TL;DR - I like Moonfang, and liked a number of others at their time of relevance. Most all warriors I dislike as they failed to be useful. I follow that by some rebalancing ideas for what I think is the ideal. (Hunters should be crap at short range and great st long range and warriors should be the exact opposite)
So this is a difficult question but I wanted to take a stab at it before bed.
So. The problem is that everything is subject to change.
Right this second my favorites are Chimerak and Moonfang, but that’s mainly due to effectiveness. I like how Chimerak has faster attack and 1 rage spells. The colors of spells do also seem to theoretically add some strategy but in reality it never has for me. Moonfang does have some strategy with his feral rage, but I don’t have him maxed yet. So it’s hard to say if it’s good or not.
So when I started playing war dragons I started last fall when Skarr was new, but I didn’t bother figuring out the season page at that stage and missed out on all of the divines.
The first warrior that I enjoyed was Amarok, which admittedly was due to at the time poison was killing me right and left to the point that I had to equip cure poison on most dragons. Amarok was short lived as Tarand came out in winter.
Tarand was truely enjoyable and had strategy. I would have gone for a Hunter but snowdrop was
Ugly, and all my lineage hunters experience at that time put a bad taste in my mouth. Combine that with everyone saying Tarand is the next thing, and thats the path I went. Tarand’s strategy was all about killing just enough so that his shield would destroy the remainder. I can’t say roar was often used but when you did it was about rage management. Now on the bass I faced then it was great. But welcome to now, and no 2 rage spell could be cast after a rage drain island. (It would be cool if there was a way to pre-cast a shield). Tarand was also outgrown as he topped out in garnet.
Enter sage. At first it worked smoothly. Then issues started happening if you cast thunderstorm too early. Soon people wised up to putting blue mages on the end and it was about killing the mage and tben throwing a thunderstorm spell. To me
Sage always felt wrong. To throw thunderstorm you basically had to have sub second timing to cast it just right or it wouldn’t cast. This Always felt terrible to me. Most everyone ignored the shield because it was less useful. I mostly only used it when Rae was full and I would cast both quickly as mages would drain anything not used. I never felt there
Was strategy here. It was press thunderstorm just right and kill towers in the right Order.
Now if you ask me what a warrior SHOULD be. A warrior should be the anti-hunter. To me it’s the hammer of the dragon toolset. A well defended storm shielded island should be able to be brute forces with a warrior, but a warrior shouldn’t be able to kill an entire base solo unless it was equal powered. If you ask me, a key ability would
Be to bypass shields… but if you asked me hunters should be immune to flak as they should kill from far
Away, and warriors should be vulnerable as they should need close combat. I really don’t know how sorcers fit in. Their role is to kill by slowing down the clock, with spells giving you the ability to survive
Stop reading here if you don’t want to go off topic
In an ideal world this is what I think we should see across all classes
Range - short (flamethrower)
Damage - high at constant rate
Health - high
Movement Speed - slow
Weakness - flak (short range high damage)
Strength - bypassing shields
Range - long (can kill as far as you can see)
Damage - high for burst but medium sustained
Health - low
Movement speed - fast
Weakness - shields (as it is currently)
Strength - surgical precision at a distance
Range - medium
Damage - medium
Health - medium
Movement speed - slow
Weakness - rage loss/mages, difficulty killing high HP
Strength - infinite durability due to spells
I think the turns that force no engagement until range is short prevent Hunter usefulness at range.
I think dark flak being so powerful as to allow a
Single slot to do as much damage as 3 towers allows both mages to be used without trade offs
I think resistances should be consistent for supershot and regular. And all types of towers should have a resistance. I think either hunters and sorcers should not have resistances or there should be a different percentage resisted depending on class, because only the tank should have such high resistance. Hunters should be killing at range or between cloaking and avoiding damage. Sorcers should be in shield or some other spell. Only a tank should have resistance.
I also think the shield for warriors was a good idea but there needs to be some way to pre-cast. Maybe press and hold to consume rage but not start the timer. (Instead of making the duration longer but casting early)
I was also thinking a balance mechanic could be similar to Zamorak where maybe warriors don’t use rage but something else and mage towers either impact them differently or they are immune too. Of corse something would have to hurt only warriors to make up for it. But it would make the boring base buildoits we have be weak to warriors