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¶
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:
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:
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:
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:
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:
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:
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:
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:
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 |