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Compendium

Party roles

Tank, healer or damage: pick a role your class can take for your hero and your party gets a small bonus and a job to point at. Any mix can clear a dungeon, and a balanced one does it safer.

The four roles

Your role is a small bonus for you plus an aura for everyone near you. It never gates a fight: a balanced party is safer and faster, and any mix of roles can clear.

Role packages (identical for every class)
RoleWhat it does for youAura for allies
TankFoes find you first (×3 threat). +10% life, +5% damage reduction, −10% damage. Foes you taunt hit you 15% softer.Guard: allies take 4% less damage (within 8 tiles)
Healer+25% healing, heals cost 15% less. 12% of your damage heals the most wounded ally, and your hits refund resource. −15% damage.Mend: allies get +10% healing (within 8 tiles)
DamageFoes notice you less (−20% threat).Edge: allies get +4% crit chance (within 8 tiles)

Taking a role

  • Roles begin once you have a subclass (level 3). Before that you have none, including all of The Fall.
  • Your class decides your roles. A fighter tanks or deals damage, a paladin can tank, heal or smite, a bard heals or deals damage, a cleric heals or calls the storm, and a rogue only deals damage. Casters never tank: a summoner's minions can hold foes, but the summoner stays behind them. Songs and auras that lift a party come with the damage and healer roles. 5 classes can tank, 5 can heal and 14 deal damage (the table below).
  • Your subclass starts you in the roles its path is built for. Your class's other roles open when you learn a keystone or capstone that carries them: a Champion fighter who learns the Bulwark keystone can tank.
  • Your first role is your subclass's first. Switch any time out of combat with the role chips on the Talents sheet; the chip shows on your party frame, in the lobby and in chat.
  • Talents carry role tags, and the Recommended order on the Talents sheet is different for each role you can take.

Taunts and threat

  • Foes keep a short list of who is hurting them. Damage adds threat; a tank's ×3 multiplier and a damage dealer's −20% change who is on top. Each entry fades with a 4 second half-life, so a foe turns to whoever is dealing with it now, and a challenger needs 10% more (30% from afar) to take a foe off its current target.
  • Heals count too: 40% of the healing you actually do becomes threat on the foes near you.
  • A taunt holds a foe on you for 3 seconds (1.5 on bosses) and leaves you at the top of its list afterwards. Shouts hold every foe nearby; single taunts reach 8 tiles. Repeat taunts shorten: ×0.6, ×0.3 within 8 seconds, then the foe is Unswayed for 4 seconds.
  • A red crest above a foe means it is held by you. An orange “!” shows a foe going for someone else, pointing at the foe and never blaming a player. While a foe is held, the tank takes 15% less from it (Defiance).
  • Damage dealers have ways out: some skills and talents drop threat, or pass it to the tank or a pet.

Heals and shields

  • Ally heals go to the party member who needs them most within 9 tiles: low health, a tank holding several foes, or someone a telegraphed attack is aimed at. Pin a focus on a party frame to send them to one person.
  • A heal that lands on an ally under 25% health pops Saved!. Healers gain Atonement: 12% of their own damage heals the most wounded ally near them.
  • A shield absorbs damage on you or an ally, up to 30% of their health, holds for 4 seconds, then fades. A new one replaces a smaller one and refreshes a larger one.

Interrupts

  • Some foes and bosses wind up a spell. A blue bar and ring mark the casts you can stop. An interrupt cancels it and shows Interrupted!.
  • A foe that is interrupted is silenced for 1.5 seconds. A boss cannot be silenced; it is Staggered instead and takes extra damage for 3 seconds, a window to punish.
  • A skill that interrupts gets 25% of its cooldown back.

One buff per kind

Every party buff belongs to a family: Inspired, Guarded, Hastened, Mending, Keen, Barrier. An ally gets only the strongest one in each family, so two bards' Inspirations do not stack, but a bard and a druid do. The four role auras sit in four different families, which is why a party of four roles beats a party of four tanks: all four auras apply.

Role loadouts

Keep two talent builds and swap between them for free in town. Changing a build is a normal reset. Up to 2 setups, one per role: save your current talents as a role's loadout from the strip at the top of the Talents sheet, and switch in town at no cost, at any level.

Sellswords and roles

Each sellsword can take a role: a tank holds foes, a healer keeps you standing, damage kills things. Pick one here and they fight that way. The role dial sits on the Party sheet and on each member's card in a run. Each sellsword offers the 1 or 2 roles their subclass is built for (their class decides, as yours does), and a slider fine-tunes how they do it.

RoleWhat they doSlider
TankHolds foes with taunts, stands in front, takes the big hits.Loose foes: Hold position to Chase them
HealerKeeps the party standing. Heals before the hit lands, then fights when everyone is safe.Heal at: 45% to 85%
DamageKills things. Lets the tank grab foes first and slips away when they turn on it.Wait for tank: Off to On

Finding a group

  • Role chips show on friends, the directory, chat lines, the lobby and party frames. A lobby shows Party roles: each role lit with who holds it, or dimmed as open (never as a warning).
  • Group-finder posts can list the roles they still want (“Wanted: healer, tank”), and you can filter the posts by role.
  • Switch on Fill the gap and when you join a party you take the first role it is missing. On: when you join a party, you take a role it doesn't have yet.

Where classes fit

Your class decides your roles
ClassRolesEach subclass starts asWhy
FighterTank / DamageChampion: Damage · Battle Master: TankShield or two-hander: a fighter holds the line or cuts through it.
PaladinTank / Healer / DamageOath of Devotion: Tank / Healer · Oath of Vengeance: Damage / TankThe true hybrid: an oath to guard, to mend or to smite.
RogueDamageThief: Damage · Assassin: DamageA blade in the dark. Rogues kill things; they don't stand in front.
RangerDamageHunter: Damage · Beast Master: DamageArrows and a loyal beast. The beast can guard you, but the ranger is there to hunt.
WizardDamageEvocation: Damage · Elemental Binding: DamageAll power, no armour. Bound elementals can hold a foe, but a wizard never tanks.
ClericHealer / DamageLife Domain: Healer · Tempest Domain: Healer / DamageA healer first, and a storm when the fight needs one.
BarbarianDamage / TankPath of the Berserker: Damage · Path of the Emberblood: Tank / DamageRage hits hard and shrugs off blows: damage, or a wall that won't fall.
BardHealer / DamageCollege of Lore: Healer / Damage · College of the Warhorn: DamageSongs that mend the party and blades that dance: a bard heals or deals damage, and its war songs lift everyone's.
DruidHealer / Tank / DamageCircle of the Land: Healer · Circle of the Fang: Tank / DamageGrove, bear and storm: a druid heals, tanks in bear form, or fights with the pack.
MonkDamageWay of the Open Hand: Damage · Way of the Ashen Lotus: DamageFists and footwork. A monk strikes and slips away; it doesn't soak.
SorcererDamageDraconic Bloodline: Damage · Stormborn Bloodline: DamageRaw magic in the blood. Pure damage, nothing else.
WarlockDamageThe Fiend: Damage · The Hollow Star: DamageA pact for power. Curses and dark bolts, aimed at the foe.
NecromancerDamage / HealerBonecaller: Damage · Bloodmage: Healer / DamageThe dead fight for you and the living mend through you. The necromancer never stands in front.
Dread KnightTank / DamageBloodreaver: Damage · Doomlord: TankDread armour and a cursed blade: hold the line, or bleed the foe.