hold a slight edge over the current arsenal that Warrior possesses.

A Tier - Warlock and Berserker

I’ll be going over these entries together as they’re practically interchangeable. When played in the traditional Rushdown manner that Strength was build around, neither of these classes would make it above B tier. Berserker probably wouldn’t even make it above C tier. However, with this being a tier list on the current meta, the current meta has to be taken into account, and the meta way of playing Fighting Styles as it stands does not involve any form of Rushdown play.

20% size Shot is the name of the game. Typically close to 400 damage, with additional burn ticks if you’re running Thermo Fist, and a low cooldown to boot. Using Crash solely as a tool for vertical mobility allows you to become untouchable to a lot of builds, and with proper aim you can beam people from the heavens. Magic blasts, well-timed Smashes, and Axe-Slash can all be used to cover landings with huge amounts of damage, making both of these classes excel at punishing any halt in mobility with insane bursts of damage.

Very punishing, very deadly, and nigh-untouchable if played right (aside from Mage fights loool), but much harder to use and learn than other stat builds out there. Both are a solid A-tier.

B Tier - Paladin

As we move onto Vitality builds here, everyone should remember that these classes are fundamentally incomplete, and will be massively expanded upon by the introduction of Spirit Weapons.

Paladin, as it stands, is a Mage with more health, but far, far less options and fairly pitiful damage. Though far worse than Mage, Paladin doesn’t exactly struggle to find its place in the meta. It is the definition of ‘outlast’. Though your only options against classes with any form of actual mobility are to attempt to cover landings with Blasts and push your raw health advantage using self-Explosions, Paladin is the most capable of the current Vitality hybrids when it comes to simply outlasting their opponents. The greatest advantage of Vitality builds is not the HP itself, in my opinion. It is your HP regen. By pushing your health advantage when you have HP to spare and playing safe when you start to get low, a lot of the time you can take down less agile opponents by dragging on fights as long as possible.

However, it should absolutely be stated that mobility in general absolutely destroys this class, making Weapon and Shot-based Fighting Style players its soft-counter. Your only options for real damage on Paladin are Blasts and Explosions, both of which are relatively easy to deal with for either of these builds by maintaining generous space, not to mention all the weapon skills like Tempest and Primal Swipe that eat projectiles. When faced with either of these, Paladin practically crumbles.

Though somewhat underrated, Paladin’s lack of options and its incredibly underwhelming Awakening make it a situational class at best. It has its moments, but leaves you feeling helpless against certain builds. For now, I’ll give it a somewhat generous B-tier placement.

C Tier - Knight

Knight’s mobility and health provide great survivability, but the damage is absolutely pitiful. Blast-cycling on Paladin provides at least a tangible source of consistent damage, but this consistency is just not something that Knight possesses. If you ever thought that Paladin’s damage was low compared to Mage, try comparing Knight to Warrior.

Thought its mobility gives it more options for survivability, Knight suffers from many of the same problems that Paladin does, suffering even less consistency in return. When Spirit Weapons are added and more weapon skills are unlockable, this class may end up in a much better spot. But, as it stands, Knight is hardly worthy of being called C-tier.

D Tier - Juggernaut

Juggernaut is one of the most utterly useless classes in the game as it stands. Due to the innate damage debuff resulting from investing into Vitality, this class cannot effectively use the 20% size Shot playstyle that is strong on Berserker and Warlock. It is instead forced into the already-weaker playstyle of Rushdown, has a pitifully useless Awakening, and the only mobility in the entirety of its arsenal is Crash. No Airstep, no Axe-Slash, nothing.

Juggernaut is in desperate need of a level cap increase and Spirit Weapons, moreso than any other Vitality hybrid in the game. This class, as it stands, is an utter joke. D-tier.

F Tier - Savant

Savant is a class bogged down entirely by two factors: One, it is even moreso unfinished than Vitality hybrids. Having to ration the allocation of stats in the way that you are currently forced to due to the low level cap leaves you with so little in your entire kit that you can hardly be called a ‘jack-of-all-trades’, as the class was meant to be. Second, its Awakening is absolutely useless, and the class would have benefited far more from having its first and second Awakenings swapped.

Savant may be horrible as it stands, possessing none of the flexibility that the class is intended to have, but this build will only grow stronger with each increase of the level cap. Later down the line, I honestly think Savant may be one of the most popular builds in Arcane Odyssey, due purely to the absolute flexibility it provides. For now though, its fate is in the pits of F-tier.


Let me know your thoughts on the tier list below. I’m always open to discussion and criticism, and if you have any questions I’d be more than happy to answer them.

