Ironbreaker
Incredibly durable tank, mechanic is Oath Friend which you place on an ally. Generate Grudge if ally is attacked, which improves abilities. Many buffs affect you and the Oath Friend.
An overview of all 24 careers, from their mechanics to how they play.
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Chapter I Six careers
General play style is to follow a Guarded DPS around to protect them; use utility abilities, crowd control (knockbacks, snares, knockdowns, interrupts), and defensive tools to keep team alive and allow you to pressure.
Incredibly durable tank, mechanic is Oath Friend which you place on an ally. Generate Grudge if ally is attacked, which improves abilities. Many buffs affect you and the Oath Friend.
Primary unique mechanic is based around auras that buff allies and debuff enemies.
Has 'style chains' where you work through a sequence of abilities (No Balance/Improved Balance/Perfect Balance). Also get buffs that proc and have effects on hit.
Similar to the Ironbreaker, but their mechanic is Dark Protector. You generate Hate, which similarly fuels/is consumed by abilities. Same deal with the buffs.
Similar to the KotBS, but generally more debuff-oriented. Slightly different utility package.
Chapter II Six careers
Most RDPS trees have some combination of a CQC tree, a ranged single target pew pew tree, a ranged AoE tree, or a pure utility tree.
Order
Main class mechanic is building up a meter. The higher the meter, the more crit chance and crit damage you do, but you have a backlash chance. Has a CQC/Bomb spec, a damage-over-time spec, and a nuking spec.
Main class mechanic is swapping between stances suited for stationary turret DPS, on-the-move DPS, and a melee/CQC spec. Maybe still a bit overtuned despite recent patches having SW mains think it got nerfed to oblivion.
Destruction
Very similar to the Engineer (with the pet). Main difference is the ST spec is non-physical so you can focus on just stacking Int and don't need to worry about two sets, so it slaps pretty hard.
i think non st is non physical too
Context
Magus generally deals non-physical damage across its specs. Engineer can use a tactic to make some physical attacks deal magical damage.
Similar to the Shadow Warrior, but has various pets instead of stances. It's functionally the archer career like SW, but the trees are quite different and the CQC spec style differs drastically in how you play it.
Chapter III Six careers
The melee DPS trees play fairly differently, but there's usually an AoE spec suited to warbands and a single-target spec suited to small-scale/PvE, and never the two shall be done hybrid.
Order
Order's stealth/assassin/combo point class. You get a Stealth ability (lasts up to 30s) which grants you access to openers, and you have Bullets which do guaranteed damage and apply a debuff when you use a finisher. Has AoE, ST DoT, and ST DD specs. Finishers are generally short ranged (30', from the pistol).
The typical blob DPS, has medium armor and a pet (only some specs use this). Has a Leap, has an AoE blender ability, grug brain put up big numbers.
Destruction
Like the Slayer (same mechanic), different utility abilities. Has a PBAoE pull of sorts that can be disruptive if used well and just vends immunity if not, so don't RP this as a grug brain Choppa.
Like the Shadow Warrior, main mechanic is swapping between stances. Trees are single-target raw damage, single-target debuff/utility, and warband AoE spec. Has a pile of nice warband utility if played well like AoE knockdowns (stuns), a single-target pull ability, high value debuffs, etc.
Chapter IV Six careers
The spice of life. The non-melee healers have standard single-target heals, group heals, and HoTs as a package, but offer widely variant utility.
Order
The 'traditional' MMO healer. Has buffs that can be applied to group members, a GT ability that pulses heals to group members (and can have other abilities tied to it), and has an instant cast heal which can be useful to top someone up on the move/while repositioning.
Can turn most of your healing stats into dps stats with the click of a button, making gearing for DPS and healing easy. Also has overtuned DPS builds.
Another 'traditional' MMO healer with a twist - has a Force/Tranquility meter that builds up by using consecutive abilities of the same type ('immediate' vs. 'over time') which then have a payoff when using an ability of the other type, encouraging a little more thinking on sequencing.
Has a very busted AoE snare despite 4000 nerfs (Mistress of the Marsh) and some other strong utility. Also has overtuned DPS builds.
The most 'unique' of the healer archetypes. Has a separate resource (Righteous Fury) in addition to AP, which fuels some abilities, usually necessitating some thought on sequencing, though for 'pure' healers you get some passive regen off an item + have a few ways to quickly refill it.
As a 'pure' healer it's basically a spike group healer. The DPS spec is warband viable once you're a little more geared. Fun DPS healer in PvE dungeons tho!
Destruction
It's the Rune Priest, but with different utility/flavouring on the utility. A lot of the same core strengths apply.
Believe it or not, it's the Archmage, but with different utility/flavouring on the utility. Healers are the 'closest' mirrors imo.
It's the Warrior Priest, but the DPS spec isn't warband viable. It absolutely rips in PvE/dungeons though, giving you lots of flexibility when running those as you get geared.
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Text by Glaiveheart. Balance comments reflect the original post. Read the original post
Guard a groupmate within 30 feet. You take 50% of their incoming damage and receive 35% of the hate they generate against monsters.
Transferred damage can be blocked or parried, unless the original attack was undefendable.