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- 7/11/2014 - Class names have been switch to Trion's version, a few notes about patch 1.2 have been added in.
- 7/14/2014 - More edits, this time it actually reflects the state of the game as it is in 1.2. Fixed some names and the thousands of typos.
- This list is meant to represent the viability of class combinations in ArcheAge at the current level cap of 50, a
- lot of the builds change when the 1.0 patch rebalances classes around, specially those involving Vitalism and
- Archery (EDIT: Archery still op, songcraft got fucked). I may sound biased towards some classes, but this is just the general consensus I've picked after months of
- following this game, playing in various servers and watching a lot of streamers and their performance.
- You're not "a baddie" for playing a less popular class, but you'll struggle more and will require your team to complement your weaknesses.
- Tiers aren't meant to be a straight representation of strength in a class combination, the higher in tiers they're
- usually more viable all around in all situations (unless it's specified in the descriptions),
- and the lower they are they can be lacking in some aspects and be strong in others, as well as being more or less desirable in pvp/pve/solo/group content.
- Use your own judgement accordingly and play what you want, but don't be stupid and pick two offensive branches that require different stats, like Battlerage+Sorcery,
- you won't be able to stack both str and int, so you'll be mostly useless.
- Most of the time you'll want one offensive class and one defensive class, if you don't pick any of the defensive
- Trees you'll die in a simple cc combo. Occultism can fill the role of Offensive Tree quite well, but I still
- consider it a mix of Damage and CC, unlike Shadowplay which really isn't good enough to fill a damaging role. Solo pvp
- builds use Shadowplay a lot, it's incredibly useful, but it will also leave you very lacking in some other aspect, so
- choose wisely.
- ---Offensive Trees---
- Battlerage
- Your average melee warrior class, gap closers, nice aoe, some cc, a great debuff, and probably the strongest buff in
- the game (Rage). WARNING going melee as your main source of damage can be frustrating in this game, there's a lot of
- risk, and not that much of a reward. It is fun and can be strong if played right, just expect it to be kind of a
- hard mode for a while as well as taking a lot more damage in pve and some enemies being simply unkillable by
- yourself.
- Archery
- EDIT: All of this rambling is about Quickshot being in Shadowplay. Patch 1.0 already moved it to Archery. It is, however, recommended
- to grab shadowplay with archery anyways for the ranged buffs, stealth, and possible melee skills (though if your enemy is attacking you up close
- as an archer, you're going to die anyways). Archery really isn't anti-mage, it is just clothie destroyer (gee I wonder which
- classes use cloth). Your advantages will be based on if you hit first and pull off your CC's first. You'll, of course, give melee classes plenty of hell.
- Your not so average ranger, first of all koreans decided to put your basic spammable attack on another Tree, so you
- better grab Shadowplay with this, or you'll be one useless mess. Best range in the game, decent area damage, average
- cc, and some unreasonably long cooldowns. Half the time you'll blow your stuff and be left doing nothing but quick
- Quickshot, that's the reason Shadowplay tied with Archery is so important. Archery is supposed to be the mage killer
- class, but I wouldn't be so sure about that.
- Sorcery
- Archeage's spoiled child, You can't go wrong with this class at this level cap, almost every skill is useful
- somehow, a defensive shield that also increases your stealth detection, some moderate CC, a few instant atacks, some
- long casting devastating attacks, great area damage, great spammable atack (that leaves your rooted, but the good
- damage makes up for it) and even a small group buff.
- ---Utility Trees/mixed Trees---
- Occultism
- Lot's useful skills, good aoe+cc, a really nice spammable attack, crits and crit damage for spells, nothing wrong
- with Occultism, a very solid class. Be ready for people to say they hate your impale+crows combo.
- Shadowplay
- This is not the "rogue" class, this does have melee skills, and yes it has stealth, but you won't be a ninja with
- this class by itself. It has ranged attacks, as well as gap closers and stuns. Many people will say stealth is
- cheating, and they're probably right, but thankfully it comes with a big tradeoff and is very limited outside of
- this class (for now). If you're really against grouping you relly want stealth, you can also stealth while carrying
- a tradepack which helps a lot to avoid ganks.
- ---Support Trees---
- Songcraft
- Edit: This class got severely nerfed in patch 1.2. Proceed with caution.
