On this page, you can find some basic tips for simple character builds. This is supposed to help beginners with their first few characters. There are way more options, but we do not want to take away the fun for the power gamers and others that want to experiment with all the tools at their disposal.
- Weapon Guide
- Armor Guide
- Role Guide
- Melee Weapon Damage Dealer
- Ranged Weapon Damage Dealer
- Flexible Weapon Damage Dealer
- Ability Generalist
- Damage Ability User
- Battlefield Control
- Creature User
- Out of Combat Utility
Many different character builds rely on weapons for consistent damage. There are a plethora of different options with their own strengths and weaknesses. We will go over different weapon fighting styles and the most common strategies.
The Path that fits best for a pure weapon-wielder is the Path of Attack, which increases the number of weapon attacks you can make with the Attack action, or how much damage they deal with each Tier. This Path is definitely the best choice if you mostly just want to hit your enemies with your weapon of choice.
A more nuanced option would be the Path of Maneuver. This does not increase the amount of damage that you can directly deal with your weapons, but it powers up the Maneuvers that you can use with weapon attacks to such a degree that you can keep up with pure Damage Ability users when it comes to damage output. This type of weapon-wielder plays more like a pure Ability user and requires more thought and WP management.
There is also the option for the Path of Flash Attack. This allows you to make an attack for half the damage for only 1 AP but at the cost of not being able to use the normal Attack action on your turn. This allows you to play an Ability-weapon-hybrid with high burst damage but low endurance, attacking and using an Ability in the same turn but not having an effective attack option when your WP runs out. Another alternative for the Path of Flash Attack is a hyper-defensive fighting style that uses the Defend action on each turn but can still attack with the last AP.
Maybe you want to wield a weapon that your Archetype is not proficient with. You can get the proficiency by choosing the Lesser Talent Extended Weaponry or the Greater Talent Full Arsenal (if you want every weapon and armor proficiency covered as well).
Sometimes the Stats of your weapon do not fit with the Primary and Secondary Stats of your Archetype. In that case, you have two options.
The first option is to take features that allow you to wield weapons with different Stats. There is a multitude of ways to achieve this. The Lesser Talent Raw Force Adept allows you to change one Stat of any weapon you are wielding to Strength, even if it already has Strength as one of its Stats. The Lesser Talent Quick Fingers Adapt allows you the same but with Dexterity instead of Strength.
The Tier 1 feature of the Predator, Dancer, and Battle-Engineer Sub-Archetypes allows you to change one Stat of a weapon you are wielding to Instinct, Charisma, or Intelligence correspondingly unless it already uses that Stat.
The other option is to take the Lesser Talent Diverse Weapon Choice, which gives you a bonus for your attack rolls and damage of weapons you do not wield with your Primary or Secondary Stat.
Melee vs. Ranged
Probably the most important choice you have to make when choosing a weapon is to decide if you take a melee or ranged weapon.
Melee weapons deal more damage and ignore half cover. They are a good option to pressure opponents out of their defensive positions. On the other hand, their limited range forces their wielders to find ways to cover the distance between them and their targets. Their wielders also tend to be more exposed to the enemies since they have to leave their cover to rush to them.
Ranged Weapons allow you to stay in a defensive position by taking advantage of their higher range. However, they have disadvantage on their attack rolls when an enemy manages to get close to them. Many ranged weapons also have the Reload property that increases the amount of AP that you require for the Attack and Flash Attack actions by 1. This disadvantage has to be compensated with the Automated Reloader Upgrade or the Lesser Talent Quick Draw. They also tend to be louder.
It is usually good to keep a backup weapon, even if you specialize in one or the other. That way, you have an emergency option if you are forced into ranged or melee combat.
Multi-Attack vs. Hard-hitting
Fewer, stronger attacks are better against heavily armored opponents, but they are more miss or hit. They are also weaker against hordes of weaker enemies. It is good to have an Ability that can hit multiple targets for those cases like Cleave and Projectile Barrage.
More, weaker attacks allow you to use more Maneuvers since you can only use one per attack. They are good for crowd control. A good way to compensate for their weakness against heavy armor is by getting the Armor Piercer Upgrade.
There is also always the option for a more balanced approach. This is recommended if you do not know what to choose.
Precision vs Damage
An important question is if your character should prioritize precision or damage. The first one is better against Evasion builds, and the former is better against Armor builds. A balanced approach is also a valid option.
