Dear community,
I asked an AI to make this ranking for me. What do you think? Does it seem realistic or biased? I’d be grateful if experienced players could share their opinion.
- Ease of use
- Levelling speed
- PVP Power (Large scale/Duel - Small scale
- PvE power (dungeons, raids, PvE grind)
- Versatility (roles, content types, adaptability)
1. Ease of use (for beginners / casual play)
From recent guides and feedback, Cleric and Bard are considered very beginner-friendly, with Bard often described as “super easy to play” and Cleric as an excellent starting choice.
From easiest → hardest:
- Cleric – You have heals, shields, and decent damage: very forgiving and lets you survive mistakes.
- Bard – You buff everyone, provide a bit of control, and have huge impact even if you’re not playing perfectly.
- Fighter – Straightforward melee: jump in, hit things, lifesteal, spin, repeat. Very intuitive.
- Summoner – Your pet does a lot of work (tanking, DPS, even support), so in practice it’s quite comfy.
- Tank – Simple buttons, but you need to be okay with leading the group and levelling more slowly.
- Mage – Very strong, but squishy: positioning and timing matter a lot.
- Rogue – Stealth, positioning, cooldown management: very rewarding but punishing.
- Ranger – Ranged physical damage, very squishy, and quite technical; many players find it hard as a first class.
👉 If you want something “plug and play” to start: Cleric, Bard, or Fighter.
2. Levelling speed (XP gain, mainly solo 1–25)
Some tier lists put Summoner at S+ for solo levelling, thanks to the pet tanking/DPSing while you stay safe. Then come Tank / Cleric / Fighter / Mage / Rogue, with Ranger and especially Bard being slower in solo.
From fastest → slowest (solo XP):
- Summoner – Pet tanks and deals damage, almost no downtime, very strong and safe grinding.
- Fighter – Great AoE, good sustain in melee; once your kit opens up you grind very quickly.
- Mage – Insane AoE/burst, can delete packs of mobs, but you must manage mana and not die.
- Rogue – Big burst and stealth tricks, can skip mobs and pick fights; levelling is fast if you play well.
- Cleric – Kills slower but almost never dies: very stable XP over time.
- Tank – Also very safe, but low DPS makes it feel slow.
- Ranger – Good single-target and kiting, but mana and squishiness slow you down.
- Bard – Amazing in groups, but weak solo DPS, so solo levelling is the slowest.
👉 If your goal is “level fast”: Summoner first, then Fighter / Mage.
3. PvP power
3.1. Large-scale PvP (sieges, caravans, big fights)
From highest overall impact → lowest:
- Bard – Win-condition support: massive buffs, mana sustain, CC, and group utility. Without Bards, your group is already at a disadvantage.
- Tank – The wall: pulls, walls, peel, controls the frontline and protects squishies.
- Mage – Crazy AoE damage; can erase clumps of enemies if well protected.
- Ranger – Strong ranged DPS, good roots and crowd control to punish overextended enemies.
- Cleric – Core healer, keeps groups alive; less “flashy” than Bard but absolutely necessary.
- Summoner – Flexible but still not fully defined in large-scale meta; potential is high but unclear.
- Fighter – Great in skirmishes, but can struggle in massive fights versus heavy CC and kiting.
- Rogue – Excellent at assassinating key targets, but in big zergs their impact depends a lot on skill and positioning.
3.2. Duels / small-scale PvP
In pure 1v1 theory:
- Bard & Rogue – Often considered S+ in duels:
- Bard: sustain, CC, buffs, can outlast and outtempo many classes.
- Rogue: stealth, burst, control, and resets.
- Tank – Very hard to kill and good CC.
- Mage – Can delete opponents but dies quickly if the combo fails.
- Fighter – Strong against some matchups, but vulnerable to kiting and heavy control.
- Cleric – Very hard to kill, but fights can be long; lacks finishing burst.
- Ranger – Good at kiting but suffers against gap closers and mana issues.
- Summoner – Not tested enough yet; assumed lower until the meta is clearer.
👉 If you mainly want PvP:
- Support / teamplay: Bard, Tank, Cleric.
- Damage PvP: Mage, Ranger, Rogue, Fighter (especially in small-scale).
4. PvE power (dungeons, raids, PvE grind)
Overall PvE strength (solo + group):
- Cleric – Main healer, mandatory in raids, plus very solid solo thanks to heals and shields.
- Bard – Supercharges the whole group (damage, mana, survivability); absolutely monstrous in dungeons/raids even if weak solo.
- Tank – Without a tank, group content is painful. Handles pulls, aggro, and boss positioning.
- Summoner – Excellent for solo PvE, and can flex into tanky, DPS, or supportive pets to fill gaps in a party.
- Mage – King of burst and AoE, great at clearing packs with proper support (mana, protection).
- Fighter – Strong melee DPS, fairly durable, good on bosses and packs.
- Ranger – Very good single-target DPS at range, nice quality of life in groups.
- Rogue – Good single-target damage but weaker AoE, and needs high skill to shine in optimized PvE.
👉 For smooth PvE farming: Summoner, Cleric, Fighter, Mage are top choices.
5. Versatility (roles, content types, adaptability)
From most versatile → most specialised:
- Summoner – Can adjust pets to tank, heal, or deal damage. Good solo, useful in PvE parties, and has potential in PvP. Very flexible.
- Bard – Incredible in group PvE, huge in mass PvP, strong in high-level duels: almost always wanted in any group.
- Cleric – Essential healer, decent damage, great survivability; strong in both PvE and PvP.
- Rogue – Duels, ganks, scouting (stealth), PvE single-target DPS, skirmishes; very flexible on the PvP side.
- Mage – AoE DPS, control, strong in PvE and PvP, but pretty much locked into “fragile nuker” role.
- Fighter – Strong melee DPS in PvE and small-scale PvP, can be a bit tankier to help the group.
- Ranger – Excellent ranged DPS, but mostly stuck in the “I shoot things from afar” niche.
- Tank – Incredibly important, but heavily specialised: you are the frontliner who takes hits and controls space.