- Lots of Buffs, a few heals, Debuffs, and a stupidly strong passive. Just remember if you're playing songs they get
- cancelled once you use any non song skill. WARNING if your class uses a magic regeneration instrument, the flute
- sound may drive you insane, you'll hear this stupid tune so many times you'll listen to it during your sleep, in the
- bathroom, during exams or while saying your marriage vows.
- Vitalism
- Edit: This class got severely nerfed in patch 1.2.
- This class is based off of the spirit stat now for healing, which is found on club weapons.
- It is not recommended to roll this unless you really want to heal or weapon swap.
- Not as many heals as you'd expect from the healing class, but some is better than none, continuous recovery is
- ridiculous and people will hate you when you go from 1% to 50% or more in the blink of an eye. It has some not so
- hot damage spells, a moderately useful buff and an aura, the only class with built in resurrection and even a group
- stealth. All the builds involving Vitalism get fucked as soon as 1.0 hits, because your heals are no longer tied to
- your intelligence, you'll have too choose between healing or damaging gear.
- ---Defensive Trees---
- Defense
- Lot's of protection against melee and specially against archers, it has an invincibility buff and a reasonably large
- area spell that can restrict people from leaving it's area of effect as long as they're being damaged so they can't glide out. Stun
- reduction, healthpool increase, as well as a really good silence atack.
- Auramancy
- The tryhard pvp class, this game has a fuckton of CC's, and this class helps you to get rid from good deal of them, as
- well as provide you with considerable magic protection for those big mage cooldowns. It's mostly a series of oh shit
- buttons as well as some area disables and damage mitigation. So you hate dying? grab Auramancy and see how much your
- survivability increases, you'll cry when you see a teleportation spell proc 4 times in a row and that guy you were
- ganking is now 100 meters away.
- Witchcraft
- Do you like making people useless for moderate periods of time? Does your mage need to lift their opponents in the
- sky unable to act while you cast your 5 second spells? Then grab Witchcraft as your defensive class and boost your
- chances of surviving as well as disabling your opponents left and right.
- For a full debrief of each class I suggest the following series of videos
- https://www.youtube.com/watch?v=BtaL5ZSb9Fc
- Onwards to the Tier List.
- In total there are 120 classes.
- These tiers go from 1 to 7, 1 to 5 being from Best/Popular to Horrible, 6 being healer tier, and 7 being nerfed tier.
- ***** T1.- Most of this builds are popular, not necessarily for the right reasons, they simply work for what they're
- built, this doesn't mean all the builds in this tier are on equal ground against each other, it just means you are
- safe to grab one of this combinations and learn it along the way. *****
- Witchcraft+Sorcery+Shadowplay = Hermit / Daggerspell
- Want to make people put your name in their death note? well you're on the right track with this. Some will argue
- that you're missing a bit of damage for a mage, but who cares, you can kill pretty much anybody equally geared
- unless they're anti mage.
- Auramancy+Archery+Shadowplay = Treasure Hunter / Primeval
- I've seen a stream where the 10 players on the arena match where using this exact build... so that might give you an
- idea of how popular it is. It's just the most viable pvp archer build in this stage of content, no way around it
- Battlerage+Auramancy+Shadowplay = Politician / Darkrunner
- Another super common build, great mobility, good damage, gap closers, cc, if only you could throw fireballs...
- Battlerage+Defense+Shadowplay = Fighter / Blighter
- Probably the most well rounded melee build, a good amount of gap closers, nice cc, decent mitigation, and stealth so
- you can gank anyone anywhere, can't go wrong with this as long as you understand the limitations of melee.
- Defense+Auramancy+Occultism = Defender / Skullknight
- T A N K, baby's first character, you rarely die, superb in pve, annoying in pvp, good build for
- raid/guild leaders who steal all the loot from their guild because they're the main tank
- Occultism+Sorcery+Shadowplay = Angel of Death / Reaper
- You're open to most attackers, but play like an opportunist and you'll do great, you have amazing sustainable
- damage, quite a few combos and some of the best area attacks
- Witchcraft+Occultism+Sorcery = Darkweaver / Demonologist
- Aoe disabler mage, not as popular as your average stealth ganker, but very desired in any group and much more
- durable
- Battlerage+Defense+Auramancy = Soldier / Abolisher
- The melee tank, it's a very solid build for guild leaders or anyone who wants to boss people around and stand in the
- front of a raid.
