Which Class is the BEST in Pathfinder 2e? (Ft. The Dungeon Coach)

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Fighter. Thank you for coming to my TED talk.

👍︎︎ 15 👤︎︎ u/Craios125 📅︎︎ Sep 09 2020 🗫︎ replies

Title says it all..

It's the Witch class

👍︎︎ 29 👤︎︎ u/Myriad_Star 📅︎︎ Sep 09 2020 🗫︎ replies

Its just a clickbait title for "which class do i like the most"

👍︎︎ 13 👤︎︎ u/ZoulsGaming 📅︎︎ Sep 09 2020 🗫︎ replies

"making a build about a single spells is not really fun"

Laughs in 5e Eldritch blast lock.

Also does not seem to know about what he is talking about, if you look at the druid explanation it is completely wrong.

👍︎︎ 8 👤︎︎ u/Ginpador 📅︎︎ Sep 10 2020 🗫︎ replies

At first I thinked I could say that, but with so many modular options, talking about class doesn't make much sense to me.

👍︎︎ 1 👤︎︎ u/axe4hire 📅︎︎ Sep 09 2020 🗫︎ replies
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howdy my name is nonat and today i'm going to be making a lot of people very upset in today's video we're going to be talking about my mine my opinion my personal top 10 classes in the pathfinder 2e core rulebook now you may already be thinking know that aren't there 12 classes in the core rule book and the answer is yes yes there are then why not do a top 12 and talk about all of them well the answer is simple part of me really wants to see how people react when their favorite class doesn't even rank in the top 10 list but also none of the classes are bad in my opinion i'll accept one so even the two that don't make the top 10 aren't bad classes they're still just as cool and just as fun to play as the others but like any top 10 on youtube normal rules apply it's all my personal opinion strength of the class will have some effect on their ranking but it's not the end-all be-all flavor customization fun factor a lot of different stuff goes into my decision on where to rank each class it's also worth mentioning that some classes are stronger at different levels some classes may be super powerful in 1-10 campaigns but fall off a little bit from 11 onward the opposite might also be true so i'm taking some of that into account when i do these rankings also i know people are gonna have you you didn't think about this build it's way stronger if you use these feats well the pathfinder 2e system has over 500 class feats in the core rulebook alone i'm gonna forget some feats i'm taking as much info into account when i make this list as i can so forgive me if i miss a few things just remember that all of this is the personal opinion of some 25 year old schmuck who lives in new hampshire now that i've gotten all that out of the way and a bunch of people have skipped it let's get right on with a quick advertisement like really quick like 15 seconds go ahead and time me okay go arcane spectacle sells really awesome unique ttrpg accessories they have awesome ways to use your dice like spell slaughter armor class trackers go check them out use code no nat 10 for 10 after order at checkout done okay let's get on with the video first off the two classes that didn't even make the top 10. it's champions and bards yeah yeah throw your tomatoes boom in the comments whatever i can't talk on and on about each of these classes otherwise this video will be three hours long so i'll just try to get the long and short of it the short answer for champions is that their feet choices are garbage so many levels of the champion feel dead and useless because your choices are so limited and not that exciting at level four would you rather gain the ability to remove frightened with lay on hands how about get a plus one versus disease saving throws maybe even reduce the frightened condition when it affects you by one now these aren't necessarily bad choices but when you compare it to like the ranger at level four with disrupt prey running reload and twin parry it's hard not to feel a bit cheated now i'm not saying champions don't have good feats quick block and shield of reckoning are fantastic but all champions sort of get locked into the same one most effective build of turtle they're amazing at defending their allies and themselves but a lot of champions especially in the first six to eight levels get two actions per turn and raise a shield they lack any kind of real firepower even if you take the divine blade ally feature you really only get some runes that alter what you can hit and add some functionality not really boost your damage moving on to bards my biggest gripe here is that in 2nd edition pathfinder they're just another spellcaster i think i actually praised this fact in my bard beginner guide but since then i've played a bard in a one shot and i kind of felt let down no longer are bards sort of a spell caster and a fighter and a rogue now they're kind of like warlocks that can sing i just wish these bards had the flexibility and all-roundedness that they have in other systems in pathfinder 2e they're no longer jacks of all trades they just play music and then people are either healed or they die even with the new warrior muse from the apg which i'm not counting for the rankings in this video i'm just trying to make a point their proficiency with weapons don't even go above expert some classes start the game with expert but barred composition spells and composition cantrips still cool as hell but now moving