TERRARIA MODDED CLASS TIER LIST

Modded Terraria Classes Ranked on a Tier List
#terraria #gaming #shorts

Music used: きらり / 藤井風 city pop arrange by city-pop vibes Lab
( https://www.youtube.com/watch?v=KI_X26LP_Pc )

47 Comments

  1. Hard disagree on Healer. I mained healer for a whole playthrough over the course of 2 weeks with my friend and healing while staying alive yourself is incredibly difficult. You barely do any damage even with the weapons you have, and the healing isn’t substantial enough to where it is super viable. I’d, personally, rate it a C-B tier due to its difficulty and usefulness. It is still helpful, but it gets boring healing, getting killed a bunch, and not really getting into the action.

  2. Even worse about Rogue is many of the midgame options are just outright BAD.
    Somewhat recently tried to do a Rogue playthrough on Infernum difficulty, and got to Plantera/Calamitas Clone. Not a single weapon I could get was performing, regardless of if I put all of my build into stealth strikes, spamming, or a mix of both. Decided to just switch classes and Melee items in that tier ended up doing more than DOUBLE the DPS of the best Rogue setup I could get at that point of progression.
    Genuinely the midgame for that class feels so confused. It's like Summoner before 1.4 where you get kind of lackluster options for some stages of progression, and other stages you get some of the best items in the game.

  3. Rogue isnt bad, its problematic. The problem with class is how it has the most overpowered weapons in the mod up to the deep lategame, but at the same time requires ultimate precision with bossfights otherwise he would be crushed cause of low defence.
    In party play, rogue is ALWAYS strongest, as stealth causes him to be last at aggro list at pretty much any time, and GUARANTEED last every single time, if warrior is in party. At the same time, his weapons deal immense damage, and i kin you not, 2/3 of them either percing walls, homing, or, IN MOST CASES – BOTH.
    At the same time, in solo, you could be twoshot at revengence at pretty much any moment. So we have a class whitch is shit in any normal solo game, but are overpowered for full game in co-op. And thats not even support class. That is bad design.
    Whey could made it better by significantly cutting rogue range and tracking, while making him resistant or immune to a contact damage. Basically, making second melee class. But then again, for a lot of bosses – contact damage is a main mean of atack. So current design of rogue cant be fixed, only redone from scrap. I personally think terarria dont need more classes, as 4 it has give a perfectly diverse playstyles(especially in the calamity), while each new mod class is straight up overpowered in one case or the other. For example, healer class breaks the game, as at base it is balanced without a healer in mind, and in his respective mod its hard to play without one, cause of the mod created WITH him in mind. If we consider base designs as a good benchmark, then rogue – is a best attempt from all mods. ATTEMPT, NOT SUCCESS.

  4. Bro days "I'm not counting weapons" then counts weapons for the bard and not rouge considering 90% of rogue is weapons because the stealth meter guess what adds new attacks to the rouge weapons

  5. rogue is S tier. an absolute powerhouse, and even without stealth, a full menacing built absolutely shreds health through all stages of the game. constant stream of upgrades everywhere, even between bosses. rogue is the best class

  6. Stealth does more dmg than spam, just dont make your accessories silent instead of menacing. You can spam two stealth attacks with good gear which makes about 200k dps

  7. fun fact about rogue, you can stack the mirror accessories (mirage, abyssal, eclipse) to get crazy stealth regen and make the “sitting around waiting” complaint practically invisible

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