- Defense+Archery+Shadowplay = Strategist / Stone Arrow
- A bow and a shield? who would have thought, it does work, one of few things AA did right, it's definitely T1 against
- physical classes, but trust me most tryhard mages will make you cry
- ***** T2.- This combos are simply good, you may be lacking something, but you'll make up for it with strong synergy
- among your classes. *****
- Auramancy+Occultism+Sorcery = Warlock / Revenant
- Great mage build, suitable in any situation, two spammable atacks, one usable on the move, and one for turret mode
- with increased damage, you can escape from almost any problematic encounter, you'll love it
- Witchcraft+Auramancy+Occultism = Exorcist / Nightcloak
- A good antimage build, tanky, mobility and lots of disables, some small self heals, probably your best bet if you
- like the apostle build but don't want to be useless once 1.0 goes live
- Battlerage+Witchcraft+Shadowplay = Assasine / Shadowblade
- Supposedly a very OP and popular build, I call it the combo warrior, I'd place in T1, but sadly you still get hit
- for a lot, and your chain can be destroyed with some simple dodge/block/parry leaving you open to retaliation.
- Witchcraft+Archery+Shadowplay = Chaser / Trickster
- Really good archer build, you can be one special snowflake in a sea of primevals with this build, you might even
- beat them half the time, that's if either of you leaves stealth or meet each other face to face
- Defense+Auramancy+Sorcery = Mage Patron / Thaumaturge
- A mage that makes archers cry, good for someone who wants maximum mitigation and still be able to throw heavy nukes
- like a siege tank
- Witchcraft+Auramancy+Sorcery = Sorcerer / Arcanist
- The best tanky mage build imo, you're lacking on the crit department, but you're still better than 80% of the other
- classes regarding damage, I'd even say this build is OP under the radar, but that's just me
- Auramancy+Sorcery+Shadowplay = Shadow Mercenary / Enigmatist
- A fun mage build, good for most situations, a bit hard to keep people from running if you're trying to gank them,
- but it gets the job done, if you like nukes and stealth, but hate dying in two blows, this is what you should pick
- Defense+Occultism+Sorcery = Sorcery Guard Officer / Battlemage
- Great anti physical mage, but other mages will still kill you, so pick only if you hate archers with a passion or
- you're preparing for the lvl55 update
- Witchcraft+Defense+Occultism = Caretaker / Defiler
- A nice disruptor tank, not the most popular but not bad for pve, but you still can get cced and ignored most of the
- time in pvp
- Battlerage+Archery+Shadowplay = Spy / Outrider
- A very fragile but strong archer, the crit debuff from combat is the only reason to pick combat instead of
- will/protection/conjury, but is it worth it? follow your dreams and find out.
- ***** T3.- You'll be subpar in one or more areas, you're not necessarily "bad", some experienced people might even
- grab them because they know exactly what they're getting into, but I wouldn't recommend them to new players because
- you'll get beat by the more common class combos and complain that you can't do X thing they do better than you. *****
- Auramancy+Occultism+Shadowplay = Interrogator / Planeshifter
- This isn't a bad build, you have a nice aoe combo you can pull after breaking stealth on unsuspecting groups, but
- there's a bunch of more viable solutions for whatever you're trying to get out of this
- Defense+Occultism+Shadowplay = Guardsman / Dreadnaught
- Sneaky, annoying and disruptive with good defense, it's very playable in pvp groups imo, but by yourself you'll be
- missing a bit of damage and can get countered with cc really bad
- Witchcraft+Defense+Sorcery = Paladin* / Cabalist
- One of the most defensive mage builds, a bit too heavy on the defense I'd say, but if that's your thing go for it.
