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Which Class Should I Play?

Every class on Echoes of Myrthalis is tested on the same training dummy, with the same gear, at three stages: gear only, halfway and endgame. Here is how each one plays, what it needs, and how it grows.

The short answer

Play the class you enjoy. At halfway and at endgame every class lands within about 7% of the average. The real differences are how they fight and when they shine: some start strong, some finish strong.

About these numbers

Every class was tested on the training dummy as a max-level character with the same fixed setup: its class's Tier 9 gear and the stats that class needs.

  • Gear only: the gear as crafted (no upgrades, awakes, rarity or runes) and no systems.
  • Halfway: the gear fully upgraded, and every system at about half.
  • Endgame: the gear and every system at their maximum.

Physical classes were tested with auto attacks, mages with their main skill. Your own damage will be different, because it depends on your build - the stats you choose, your awakes and how you balance your piles (see How Your Stats Stack). It also changes with the skills you use, weapon elements, buffs and the monster you fight. Our test setup is the same for every class so they can be compared fairly - it is not the best possible build, and a well-planned build can do better.

At a glance

Class Fights with Main stat Start Endgame Known for
Templar Two-handed axe (Melee) STR ★★★★★ ★★★★★ Toughest - biggest single hits
Slayer Two axes (dual wield) (Melee) STR ★★★★★ ★★★★★ Slow start, right on the average at the end
Force Master Knuckles + shield (Melee) STR ★★★★★ ★★★★★ Steady and simple, always on the average
Harlequin Yoyo + shield (Melee) STR ★★★★★ ★★★★★ Strong start, a dip in the middle
Crackshooter Bow + shield (Ranged) DEX ★★★★★ ★★★★★ The strongest start of all
Arcanist Staff + magic shield (Magic) INT ★★★★★ ★★★★★ Right on the average at every stage
Seraph Cheer stick + magic shield (Magic) INT ★★★★★ ★★★★★ Heals and still finishes strong
Mentalist Wand + magic shield (Magic) INT ★★★★★ ★★★★★ The strongest endgame

How they compare

-20%-10%0%+10%+20%TemplarSlayerForce MasterHarlequinCrackshooterArcanistSeraphMentalist

Gear onlyHalfwayEndgamethe middle line = the average of all 8 classes

With gear only, the classes differ the most (a few start strong). From halfway on, every class stays close to the middle line.

Templar

Toughest - biggest single hits

Type Melee, Physical
Main stat STR
Weapon Two-handed axe
Hits slow, very heavy swings
Crits most hits (about 80%)
Difficulty Easy

Pros: Hard to kill; Biggest single hits of all 8; Good start

Cons: Lowest endgame damage (-7%); Melee: you stand in boss attacks; Grows the least from halfway to endgame

Your piles: STR Attack % Crit Damage % PvE %

Does nothing for you: Magic Attack %

Compared with the average of all 8 classes:

Gear only+3%
Halfway±0%
Endgame−7%

Slayer

Slow start, right on the average at the end

Type Melee, Physical
Main stat STR
Weapon Two axes (dual wield)
Hits two weapons, fast
Crits most hits (about 83%)
Difficulty Medium

Pros: Two weapons = extra gear stats; Huge crits (2nd biggest hits); Catches up fully by endgame

Cons: Slowest start of all 8 (-11%); No shield; Melee

Your piles: STR Attack % Crit Damage % PvE %

Does nothing for you: Magic Attack %

Compared with the average of all 8 classes:

Gear only−11%
Halfway−2%
Endgame±0%

Force Master

Steady and simple, always on the average

Type Melee, Physical
Main stat STR
Weapon Knuckles + shield
Hits the fastest of all 8
Crits most hits (about 85%)
Difficulty Easy

Pros: Most hits a minute of all 8; Shield = safer; Simple: hit, crit, repeat

Cons: Smallest single hits; Melee; Needs Crit Damage to shine

Your piles: STR Attack % Crit Damage % PvE %

Does nothing for you: Magic Attack %

Compared with the average of all 8 classes:

Gear only−2%
Halfway±0%
Endgame±0%

Harlequin

Strong start, a dip in the middle

Type Melee, Physical
Main stat STR
Weapon Yoyo + shield
Hits fast, from a short range
Crits most hits (about 81%)
Difficulty Medium

Pros: 2nd strongest start (+7%); Hits from a little further away than melee; Lots of crits

Cons: Weakest at halfway (-6%); A little under the average at endgame (-3%)

Your piles: STR Attack % Crit Damage % PvE %

Does nothing for you: Magic Attack %

Compared with the average of all 8 classes:

Gear only+7%
Halfway−6%
Endgame−3%

Crackshooter

The strongest start of all

Type Ranged, Physical
Main stat DEX
Weapon Bow + shield
Hits from range, steady
Crits most hits (about 80%)
Difficulty Easy

Pros: Strongest with gear only (+19%); Fights from range; Above the average all the way

Cons: Weak when monsters reach you; Only DEX counts as its main stat

Your piles: DEX Attack % Crit Damage % PvE %

Does nothing for you: Magic Attack %

Compared with the average of all 8 classes:

Gear only+19%
Halfway+2%
Endgame+2%

Arcanist

Right on the average at every stage

Type Magic
Main stat INT
Weapon Staff + magic shield
Hits big storms (EVA Storm), fewer hits
Crits none on its storms
Difficulty Medium

Pros: Big magic hits from range; Exactly on the average from start to end; Good against crowds

Cons: Fragile; Crit Damage is wasted; Fewer hits: a miss costs more

Your piles: INT Attack % Magic Attack % PvE %

Does nothing for you: Crit Damage %

Compared with the average of all 8 classes:

Gear only−2%
Halfway−1%
Endgame±0%

Seraph

Heals and still finishes strong

Type Magic
Main stat INT
Weapon Cheer stick + magic shield
Hits Merkaba Hanzelrusha, steady
Crits none on its skill
Difficulty Medium

Pros: Heals and buffs the party; 2nd strongest endgame (+3%); Fights from range

Cons: A little slower start (-5%); Fragile; Crit Damage is wasted

Your piles: INT Attack % Magic Attack % PvE %

Does nothing for you: Crit Damage %

Compared with the average of all 8 classes:

Gear only−5%
Halfway+3%
Endgame+3%

Mentalist

The strongest endgame

Type Magic
Main stat INT
Weapon Wand + magic shield
Hits Spirit Bomb: few, very big hits
Crits none on Spirit Bomb
Difficulty Medium

Pros: Strongest endgame of all 8 (+6%); Strongest at halfway too; Fights from range

Cons: Slow start (-10%); Fragile; A huge hit on an almost-dead monster is wasted

Your piles: INT Attack % Magic Attack % PvE %

Does nothing for you: Crit Damage %

Compared with the average of all 8 classes:

Gear only−10%
Halfway+5%
Endgame+6%

How damage is worked out

Every class uses the same formula. What differs is which piles it fills:

Physical:   Base x Weapon x Critical x Attack % x PvE %
Mage skill: Base x Weapon x Attack % x Magic Attack % x PvE %

Mages get Magic Attack % as an extra pile; physical classes get Critical Damage in that role. Both grow at the same speed. Full details: How Your Stats Stack.

How we balance the classes

  • Every class is tested on the same dummy for 60 seconds at three stages: gear only (no systems), halfway (full gear, every system about 50%) and endgame (everything maxed).
  • The goal: every class within about 10% of the average at halfway and endgame. Right now all 8 are within 7%.
  • With gear only the classes may differ more: some classes are made to start strong, others to finish strong.
  • A dummy test is one target for one minute. Survival, range, healing and big crowds are not in it - that is where the classes trade strengths.
  • We look at the numbers again with every new tier and with what players tell us. Every class change is listed in the news.

Still not sure?

If you like... Try
the strongest start and fighting from range Crackshooter
a strong start, fast hits and lots of crits Harlequin
being hard to kill and landing the biggest single hits Templar
two weapons and the most crit hits Slayer
simple, steady fighting with a shield Force Master
big magic storms, right on the average all the way Arcanist
healing your friends and still hitting hard Seraph
the strongest endgame, one huge spell at a time Mentalist