Choosing a Class (Summary) (Rev. 2)

Though some classes may shine at different things, there is no objectively best class. This is a companion guide to the main Choosing a Class guide that is much more brief in its description. Note that such terse descriptions can not possibly explain the nuance of any class; see the main article or the seperate Class Guides for more detail. This also assumes players are somewhat experienced (can get 4/8 reliably).

  • Wizard: (One of) the best damage outputs in the game, from good range. Frail and slow, truly optimal spell damage is difficult to obtain.
  • Priest: Healing and massive range gives great survivability. Actual HP/DEF fairly low, MP-expensive, and on the weak end.
  • Archer: Decent damage, good crowd control, and stops enemies from moving. Tiered bows have low effective range, suffers if you can’t para.
  • Rogue: Goes invisible, fast, amazing for rushing/solo content. Doesn’t help much in group scenarios, suffers lategame without certain items.
  • Warrior: Extremely strong, fast, good DEF, and gives a group buff. Tiered swords have short range, & not that bulky unmaxed.
  • Necromancer: Decent damage, with healing and more bulk. Better with large amounts of minions. If bulk isn’t required, often gets overshadowed by Wizard.
  • Assassin: Fast, amazing at getting (soulbound) damage and getting out. Weak niche when it is safe to push in.
  • Huntress: Very similar to archer; AOE slowing, good crowd control. No paralysis, low true range of tiered bows.
  • Knight: Best defense in the entire game, can completely stun many bosses. Slow, somewhat difficult to get going, and short range.
  • Ninja: Extremely fast - boosted by Speedy, along with very high damage stats. Pretty frail and not much range.
  • Sorcerer: Massive range, large crowd control, easy to aim. Damage focused but competes with staff classes, esp. without a great wand.
  • Mystic: Stasis enemies, stopping them from shooting. Can also Curse for +damage. Ability is also difficult to use in a helpful manner.
  • Trickster: Teleport anywhere you can see. Group utility via decoy, distracting bosses. Very high skill to master; don’t teleport into enemies!
  • Paladin: Psuedo-healer, giving the group damage and regeneration. Sword class (good damage, low range).
  • Samurai: Decent damage / burst damage; inflicts debuff on enemies. Ability somewhat hard to use, technically only 1 expose is needed per group.
  • Bard: Buffs group’s range and defense. Robe with bows; many bows unaffected by own buff.
  • Summoner: Very long range DPS. Summons allow management, but also desire management. Not lots of DPS w/o good wand.
  • Kensei: Dashes across enemies, giving invulnerability during it. Can also dash straight into an enemy.