- Battlerage+Witchcraft+Auramancy = Builder / Hex Warden
- Go loco, a very disruptive warrior with lowish damage, it can work with a healer backing you up, just don't expect
- to one shot people like the other warriors unless they're squishie
- Battlerage+Witchcraft+Defense = Mental Destroyer / Hexblade
- A very defensive combination with the potential for dps bursts, but still susceptible to some heavy CC, only for the
- adventurous
- Defense+Sorcery+Shadowplay = Paladin* / Swiftstone
- A somewhat unusual mage, not my personal favorite, but it gets the job done if you really want stealth and blocking
- non magical damage
- Sorcery+Songcraft+Vitalism = Physiognomist / Gypsy
- I've seen a few people playing this, I wouldn't recommend it, but if you're aware of the risks involved in having no
- cc breakers and missing all the perks of the defensive classes, then feel free to pick this. You can manage by
- keeping Barrier up all the time and spamming Continuous Recovery, Anthem of Defense and Loving Soul will give you
- some very desired magical resistance to you and your teammates, Flowing life, Seed of restoration and Anthem of
- recovery will keep your regeneration going, and in very dire situations Healing Earth can be just what you need to
- stay alive in the right situation
- Battlerage+Defense+Occultism = Dark Knight / Doomlord
- If you want a melee disabler conjury is better, necro has some neat stuff going on, but remember it's magic damage,
- it won't help you that much if your main source of damage is melee. Funny thing is Rage combos with a necro ability
- to avoid the stun, I still don't think they're meant to be together unless you plan some gimmicky aoe combo which
- you can do with the protection abilities.
- Witchcraft+Occultism+Shadowplay = Civil Engineer / Shroudmaster
- Not incredibly terrible as it might seem at first, sadly necro passives only boost magical attacks, otherwise this
- could be an interesting build boosting crit damage with plenty of CC and what not, but that's not the chase.
- Battlerage+Auramancy+Occultism = Parlamenter / Bloodreave
- It probably should be lower in the list, but I think you can still kill some people with this, just not many, but
- some of the less optimized can be killed somehow with this thanks to Auramancy.
- Defense+Auramancy+Shadowplay = Shadow Projection / Nightblade
- A tanky rogue with barely any damage, I'd rate this lower, but this is a good build for those who like playing some
- sort of scout for tradeships or stealing tradepacks in the middle of a fight while no one is paying attention
- Witchcraft+Defense+Auramancy = Enchanter / Dreambreaker
- The ultimate disruptor, you can be very annoying and you can soak damage like it's nothing, sadly your offensive
- capability is close to nothing or at least very insignificant at lvl 50. I'd say this build isn't viable and I've
- never seen someone use it, but I know one of you crazy enthusiasts might surprise me with this someday wearing ultra
- expensive gear that allows you to deal damage reliably and still be one indestructible fortress.
- ***** T4.- Picking one of this combos is settling yourself for disappointment, you probably thought something about
- this combination sounded cool, but trust me, it's not. *****
- Battlerage+Occultism+Shadowplay = Berserker / Executioner
- Weak to everything, if you want disables get Witchcraft instead of necro
- Occultism+Archery+Shadowplay = Killer / Shadehunter
- A playable combination, but very fragile, If gear supported this build it could be in T3, but there's not, so why
- bother
- Defense+Shadowplay+Vitalism = Secret Knight / Death Warden
- Yeah you get to heal, stealth and block, but everything else will be mostly disappointing, this could be in T3 for
- pve, but seriously you can do better
- Battlerage+Shadowplay+Songcraft = Romantic Robber / Blade Dancer
- The stealthy melee bard, I don't know, there's worse stuff out there, but you can do better as well
- Shadowplay+Songcraft+Vitalism= Musician / Confessor
- I get it, you want to support and still be able to stealth, but you'll be very vulnerable to any competent player,
- you won't be the worst class ever, but you'll struggle with a lot of people
- Battlerage+Occultism+Vitalism = Martial Arts Master / Blackguard
- It's not good, but I guess you could do some surprise Rage combo for fun if people forget to cc you.
- Witchcraft+Auramancy+Shadowplay = Executioner / Eidolon
- Just bad, you can take some heavy punishment, be sneaky mcstabs, and provide some really nice disables, but by
- yourself you're pretty mediocre
- Battlerage+Witchcraft+Songcraft = Choreographer / Dirgeweaver
- I wish this combination was more viable so you could play a sort of melee bard, but sadly it's not, artistry simply
- doesn't combine in any way with Battlerage.
- Battlerage+Witchcraft+Occultism = Master of Unarmed Battlerage / Hordebreaker
- If only necro boosted all crits instead of magical, this would be good, but sadly it's not even decent.
