What is the Worst Class in Terraria?

mostly made this on a whim after thinking about it a bit, I’m sure I forgot a few things

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35 Comments

  1. I feel like mage is worst…

    I usually play summoner and I enjoy summoner, you do need to learn to dodge like a mad man specially against… pretty much every boss… but once you get the attack pattern down you have an amazing skillset and fun weapons.

    Mage however has the low armor issue, cool looking weapons but the mana system really makes it… well… the mage class. It's not bad/unplayable but it's not that fun to play compared to the other classes.

  2. Mage is best, because it has all the pretty flash-flash and sparkles. That's easy. But the worst? People say Summoner, but. Whipstack, right summons and skill? I'd say Ranger is the worst imho. The ammo issue. Awkward accuracy. Some the best, you have to mine ore (or have a farm but limitation)

  3. space gun is great against queen bee and skeletron, what do you mean it's bad?

    every single mage playthrough i've done I used the space gun and had not a single problem with it.

    edit: made the comment before finishing the video, tho I still never had any problems using it when I played

  4. yeah i do agree that buffing or reworking small but functional effects on to the different staffs to make then more funm while filling niches in use.

    have Amethyst and Topaz be as they are now, but just buff the velocity slightly.
    have Emerald have Very High Velociry and decent damage, to become a sniping weapon for single target.
    have Sapphire have high piercing around 3 to 5 targets probably and bounce off walls 2 times, but keep current stats probably.
    have Ruby alternate between shooting 2 and 3 bolts to have a spread shot weapon.
    have Amber have 1 piercing and cause AoE explosions on hit (smaller inferno fork explosions).
    and finally have Diamond shoot 2 piercing and homing shots, this would make it guve you also a decent option for general use, but obviuslt only pierce 1 or 2 targets abnd homing would not be that strong, but enough to work as aim assist more so then full homing, and maybe it gets more aggressive after it pierces.

    these are just some ideas that shouldn't be too wildly hard to impliment considering most things have a referance point in game already, and even if damage is scaled up as you get higher and higher tiers, but the function of the staffs would offer strategy in waht to use and when, since some are better for different things.

  5. Ah, yes. A class which can only be effective in hardmode either by 5-hour long grind (good weapon is still not guaranteed) or killing Fishron pre-mech. Sounds fun.

    edit: also requires 3 (Mana potion, mana regeneration potion, magic power potion) additional potions in order to be at least somewhat effective compared to other classes.

  6. I'm a melee main and I like each class, I think it's based on which each person is worst at. I'm dog water at dodging but Summoner lets me focus entirely on it is it's a little easier

  7. I never use mana potions in boss battles while playing as a mage. Place low-level enemy (e.g slime) statue on the arena with shortest timer, equip stinger necklace/thorns potion/minion or just let them die naturally from your hits. Voila, infinite amount of mana stars through the battle. The only exception was first-time Golem dungeon, where you can't place wires.

  8. As a Mage main, yeah, I agree with a lot of these issues.

    I think the Meteorites only dropping Post-EoW/BoC was mainly there to nerf Meteor armor and the Star Cannon while simultaneously giving more of an incentive to actually defeat EoW or BoC, but the Worm Scarf and Brain of Confusion exist, and they're both really friggin' good accessories you only get by defeating these bosses.

    I heard someone else say to shift Meteorites to post-EoC and maybe nerf Meteor armor, and I'd agree with that. It would give Mage another good early-game option.

    Oh! And buff the poor Space gun. Why progression-lock it to Post-EoW and then nerf its damage?

  9. I feel like mage could be reworked in two ways to make it better:

    1) increase the damage of weapons at different stages in progression (or all around because of the next point)

    2) rework mana sickness so it reduces defense instead of reducing damage.

    These changes would make mage a really high damage but brittle (glass canon) build. I feel like this would make it much more unique and better for some players, rewarding them for better dodging.

  10. As a mage main, I will let you have your opinions, although I disagree with many of your points. I do think the bee gun and crimson rod could use a buff, and more diversity in function for the gem staves would be a plus. You’re definitely sleeping on the wand of sparking/frosting and the vilethorn. They should have def made space gun post eye and meteor armor require scales. It just feels like it should be used on the worm with its infinite pierce.

  11. As a Mage main. I would love hitscan gem staves. Also i would recomend the frost staff for the twins, its pretty fast and deals about the same dps as the sky fracture. Then you get the rainbow staff and dont need to care about anything untill plantera.

  12. As much as I love the mage class, the most miserable playthrough I've had was my mage only run.

    I felt that I was limited with the amount of viable weapons I could use. I get less room for error because of my low defense. Managing mana requires some extra brainpower which leads to less focus on boss fights, compared to just having a shit ton of ammo for ranged weapons or spamming melee projectiles.

    But the variety of weapon attacks, cool flashy flames or beams or whatever on my screen, that feel is what really pulls me into the mage class.

    If melee class was my wife
    The mage would be my secret affair

  13. mage my beloved, god i hated doing mage only ftw master mode wof, the damage was so low my biggest problem was killing it before i reached the end of the (large) world

  14. mage is built for multiplayer, standing still makes you gain more mana regen, has support related weapons like ichor weapons and armors like spectre armor, deals fairly high damage if you can focus and has low defense, very clearly it won't be very good single player but with a friend playing aggro especially with melee or just another mage or summoner it can get pretty strong, it has an accessory that you get very early in hardmode that can be combined with mage accessories to reduce your personal aggro so they can focus the other players while you do damage, debuff the bosses or help them, it's a support class and a damage class not an all rounder, also, DIAMOND STAFF IS REALLY GOOD PRE BOSS

  15. I think the biggest problem with mage is that it has changes much both melee and summoner got massive reworks in 1.4 that made them better, ranger didn’t need a rework, and in 1.3 mage was fine but because everything else got buff and it didn’t it just fell behind and not to mention all the nerf mage has gotten

  16. Why the projectiles of melee weapons don't use mana is somewhat mind boggling. Like, without mana, projectile spawning melee weapons should just revert to true melee

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