Lindros wrote:DO /Rangers
Shadow Union
Knights
Ogres
Thats how my top 5 melee pfighting list would look like.
I agree with this list except on the top and bottom positions.
Yes, the monks are pretty awful to fight against because of plexus, but I would put the rangers above, though, because they have a wider array of attacks and defenses, they also have the surprise factor.
The Shadow Union is incredibly powerful, no contest. But most members are elves, which means low constitution. However, it is more likely I will lose all my health before an elf does, simply because a dwarf is already bad at hitting moving targets. I have never fought one, though. We have never had serious problems with them and they will never spar with you (as other guilds would do), so you cannot measure how strong they actually are. I am still surprised they cannot create bleeding wounds, by the way.
Those three guilds are special (much like magical guilds), with the monks stunning effects being devastating (Tarax kept me stunned for most of the battle, plus he broke my dragonscale). Regarding all other melee guilds, though, the ogres have the advantage. They have a hard trainment, and their equipment is pretty expensive. But I have fought Lindros a few times, he even caught with me while I was fighting the blue dragon, and it took a good while to get him wimp out even though I was fully armoured and he was only wielding a dragonbone. And I have fought ogres while they were wearing darksteel armours, and even though smaller they kicked this upgraded's dwarf ass. So, I would put the ogres on top of all the other melee guilds.
The knights are pretty good (even though they were disappointed with their upgrade which was basically merging two guilds and downgrading the second's guild attack). That is why knights that used to be around like Poet don't come anymore (plus the fact that Freya killed him too). Compared to the neidar and calian balance, the knight's one looked like minor tweaking to shut them up. Eagledraco was pretty pissed off. However, even with those minor modifications they are still better for pfighting than any other good aligned guild. They should be, since the knights have always been the warring guild with specialized trainment in Dragonlance books, but the difference between a knight and, say, an ogre, personally, should be minimal.
I haven't fought a blue in quite a lot of time (I think the last one was when I was fought Sonya, Bildor and some small one in the plains near Kalaman, easily a couple of years ago), but I fought quite a lot of red ones, and they are really good damagers, and in battle they get to throw some effects as well on you. I hate having to conquer areas from them, a couple of officers in a room make me wimp out due wounds. If they aren't better than the knights is because the knights have block, which makes them really dangerous, especially for those who use triggers to move from one location to another.
By the way, don't forget the kenders, with the quickwood hoopak they are extremely powerful (especially if in combo with militia), but they don't blast damage fast enough to actually be dangerous. However, if they catch you while you are pretty hurt, it can be really tricky.