- Battlerage+Auramancy+Songcraft = Sophisticated Romantic / Herald
- Again a melee bard that should be viable, but it's not, sad times.
- Defense+Shadowplay+Songcraft = Bully / Nightbearer
- It's not the most unplayable of builds, but it'd be very underwhelming in a lot of areas, I actually did play this
- combination in the Russian server to see if Shadowplay by itself provided enough damage for a competent character, the
- results of that experiment are reflected in the position of this class combo
- Battlerage+Defense+Songcraft = Romantic Knight / Dawncaller
- Not exactly viable, it has some heals, defense and damage, but you either hit or you sing, so there's a good deal of
- the class being useless half of the time
- Witchcraft+Defense+Shadowplay = Slayer / Shadowknight
- Surprise commander, pop out of stealth and annoy people, funsies for all the family
- Defense+Archery+Vitalism = Guardian Knight / Druid
- Well you can heal people and be useless most of the time, so that's something
- Defense+Archery+Songcraft = Hunter / Honorguard
- If you can level this to 50 I'd applaud you, I don't know why'd you do it, but you go and be creative man, have fun
- kiting everything for 30 seconds
- Battlerage+Occultism+Songcraft = Tragic Musician / Lorebreaker
- Not much synergy for combat with any of this two other branches, yeah you can level with this if you feel
- adventurous, but I'd advice against it
- Battlerage+Witchcraft+Archery = Ranger / Dreadhunter
- With a name like ranger you'd expect an actual archer class to be playable, but nope, Archery without Shadowplay is just bad.
- ***** T5.- This classes are simply not viable, they shouldn't even exist, but they do. Avoid like the plague. *****
- Battlerage+Occultism+Sorcery = Envoy / Ravager
- You can kill stuff with this alright, but please don't do it, there's no reason to mix magic with combat, yeah rage
- can get you some crazy dmg boost, but you won't live long with this build for rage to even reach 5 stacks.
- Battlerage+Defense+Sorcery = Sorcery Knight / Crusader
- Sounds cool, but you can't stack two offensive stats
- Battlerage+Auramancy+Sorcery = Tactician / Enforcer
- Half mage, half warrior, half wins, full loses. Math doesn't add up!
- Battlerage+Sorcery+Shadowplay = Sorcery Thief / Hellweaver
- Only try this if you feel like impersonating a magical kirito
- Battlerage+Witchcraft+Sorcery = Geomancer / Harbinger
- God damn they had to give the cool name to a shit combination, str+int no no no...
- Battlerage+Sorcery+Songcraft = Warrior Mage / Spellsword
- It's not horrible, but there's no way to gear for this (so yeah it's horrible)
- Battlerage+Sorcery+Vitalism = Knight of Honor / Fleshshaper
- This is for the role confused people, I want to heal, but I want to be a mage, and also I want to be a warrior, your
- body will end like a hybrid splat of blood on the floor, but you won't miss anything!
- Battlerage+Archery+Vitalism = Guardian of the Battlefield / Warpriest
- No gear to support this build and archer sucks by itself, I've seen streamers using this, I'm really sad they didn't
- research at all or even read their tooltips
- Witchcraft+Defense+Archery = Forest Defender / Archon
- Tanky? sure, useless? pretty much, I'd be really surprised to see anyone with this at 50
- Battlerage+Defense+Archery = Knight Errant / Liberator
- Doesn't work sorry
- Auramancy+Archery+Sorcery = Expert / Stormchaser
- Stoooooooooooooooooooooormchaaaaseeer It totally sounds like an 80's cartoon show I'd love to watch, but I wouldn't
- love to watch this build on my team sorry
- Witchcraft+Auramancy+Archery = Wanderer / Arcane Hunter
- One of the builds that goes from T5 to T1 overnight once the lvl 55 cap is raised, very amazing, but not playable
- until then
- Witchcraft+Archery+Sorcery = Natural Mystic / Stormcaster
- Into the trash it goes
- Witchcraft+Occultism+Archery = Trained Geomancer / Shadestriker
- Another confused archer, now with more dark thoughts for free
- Witchcraft+Archery+Vitalism = Summoner / soulbow
- Doesn't work, it's fucked
- Defense+Archery+Sorcery = Wild Sorceryian / Farslayer
- People will tell stories about you until the servers are closed with this build, do it if you want praise and
- admiration from complete strangers
- Defense+Auramancy+Archery = Observer / Bastion
- don't, stop right there, don't even think abuout it, you don't want this, I can assure you that
- Auramancy+Archery+Vitalism = Mystic / Oracle
- I've played a character like this in Dungeons and Dragons, it was a blast, too bad AA devs realized archery needed
- to be viable by itself until 1.0
- Defense+Occultism+Archery = Wrathful Warrior Spirit / Dreadstone
- Another cool concept made useless due to game mechanics
- Battlerage+Auramancy+Archery = Inventor / Bonestalker
- BZZZZZZZZ NEXT!
