
Guide to Classes
Ву Jesai.
This has been tested on Hard with turn limits and set growths to give the clearest impact on the game.
- Grading Scale: A (Great Choice) – F (Not Awesome).
Adepts
Good enough the class. They are fast enough you’ll most likely double the early encounters, tanky enough to survive a round, (but are your Shaman’s healing magnet). Luckily, they have some solid Tier 1 Classes.
Gale – F
- Very, very squishy. Needs a lot of support to survive enemy rounds, as you don’t have enough dodge to avoid the enemy phase. Salt in the wounds is the extraordinarily low strength means your hits land like a wet noodle. Even with your ability Stormborn to take a turn to make your hits magical… But with your low strength, it will not be enough to be worth your time to activate the buff. Instead you will spam Ravager Winds to set up kills for other companions, but the area and type of debuff is not worth the promotion when other, better tier 1 classes await you.
Conduit – C
- Would be graded higher if the skill Defibrillator didn’t debuff your own teammates when it heals. If there is a tier two that comes out that wants debuffs on themselves, would be a situationally good setup for that, otherwise leave healing to the other classes. Now, being able to hit 1-2 range at will AND getting Chain Lightning are the definite upsides of this class. It sets up so many kills, and being able to hit it from the back lines makes this a solid choice. Stats reflect that you will stay in the back lines though, but with how good Chain Lightning, it’s worth it.
Frigillan – B
- Would be tied with the best choice for tier 1 if it wasn’t for the heavy loss in fortitude when changing over from Adept to Frigillan. Icy Spire gives such great battlefield control, giving a longer front line your ranged units can safely pelt enemies from. Defensive Stance is also a solid buff to apply to yourself when moving into position. On top of using Axes as one of the best weapon types, will mean you will endure against all physical damage dealers. But that low Fortitude means you look at a Mage wrong and it leaves a hole in your front line, so be careful.
Monk – A
- The best choice, hands down. Good Defense AND Fortitude means you can tank an enemy phase fine enough, a solid 3-ranged attack in Ki Blast means you can hit from the back OR front lines, good speed and strength means you hit like two trucks, and Charged Ki as a green skill means you can use it then normal attack is a strong combo. When in doubt, go with Monk.
Hunters
Stuck as two-range until promotion, still is great with setting up kills on Player Phase. On top of descent HP means a stray hit or two will spell the end for your Hunter. All this is just the icing to the cake of what is three fantastic tier 1 classes, and the 4th even being fine enough.
Ranger – A
- Starting off strong, Ranger gives what a front liner base line should be. Great Defense, but decent Fortitude means you can be on the front lines no problem. On top of having the best weapon group in Axe, you have really strong skills. Lanky Spanky will shut down any difficult enemies, while Command Orangutan keeps enemies near you if it or Command Wolf won’t kill your target, (a very rare instance).
Cutthroat – A
- Great Speed, Strength doesn’t take a hit, Knives being a decent enough group, and a Passive and Skill in Command Toad that debuffs opponents in great ways. But what makes it A rank? Licky Lasso. Being able to pull key, hard to reach targets to your back lines will help shut down problematic enemies that can try to snip your front line, culling them before disrupting your formation.
Tamer – A
- You’re slow so no more doubling, but the one attack you make will hit like a truck. With the great HP boost you can take a few hits… But being stuck with bows means moot. But the strength of this class comes from wanting a backline unit that provides enough reason to keep your Hunter ranged. That comes from the skill Call the Pride. This makes your formation really tanky with very little investment. The amount of blocking you give is crazy, and can even make it so you have two formations no problem.
Quickdraw – B
- Unlike Tamer, you will land your doubles. It’s good, but Player Phase only kills just means you shut down one target, but force your formation to move around you. Wicked Cackle is good, but it’s really hard to debuff enemies you want to debuff. On top of buffing allies being stronger than debuffing enemies, Tamer pulls through as my ranged Hunter tier 1 class promotion of choice.
Shamans
The best class, hands down. Takes hits for days, heals allies, axe weapon group, and fantastic promotion options! Not much use to ask for.
Juggernaut – A
- You heal, you tank. Doing the latter means you have enough mana to do the former from your passive. My only complaint is that’s all it does. But doing what you already do as a base shaman, but just better means your Juggernaut can just sit next to your frontliners, keep them healed, while hitting solidly with Axes.
