Cryomancers utilize their advanced cryogenerators to compress and freeze the air around them, turning it into powerful beams of ice. Keeping a safe distance in a fight, they are capable of slowing down or immobilizing their opponents by freezing them solid. Those who manage to sneak up on the Cryomancer shall be welcomed by the cold surface of their protective Crystal Shield.
Paladin Role: Tank
Paladins are fearless tank with a wide range of offensive and defensive skills. They are found in the heart of battle, crushing their foes and protecting their allies. Fierce fighters up close, they can use their Holy Powers to protect their allies and engage enemies at great ranges.
Lightbinder Role: Support
The Merciful Lightbinder is always willing to help those in need. They consider life to be of the greatest value. Harnessing the Power of Light, Lightbinders can shield their allies from enemy attacks, but their kindness is not without its limits. When they direct their anger at enemies, they can inflict great damage while maintaining a safe distance.
Archer Role: Damage
These expert marksmen are capable of hitting targets from great distances. In addition to common projectiles, they carry special gadgets including slowing traps as well as an assortment of electrical and fire arrows. Skilled fighters with lightning reflexes and cat-like agility, Archers can overwhelm their enemy with a storm of arrows and easily get away, evading the blows of anyone who manages to get too close.
Gunner Role: Damage
The Gunner trusts only one ally – their powerful and multi-purpose transforming cannon. As a long-ranged weapon’s expert, Gunner’s tirelessly study and improve their weaponry, optimizing it for raining down destruction on both living and nonliving matter. Remorseless, they have no qualms about putting their destructive technology to use and blanket the battlefields with bullets, super-heated plasma and explosive rockets.
Warlock/Witch Role: Damage
Witches and Warlocks have an arsenal of dark sorcery at their disposal: terrible curses, frightening creatures, mysterious potions and, of course, their trusty broom, which acts as both a powerful weapon and a means of transportation. They are highly unpredictable, but you can be sure of one thing: these dark sorcerers will always act in their own interest.
Berserker Role: Damage
These ruthless savages never go a day without a good fight. They know no fear, only rage. Seized by insane fury, the Berserkers can easily sweep aside hordes of enemies in their path. When enraged, they feel no pain, and their wounds heal on their own. The battle cry of the Berserker can strike terror into the hearts of enemies and inspire allies.
Kinetic Role: Damage
The Kinetics are able to harness a special kind of energy, which they use to cause chaos among enemy ranks. Their gauntlets allow them to easily rip massive rocks out of the ground and send them hurtling towards their opponents. They can also control their enemies' movement on the battlefield by altering the gravitational fields around them. Additionally, Kinetics can protect their allies by surrounding them with energy fields.
Necromancer Role: Damage
Necromancers are powerful sorcerers who control death itself. With their dreadful spells, they can both inflict significant damage to enemies and syphon their life force to restore their own health, but mostly, they use their powers to force horrifying undead creatures to fight for them. With the power to turn into a Lich, they gain access to special abilities not available in human form.
Slayer Role: Damage
These insidious killers seemingly appear out of thin air and disappear just as quickly, leaving a trail of bodies in their wake. Capable of melding with the shadows, they’re able to slip by unsuspecting enemies and leave them with a sense of impending death. Their primary weapons are a pair of razor-sharp swords, but they've got plenty of other cards up their sleeves that can assist them in killing opponents or retreating if a fight gets too intense.
Monk Role: Damage
Monks are of a martial order, having mastered the discipline of body and mind. Their skill with a staff is honed to perfection, and their fighting style incorporates special stances coupled with a series of powerful attacks. Wielding their staff, monks can spin it to inflict damage to all enemies around them and perform dizzying acrobatic stunts.
Alchemist Role: Support
The line between genius and insanity a thin one – many wonder which side the Alchemists falls on. These half-mad scientists have devoted their lives to alchemy, resulting in an arsenal which includes both corrosive chemical compounds and invigorating elixirs. On their backs they carry a portable alchemy laboratory equipped with manipulators that can spray acid and fire at the enemies, as well as inflict significant damage with its bladed claws.