- Auramancy+Occultism+Archery = Monster Hunter / Astral Ranger
- You won't be hunting any monsters with this, again game mechanics make this build barely playable
- Auramancy+Archery+Songcraft = Commoner / Howler
- Nothing to see here, another fail build no one should touch until the update, NO ONE
- Witchcraft+Archery+Songcraft = Archaeologist / Hex Ranger
- B A D
- Archery+Sorcery+Vitalism = Itinerant Trader / *Naturalist
- So many things wrong with this, well actually just one, I'll let you find out
- Occultism+Archery+Sorcery = Diviner / Spellbow
- Yeah you can do this and still kill people 50% of the time, but it's a waste, don't pick this please
- Occultism+Archery+Vitalism = Player / Blood Arrow
- Waste of time, don't do this to yourself
- Archery+Sorcery+Shadowplay = Sniper / Infiltrator
- I've seen people actually playing this in my guild, a single tear runs down my face when I see them, but I'm not
- alpha enough to tell them they're wasting their time
- Occultism+Archery+Songcraft = Black Musician / Gravesinger
- Drop archery, and pick something else, you'll be fine, preferably not combat either
- Archery+Sorcery+Songcraft = Adventurer / Evoker
- Your adventures will be very mediocre using this build
- Archery+Songcraft+Vitalism = Playboy / Soulsong
- Lame, don't bother
- Battlerage+Archery+Sorcery = Sorceryal Warrior / Destroyer
- I want ALL the DAMAGE in the world! you go girl! take the them them all out with your god damn genkidama.
- Battlerage+Archery+Songcraft = Warrior Poet / Bloodskald
- Yeah you don't want this, trust me.
- Battlerage+Occultism+Archery = Oppressor / Dreadbow
- A complete mess
- 120.- I-I... missed something sorry, it probably was really bad anyways
- Edit: Christ, you know a class sucks when not the editor can find it.
- ***** T6.- Healer Tier. The editor knows nothing about healing, but I know these builds are common enough. *****
- Auramancy+Songcraft+Vitalism = Priest / Cleric
- This is what most people pick when they want to play a full support character and don't do much research about the
- game. It's very good indeed, but please consider other builds before picking it, you'll have a really rough time
- before 30, and even after that you don't have a spammable attack. Remember any heal will cancel your auras so you
- have to recast them. Great for those who want to help their friends all the time or if you want to turn your
- girlfriend into a walking healthpot/buffbot 24/7.
- Defense+Auramancy+Vitalism = Bodyguard / Templar
- Everyone loves a healer, a healer that blocks arrows and melee atacks and can break out of cc's is even better. I'd
- just like to say Vitalism isn't what you expect even at higher levels, while you have some extraordinaire heals, the
- cooldown of most abilities is way too long, so you might want something less passive than this build to avoid
- falling asleep
- Witchcraft+Auramancy+Vitalism = Sage / Hierophant
- The most badass healer you can be, horrible for solo play, but godly for groups, suitable for anyone who likes to
- support and do more than playing whack-a-mole with healthbars or playing songs far from the action.
- ***** T7.- NERFED TO ALL HELL tier. You can try your luck if you think you're bad ass enough to weapon swap or masochist enough. *****
- The descriptions are valid to pre 1.0 builds. I will keep them intact for reference.
- FYI all these builds have vitalism or songcraft and there is a reason for this.