12 Likes

I’m currently running a 60/100/40/50 savant file, and it’s fun so far apart from the fact that I don’t really have that much ability aoe as compared to wep builds and points in vit giving me less magic energy. Alongside that though, I wished I went 50/120/30/50 instead so I couldve gotten the ability to use double beam and snare (probably won’t use it anyways lol)

Apart from that though because I don’t have 120 magic, that also means I can’t use wind (my 2nd magic via awakening) shockwave to send people into the air sadly

Savant is fun, been saving my last slot for it personally. I really do wish that the Awakenings were swapped though, being able to choose between Magic imbue vs. FS imbue on your weapons right now would honestly give the class a decent role in the current meta, and could result in a lot of unique and interesting combinations and builds.

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THIS

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as a savant user
no we do not want this
imagine how batshit broken it would be if big v allowed us to use both like it’s planned to currently
it would help the build fit the “OP but requires a lot of dedication” trope that i feel would give it a cool niche

the savant disrespect is insane. yes you dont have very strong options but you can mix things up incredibly. my savant build for example has blast, explosion, leap, beam, crash, smash, rushdown, flying slash, flash strike, knocking blitz, piercing gale, piercing strikes, and shining cycle.

  • i can shred with blast, flying slash, and piercing gale
  • i can use rushdown, piercing strikes, and knocking blitz for grabs
  • i can use flash strike and crash for movement attacks
  • i have leap to move around
  • i have self explosions and shining cycle for up close/clashing (pillar for after grabs)
  • i have beams/placed explosions for range
  • on top of all this, i have no damage reduction so i do the same as a hybrid (if they imbue they typically have a downside too so sometimes even more)
  • yes my tiers are less but not everything requires big aoe to win

it does not deserve to be that low.

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The copium is insane :joy::joy::joy::joy::joy::joy:

Warlord on top btw!

Savant players be vibing until a metamancer mage spams maxed pulsar :skull:

Also looking at the change lists and that one video about max size, I feel like pulsar is only half the problem there(it’s still stupid on 100% size with no size buffs on a magic that doesn’t give much size), size needs to be readjusted and reworked as a small bonus stat rather then being massively significant.

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To continue, pulsar should have a weak AoE on the outer parts(around 25-50% current damage), a stronger but small AoE as it gets closer to the source. Keep the source/main projectile damage as is.

Also change size first before pulsar so we don’t end up overnerfing mage into F tier and get it buffed again.

I hope you realize that you can still be a savant with access to nearly everything a conjurer/warlock has, other than modes.

You can do a 59/39/2 split, which would allowed you to have two fighting styles, or two magics, and still have the other tools in your arsenal.

Personally I’d suggest doing this build with the 59 and 39 in either magic or strength, but you could do weapons too. If you chose 59 in weapons you’d not be able to use rare weapons, but you can use uncommon ones (some of the best in the game) perfectly fine.

However, this still could be considered just a “worse” version of other hybrids, though i would argue in some cases it’s better because you:

  1. Have a lower stat requirement on your second fs/magic
  2. Have ACCESS to a second magic/fs, which gives you THREE fighting options, other builds don’t have that, and they’re at nearly equal power level minus modes

You can’t imbue, but a lot of magic imbues so far are very mediocre, making savant a better option if you’re a magic that prefers to not be imbued.

Add on: The 59/39/2 is just an example, there are more optimal stat spreads that would allow you to use the first skills in the third slot, however this example is the easiest to explain.

I’d also like to point out that with warrior vs knight, the only thing the knight is missing out on (aside from raw damage scaling, which SHOULD be the same across the board for all vitality hybrids unless something is bugged), is the rare hammer weapon. They have access to every other weapon in the game so far, because warrior doesn’t get any extra skills past 150 weapon investment other than ONE on that rare hammer (which isn’t even very meta defining, unlike pulsar)

For paladins and the fighting style vitality hybrids however, they are missing out on things that are VITAL to their mono-stat build’s success. They don’t get ultimate arts, they don’t get shapes, and they don’t get the pulsar or axe slash skills, which are things the mono-stat builds rely on for their size, damage, and oppressiveness.

If warrior ranks just slightly under mage, given what currently carries mage (being the size, damage, and oppressiveness from pulsar, shapes, higher tier magic skills, and ultimate arts), I believe that knight should be at least up in low A or B tier, where paladin should be down in C tier. The only thing paladin and the strength vit hybrid have to their names is the massive health bar they can get, but mages and berserkers can get a very similarly health bar using the same modes, just with 400-700 less hp, which is not a lot when taking into account how large the hp pool of a moded up vit hybrid is with some intensity.

I remember I hated trying to play warlord. Fs was unusable at the beginning of the game, I hated having to manage my weapons, and I hated how I would initially grabs clicking Q since I always expect those to be projectiles. Not my favorite.

I see why mage is really powerful right now, but I haven’t gotten a chance to harass somebody with that power.

Warlock is my favorite class right now, the immediate (although light) synergies are lots of fun to play around with. My biggest complaint however is that shot is really the only fs move that compliments your magic and fs as a whole are in an awkward spot right now but it’s pretty fun to play.