Knight Role: Tank
The mighty Knights are always in the thick of battle, aided by a falcon, summoned to attack enemies at their command. The Knight is capable of withstanding the onslaught of numerous enemies, diverting their attention from less protected allies. Armed with shield and spear, they are able to not only block incoming attacks, but to also deliver crushing blows in return.
So do you have to unlock the rest of the classes or something? I started off with like 5 available, but not sure how you access the rest, or at what point you unlock them.
Originally posted by mcrippins So do you have to unlock the rest of the classes or something? I started off with like 5 available, but not sure how you access the rest, or at what point you unlock them.
Its about 10-15hrs of play to unlock a class if you head right to the class you want. You start as an Pally, Cryo or lightbinder and work your way through the AA to unlock classes and advance your char.
it would be nice if they had one more classes dedicated to support and tank roles. It seems they have tons of damage type roles and few tank/support...
anyway their concept seems appealing for sci-fi lovers :]
I see 4.5 dps classes per 1 tank and 1 support. Traditionally its been 2 or 3 dps per. With this cause a major grouping issue with few playing this pivotal roles and so many dps classes?
Originally posted by zeuseason I see 4.5 dps classes per 1 tank and 1 support. Traditionally its been 2 or 3 dps per. With this cause a major grouping issue with few playing this pivotal roles and so many dps classes?
i guess it depends. Hard hiting bosses, ni kiteable? Tank will be mandatory. If a tough dps can do the trick with a support then no. Same for support, need to keep the tank alive? No? then you can bring another dps.
Originally posted by zeuseason I see 4.5 dps classes per 1 tank and 1 support. Traditionally its been 2 or 3 dps per. With this cause a major grouping issue with few playing this pivotal roles and so many dps classes?
Yeah, I can already see those DPS queues are going to be a lot of fun.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
Comments
l2p
Cryomancer
Role: Damage
Cryomancers utilize their advanced cryogenerators to compress and freeze the air around them, turning it into powerful beams of ice. Keeping a safe distance in a fight, they are capable of slowing down or immobilizing their opponents by freezing them solid. Those who manage to sneak up on the Cryomancer shall be welcomed by the cold surface of their protective Crystal Shield.
Paladin
Role: Tank
Paladins are fearless tank with a wide range of offensive and defensive skills. They are found in the heart of battle, crushing their foes and protecting their allies. Fierce fighters up close, they can use their Holy Powers to protect their allies and engage enemies at great ranges.
Lightbinder
Role: Support
The Merciful Lightbinder is always willing to help those in need. They consider life to be of the greatest value. Harnessing the Power of Light, Lightbinders can shield their allies from enemy attacks, but their kindness is not without its limits. When they direct their anger at enemies, they can inflict great damage while maintaining a safe distance.
Archer
Role: Damage
These expert marksmen are capable of hitting targets from great distances. In addition to common projectiles, they carry special gadgets including slowing traps as well as an assortment of electrical and fire arrows. Skilled fighters with lightning reflexes and cat-like agility, Archers can overwhelm their enemy with a storm of arrows and easily get away, evading the blows of anyone who manages to get too close.
Gunner
Role: Damage
The Gunner trusts only one ally – their powerful and multi-purpose transforming cannon. As a long-ranged weapon’s expert, Gunner’s tirelessly study and improve their weaponry, optimizing it for raining down destruction on both living and nonliving matter. Remorseless, they have no qualms about putting their destructive technology to use and blanket the battlefields with bullets, super-heated plasma and explosive rockets.
Warlock/Witch
Role: Damage
Witches and Warlocks have an arsenal of dark sorcery at their disposal: terrible curses, frightening creatures, mysterious potions and, of course, their trusty broom, which acts as both a powerful weapon and a means of transportation. They are highly unpredictable, but you can be sure of one thing: these dark sorcerers will always act in their own interest.