on to the real list my top 10 core classes in pathfinder second edition number 10 coming in at number 10 is the cleric now this was hard for me to do i love clerics but i have some gripes with pathfinder tooie's version of them for a game system that prides itself on customization clerics sort of feel like you're forced into one of two builds you're either a backline support slash healer or a frontline fighter i suppose you can also make a build completely around the heel or harm spell thanks to the fonts and at level 1 you could cast heal or harm up to 7 times a day but making a whole build around one spell isn't super fun my whole gripe really boils down to the cleric's doctrine system every class in pathfinder gets some kind of subclass the rogue gets three rackets the barbarian gets five instincts the freaking sorcerer gets 10 bloodlines and the cleric gets two doctrines one is for spell casting one is for melee fighting and they didn't even get any new ones in the apg i'm sorry i'm sorry the apg does not affect this video that still makes me really upset pathfinder tui's big claim to fame is its customizability and compared to dnd 5es seven domains that a cleric can pick from two doctrines is really underwhelming the reason clerics feel so underwhelming is definitely because of the rest of the system there's still lots of choices to be made they still have to pick a deity which grants them skills proficiency with a weapon and extra spells in their spell list but compared to a lot of the choices the other classes get the cleric just sort of isn't there if paizo had added even one more doctrine to the cleric i think it would have bumped them up at least another rank or two in the list but sadly that's not the case number nine i am gonna make so many people angry number nine is sorcerers i know i know you guys love sorcerers and i think they're rad as heck i just have some really mixed feelings about the bloodline system personally i think classes that can use any spell list somewhat invalidate some other classes the only difference between a bard and a cult sorcerer is that bards get composition spells and sorcerers get bloodline spells other than those features and the feats that supplement them they're incredibly similar they even both use charisma as their spellcasting modifier now like i said i have mixed feelings because i still think that the source of her bloodline from a role play perspective is super freaking rad i should clarify that all of these complaints about the system are strictly from a gameplay perspective obviously a bard and a hag sorcerer are two very different characters in roleplay my other big reason for having sorcerers so low is something that actually applies to all spellcasters the fact is that spellcasters tend to fall behind when it comes to spell attack roles at higher levels this is largely due to pathfinder 2e's armor class scaling with its rune system enemy armor class sort of assumes that your characters will be upgrading their weapons with runes which increase their chance to hit and you can't augment spells with runes like you can a weapon at really high levels a weapon with a plus four potency rune on it is getting plus four on top of proficiency while your spell attack rolls are just stuck with proficiency unless you homebrew it there are no items in the system that improves spell attacks even at level 10 a martial class with a plus two potency weapon effectively now has a plus two bonus higher than a magic user to hit with all of their attacks plus two doesn't sound like a lot but in pathfinder 2e two points means a ton and i get why they did it they still have spells that require saving throws not just attack rolls but this limitation it holds them back but it does also balance them and i see why they did it unfortunately that means this limitation also applies to number eight wizards they're very similar to sorcerers except they only use the arcane spell list and i like them better honestly a lot of what i said in the sorcerer a bit really copies over to this one personally wizards have better focus spells and their feats and class features are just more interesting to me honestly whenever it comes down to sorcerers versus wizards it's just a preference thing i've always preferred the fact that wizards have to study and own their craft versus sorcerers who just kind of wake up and are like oh i can shoot fireballs i think the effort that the wizard has to put in just makes it an inherently more interesting class as far as mechanics are concerned they're pretty similar except wizards are prepared spellcasters and sorcerers are spontaneous wizards suffer the exact same faults and shortcomings of sorcerers but i prefer the thesis and school system over the bloodline system i'm just upset that i'm ranking wizards this slow because they're the only class in the game that get access to the best spell in the game hand of the apprentice number seven the barbarian is coming in at number seven because while i think the pathfinder 2e version of the barbarian is the best version i've ever seen it's still a little lackluster when compared to some other martial classes they hit hard like a fighter they're bulky like a champion but they're limited to medium armor at most and their weapon proficiency never goes beyond master now don't get me wrong their