The Greater Talent Overaim allows you to take advantage of high precision by allowing you to get more critical hits against low Evasion targets.
The baseline for offensive weapons is two-handed weapons. They generally just deal more damage without any negative effects. Two-handed melee weapons also have an increased range of 2 m instead of 1 m. They are a balanced option if you like reliable damage.
Just wielding a one-handed weapon with nothing else in your second hand seems to be just a weaker option, but with the help of the Lesser Talent One-Handed Precision, they are rather good for a precision build.
The empty hand also provides extra utility and can be used to grab an enemy. The Lesser Talents Dirty Fighter and Dirty Opportunity give you the tools you need to take advantage of your empty hand. Fighting with only a one-handed weapon is not to be underestimated. What it lacks in raw power, it makes up with precision and tactical options.
Wielding a one-handed weapon in each hand allows you, in combination with the Lesser Talent Multi Wielder, to make an additional attack with your Attack or Flash Attack action that deals half of a weapon attack’s normal damage. This does, however, reduce your attack rolls by 1. This makes dual-wielding a high-damage option with lower precision.
More attacks means also more chances to use Maneuvers. This gives you more options for crowd control and support. The attacks also profit more from anything that directly increases the damage of all your attacks, like the Abilities Spirit Buffs, Battle Rage, and the Weapon Buffs, or the Greater Talent Hard Hitting. The Tier 2 features of the Dancer, Champion, and Sage also help you in this regard.
Remember that you can also upgrade the second attack with Path of Attack.
Weapon and Shield
The weapon and shield combination is great for a more defensive playstyle. It may have the lowest damage potential of all weapon combinations, but an additional +2 to Evasion should not be underestimated. It also has the advantage that you do not need any Lesser Talents to make it work.
However, maybe you wish to do more with your shield instead of just blocking with it. Maybe you want to use it as a second weapon. A combination of the two Lesser Talents Shield Basher and Multi Wielder allows you to effectively attack with both your shield and weapon. This has similar strengths and weaknesses as dual-wielding weapons, but it needs one additional Lesser Talent and has slightly lower damage.
You can, of course, just discard the weapon and only wield shields. You can wield a shield just like a weapon, even if it is slightly less effective.
Do not forget that your shield can also be upgraded. You can use Improved Shield and Lighter Shield to increase your Evasion or Hardened Shield to increase your Armor. You can also give it any upgrade that you can give a weapon should you rather be interested in its offensive capabilities.
Unarmed Combat has one vital flaw. You cannot upgrade your fists. This way, other weapons will outclass it eventually. It is important to get the Greater Talent Masters Fist to compensate for that weakness.
An alternative to get the flavor for unarmed combat but still be able to upgrade your weapons is to get the Lesser Talent Natural Weapon. This does not just allow for more customizability but is also great if you want to play a creature with claws or other organic weapons.
Two-Handed Weapons with One Hand
The Lesser Talent Immense Grip allows you to wield two-handed weapons with one hand at the cost of -1 to your attack rolls. This is a great choice if you want to increase your damage output at the cost of precision or just role-play as someone that wields oversized weapons in one hand.
You can combine this with the Lesser Talent Multi Wielder for the highest potential direct damage you can do with weapons. This comes, of course, at the cost of the lowest precision compared to other weapons and having to carry around heavier weapons.
Yes, this works with two bows. You figure out how that makes sense if you decide to do that.
There are many upgrades for your weapons that allow you to get creative. This is, however, a guide for beginners, so you basically only have to keep two upgrades in mind if you want to be effective. Do you want more damage? Take Improved Weapon. Do you want a higher chance of hitting your target? Take Precise Weapon.
There are four types of armor: clothes, light, medium, and heavy. The further right you go, the higher the Armor is, but the Evasion Cap is lower, and the weight increases. Different Archetypes start with different armor proficiencies, but you can gain proficiencies with the Lesser Talents Lightly Armored, Decently Armored, and Fully Armored. Alternatively, you can gain all proficiencies at once with the Greater Talent Full Arsenal.
There are other options, but the main two builds are for Evasion and Armor. Lighter armors are better for Evasion builds, and heavier armors are better for Armor builds. Evasion builds profit from the Lighter Armor and Evasion Armor upgrades. Armor builds mostly just need the Extra Armor upgrade. You can also strive for a balanced approach.
Here are suggestions for the common roles that a character can take. Please take into account that these are just basic recommendations. You can be far more creative when designing your character, but this is a good starting point for beginners.
