Shiram - The Storm Dragoon
This build focuses on Defence and High Damage Potential. To achieve a combination of these two we will need to sacrifice some stats, however. For simplicity, we will choose Physical weapons and armor. We will want two weapon builds to shift depending on the situation and party setup.
- Weapon set 1: Greathammer, This will be our main go to weapon, especially if there is already a tank in our party two will soak up most damage or in the early levels where enemies don’t deal too much damage yet.
- Weapon set 2: Sword + Lion Shield, if our party has no tank, we are wounded prior to combat, and we know the enemy consists of only physical users.
- Armor: Steel Plate, what is a paladin without a steel plate ;)
- Ability points: Our paladin seeks the truth in addition to being a tough guy, we will be keeping the following abilities high: Empathy, Investigation, Recovery, Fortitude, Overpower, Civilisation, and Persuasion.
Level 1
Stats:
- Strength = 3
- Endurance = 1
- Luck = 2
We are setting up 3 Strength to hit an easy 4 strength on level 2 and get additional power since power out scales critical in the early game. We want some Endurance but not too much since each point in defence is a point less in potential damage.
Our main class will be the Storm Paladin, we will take the passive which will grant us critical bonus every time we take damage, because of this we will want to avoid all potential dodge in the future and rather go for damage reduction instead.
Our second skill will be Zapping Strike, this will be our go to skill because it will keep our passive up and running even when we aren’t attacked.
Our third skill will be Shocking attraction, Our build will have no agility at all so we need as much cheap mobility as we can get.
Level 2
Level gives us access to our high potential skill: Lightning’s justice, this will double the critical bonus on the target once. This means we want to be able to take advantage of this by building more critical bonus. We take strength to 4 and take 1 point in endurance and 1 point in Sensory.
Level 3
We want to pick up more elements for our Lightning’s justice and also serve us in situations where enemies are resistant to Air attacks. Dragoon opens up Light and Dark, we start off with Thrust of darkness. For stats we will continue increasing our Endurance, Sensory and Luck for each level up from now on (feel free to take less endurance if you aren’t tanking much damage).
Level 4
We take Piercing lance giving us our third element and additional range which can allow tactical positioning.
Level 5
Skies of darkness will give us a strong rare if we need additional damage and mobility while Dawn to dusk grants us potential mobility and critical bonus.
Zilk - The summoner
This build focusses on Summons to control the battlefield while providing defensive buffs for your party. Strength comes in numbers and every attack directed at a summon is one less at your party. The greatest weakness of this build is AOE attacks and physical damage.
- Race: Vasimare
- Gear: We will be going for Holy Codex + Spider doll and Thief’s Robe, to go for a supporting build.
- Ability points: we want to max the following abilities: Sorcery, Trickery, Awareness and Empathy, Willpower.
Level 1
We are going with Undead fuel, Skeleton and Hound. This will give us insane amounts of battlefield control in the early levels.
As for stats we are going for Agi = 3 Sen = 2 End = 1 this gives us a nice 37% dodge chance granting us survival we will also focus on Bonus shield and our remaining points will go into endurance for extra health.
Level 2
We unlock our epic giving us a huge power spike with Geist. We focus are stat points in Agi and sensory to grab extra bonus shield and bonus true damage.
Level 3
We take our second class opening up more summons to our pool with Spirit Tamer’s skill: Spirit Owl. With our stats we take some endurance and another point of agi to prepare for next level’s power spike.
Level 4
We have our next power spike, The Magic companions passive provides a huge protective buff for the party while our jump to 6 agi and 6 sensory give us extra mobility and shielding powers.
Level 5
We use the skill spike to grab spectral rage and our ultimate this gives us even more control over the battlefield. And we grab more endurance to ensure our survival.
Build continuation
Take more Spirit tamer skills or take a third class such as Shaman.
Adelaide - Frostfire mage
This build is a magical ranged build taking advantage of elemental synergies.
- Race: Vasimare
- Ability points: a highly intelligent wizard will want to keep his Physics and Sorcery skills high as well as Investigation and awareness.
- Gear: We will take Enchanted Bow and pretend that it's a staff and wear a Magical Cloak.
