Which class should you play? Four questions decide it — no tier list needed
✍️ Alice・愛麗沙
Update 9/14: 電擊術士 (Lightning Mage) is live on Taiwan since 9/9 — 19 classes, not 18. Fourth mage-line class, switched from 見習魔法師 with the badge sold at the Dunbarton badge shop; weapon 圓盤線圈 3,000 gold. It has no S0 rating yet in the table below.
⚠️ Ratings and numbers below are KR and TW server data, labelled per claim. This is a translation of our Traditional Chinese decision guide, adapted for readers on no server yet — no global release is announced as far as we track, and class rosters at a future launch are unknown.
First, dismantle the expensive misconception
Class follows your equipped weapon and emblem, not your character. Your character accumulates classes: swap the greatsword for sword-and-shield and you are a Warrior; back to a staff and you are a Mage, levels intact. So the irreversible thing is not the class — it is the runes, gems and enhancement you sink into one line. That rewrites the question from “will I regret this” into “where do I park the next three months of resources” — and that one is answerable.
A tier list can’t answer it. Tier lists rank whose number is biggest; you’re asking what fits you. Two different questions.
The map: 18 classes, six lines of three (TW roster)
Six lines — Warrior, Archer, Mage, Healer, Bard, Rogue — three classes each. (KR additionally has Knight, Lightning Mage and Dark Mage; TW has announced Lightning Mage for its 9/9 update.) Weapons per line: sword/greatsword, bow/crossbow, staff/grimoire, healing wand, instruments, dual blades/dagger.
Two facts fall straight out of the roster, and they decide more picks than any rating:
- Twelve of the 18 are DPS. One tank (Warrior), one pure healer (Healer), one heal/damage hybrid (Priest), three supports.
- If you want to be the person parties need, the shortlist is tiny. Healing: Healer, full stop. Tanking: Warrior. Twelve DPS classes compete for the same seats; the functional roles walk in.
Fork 1: will you actually press the buttons?
This is the heaviest question, because it decides your daily life, not your damage. The play centre of gravity on the live servers is auto-battle — dailies, farming, class levelling mostly run unattended. But idling is not a property every class has (KR community assessments):
| Group | Examples | Why |
|---|---|---|
| Runs unattended (7) | Monk, Frost Mage, Greatsword Warrior | Damage conditions don’t depend on timing; Monk self-heals through neglect |
| Runs, needs setup (6) | Mage, Frost Mage (in hunting grounds) | Specific skills must be removed from the auto list, or the AI loops forever pulling respawns |
| Effectively manual (5) | Musician, Crossbowman, Longbowman | Cast/charge timing and positioning are the damage |
If most days give you ten minutes, pick from the left column. If pressing the buttons is the fun, the right column is where the ceiling lives.
Fork 2: which content — and the trap that inverts every ranking
TW currently runs the Mars abyss; KR currently runs Runda. Their verdicts are opposite. Mars is a timed multi-room dungeon where trash sections are two-thirds of the clock — AoE output is your clear time, and the top of that board is Mage and Fire Mage. Runda rewards single-target break burst — Archer, Crossbowman, Swordmaster. Read KR’s current abyss ranking as TW advice and you get precisely inverted guidance. Most “strongest abyss class” content you’ll find in English or Korean is describing Runda.
Split by content (KR/TW community consensus, era-labelled on our tier page):
- Dailies/farming: Monk, Frost Mage, Greatsword Warrior — the unattended trio.
- 8-player raids: Crossbowman is the S0-era standout (“first DPS without a weakness” is the KR phrasing); Archer and Swordmaster near the top.
- Abyss (Mars-type): Mage is the lone S; Fire Mage tops all three source lists.
One axis never shows on tier lists but decides whether you get invited: functional seats. Healer (the only class that solo-covers eight people — and its real value is party damage amplification), Bard (compresses the whole party’s burst into one window), and the Break Extend holders — three classes game-wide, of which TW has two: Warrior and Frost Mage. The cruel property of a functional seat: it guarantees you a slot, and only one — Break Extend has diminishing returns and a capped total break window, so a second holder is wasted.
Fork 3: are you spending?
One fact first, common to all classes and non-negotiable: elite-grade runes have no “all skills +1” line, so a strict free-to-play player cannot reach the skill-30 breakpoints that high-budget builds are written around. Within that, the F2P feel varies enormously, and the gap is almost always the three accessory slots:
- Frost Mage is the steepest F2P wall — both core accessory runes are epic-grade. KR’s phrasing: the class with the biggest F2P feel-loss in the game.
- Mage is gated on one epic accessory; without it the meteor-axis build doesn’t assemble.
- Rogue is gated on a specific Lv65 unique heavy top, not a rune.
- Archer is the friendly one: both mandatory accessories have elite-tier versions.
The reassuring half: armor slots have complete budget ladders for nearly every class, and KR’s patch history has mostly churned accessories, not armor. Armor investment has the longest shelf life.
Fork 4: how much time do you have?
- Ten minutes a day → an unattended class plus a checklist. The risk isn’t falling behind; it’s losing counters that evaporate at reset.
- An hour a day → the efficiency sweet spot is “idle the farm, hand-play the checks”: Frost Mage and Mage are the archetypes.
- Weekends only → your problem is getting into groups, so functional seats are worth the most: Healer, Bard, a Break Extend holder. The thirteenth DPS applicant is the least scarce thing in a weekend guild channel.
What a wrong choice actually costs
Switching classes costs no character progress — levels, character growth, and the class levels you’ve banked all stay. What does not carry: your rune loadout and gem configuration are per-line, and skills must be re-acquired for the new class (TW/KR official help, with the carry-over table on our class-switch page).
And there’s an upside nobody advertises: levelling several classes is itself a payout. The cumulative-class-level title at 675 pays a permanent, account-wide stat bonus — the same grinding, counted twice. So the mistake to avoid isn’t “picking wrong”; it’s committing epic-and-above runes to a line before you’re sure. Coast on elite runes early and park resources in armor and seals — the cross-class assets.
Our recommendations, stated plainly
- First character, one account, unsure what you’ll want → Archer. Raid-top, idles acceptably, cheapest accessory floor, and eighteen months of KR history without being nerfed out of viability.
- Ten minutes a day, want it to run itself → Monk or Frost Mage (Monk if unpaid — Frost Mage’s accessories are a paywall).
- Chasing Mars-type abyss timers → Mage.
- Never want to LFG twice → Healer.
- Want the manual ceiling → Swordmaster — KR’s verdict is “does everything”, and the price of everything is your hands.
- Never grouping at all → Greatsword Warrior, the era’s best solo-completion class.
A claim you can falsify: “decide manual-vs-idle first” predicts whether a player is still on that class in three months better than any tier letter. We derived it from the idle-aptitude distribution (7 of 18 truly unattended) and the auto-battle centre of gravity — it’s a judgement, not a statistic. Show us a retention survey that contradicts it and we rewrite this article’s order.