Summary of Classes #
Alchemist: An innovative technologist who uses explosives and tinctures to hamper enemies and aid allies.
Barbarian: An undisciplined berserker who uses fury and strength to strike down enemies.
Bard: A flamboyant performer who inspires allies and confounds enemies.
Cleric: A messenger of the divine who supports allies and excoriates enemies with power granted from a patron.
Commander: A natural leader and tactician who can fight from the front and gives orders and inspiration to their allies.
Druid: A friend of nature who uses its closeness to versatile effect in offense and defense.
Fighter: An expert at weapons who is skilled at battlefield control, defense, and offense.
Monk: A warrior who defeats enemies using disciplined stances and forms and can tap into their inner strength to produce supernatural results.
Necromancer: A dedicated occultist who raises the dead, strengthens allies with unholy power, and inflicts horrific effects on enemies.
Paladin: A devoted champion with good defensive capabilities who can strike down enemies and protect allies.
Ranger: A wilderness-based skirmisher who can fight well at all ranges and harass enemies.
Rogue: A master of subtlety or charm who fights dirty and can’t be pinned down.
Sorcerer: A gifted descendant of a supernatural lineage who shapes raw magic with chaotic effect.
Wizard: A student of the the structure of magic who strikes down enemies and augments allies with well-researched spells.
Classes by Complexity #
Not every class is equally complex to play. Below is a ranking of each class by its complexity, from low to high, along with reasoning. In general, higher complexity usually implies more daily or recharge abilities, more required understanding of the interplay of various abilities, and more interrupt abilities.
Low Complexity #
Barbarian: Barbarian abilities are relatively straightforward and they have no list of abilities.
*Paladin: Paladins can easily be built for either offense or defense, with a lot of breathing room between the two.
Ranger: Rangers have straightforward abilities gained from Hunting Styles and Talents that don’t require too much consideration of the interplay between them.
Sorcerer: Sorcerers decide their combat roles by Manifestation choice.
Medium Complexity #
Bard: A Bard is fairly simple in practice to play, but picking and managing Performances prudently might be tricky.
Cleric: A relatively low number of miracles, in addition to easy access to straightforward healing and good survivability, makes playing a Cleric fairly simple. Smart management of your low number of miracles is still crucial, however.
Commander: Commanders are largely focused on management of their Prowess/Command as opposed to individual abilities’ usages. Some are reliant on Interrupts as well.
Druid: While all spells and abilities are picked for a Druid through talents, management of those spells and abilities (and the action economy/restrictions built into some of them) is still critical.
Fighter: Fighters need to manage usage of their Talent abilities, Showstopper, and Maneuvers, as well as tactical concerns like engagement and interception.
High Complexity #
Alchemist: Alchemists are heavy on abilities that rely on encounter resources (Reagents), which requires judicious thought. Formula selection encourages a smart mix of daily and at-will abilities.
Monk: Monks have a lot of passive and active abilities to keep track of, some of which are interrupts or are otherwise situational. The interactions between their abilities are sometimes tangential.
Necromancer: The frailty encouraged by Wasting Away, as well as Blasphemy and Summon management, means that Necromancers can require smart tactics.
Rogue: Many Rogue abilities are Interrupts or have special triggers, which requires the player to keep focus on the battlefield off-turn. Momentum requires smart positioning to be maintained.
Wizard: Cycle timing, interrupt abilities, and talent-based ability interactions make Wizards a class that can be challenging to build and play.
Class Roles #
Each class plays a different role in combat. Some of them overlap, but it should provide a general idea of what they lean towards.
Basic Roles #
Direct Offense: Dealing damage to enemies.
Indirect Offense: Inflicting conditions to enemies.
Defense: Absorbing damage, blocking damage, or intercepting attacks.
Support: Healing damage, removing conditions, or giving bonuses to allies.
Classes by Role #
Alchemist: Alchemists are usually good at Direct Offense, and can typically also be good at either Support or Indirect Offense.
Barbarian: All Barbarians are good at Direct Offense, but certain talent choices can make some good at Defense as well.
Bard: All Bards are good at Support, but certain Bardsongs tilt them in the direction of Direct Offense or Indirect Offense.
Cleric: All Clerics are primarily good at Support, though some Talents and Miracles can lead to a secondary focus in Direct Offense or Defense.
Commander: Commanders are primarily Support with some of each of Direct Offense and Defense.
Druid: Druids are entirely dependent on their talents, which can pull them in any of the 4 directions.
Fighter: Fighters are generally good at Direct Offense and/or Defense, with some Indirect Offense depending on maneuver choice.
Monk: Monks are typically good at Direct Offense, though some can be good at Defense too.
Necromancer: A more summon-focused Necromancer will be good at Defense and Support, while a more offense-focused Necromancer will excel at Direct and Indirect Offense.
Paladin: Every Paladin can be good at Defense or Direct Offense with a splash of Indirect Offense or Support depending on Devotions and Talents.
Ranger: Every Ranger is very good at Direct Offense, but some splash in Indirect Offense or Support based on Talents and Hunting Styles.
Rogue: Rogues are good at Direct Offense and Indirect Offense.
Sorcerer: Sorcerers are good at some combination of Direct Offense, Indirect Offense, or Support depending on their Manifestations and Talents.
Wizard: Depending on spell and talent choice, a Wizard could focus on any of Direct Offense, Indirect Offense, or (to a lesser extent) Support.