- Maybe you can heal with these, bu
- Auramancy+Occultism+Vitalism = Apostle / Edgewalker
- This is the first build on the list, So I won't go into much detail about it, I'll just say you can kill 1 or even 2
- guys with ease most of the time as long they aren't playing this exact build or jumped on you first
- Sorcery+Shadowplay+Songcraft = Clown / Spellsinger
- A very bursty mage for a surprise ambush, but you die faster than you kill if people catch you with your pants down,
- most people will hate you for the ridiculous burst you can drop in 1 second when things go your way, so have fun
- with it
- Auramancy+Sorcery+Songcraft = Tramp / Spellsong
- Really solid build, I'm very tempted to play this on release, it's lacking a bit of cc, but you can still drop
- ridiculous damage and defend yourself against other magey characters
- Witchcraft+Occultism+Vitalism = Elementalist / Necromancer
- A really devastating build, 2 of this guys can take on hordes of enemies when played right. You'll be missing the
- always handy perks of will, but you're still likely to be the last man standing in any large scale fight or small
- skirmish
- Witchcraft+Sorcery+Songcraft = Master of Elements / Lamentor
- A really well rounded bursty mage, fun, strong, annoying, and not squishie at all
- Defense+Occultism+Vitalism = Priest of Death / Justicar
- Great combo, focusing on physical defense with a lot of tools to keep yourself alive, a viable tank for small group
- content, more pve oriented than the apostle or the prophet
- Defense+Auramancy+Songcraft = Conservative Poet / Tomb Warden
- The sturdy bard singing in the middle of a fight to invigorate his allys, little to no micro, you're pretty much a
- walking totem of auras. Get some help while leveling or you'll hate the game
- Battlerage+Defense+Vitalism = White Knight / Paladin
- Good for pve, not that good for pvp but still manageable. Some people say the best tank is a tank that can heal
- itself, I'm not so sure about that, I guess it depends on the content you're doing.
- Occultism+Sorcery+Vitalism = Mystic Miracle / Cultist
- The famous zombie build, king of pve solo farming, approved by thousands of bots daily! no defensive class hurts
- your pvp viability tho, but you can always be of help in zergs
- Defense+Sorcery+Songcraft = Playwright / Earthsinger
- If you want a burst mage with an edge against physical damage pick this, the speed boost is always good and some
- emergency heals also help
- Defense+Songcraft+Vitalism = Warrior Protector / Caretaker
- Great support character, just hard to level
- Auramancy+Occultism+Songcraft = Tragic Poet / Phantasm
- Like crits? hate mages? love flutes that make you run fast? well this is a somewhat unpopular combination that works
- fine in most scenarios
- Auramancy+Sorcery+Vitalism = White Mage* / Boneweaver
- Half mage, half healer in one single package, I'd be really happy to have an army of guys like this with me, they're
- the swiss knife of ArcheAge
- Witchcraft+Auramancy+Songcraft = Preacher / Enchantrix
- Oh you crazy bards and your tricks, a very passive build with some fun on the side, for when you don't want to think
- about stuff and just have a good time, I'd like to play this but I'm too lazy to level it
- Witchcraft+Occultism+Songcraft = Scout / Tombcaller
- this is probably the most warlocky warlock out there. it's not popular afaik, the extra juicy crits can make your
- crows destroy people, you're still suceptible to heavy cc and your damage isn't stelar, but you're still very useful
- in a group scenario
- Defense+Sorcery+Vitalism = Secret Protector / Scion
- I'd say this is a sort of druid build, average damage, heals/support and good defense, fun to play overall
- Witchcraft+Sorcery+Vitalism = White Sorceryian / Shaman
- Damage, heals, control, a jack of all trades that doesn't suck, I recommend this to those who don't like being
- locked to one role
- Sorcery+Shadowplay+Vitalism = Purifying Narrator / Animist
- I'd rate this lower, but it's always nice to have a healer who can stealth and still nuke like a champ, just don't
- forget you're open to any kind of crowd control people decide to throw your way
- Witchcraft+Defense+Vitalism = Surgeon / Shadowbane
- Not your everyday healer, good in every group, but some heavy cc can still make you sad, and as expected ultra low
- damage potential
- Witchcraft+Songcraft+Vitalism = Rehabilitation Specialist / Athame
- All the support in the game in one character, now with increased survivability and annoying debuffs, great if you
- can get a static party or you like whoring yourself all the time, otherwise you'll struggle to level and perform
- menial daily chores
- Archery+Shadowplay+Vitalism = Missionary / Ranger
- Also known as Gaian, a lot of people use this on my guild, I'm not a fan of it tho, I was going to place this on T3
- but I'm reconsidering it after realizing how limited archer builds are, I guess this kind of hybrid builds are
- invaluable when there's no proper healers available, specially since Shadowplay synergizes with archery perfectly
- Battlerage+Auramancy+Vitalism = Wandering Monk / Argent
- For some reason not as popular as paladin, I wouldn't play it, but it's legit for pve, not that bad for pvp if you
- have people carrying you, but you won't have much combos available.