I’d be willing to accept that Savant is viable, but there are two factors keeping me from raising its placement.

#1: Never in my life have I seen a Savant do well in PvP. It’s one of the classes that I, after sitting at Munera and bounty hunting for a good portion of the last two weeks, have never seen at 125, and have never seen a competent player wield.

#2: You’re able to get so little for each class that you choose at it stands that your kit is invariably just empty. If you’re playing a Magic-focused Savant with Weapons as your highest secondary investment, you may as well just not have a Fighting Style at all. If you’re playing a Magic-focused Savant with Strength as your highest secondary investment, you simply don’t have access to many good weapons at all. I mean, what would you run, Old Rapier and Wooden Staff?

I could definitely see this build being very strong in due time, but as it stands there’s really no appeal to going Savant, as you don’t have the stats to truly be… y’know… a Savant. You’re pretty much just a shitty Warlock, a shitty Conjurer, or a shitty Warlord depending on your stat split, and in its current state you’d be far better off playing either of those three.

Knights also cannot use the Triasta of Bronze, which is a pretty solid choice for Warriors. That being said, Knight suffers because it fundamentally cannot apply the same pressure that Warrior can, not even close. As aforementioned, due to the existence of Mode, Paladin can further reinforce themselves with even more raw HP to push. When these classes are pushing their raw HP pool to damage their opponent with riskier plays, that are fundamentally less risky due to their innate tankiness, they’re stronger than some realize. However, Knight does not have access to Mode, and unlike Paladin cannot simply shore up their pitiful damage with even more HP.

Yes, Berserkers and Mages can get similar (or higher) HP pools than Juggernauts and Paladins via proper mode usage and equipment. However, this doesn’t directly take away from Juggernaut or Paladin. It simply adds to the strength of Berserker and Mage.

Take away a mere three of the thirteen moves you listed, and you have a Conjurer build with just about the same amount of options as your Savant. This build would have access to imbue and higher tiers of their Magic, also gaining access to Snare, Mode, or more powerful weapon skills depending on your stat spread.

Savant fundamentally does not receive the stat points it needs to offer true variety as it stands. You’re shooting yourself in the foot in both your tiers and your Awakening just to gain access to Crash, Smash, and Rushdown, with only one of these (Crash) being worth using for mobility mixup, and the rest being nigh-irrelevant.

Savant will continue to grow stronger and stronger as the level cap increases, and will quite soon become a build capable of going toe-to-toe with other options, but as it stands you just don’t have the stat points to make it worth running.

I should note though that the Fighting Style buffs of v1.12 should make it a slightly more appealing option, though it certainly won’t go a huge way to making the class more viable due to the indirect nature of the buff.

Does this make it the worst build in the game just because it’s outclassed? No.
Savant has enough points to make something worthwhile and I’d definitely put it at the very least at C tier around Knight.
Juggernaut is just a worse Berserker, and Berserker options are very limited. You can’t even get Airstep with your stat investment, and Focus is worse than Aura. You lack range and more of your options are too close ranged/risky to use. I could just go Savant and at least have the main fundamentals such as some range and mobility than be stuck to a very limited moveset.
Knight does have Weapon Aura and really solid moves, but if a Savant invests Attack Size and can aim, it can compete with its variety and mixups.

can confirm i fought a warlord at sailors lodge and couldnt dodge their attacks

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this applies to literally every class besides mage

3 Likes

I suppose your point on Juggernaut’s placement in comparison to Savant is fair. Juggernaut has the health to push the advantage, and honestly it really seems like one of those classes that conceptually should be very strong, but falls flat on its face due to its complete and utter lack of any form of aerial mobility outside of Crash, and its damage not being harsh enough to punish mistakes in the same way that other FS builds can. Similar to Paladin, things like Iron Leg Resistance Focus can give a lot of HP, but you seem to be able to do even less with said HP due to your complete and utterly embarrassing lack of mobility.

However, even though it is far less effective than Berserker (no real reason to use 20% size Shots on Juggernaut regardless of how good your aim is simply due to the lack of damage), I still feel as if this class when built decently could probably take a Savant in a fight. Savant’s lack of access to stronger Weapons and stronger weapon skills alike mean that outside of your magic (which is already debuffed thanks to its lower tiering), the class’ damage is pretty pitiful. Juggernaut, as well as all other Vitality classes, can simply drag fights against lower-damage builds (other Vitality hybrids and Savant) out as long as necessary, and simply win by outlasting their opponent. Considering that Savant doesn’t really even have the damage to deal with Vitality hybrids, which are already very weak in the current meta when compared to their non-Vitality counterparts, it’s hard to justify placing Savant above D-tier, though I agree my F-tier placement may have been somewhat harsh.

Savant has mobility and flexibility, but its variety is overstated as it stands and will not truly become a defining factor of the class until it experiences that ‘runaway flexibility’ of gaining a larger and larger kit with every level cap increase.