class features like greater juggernaut and devastator are phenomenal and some of their class feats are so cool like giant stature their damage bonus from raging also scales incredibly well by high levels almost functioning as an additional damage die on your weapon let this be a message about just how great all of pathfinder tui's classes are the fact that a goblin barbarian with blue wings can breathe lightning breath at you from 60 feet away and follow it up by hurling an electric javelin through your chest is seventh place number six number six is where it starts getting really difficult to rank these classes you could honestly rearrange the order of most of these and i wouldn't be able to argue with you i decided to give number 6 to rangers my main reason for this is due to their customizability which you have and will hear pop up a ton in this list versatility and customization are two huge factors for me when ranking a class now i love rangers in fact rangers are my single favorite martial class to play but i don't think they're the single best martial class their gameplay style is so unique compared to anything else i've experienced in rpgs in that it's entirely single target burst damage it's all focused around their hunt prey feature and all of their bonuses and feats upgrade their attacks against their hunted prey and these bonuses get wild even at level 1 a dual wielding ranger with flurry can attack for no penalty minus two minus four against their hunted prey a minus four maximum multiple attack penalty is nuts and that's at level one plus the ability to have an animal companion who also benefits from your hunter's edge is just so cool the only thing really keeping them this low on the list is their full reliance on physical damage now i want to be clear i'm saying this as a downside but i personally love this i adore the fact that in the core rulebook they are a completely physical martial class no magic whatsoever and while yes this is a limitation technically i think it adds to the flavor which definitely gets bonus points for me i will say due to their single target nature they are far weaker in swarm encounters and encounters with a ton of enemies they don't really have any feature that allows them to target another prey without spending actions double prey does mitigate this a little bit but not completely number five number five is just a hair above rangers but i'm giving it to monks i cannot say how much i enjoy what paizo did with monks in this system the stance system as a whole is just dripping with flavor and something monks have needed for years most of these stances are completely non-magical in nature and are just their strict physical martial training being used in new ways now if that's where it ended i definitely would have ranked them below rangers but what just pushes them above is the key system i think pathfinder tui's focus point system works perfectly for the monk's key a lot of people have complained that monks don't have a fully key reliant build in pathfinder 2e but personally i love it i don't think a monk is a spell caster i think the key is there to supplement the monk's abilities so if they want to add elements to their attacks that's awesome but it's i like that it's limited to three times per encounter because of the focus point system even a full key focused build monk still has to rely on their martial expertise at some point in the encounter this combined with all their various stances means you can build your monk almost any way you want dexterity monks strength monks wisdom monks hell even constitution monks that just stand there and take hits to protect the party they can do so much depending on your feet choices and that kind of versatility is what really separates these top five classes from the others number four fourth place is going to the final spellcaster on this list the druid now the druids earned its place similar to the monk because of its sheer versatility on top of the four subclasses of druidic orders you can pick at character creation there's actually a second level feat you can take that allows you to pick another one and another one if you take it again and you can pick every druidic order and gain the benefits from all of them this is a completely unique feature to druids that you can technically take every single subclass on one character and that is just so cool you can be a wild storm leaf animal order druid you'll have an animal companion you'll have a leshi familiar you can shoot lightning and grow claws and it's just amazing now obviously you don't have to do that and druids just because of all their different choices like i said about monks can do almost anything you want a front-line fighter go with the wild form you want to backline support take some healing spells you want a mid-range spell caster take that tempest surge from the storm order and grab some other offensive spells you want to go mid-range grab a bow and an animal companion and fight with them druids can really fill almost any slot on a team you might need and the only limitation is due to their proficiencies with weapons and armor i'm a sucker for versatility and customization so druids really nail that for me number three i'm curious how many people actually thought this class would get as high as it did because third place goes to rogues on top