Waveseer – C
- Turns your Shaman into a 1-2 range attacker, but the hit to defenses and might will mean even getting the bonus to speed will mean you don’t hurt much when you do attack and will want to stay behind a frontliner. Whirlpool is interesting, especially if setting up with an Adept that took Conduit to set up a sick Chain Lightning combo. But this requires turning two of your stronger frontliners into ranged units, where other tier 1’s are waiting for you.
Elementalist – A
- If you are going to take a hit to defenses, this is what you need to get in exchange for it. 1-2 range attack, Green Buff in Ice Shield, and Flame Strike as a huge delete button. Being able to buff and attack, heal and attack, or just destroy a group of enemies. Everything you want in a class.
Ritualist – D
- So this is not much worse than Waveseer. But the hit to defenses while getting skills that encourage healing yourself through battling means setting up your Shaman to die. They can sit behind a frontliner and deal some damage, lay some debuffs. But I’d rather have any other promotion. Works well with Vanguards that turn into Devoted, but enemies are not so bulky that you need to do so much work to debuff them to kill them from multiple party members.
Summoner
You start the Demo with 2 really good characters that happen to be Summoners. Arthur’s personal skill will delete units after 1 use, while Alden is level 10 and can be thrown wherever you need him to be and he will be fine. This skews my personal perception, as Arthur becomes your team’s nuke that deletes something during player phase, making enemy phase not too hard. This is also why I’m so harsh on units that take resources to player phase erase an enemy: you get Arthur for free that does this job the best.
Geomancer – A
- Gain a heal, and utility movement skills. Been my ½ default option for Arthur for many playthroughs, as having a 3rd healer that doesn’t hurt means you have a pseudo-Shaman. Still can crush people, just be careful of using Starsurge, as it’s an action and can leave you very open and vulnerable. Instead, it should be used as a good mobility tool to reach other points of the map as a pseudo-Phase centered on yourself that happens to damage enemies.
Warlock – D
- Debuffer, but at least the debuff can be done in an AoE AND attack. But waiting until dropping Lunar Reave is your main focus with Arthur, which makes Poison Nova moot. Hellfire is… just worse Starsurge, just use Starsurge.
Aegis – A
- Turn your Summoner into a frontliner. It gets great support skills, and a huge defense boost. Problem? You get reduced to range 1 basic attack. But again, you wait for Lunar Reave and Aegis isn’t that different from others in doing this, just can now buff others or themselves defensively. It’s only not a default choice for me due to how much utility Scholar gives and the multi-heal of Geomancer.
Scholar – A
- The raw utility you get from this tier 1 class is why this is the other default choice I pick for Arthur. If you didn’t have Alden, this would be my only default choice. Phase and Ancient Writ brings so much to a team comp in flexibility, that having two isn’t a bad idea at all. Can’t go wrong with this.
Vanguard
Default frontliner, the class. But your options can take your character in different directions, making your playthrough with them quite diverse. Gwyn hits like a truck, and Valeria is more flexible than a pretzel gymnast.
Devoted – C
- Unique for sure, and I want to like it more. But the damage, even when an enemy is chock full of debuffs with a Relic Staff with the weapon runes for damage to debuffs, can still miss killing enemies. So the lowered defense and fortitude in order to keep an admittedly fine buff skill on tap is fine, but is not the strongest class for Gywn.
Nightblade – A
- Hey look, how to reliably dodge: the class. Being able to dodge reliably, with a decent speed bump. The Strength hit sucks, but the flexibility of being able to dodge reliably with decent skills means you can’t go wrong having them on your team.
Seeker – D
- If you are fine with turning one of your frontliners into a 2 range only unit, this is an okay use in doing that. Enchant Weapon makes attacks hit hard, and if you want to focus on the Axe Runes that take away accuracy for damage, Illuminate can cure that. Otherwise… Just use your plethora of other ranged classes that do it better?
Gallant – A
- Vanguard2. Love the buffs it can give your team through Call To Arms, but Gwyn hates losing what little Fortitude she can have. In spite of that, the crit boost for your team on top of a solid HP sponge it gives means Gwyn can keep doing what she’s been doing. On top of giving her a Scimitar with Call To Arms? Disgusting.
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