(Quick disclaimer: I don't buy packs.)
Different packs have different strengths, so "best" depends on what you're hoping to get out of it.
A lot of premium pack patch notes are MIA so here's a quick rundown of everything...Giant
In my opinion, best pack in the game. Awesome worker, great blueprints, only downside is the price.
• Best worker in the game, Giant has 4 skills + mastery and gets 12 points per level
• 5% Faster craft times from the anvil decoration
• Giant's Hammer bp is a popular item for XP and has lots of trade demand
• Balmung (the sword) has an amazing skill for team building (support 2/legendary) and it can double as a moneymaker, profits are similar to ocarinasHeroic 1
Extra hero is okay, quest reduction is handy, and blueprint is helpful for gearing.
• Lorelei - her gearing options
aren't great but still an extra body for questing.
• Green dragon is a 5% quest time reduction (yay!)
• Midas gloves are great for team building, the skill is support 2/leg (same as giant) but it's in a better slot than balmung. However, the base price is too low to be a good moneymaker.Heroic 2
Awesome hero, okay blueprints.
• Charles has nice gearing options
, and magic find/detect secrets loot skills built in.
• Dog gives a 5% quest reduction.
• The ring is healer 2/leg, helpful if you're building healer teams.
• Vest has magic find which is a very nice skill - but only if you can get it up to mythic.Jack
Jack is aimed more at early-mid game players, but gets a little less useful later on.
• Jack has every worker skill but no mastery, he gets 15 points per level. Mastery is very important later on so some deem him useless end-game, others prefer him over a t2 as an 8th worker because he has so many points (boosts craft speeds).
• Rack of all trades is like a rack for any type of item, so you'll recover extra energy on every sale. I believe it gives 50 hearts per sale at max level. (Regular racks give 100 energy per sale of specific item type, the final shop upgrade has room for one of each rack plus a couple extra)
• Blueprints: I'm not entirely sure which blueprints are in there but I don't recall them being too interesting.Wizard
Wizard is popular because it's cheap with a fairly easy moneymaker. Ocarina takes a little work to unlock, but for many players it was their first big money blueprint. I'm not sure how it compares to DFP (a raid blueprint, coming back next week!) right now. Apart from the money aspect there's nothing too exciting.Warrior
The gloves are resourceful 2/epic, if you're low on support that's a nice skill/slot. Unfortunately the gloves are a little painful to master, taking 8 flawless precrafts each.Ninja
Has a nice cape for your shopkeeper?
- - - - - - -Seasonal packs
The usefulness of these varies like crazy, some are very very good and some are nearly useless. It's best to ask around each month to see how others feel about it if you're on the fence. Some things to consider:
• Does it contain a moneymaker?
• How hard is the precraft? Does it use raid exclusive mats?
• The final skill is usually very very shiny, but if it's at mythic you're in for a whole lot of work.
• How are the decorations and shopkeeper outfit? Maybe snazzy new clothes are worth the $15.
• Boosts on seasonal decorations are 1%, they add up over time but by itself it might feel disappointing.
Looking at the current seasonal ones:
• Champ medal isn't too hard to craft and I believe it works as a moneymaker, the skill is nice (healer 2) but requires mythic.
• The two new packs are mainly interesting for the final BP - unfortunately they require flawless precrafts, exclusive mats, and level 50+ mythics, so it would be very hard for the average player to use.
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A note on gearing/skills:
You must have a blueprint unlocked and mastered to use its skill. Some skills are very useful, cloudcade picked up on that and put some nice skills in packs.
• Support is a skill that prevents item breaks. f2p options are very limited, so having blueprints with support 2 (saves 2 items that would have broken otherwise each run) is a huge help.
• Healer makes rest time after quests shorter for the entire team. It reduces rest for successful heroes and dead ones, and you can stack up to 90% per team. Healer 1 (10%) items are abundant for f2p but Healer 2 (25%) is pretty hard to find/use.
• Revive is an interesting but hard to use skill. With enough revive items you can build a 100% revive team - that means heroes cannot die no matter what. This has a ton of very nice properties and also makes healer obsolete for that team. That said, unless you're end end game you'll probably still have a couple teams using healer instead of revive.
• Magic find isn't a necessity for team building but it's the best loot skill in the game. Currently the only f2p option is dragonfire potion, and there are several pack options. Pack ones tend to be in nice gear slots, but any magic find skill will require a high level mythic to use - if you're not used to high level mythics yet it could take 1-2 months to fuse your first one. Mythics get a little easier later but for mid level players it's a daunting task.
If all that is gibberish, this thread is a much gentler intro to skills and teams and why we care: viewtopic.php?f=6&t=6237
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Sorry, wall of text, hopefully some of that is helpful. If price isn't an issue I'd consider giant best overall, and heroics after that. Jack, wiz, warrior, and ninja have never really appealed me, and seasonal packs are hit or miss. But take a look at what's in them and decide for yourself what sounds most useful for your game.