of sheer customizability and yes i'm going to keep saying that they have even more going for them first off the rogue rackets these are subclasses just like any other class gets but these let you change your keyability score depending on your racket strength if you're a ruffian charisma if you're a scoundrel and that's completely unique to rose some other classes get two choices for their key ability modifiers but it's almost always just strength and dexterity the fact that rogues can take charisma as their key ability score is incredible it's not even super combat focused sure it buffs their faint maneuver in combat and allows them to make people flat-footed easier but the sheer versatility outside of combat for rogues is completely unparalleled by any other class in the game rogues literally get twice as many skill feats and skill increases as any other class the other classes only get them on odd levels whereas rogues get them every single level this fact alone is really why rogues made it so far up this list sure they're not quite as versatile or customizable as a monk or a druid but their out of combat abilities just makes them a complete swiss army knife that's good in every situation it doesn't matter what it is let me put it to you this way a rogue with a plus three intelligence can be trained in every skill in the game by level three and with all of this rogues are still a completely unique fighter in combat rather than focusing on dishing out high damage numbers they debuff people they inflict conditions and they inflict flat-footed almost constantly these allow your allies to get in harder hits and hit more often on enemies who might otherwise have really high armor classes overall this version of a rogue is exactly what i've always wanted it to be number two at second place i'm gonna make so many people upset at second place even though i don't talk about this class very much i cannot deny the power and versatility of the alchemist a healer a range damage dealer a melee fighter a buffer a d buffer even a tank if you build them correctly alchemists are the monsters of flexibility even if you specialize in one thing you don't lose access to the rest if you pick the bomber research field to improve your attacks you can still make healing items you can still make mutagens and you can give those healing items to your ally you can give those mutagens you can give those bombs to your allies they're like spells you can give to other people to use and that's always been one of the coolest parts of the alchemist for me rather than relying on you to cast heal the fighter now has a healing potion they can use at any time oh to the rangers bow break here take a few bombs and throw them at people going to talk to the mayor huh take this quick silver mutagen gives you a plus two to all your charisma skills and makes you immune to critical failure for 10 minutes alchemists can do it all even going so far as to be slightly more accurate with their attacks than spell casters while alchemists don't go above expert proficiency with their bombs their bombs come with inherent attack bonuses almost like they come with potency runes in the bomb a level 17 alchemist throwing a greater alchemical bomb would actually be plus one more accurate than a master spell attack wizard i can go on and on about what alchemists can do and i know a ton of people are gonna be so mad at me for putting them this high up the list and i look forward to reading your hurtful comments that's just where i stand i personally think people don't value versatility high enough in a lot of situations being able to do everything well is better than being able to do one thing perfectly which brings me to number one it's fighters i hate them they start with expert proficiency in all weapons except advanced they get master proficiency at level five they end up mastering fortitude reflex and perception master in all armors and not only are they the only martial class that attains legendary proficiency in weapons at all but they get it at level 13. this wouldn't be as big of a deal if it weren't for pathfinders plus 10 minus 10 critical rules due to a fighter's insane bonuses to hit they critically hit so damn often that their damage towers over the other classes and if they have an ally making the enemy flat-footed you're basically critically hitting almost every attack along with that they have 10 pages of feats to pick from access to stances like a monk oh and speaking of monks fighters begin with better proficiency and unarmed strikes than monks i'm done oh i hate players i hate fighters so much come on
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Channel: Nonat1s
Views: 33,793
Rating: undefined out of 5
Keywords: Pathfinder, Pathfinder 2e, Pathfinder Second Edition, Advanced Player's Guide, Pathfinder 2e Advanced Player's Guide, Pathfinder 2e APG, Nonat1s, Pathfinder 2e Nonat1s, Pathfinder 2e top 10, Top 10 Pathfinder Classes, Top 10 Classes, Pathfinder 2e Bard, Pathfinder 2e Champion, Pathfinder 2e Cleric, Pathfinder 2e Monk, Pathfinder 2e Druid, Pathfinder 2e Rogue, Fighters suck, Pathfinder 2e classes, Pathfinder 2e best classes, The Dungeon Coach, Dungeon Coach D&D
Id: bZWknEC1nL8
Channel Id: undefined
Length: 23min 21sec (1401 seconds)
Published: Tue Sep 08 2020
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