The Sub-Archetypes have been sorted into the role they have been primarily designed for. For Example, a Rusher may have defensive features, but their focus is on melee weapons, and therefore you can find them in the Chapter Melee Weapon Damage Dealer.
A general rule is that most Sub-Archetypes profit from the features of other Sub-Archetypes that have a similar role if you want your character to expand their specialization.
Melee Weapon Damage Dealer
Some Sub-Archetypes work best for fighting on the front lines, with melee weapons dealing high and consistent damage. The most important problem that they have to solve is to find ways to cover the distance between themselves and their targets.
The Abilities Charge, Grabbling Hook, and Pull Chain are some of the most basic options to give you the tools you need to close the distance. The Buffs Speed Up and Strom Spirit are also an option to increase your speed during combat.
There are ways to increase your Basic Movement permanently. You can use the Lesser Talent Quick on your Feet or the Greater Talent Nimbleness Master. The Acrobat, Scout, and Rusher Sub-Archetypes also have tools to increase your mobility greatly.
Of Course, nothing stops your enemies from running away from you once your character closes the distance. Therefore, it usually does not hurt to stock up on features and Abilities that make that harder for them. One of the most basic tools for that problem is the Lesser Talent Attack of Opportunity, with which you can punish anybody that moves within your melee range with an attack. Other alternatives are using Abilities that allow you to slow down enemies while attacking with your weapons, like Trip Attack, Slowing Attack, and Grounding Attack. Grabbing enemies is also a great option when dealing with an especially slippery target. The Enforcer Sub-Archetype features are an option should you really want to prevent anybody from escaping.
It does not hurt to invest in some defensive options since you will be rather exposed on the front lines. See Chapter Defensive for more tips on how to increase your defense.
The Martial Artist is great at pummeling a single target. They profit from a more balanced approach when it comes to Multi-Attack vs Hard-hitting. The more hits you can land on a single target in a turn, the more features are triggered. Therefore, you should focus more on precision instead of power.
The Martial Artist works great with unarmed strikes, but they can effectively fight with a weapon. It technically does not even have to be a melee weapon, but you need to be close to your target to profit from the Flurry of Blows feature.
Remember, you can move targets into objects and creatures with your Relentless Blow feature for extra damage. Nothing there that you can move them into? Remember that the floor also counts as an object and that you could just catapult them right into the ground.
The more a Retaliator is attacked, the stronger they become. Therefore, they need a way to ensure that they get the brunt of the attack and not their allies. The Abilities Taunt, Taunting Attack, Taunting Wrath, and Taunting Presence allow you to discourage enemies from attacking your allies over you. The Protector Sub-Archetype also has many great features that help you with that.
However, this does not help you if you cannot survive the incoming damage. See the chapter Defensive to see how you can increase your defense. It also does not hurt to have a good healer in your party that keeps you alive.
If you want to increase the high risk, high reward aspect of this Sub-Archetype even further, consider the Greater Talent Unstoppable Force and its upgrade Immortal Force. This way, you can risk taking even more damage to increase your potential damage output even further.
The Rusher already comes built-in with all the tools they need to get into melee range. This allows them to focus more on their offensive and/or defensive capabilities. This makes the Rusher a surprisingly flexible blank sleight for any melee-based Character. It might be a good idea to just take the Multi-Sub-Archetype Greater Talents to gain the features of another melee-weapon-focused Sub-Archetype.
Remember to always keep moving since you do not get the additional damage or Armor if you stand still. Two good ways to achieve this are to constantly move from target to target or to move back after an attack to rush in on your next turn.
The Whirlwind is all about hitting as many targets within melee range as possible. Their Collateral Damage feature allows them to hit anybody around them with Maneuver Abilities that you use with weapon attacks. Make sure to be packing a few such Abilities to take advantage of this. Great Examples are Trip Attack, Bleed Attack, Blind Attack, and the Strike Abilities. The Whirlwind can be surprisingly good at crowd control with such Maneuvers.
The Whirlwind profits more so than the other Melee-Weapon Sub-Archetypes from standing right in the middle of an enemy horde. Keep an eye on mobility options to get into that position like the Ability Charge and on defensive options to survive the inevitable counterattacks.