Berserker
Role: Damage
These ruthless savages never go a day without a good fight. They know no fear, only rage. Seized by insane fury, the Berserkers can easily sweep aside hordes of enemies in their path. When enraged, they feel no pain, and their wounds heal on their own. The battle cry of the Berserker can strike terror into the hearts of enemies and inspire allies.
Kinetic
Role: Damage
The Kinetics are able to harness a special kind of energy, which they use to cause chaos among enemy ranks. Their gauntlets allow them to easily rip massive rocks out of the ground and send them hurtling towards their opponents. They can also control their enemies' movement on the battlefield by altering the gravitational fields around them. Additionally, Kinetics can protect their allies by surrounding them with energy fields.
Necromancer
Role: Damage
Necromancers are powerful sorcerers who control death itself. With their dreadful spells, they can both inflict significant damage to enemies and syphon their life force to restore their own health, but mostly, they use their powers to force horrifying undead creatures to fight for them. With the power to turn into a Lich, they gain access to special abilities not available in human form.
Slayer
Role: Damage
These insidious killers seemingly appear out of thin air and disappear just as quickly, leaving a trail of bodies in their wake. Capable of melding with the shadows, they’re able to slip by unsuspecting enemies and leave them with a sense of impending death. Their primary weapons are a pair of razor-sharp swords, but they've got plenty of other cards up their sleeves that can assist them in killing opponents or retreating if a fight gets too intense.
Monk
Role: Damage
Monks are of a martial order, having mastered the discipline of body and mind. Their skill with a staff is honed to perfection, and their fighting style incorporates special stances coupled with a series of powerful attacks. Wielding their staff, monks can spin it to inflict damage to all enemies around them and perform dizzying acrobatic stunts.
Alchemist
Role: Support
The line between genius and insanity a thin one – many wonder which side the Alchemists falls on. These half-mad scientists have devoted their lives to alchemy, resulting in an arsenal which includes both corrosive chemical compounds and invigorating elixirs. On their backs they carry a portable alchemy laboratory equipped with manipulators that can spray acid and fire at the enemies, as well as inflict significant damage with its bladed claws.
Knight
Role: Tank
The mighty Knights are always in the thick of battle, aided by a falcon, summoned to attack enemies at their command. The Knight is capable of withstanding the onslaught of numerous enemies, diverting their attention from less protected allies. Armed with shield and spear, they are able to not only block incoming attacks, but to also deliver crushing blows in return.
Boy so much for my alluring and exotic accent. (
¯\_(ツ)_/¯
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looking forward to the Alchemist, Kinetic, Berserker, Witch, and Necro.
Kinda gives you an idea of what grouping will be like.
alchemist looks like octopus
This isn't a signature, you just think it is.
Sooooooo I guess the LightBringer and Alchemist are the sorta quasi healer classes?
I will check them out but that Necro tho o.O
Welp, I'm officially sold on the Monk.
(Seemed to have borked inserting the video. Use the link instead!)
AHAHAHA LOL
I agree with you, monk sold the game for me as well. More games need a monk/samurai/ninja class
Many of these classes look awesome! Kudos to the devs!
My personal favorites are Monk, Slayer, Alchemist and Knight.
I think the Kinetic will be a crowd favorite, it feels very in tune with how the game is designed (ranged, control).
Its about 10-15hrs of play to unlock a class if you head right to the class you want. You start as an Pally, Cryo or lightbinder and work your way through the AA to unlock classes and advance your char.
it would be nice if they had one more classes dedicated to support and tank roles. It seems they have tons of damage type roles and few tank/support...
anyway their concept seems appealing for sci-fi lovers :]
i don't where to begin to correct this comment...
Theres ONE char slot, cause your ONLY character can swap to any class at any time without any cost of respecs.
i guess it depends. Hard hiting bosses, ni kiteable? Tank will be mandatory. If a tough dps can do the trick with a support then no. Same for support, need to keep the tank alive? No? then you can bring another dps.
Yeah, I can already see those DPS queues are going to be a lot of fun.