- Occultism+Sorcery+Songcraft = Cultivator / Requiem
- Pretty much the most glass cannon build you can pick, I don't recommend it, you'll die A LOT, but if you like the
- highest numbers possible popping in your screen go ahead and grab this class
- Archery+Shadowplay+Songcraft = Shadow Dancer / Ebonsong
- Mostly a pve build, but it works in pvp too, One of the few archer playable builds, so go ahead and pick this if you
- like songs and bow attacks
- Witchcraft+Shadowplay+Songcraft = Headhunter / Solstice Singer
- This is not a combat centric character, this is the merchant build, don't pick this unless you're devoted to being a
- merchant.
- Occultism+Shadowplay+Vitalism = Writer / Doombringer
- Another build for the building enthusiasts, it's very playable if you know what're getting into, still I suggest you
- reconsider other alternatives before picking this, It's a great build for pirates who prey on weaker people, or
- players more focused on trading, but on fair combat you're very open to cc making your life miserable
- Defense+Occultism+Songcraft = Praetorian / Dark Aegis
- Crits for everyone and beyond thanks to passives, all your classes provide some sort of area effect that can bring a
- lot of mayhem to group fights, I'd rate this in T2 for pve, but for pvp will is better than protection
- Auramancy+Shadowplay+Songcraft = Shadow Musician / Exorcist
- Surprise your enemies with a pocket bard, sing sweet songs of destruction to your enemies and inspiring melodies to
- your friends, if all goes wrong you're still an excellent entertainer for children parties and romantic serenades
- Battlerage+Witchcraft+Vitalism = Spiritualist / Dervish
- An ok Alternative to the Paladin build if you want more CC instead of straight up mitigation, still lacking some
- desired survivability and mobility.
- Battlerage+Shadowplay+Vitalism = Inquisitor
- A good melee option if you just want to have fun, you can keep yourself up and others, ambush in partys, but weak to
- pretty much anyone heavy on cc
- Occultism+Songcraft+Vitalism = Monk / Sorrowsong
- The crit healer, it's not a very durable build, if you can manage to stay out of danger it could work, but seriously
- I'd use it mostly as a leveling build, once you're 50 drop one of them and grab a defensive class so you can be more
- viable in pvp.
- Occultism+Shadowplay+Songcraft = Athlete / Nocturne
- Eventhough your crits will be massive, you don't have the nukes to exploit it nor the combos to burst people down
- consistently, not to mention your lack of defensive skills. But stealth allows you to choose your fights, pick your
- encounters wisely and this will be fun
- Witchcraft+Defense+Songcraft = Trickster / Poxbane
- The disable bard, very hard to level, worth it? only if you're a masochist but sure
- Witchcraft+Shadowplay+Vitalism = Jester / Assassin
- You're mostly a joke, but don't get discouraged, some people might like you simply because you can heal, cc and be a
- good little girl hiding in stealth
- Battlerage+Songcraft+Vitalism = Defrocked Priest / Bloodthrall
- A super flimsy support, it can be fun in pve, but it's really bad for pvp, only for the jolly bards at hearth
- without a care in the world.
- Auramancy+Shadowplay+Vitalism = Predictor / Soothsayer
- We have a guy in our guild with this build and no one but him likes it, it can somehow annoy 1 person and get lucky
- kills, but it's extremely limited in a lot of areas, I'd skip it but feel free to try it and prove me wrong
- Might update this later if anyone points out something reasonable, hope this helped you pick your class combo, feel
- free to ignore it if you know what you're doing I'm not trying to bash anyone's build, just guide the people who
- are mostly clueless about what to pick. Thanks for reading this and see you in game.
- ®Tangamu~~
- Edited by: Anon
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