Character Roles
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All Massively Multiple Online Roleplaying Games have a role system when group fighting. Asheron's Call 2 has its own system that is based on the holy triad of RPGs: the tank, the healer and the damage dealer. Further to this, Asheron's Call 2 has what may be termed the 'support' role.
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Tanks
Generally having high armor levels combined with superb damage mitigation, taunts and often crippling skills, the Tank is the captain of the active combat group. Tanks fearlessly engage their enemies head-on and usually are in charge of what, and when, to attack. Tanks are the primary damage recipient in fellowship combat, tasked with keeping aggro on enemies and protecting the more vulnerable roles from harm.
The classes that can perform this role with success for a wide range of enemies are:
Type | Human | Tumerok | Lugian | Empyrean | Drudge |
---|---|---|---|---|---|
Main | Defender | Feral Intendant | Juggernaut | Templar | |
Utility | Alchemist | ||||
Via Pets | Ranger Enchanter |
Invoker | Tactician Elementalist |
Healers
The Healer has the crucial role of keeping the fellowship vitalized and invigorated during and in between combat. The primary responsibility is keeping the tanks alive, but other duties include: group healing/vigor healing, buffing, vitae recovery, curatives for illness, and for the most devout of healers, the ability to resurrect the fallen.
The only 2 classes that have the tools to perform this role with success are on the table below. There are others classes that can perform the healer role as a secondary function.
Note: Only Sages, Healers, and Alchemists (via their first Hero Skill) can resurrect the fallen.
Type | Human | Tumerok | Lugian | Empyrean | Drudge |
---|---|---|---|---|---|
Main | Healer | Sage | |||
Utility | Defender |
Templar |
Damage Dealers
Damage dealers are the personality and force of a fellowship. They are the vital link between the tanks and healers; without their constant onslaught of damage affliction, the rest of the fellowship would struggle greatly to bring monsters to their knees. Able to deliver a flurry of multi-hits, bloodletting damage-over-time or single blows of devestating impact, damage dealers are artisans of combat.
All classes are able to contribute to the damage output of a fellowship, however some are more specialised for this purpose than others. Which classes are able to deal the most damage also varies. At low-mid levels, pet classes tend to excel, in particular the Tactician, Elementalist and Invoker. At later levels, classes with multi-hit attacks, percentage-based attacks and combat speed or other damage modifiers come to the fore, with the Berserker, Zealot, Mentalist and Juggernaut dominating the scene.
Variables include whether the enemy is single or multiple, a solo type, group type or mega-boss, what kind of damage modifying support the fellowship has, what build the player has chosen for their class, what equipment they are using and what stage of their development they are at. As such, it is not possible to produce a set-in-stone hierarchy of classes by damage output. Below is a general guide:
Type | Human | Tumerok | Lugian | Empyrean | Drudge |
---|---|---|---|---|---|
Very High | Zealot | Berserker |
Mentalist | ||
High | Bounty Hunter |
Hivekeeper Invoker |
Tactician Elementalist |
Drudge | |
Moderate | Defender Alchemist Ranger Enchanterbr>Sorcerer |
Feral Intendent Clawbearer |
Raider | Templar Hieromancer |
|
Low | Healer | Sage |
Classes which contribute less damage directly may greatly benefit the groups damage capabilities through buffing, debuffing or vigor healing, thereby increasing the contribution of the main damage dealers.
Support
Classes that fall into the support role are those which offer debuffing, buffing or crowd control skills. Certain classes are specialists in these functions while others offer them secondary to their main role.
Debuffers
The debuffer is the role that increases the fellowship's efficacy by using attacks to weaken the enemy, reduces a wide range of its attributes. They are the sculptors of the enemy and often serve as a vital force-multiplier for the group, enabling them to conquer otherwise indomitable foes. Check Damage & Mitigation to learn more about debuffs and their effects.
The classes that can perform this role with success for a wide range of enemies are:
Type | Human | Tumerok | Lugian | Empyrean | Drudge |
---|---|---|---|---|---|
Main | Enchanter Sorcerer |
Hieromancer | |||
Utility | Bounty Hunter | Clawbearer Hive Keeper |
Juggernaut Raider |
Crowd Control
Crowd control is the role of keeping enemy numbers in check, allowing the fellowship to prioritize and synchronize their attacks strategically. They can make enemies idle or dormant, distracting and confusing the foes so the group can safely determine which enemies to engage. They are the guardians of the fellowship, vigilantly watchful and ready to react on ambushes or surprise attacks.
Types of crowd control skills include:
- Mesmerize - Puts the target to sleep so that it cannot move or engage in combat. This is the most effective crowd control skill.
- Confuse - Causes the target to run randomly and not engage in combat.
- Root - Immobilizes the target, stopping it from moving from its spot but does not prevent combat.
- Stun - Immobilizes the target, stopping it from moving from its spot and also slows its combat speed.
- Slow - Attacks which are poison or water-based slow combat speed. A poison slow and water slow stack together.
All crowd controllers combine this role with another, be it healing, damage dealing, debuffing or buffing.
The classes that can perform this role with success for a wide range of enemies are:
Type | Human | Tumerok | Lugian | Empyrean | Drudge |
---|---|---|---|---|---|
Mesmerize | Bounty Hunter Enchanter |
Hivekeeper | Sage | ||
Confuse | Enchanter | Claw Bearer Hive Keeper |
|||
Root | Enchanter | Claw Bearer (H) Healer |
Raider Elementalist (H) Sage (H) |
Melee | |
Stun | Defender Bounty Hunter |
Zealot Claw Bearer |
Raider Tactician (H) |
Templar | Melee |
Poison Slow | Bounty Hunter Ranger |
Hive Keeper | Juggernaut | Mentalist (H) | |
Water Slow | Sorcerer | Elementalist (H) | Hieromancer |
Buffers
A buff is a skill that grants a beneficial effect upon the user or the user's fellowship. They are usually either toggle skills, which can be turned on or off, or have a duration that is shorter than the skill's reset time and must be used selectively. Buffers have the role of using such skills to augment the strength of the group, either in attack or defense. The role of buffing is normally combined with another role.
Fellowship buffs of a primarily damaging nature include:
- Increased accuracy
- Increased combat speed
- Increased damage
- Reflected damage
Type | Human | Tumerok | Lugian | Empyrean | Drudge |
---|---|---|---|---|---|
Accuracy | Sorcerer | Invoker | Magic | ||
Combat Speed |
Sorcerer | Feral Intendant Invoker |
Berserker | ||
Damage | Alchemist Enchanter |
Magic | Magic | Templar (H) Mentalist Hieromancer Magic |
|
Reflection | Defender (H) Enchanter |
Fellowship buffs of a primarily mitigating nature include:
- Increased armor
- Increased evasion
- Increased health regeneration rates
- Health-over-time
- Negated damage
Type | Human | Tumerok | Lugian | Empyrean | Drudge |
---|---|---|---|---|---|
Armor | Defender Enchanter Magic |
Invoker | |||
Evasion | Healer | Raider | |||
Health Regen | Magic | ||||
HoT | Defender | Sage | Templar | ||
Negation | Defender (H) | Templar |
Fellowship buffs of a neutral nature include:
- Increased run speed
- Increased vigor regeneration rates
- Vigor-over-time
Type | Human | Tumerok | Lugian | Empyrean | Drudge |
---|---|---|---|---|---|
Run Speed | Ranger | Feral Intendant Missile |
Magic | Mentalist | |
Vigor Regen | Magic | Healer | |||
VoT | Melee |