The Mage is the first class you will encounter as you start your Darza’s Dominion experience. It has the longest range in the game while also being able to compete with the top damage classes, however with the price of being the most fragile and one of the slower classes. The amount of damage it does is balanced by the fact that it has low Armor and Health stats, however if you are a skilled player, mage will show to be very rewarding in every other aspect of the game.
If you are looking for a class to farm gems unmaxed, this is the perfect class to choose. The range allows you to stay outside of the Godlands mobs range while being able to take them down fairly quickly with its focused streamline damage. Mage is quite decent at doing certain events. While its fragility makes Ice Guardians and Great Eagles difficult, it can handle the rest of the events with ease and almost always reach soulbound damage. Its ability to do Darza and reach soulbound from a long range without getting into any danger is another big advantage to playing mage.
Whereas it has plenty of strengths, there is one fatal flaw, which clearly is its low survivability. Those who have a reckless playstyle would not be served well by the Mage. Mages are deficient in doing Dungeons as well as rushing to events through the Godlands and even the Highlands.
The Paladin is a melee class with the highest survivability in the game, due to its healing ability. It is capable of doing high amounts of damage while being able to heal itself as well as teammates who are nearby. A paladin which is maxed Armor is fairly difficult to die on, making it a very strong class which can serve you for a long time. You unlock this class by achieving level 20 on Mage.
Paladin is the perfect class for you if you are tired of dying by stray bullets, and want to use it to max out your other characters. Once your Paladin is 6/8, it can easily rush and finish dungeons as well as most of the events and guardians in the realm.
Given its survivability, it does have obvious weaknesses as well. It has the lowest range in the game making specific boss encounters difficult. The Darza encounter can get very difficult as you need to get fairly close to be able to dish out any damage, this can be hard due to the amount of high damage shots Darza shoots at you. The Ice Guardian can be very difficult to complete on a Paladin as well.
There are 3 Untiered Items for the Paladin, of which 2 make quite a difference and are solutions to its weaknesses. The Giant Slayer Axe solves its range problem as it increases a Paladins range from 4.4 to 5.6. It does come with the price of a lower Rate of Fire however it is very helpful in many boss encounters. The Cape of the Godly Fortune is a versatile item. Given that it has a higher Mana cost, it is not the best cape to use when in need of a heal, however it does give a 2 second invulnerability on self. This can be used to block out huge amounts of damage and only adds to the Paladins high survivability.
The Archer is a medium ranged class with an average speed and survivability as well as decent damage, which mostly comes from its ability, the Quiver. The Quiver also allows the Archer to be able to paralyze monsters which becomes very useful in boss battles. You unlock this class by achieving level 20 on Paladin.
The Archer is a good class if you are looking for a class to farm the Godlands and the realm Events. It excels at mob control due to its piercing shots and moderate damage, and is able to take down Godlands mobs with ease.
When unmaxed, the Archer is terrible at achieving soulbound damage which can be quite frustrating. Without Quiver damage even maxed it can be difficult to get soulbound due to the fact that hitting all 3 of your shots can be fairly hard without taking excess damage and putting yourself in danger.
The Untiered Bow, the Ominous Bow, nullifies the damage problem which a Tiered Bow Archer user has. Not only does it do more damage than the Top Bow but it also has a fire rate of 165%. This bow is not essential for an archer to be powerful however it helps to a great extent.
The Assassin is a quick, medium ranged class which has the ability to go invisible for a certain amount of time. Its Ability does not only allow it to go invisible but also adds a dexterity boost which essentially is a huge boost to its damage output. It is a very versatile class and can be used in almost any situation. You unlock this class by achieving level 20 on Archer.
The assassin is a great choice for people who like to play alone or want the ability to rush at great speeds. Its Ability, the Talisman, makes it capable of quickly and efficiently farming the Godlands, Events as well as Dungeons. It is the best class to quickly finish dungeons and be able to speed up your untiered item grind. It is a great class for Darza as well, as it has the ability to go invisible and dish out huge amounts of damage.
However it is a high risk – high reward kind of class. The Assassin is a poor class to choose if you are looking for a safe class to use, as it can be easily lost due to its high speed and lack of survivability. The Talisman does make you invisible to monsters however it does not make you invincible, another player can sabotage your run and get monsters to shoot at him while standing behind you, getting you into very dangerous situations.
The Wyrm Rider is a very high risk, high reward class, having very strong damage stats and also being the second fastest class in the game. Its ability is a Whip that links to monsters draining them of their health, while immobilizing them temporarily. You unlock this class by achieving level 20 on Assassin.
The Wyrm Rider uses a dagger for its weapon, allowing it to deal high damage very quickly, but at the expense of a safe distance while doing so. You will almost always find yourself not only reaching damage threshold on bosses, but if you can master this class in all its glory, be leading in damage among all your peers.
The Wyrm Riders ability is a projectile shot that on hit, will either slow or paralyze (UT Whip) the monsters, deal an overtime bleeding affect to said monster, and also act as a life steal for any damage you do with your dagger. This allows Wyrm Rider to not only get into the fight as a strong class, but stay in the fight with its high survival life-steal affect on enemies.
Even though Wyrm Rider is a very strong class, it does have a very low health cap, making it a risky class when not geared correctly. I would not recommend this class to any new players to the game, it's ability does not last long on weak monsters to life steal and regenerate your health.
The Juggernaut is a beefy axe wielding class, equipped with a Mask as its ability. The Juggernaut is a very strong, bursty class capable of dealing tons of damage very quickly. The Juggernaut can be unlocked by achieving 200 Glory on Paladin.
The Mask ability is a very strong asset of the Juggernaut. On use, the Mask will grant a shield of health for a short period of time, along with giving a temporary damage buff to himself, and everyone else in his radius at the expense of a percentage of his health. The Mask cooldown time is quite long, this is to prevent it from being used "generously", but if you master the timing of when to use the Mask correctly, it will serve to be a very strong asset.
The Juggernaut is the only class to NOT use mana, but rather use a percentage of health for its ability. Because of this, the Juggernaut is equipped with the highest vitality in the game, and serves very well along side healer classes.
The Juggernaut has very harsh weaknesses, as well as having the shortest attack range, and slowest speed. Juggernaut struggles to farm Godlands as effectively as other classes, and struggles in solo play.
The Apothecary is a graceful class, and is achieved by reaching 200 Glory on an Archer. The Apothecary is equipped with a bow for his weapon and a Mortar for his ability. On use, the Mortar ability throws a projectile into the air, and splashes the ground, healing everyone in its radius.
The Mortar ability is a very, VERY useful tool in not only a group setting, but in a solo-player scenario as well. If you can master the timing for this ability, Apothecary will be a very rewarding class for you.
The Apothecary has the highest wisdom and mana of any class, making its utility side very strong, but don't let this fool you, Apothecary can hold his own in the fray of battle, when used correctly. He is a very strong farming class, as well as a very strong solo class. If you find yourself playing without a crowd often, definitely consider giving the class a try.
Apothecary is quite weak in large groups, struggling to qualify for loot, and is quite slow and "squishy" against strong hitting monsters.