Class choice in Dragon's Dogma isn't as critical as some other RPGs you might think of. Most of the time, you'll be able to switch between them with only a few discipline points, so if you get bored of slinging magic, you can change into a fighter the next day with only a visit to an inn.
This doesn't mean your chosen vocation has little impact on the game, though. Each offers an entirely different growth pattern, and skills that radically alter gameplay. There are no right choices. It all hinges on your preferences. However, some choices are more right than others. Read on, Arisen! And choose wisely.
There aren't any bad vocation choices in Dragon's Dogma, but there are boring ones, and mages tend toward the yawn-worthy end of the spectrum. Sure, you can levitate, but you'll also be extremely easy to kill without several burly Pawns to get in front of your enemies. Your offensive spells are good but don't have nearly the same punch as the Sorcerer's, and you'll find that you spend most of your time healing or buffing your pawns.
This isn't to say that Mages are useless. They are the only vocation that can heal without using items, and their elemental weapon buffs can turn the tide of a difficult battle. But, if you enjoy being in the spotlight, it's probably better to have a mage pawn in your party, rather than focusing on the class yourself.
So you like hitting enemies with big things and not having to worry when they hit you back? The warrior might just be the vocation for you. While it will cost you 1,000 discipline points to switch to this advanced class, it's well worth it if you want to go toe to toe with some of the largest creatures in the game and live.
Unfortunately, while the warrior is extremely strong in some areas, playing it lacks adaptability. You'll have no ranged capability and, because you'll be decked out in the heaviest armor available, will move very slowly. This won't matter for most monsters, but you'll have difficulty against speedier enemies. Your ability to tank is also limited compared to the fighter since warriors can't use shields.
Striders in Dragon's Dogma are what Rogues are to D&D: They're quick, dexterous, and will steal the pants off you if you aren't paying attention. While they can only use daggers and shortbows, they more than make up for their weapon size with their speed. They also have a serious advantage against some of the colossal foes you'll face, since they consume much less stamina when climbing an enemy.
Playing a strider is objectively fun, but they do have several massive downsides. While they have good stamina, they have limited defensive capabilities and low health, which means some enemies will simply squash you before you have time to climb them. Though they're the only class that can steal from other creatures, in combat, they often perform like a less-capable Assasin.
6 Magick Archer
Magick Archers are exactly what they sound like: Archers that do Magic. But their capabilities go beyond just being able to use a bow and staff. They are the only vocation able to equip Magick bows and can use them to great effect. Their infused arrows can seek out your enemies and add elements to your attacks. To top it all off, attacks from magick bows aren't affected by distance, which gives you the highest damage at the longest range.
While the Magick Archer seems like it would be a serious contender for biggest damage dealer, you'll find that most of their growth focuses on defense, rather than offense. Despite their apparent usefulness in physical combat, they also have low strength growth, making them closer to a mage with a bow than a true hybrid vocation.
Probably the most versatile class in the entire game, assassins are a very even split between fighter and strider. They can use swords, shields, daggers, and shortbows. They can go invisible, and have the highest strength growth in the game. And while they're more like striders in terms of defense, their mobility and raw power more than make up the difference.
However, playing the assassin comes with some huge caveats. Because they are the only true stealth-based vocation in the game, you might find it difficult to adapt, especially when dragging your pawns around behind you. Most of their augments only work either at night or when you're alone, both of which you'll probably avoid at all costs. If you're fond of a challenge or don't like one of the most unique features in Dragon's Dogma, this is a great choice. Otherwise, there may be better options available.
Rangers are the consummate snipers of Dragon's Dogma. Though not as fast as the assassin or strider, most rangers don't even need to get close to the target, so mobility isn't an issue. Instead, most of the time you'll find yourself leisurely picking off enemies at a distance while your pawns keep them at bay. You'll also get access to longbows, which are more powerful and have a far longer range than the shortbow.
You'll have to avoid getting close up to enemies as often as possible while playing this vocation, though. Rangers have awful close-up fighting skills and even worse defensive ones. This shouldn't be too much of an issue with the proper party makeup, but it's worth noting. You'll have to think strategically to play this class, but, if you can, you'll reap its long-distance rewards.
3 Mystic Knight
Imagine if the mage and the fighter got together and had a kid, and you'd come close to the mystic knight. An extremely versatile hybrid class, spending the 1,500 discipline points will give you access to maces, sure, but the key is your magick shield. While you can use your staff to blast away at your enemies or hack at them with your sword like any other class, the magick shield lets you counter attacks from even the most powerful sorcerers in the game. Skills like Funnel Sigil give you mastery of the battlefield, allowing you to act as a bulwark while your pawns wail away.
If there is one downside to playing the mystic knight, it's that the vocation doesn't excel at any one thing. They're an extremely balanced class, but there are better classes to tank with and magic users that can deal more damage. Still, mystic knights offer one of the most interesting playstyles, and it's hard to go wrong with a class that can erect a fortress of light around them to counter your enemies.
Simple, strong, and to the point, the fighter may be a starting class, but it's arguably the best tank in the game. You'll be fairly slow in your heavy armor, but with your ability to taunt your enemies, you can just sit back and let them come to you. Then, you'll be able to wade into the midst of combat safe behind your shield, knowing that your pawns will soon annihilate everyone in sight.
Fighters don't have any kind of magick or ranged attacks, so going into combat with flying enemies can be frustrating, but creating a well-balanced party composition should remedy it. If you don't want to be the source of your enemy's attention, or if you want to be the top damage-dealer of the party, you're probably going to want to look elsewhere. However, the fighter's defensive capabilities will make your time in the land of Gransys significantly easier.
What the fighter is to defense, the sorcerer is to all-out offense. Like playing a mage without all of those boring healing responsibilities, playing a sorcerer means playing fast and loose with the enemy's health bar. Sure, that ogre you just blasted in the eye with lightning could kill you in a few hits if it got to you, but it's still a long way off, and you've got a spell that literally summons meteors burning a hole in your back pocket.
You wouldn't want to go out adventuring alone as a sorcerer, but with a fighter or two to back you up, you'll be unstoppable. Be careful around enemies that can silence you, but, aside from that, just grab your archistaff, sit back, and enjoy the smell of burning ogre flesh.
Source: Read Full Article