

What Mwo Mechs Best Fit The Base Dnd Classes?
#1
Posted 11 August 2025 - 03:44 PM
#2
Posted 11 August 2025 - 06:53 PM
Anyway, love the fact that this is such a unique question and not just a new way to rehash the ubiquitous complaints about MM, tiers, "what is the meta and why does it suck", and the more timely "8v8 is killing us all, won't somebody think of the player base!"
Hope you get some engagement.
#3
Posted 11 August 2025 - 09:09 PM
(this matters)
Bud Crue, on 11 August 2025 - 06:53 PM, said:
Anyway, love the fact that this is such a unique question and not just a new way to rehash the ubiquitous complaints about MM, tiers, "what is the meta and why does it suck", and the more timely "8v8 is killing us all, won't somebody think of the player base!"
Hope you get some engagement.
EXE = 3.5e Druid, passed over by people who don't realize it's made of pure bulls#!t, shapeshifts (omni), smashes faces better than a lot of the "real" facesmashers if you know how to optimize it
Edited by a 5 year old with an Uzi, 11 August 2025 - 09:20 PM.
#4
Posted 12 August 2025 - 10:05 AM
HMG Crael or Warthog = 3.5e Kukrimaster build, lives to do nothing more than run at things and spam a bazillion criticals.
#5
Posted 12 August 2025 - 11:37 AM
Bard: A nimble, moderately protected second-line supportive character with a great deal of flexible versatility and the ability to pivot into enough of a combat role that you can't discount them. ATM medium 'mechs like the Huntsman or certain varieties of Stormcrow or Hunchback. Bonus points if it equips AMS.
Cleric: A divine warrior-scholar (sometimes) with usually-pretty-good armor who wields the magic of the gods to protect allies, succor the wounded, and smite the wicked. Not really applicable to MWO, but best guess is perhaps heavy fire support 'mechs like the NCT-B, provided they're played to cover their team and work with their allies rather than being crappy damage farmers.
Druid: The cheeky answer is "Land Air 'Mechs". Heh. But nah. Druids are similar to clerics, with the same good armor, but orient more towards aggression and utility with comparatively less party support. A cleric smites when she has to; a druid heals when he has to. Given the extra mobility of Wild Shape forms...medium fire support 'Mechs, your LRM Stormcrows and such. Which, yes, has a lot of overlap with bards/ATM mediums. Turns out there's no good way to cleanly do most D&D classes as 'Mechs. Heh.
Fighter: The Boring Baseline Guy, but also a master of all arms and armor. Able to wield any weapon in the game and able to flex into any role that involves weapons and armor, from a nimble long-range archer to a maul-wielding crazy man. Heavy direct-fire OmniMechs like the Timber Wolf. In fact, gonna call the Fighter and the Timber Wolf a pair here. Both are faces of the franchise in a way, both can be either a total disaster or a devastating sweet-spot blend of mobility, aggression and protection, and both can do just about anything you might want them to.
Monk: A nimble, extremely fast-moving striker with minimal armor or protection that requires a ludicrously outsized investment of stats to make functional, with a variety of hindering techniques and a very large number of smaller strikes. High-speed knife fighter light 'mechs like the Fire Moth, Piranha, (useable) Arctic Cheetah, and similar gotta-go-fast annoying lights. Comical in that just like being useful as a monk in 5e, these 'Mechs have the highest skill floor.
Paladin: A powerful combatant that can slay enemies with mighty blade and searing magic whose mere existence is a beacon of protection on the battlefield. Imbued with an aura that aids and bolsters her allies and able to do immense damage in a very short time. COR-7A Corsair, as absolutely rude as that is to say. The only functional quad AMS platform, and also capable of carrying enough Assault 'Mech Gunnery to deal plenty of damage on its own.
Ranger: Roving wildlands survival experts, associated with archery but by no means pinned to it. A melting pot of features and traits from other classes, with the fighter's versatility of armament, some of the druid's utilitarian wild magic, a touch of the monk's improved mobility, and a squeeze of the paladin's burst damage. Extremely difficult to pin down, but prooobably bigger engined mediums like Stormcrows or Black Lanners? Rogues are actually faster in terms of combat, but we'll get there. Speaking of:
Rogue: A maneuverable skirmisher that excels at shoving damage into distracted kidneys, making use of stealth and enhanced mobility options to pick at weak points with carefully chosen subtle weapons until the enemy collapses. Shadow Cat, pretty much straight up. One of the cleanest associations in the whole endeavor.
Sorcerer, Warlock and Wizard: I abstain, heh. Cleric and druid were hard enough. Y'all can take a turn with this lot.
#6
Posted 12 August 2025 - 11:50 AM
3.5 Wizard: SHC. In the hands of someone who realizes what it is, it's pure unadulterated BS. A tool for every situation and an absolute menace.
Warlock: Uhhh, that was later editions. Typical eldritch blaster is Jenner-A, usually ends up being played as an absolute one trick pony.
Mighty Rage Barbarian: Spirit Bear running the LB20X/SRM6/ERPPC or Koloss. Be big, be angry, run at things as fast as possible and hit them reeeeally hard. Leave brain at door. Survival optional.
HiPS Assassin/Rogue: Stealth Flea.
Getting down to base classes is difficult because you start getting into "fluff or crunch" and fluff can be wildly subjective, crunch can be more concrete and loosely translated especially when you start getting into specializations beyond base.
Rogues are almost always going to be lights or fast mediums that do not engage in head on fights, Rangers will probably be heavier mediums and cavalry heavies that are faster but flimsier and have loadout options across all range bands, Fighters are going to suc- be bog standard tanky heavies and assaults with loadouts across all range bands but best at close to mid, Barbs are heavies and assaults that are extreme brawl damage but not super tanky, Paladins are tanky with a focus on a long CD brawl weapon like HGauss/AC20/LB20X and maybe support features like AMS... but that's vague.
(Fighter actually became really solid in 5e, has great options. Paladin also great, Oath of Vengeance Paladin outright busted, so mockery actually unwarranted for later editions)
Edited by a 5 year old with an Uzi, 12 August 2025 - 07:49 PM.
#7
Posted 13 August 2025 - 11:48 AM
#8
Posted 13 August 2025 - 12:51 PM
Direwolf=Barbarian, piloted by technologically advanced Barbarians
Lots of armor, fearless and can do a lot of damage when piloted correctly.
iirc- Direwolf-C, changing out the Omnipods so you can equip 3 C-UAC 20's
#10
Posted 13 August 2025 - 06:34 PM
a 5 year old with an Uzi, on 13 August 2025 - 12:53 PM, said:
Urbanmech for Gnome though. If we're doing races now.
a 5 year old with an Uzi, on 13 August 2025 - 12:53 PM, said:
Urbanmech for Gnome though. If we're doing races now.
Back in the day elf was a class.
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