Level 1
We take Iceflame Magus’s Thermal Transfer allowing the synergy as well as Frozen Orb as a repeating source of water damage and Frostburn as a source of fire damage. With our stats we are setting up for the Power spike with 4 intelligence, we need some flat power because our range comes at the cost of power.
Level 2
Power spike with our Defrost epic.
Level 3
We take Meltdown which will act like a global debuff with our high range and allow us our ultimate at level 4 and even out our stats.
Level 4
The Molten Blizzard ultimate will give us a huge power spike, we start increasing luck and sensory for more critical potential.
Level 5
We jump into Pyromancer and Glaze adept with Bonfire gaze and Frost shard giving us more potential damage as well as a good common water attack. We keep increasing our Sensory and Luck for more critical potential.
Build continuation:
Pick up more skills from both Pyromancer and Glaze adept class
Setsuna - Dancing Ninja
This build focuses on high mobility as a melee damage dealer. The main weakness will be physical damage which we need to dodge.
- Race: Wrathico
- Ability points: we want to keep Athletics, nimbleness, acrobatics, trickery and fortune high.
Level 1
We take Shadowwalker which will allow us great positioning capabilities as well as critical chance, we take shadow dragon for early mobility as well as Assassinate for high burst damage. Statwise we set up for early power and critical chance.
Level 2
Dancing Blade will allow us more mobility as well as a solid attack that weakens enemies to our attacks. Statwise we grab a power and mobility with strength and agility.
Level 3
We pick up night slash which will has now scaled to deal significant damage when fighting multiple targets. Statwise we grab more agility and luck
Level 4
Our ultimate grants us insane survival while also greatly increasing potential damage output with the inflicted vulnerability. Statwise we continue to grab Agi and luck.
Level 5
Shadow Shuriken and Shadow prison finish up the build with two situational skills
Build continuation tips
Timewinder for extra survival
Dragoon/Conjurer for extra damage output with Dark.
Kelendar - The Crusader
This build focusses on tanking and survival and the build relies heavily on blocking both magical and physical. The weakness of the build is true damage which we can’t block and ranged enemies since we will have limited mobility.
- Race: Salaarian
- Ability points: Focus on Alteration, Overpower, Physics, Civilisation, Fortitude, Willpower.
Level 1
Crusaders will, will help us protect allies as well as incoming savior and Crusader’s zeal
Statwise we are building up for a power spike as well as high block chance.
Level 2
We get a nice defensive skill with Holy grounds as we increase our block chance and block bonus further with stats taking 1 point in STR, INT and END each level.
Level 3
We take Protector’s veil, a nice skill which gives additional reactions and physical armor, it is best to use this skill on turn 1 as a preparation move for future turns.
Level 4
Taking our ultimate helps us protect our allies as well as ourselves.
Level 5: Physical block
It is now time to choose what we want to do best, we can go with Gaia monk One with Nature + Boulder breaker if we're going to focus on physical block chance.
Level 5: Magical block
Alternatively, we can go for a magical block focussed build with Ether mechanic’s Disruption dynamo and Magnificent magnet.
Build continuation
Continue in the second class to maximize one defence type
Take the third class (aether mechanic/Gaia monk) for the maximum hybrid block.
Shiuk - The Cleric
This build will focus on protecting allies by using shields to prevent damage and granting buffs. This build relies on the rest of the party to deal damage and make sure you aren’t focused down.
- Race: Vasimare
- Abilities: We will focus on Sorcery, Willpower, Awareness and Comfort
Level 1
We start off multiclassing from the start taking Shining luck and Blessing of light from Sun cleric and song of the highlands from Troubadour. For stats we focus on Sensory and Luck to maximize our bonus shielding
Level 2
Faith of the brave will allow us increase our allies damage output in a cool way, we start building 1 point in agi in addition to sensory and luck
Level 3
We will take Song of the sea as we won’t be using our reactions anyways.
Level 4
Journey of the magical potion gives us more uses for our reactions and will be the last skill we take in troubadour.
Level 5
We take Sol heal and Salute to the sun for more flexibility of shields we can throw out.
Statwise we start leveling Endurance instead of Agility at this point to increase our own survivability
Build continuation:
Work towards getting Sun Cleric ultimate.