During our time with the game we have come across a few different ways to spec the different classes. These aren’t necessarily the best way to build out your characters, but merely a starting point. With so many abilities to choose from, the combinations are mind-boggling. Still, concentrate on selecting abilities that complement one another. Define what your character’s role is on the battlefield and stay true to that vision through thoughtful ability selection.
Skirmisher
Recommended Abilities
| Ability | Name | Discipline |
|---|---|---|
| Poisoned Weapons/Infected Wounds | Sabotage | |
| Parry/Effortless Riposte | Double Daggers | |
| Evasion | Subterfuge | |
| Evade/Hidden Step | Subterfuge | |
| Flank Attack/Skirmisher | Double Daggers | |
| Bloodied Prey | Double Daggers | |
| Unforgiving Chain | Double Daggers | |
| Spinning Blades/Neverending Spin | Double Daggers |
Daggers are some of the highest DPS (damage per second) weapons in the game, and the dual-wield rogue has two of them. Therefore, seek out abilities that make these daggers even deadlier, like Poisoned Weapons, Flank Attack, and Spinning Blades. While rogues can dish out some heavy damage, they can’t take much in return. Therefore, rely on the default Stealth ability to sneak into close range and attack from the shadows. After striking, use Evade to jump out of the way or Parry to block the retaliating strike. Don’t get greedy—going toe-to-toe with heavily armored enemies won’t end well. So stick and move to stay alive.
Toxic Archer
Recommended Abilities
| Ability | Name | Discipline |
|---|---|---|
| Poisoned Weapons/Infected Wounds | Sabotage | |
| Explosive Shot/Chain Reaction | Archery | |
| Death from Above | Archery | |
| Leaping Shot/Rolling Draw | Archery | |
| Fighting Dirty | Sabotage | |
| Explosive Toxin | Sabotage | |
| Pincushion | Archery | |
| Full Draw/Stunning Shot | Archery |
When equipped with Poisoned Weapons, a rogue archer can spread poison across the battlefield with ease, poisoning every opponent within a matter of seconds. This is why we always start with Poisoned Weapons when playing as a rogue archer. The damage inflicted by poison isn’t much, but it adds up over time, particularly once you increase the poison’s potency with Infected Wounds and its duration with Fighting Dirty. Add Explosive Toxin to make infected enemies explode, releasing a toxic cloud when they die, poisoning nearby opponents.
Tank
Recommended Abilities
| Ability | Name | Discipline |
|---|---|---|
| Shield Wall/Chevalier’s Step | Weapon and Shield | |
| Challenge/Throw the Gauntlet | Vanguard | |
| Bear Mauls the Wolves | Weapon and Shield | |
| Turn the Bolt | Weapon and Shield | |
| Shield Bash/Ring the Bell | Weapon and Shield | |
| Turn the Blade | Weapon and Shield | |
| Untouchable Defense | Vanguard | |
| It’ll Cost You | Vanguard |
The weapon-and-shield warrior is perfect for tanking, particularly when equipped with abilities that help build guard and deflect damage. Shield Wall is always our first stop, giving our warrior the ability to build guard. While the default War Cry is great for taunting nearby enemies, Challenge comes in handy for taunting those distant enemies who are likely harassing your more vulnerable party members. Passive abilities like Turn the Bolt, Turn the Blade, and Untouchable Defense all reduce incoming damage, ensuring your warrior is around longer to defend allies.
Berserker
Recommended Abilities
| Ability | Name | Discipline |
|---|---|---|
| Block and Slash/Flawless Defense | Two-Handed Weapon | |
| Charging Bull/Gore and Trample | Vanguard | |
| Shield Breaker | Two-Handed Weapon | |
| Grappling Chain/Give Them the Boot | Battlemaster | |
| Whirlwind/Rising Winds | Two-Handed Weapon | |
| Clear a Path | Two-Handed Weapon | |
| Earthshaking Strike/Shattered Ground | Two-Handed Weapon | |
| Guard-Smasher | Two-Handed Weapon |
Clearly, the emphasis of this two-handed warrior build is damage output. But even these warriors need some defense, so rely on abilities like Block and Slash/Flawless Defense and Charging Bull/Gore and Trample to build guard—without substantial guard, this warrior won’t last long in close contact with multiple enemies. When it comes to offense, place this warrior in the thick of battle, surrounded by enemies, before initiating Whirlwind or Earthshaking Strike. Consider taking this warrior’s offense to the next level by mastering the Reaver specialization.
Support Mage
Recommended Abilities
| Ability | Name | Discipline |
|---|---|---|
| Barrier/Elegant Defense | Spirit | |
| Peaceful Aura | Spirit | |
| Immolate/Wildfire | Inferno | |
| Dispel/Transmute Magic | Spirit | |
| Winter’s Grasp/Winter’s Chill | Winter | |
| Revival/Life Ward | Spirit | |
| Rejuvenating Barrier | Spirit | |
| Fade Step/Frost Step | Winter |
Our mages tend to fill a supporting role on the battlefield, with an emphasis on preventing damage to themselves and their allies. Barrier is the first line of defense, prioritizing the protection of non-warrior allies who can’t generate guard. But a mage needs some offense too, which is why we utilize Immolate and Winter’s Grasp to balance out our elemental magics. Revival can be an absolute game-changer in tough battles, instantly raising fallen allies so they can continue the fight. To discourage or escape incoming attacks, we rely on Peaceful Aura and Fade Step.