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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 | What it does for you | Aura for allies |
|---|---|---|
| Tank | Foes 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) |
| Damage | Foes 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.
| Role | What they do | Slider |
|---|---|---|
| Tank | Holds foes with taunts, stands in front, takes the big hits. | Loose foes: Hold position to Chase them |
| Healer | Keeps the party standing. Heals before the hit lands, then fights when everyone is safe. | Heal at: 45% to 85% |
| Damage | Kills things. Lets the tank grab foes first and slips away when they turn on it. | Wait for tank: Off to On |
Where classes fit
| Class | Roles | Each subclass starts as | Why |
|---|---|---|---|
| Fighter | Tank / Damage | Champion: Damage · Battle Master: Tank | Shield or two-hander: a fighter holds the line or cuts through it. |
| Paladin | Tank / Healer / Damage | Oath of Devotion: Tank / Healer · Oath of Vengeance: Damage / Tank | The true hybrid: an oath to guard, to mend or to smite. |
| Rogue | Damage | Thief: Damage · Assassin: Damage | A blade in the dark. Rogues kill things; they don't stand in front. |
| Ranger | Damage | Hunter: Damage · Beast Master: Damage | Arrows and a loyal beast. The beast can guard you, but the ranger is there to hunt. |
| Wizard | Damage | Evocation: Damage · Elemental Binding: Damage | All power, no armour. Bound elementals can hold a foe, but a wizard never tanks. |
| Cleric | Healer / Damage | Life Domain: Healer · Tempest Domain: Healer / Damage | A healer first, and a storm when the fight needs one. |
| Barbarian | Damage / Tank | Path of the Berserker: Damage · Path of the Emberblood: Tank / Damage | Rage hits hard and shrugs off blows: damage, or a wall that won't fall. |
| Bard | Healer / Damage | College of Lore: Healer / Damage · College of the Warhorn: Damage | Songs that mend the party and blades that dance: a bard heals or deals damage, and its war songs lift everyone's. |
| Druid | Healer / Tank / Damage | Circle of the Land: Healer · Circle of the Fang: Tank / Damage | Grove, bear and storm: a druid heals, tanks in bear form, or fights with the pack. |
| Monk | Damage | Way of the Open Hand: Damage · Way of the Ashen Lotus: Damage | Fists and footwork. A monk strikes and slips away; it doesn't soak. |
| Sorcerer | Damage | Draconic Bloodline: Damage · Stormborn Bloodline: Damage | Raw magic in the blood. Pure damage, nothing else. |
| Warlock | Damage | The Fiend: Damage · The Hollow Star: Damage | A pact for power. Curses and dark bolts, aimed at the foe. |
| Necromancer | Damage / Healer | Bonecaller: Damage · Bloodmage: Healer / Damage | The dead fight for you and the living mend through you. The necromancer never stands in front. |
| Dread Knight | Tank / Damage | Bloodreaver: Damage · Doomlord: Tank | Dread armour and a cursed blade: hold the line, or bleed the foe. |
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