Ranged Weapon Damage Dealer
Characters that fight with ranged weapons have to take the terrain far more into account than those that fight with melee weapons. They need to try to maximize their own cover while minimizing the cover of their targets. Additional movement can be good to take advantage of a good battle position but is not as vital as with melee weapon users, as you can take advantage of your range. Do not forget to use the Taking Cover action if you are in half cover.
It is vital to get around the disadvantages of the Reload property if you choose a weapon that has it. You either need the Lesser Talent Quick Draw or the weapon upgrade Automated Reloader. There are enough ranged weapons without the Reload property, but they tend to be weaker or have other drawbacks.
It might be a good idea to have a way to defend yourself if you are forced into melee range. The simplest option is to have a backup melee weapon to which you can switch. The Lesser Talent Weapon Switcher can help you to switch to your melee weapon quickly and without using any AP. Another option is to use a ranged weapon with the Flexible property. This way, you can use your ranged weapon in melee range without any drawbacks. The Lesser Talent Close Combat Shooter also allows you to use any ranged weapon in melee combat effectively.
The Snipers features mostly work with the Taking Aim action. This allows you to ignore a lot of Armor, making you effective against high Armor targets, but also be wary that it greatly reduces your mobility since you cannot use the Move action and attack in the same turn anymore.
With the You cannot Escape feature, you cannot gain disadvantage on your weapon attacks if they use the Taking Aim action. This means that your ineffective range becomes your effective range. Try to take advantage of the huge range this allows you to have. Combined with the Lesser Talent Far Shot you can gain truly ludicrous ranges that allow you to shoot at enemies long before they could reach you. Put the Ability Sniper Shot on top of it, and you can pull off devastating critical hits from the other side of the map.
The Trooper is all about taking advantage of cover and the Taking Cover action. The Cover Fire feature also allows you to have very precise shots. This makes them excellent candidates for a precision-crit build that uses the Greater Talent Overaim.
The Cover Expert feature allows them to basically create half cover even if there is non. This helps you to deal with terrain that does not have any cover for you to exploit. Do not forget that the defensive bonuses you gain from it also work against attacks that ignore cover like melee weapons.
Flexible Weapon Damage Dealer
Some Sub-Archetypes do not lean specifically into ranged or melee weapons but instead just weapon use in general. This allows you to build a character that is good with both, but you can also lean into one or the other. The choice is up to you. For specific tips on how to build a melee or ranged weapon, see the corresponding chapters above.
The Berserker specializes in using Buff Abilities on themself for intense bursts of power. Therefore it is important to have at least one good Buff Ability. The classical choice would be Battle Rage which boosts your offensive and defensive capabilities at the cost of your mental Stats. Other decent options are Armor Boost, Enhance Stat, Physical Weapon, and the Spirit Buffs.
For those that want to channel your inner shonen anime character, consider the Lesser Talent Explosive Transformation. This allows you to create an explosion when you use a Buff Ability on yourself that damages creatures around you. And yes, you trigger it twice if you combine it with the Greater Talent Enhanced Self-Buff.
The Dancer is probably the weapon user that feels the most like an Ability user. They have less Vitality than many other Weapon users but a lot of WP. Also, their Dancing Weapon Feature allows for high bursts of power but leads to limited endurance. Therefore it is important to play the Dancer less like a typical Weapon user that can keep going the whole day and more like an Ability user that can use game-changing features and Abilities but runs low on power after a few fights.
Take advantage of your high WP and number of Abilities. Use defensive options to keep you in the fight longer like the Abilities Shield, Shield Up, Parry, Barrier, Rejuvenating Attack, and Resist. You also have an incredibly diverse choice of Abilities for offense, control, and support. This can make the Dancer extremely flexible in combat.
The Drunken Master has a bizarre form of fighting that includes hindering themselves and turning that into power. The most important choice that you have to make is which Status Effects you want to give yourself. Choose an Elemental Status Effect if you want to deal more damage, a Mental Status Effect if you are going for an Evasion build, and a Physical Status Effect if you want an Armor build.
You can reduce the negative effects of Elemental Status Effects by gaining residence against the corresponding damage type either through the Greater Talent Elemental Resistance or the Upgrade of the same name. Do not become immune to them since that makes you immune to the Status Effects.
Being Prone is an interesting choice. You do not need an action to just make yourself prone, and you can always just stand up at the start of your turn so that you do not attack with disadvantage. The Lesser Talent Athletics Adept even allows you to stand up without needing AP.
Taunting and Charming yourself can be used for a Tank build with insane Evasion. Just do not expect to be attacking much if you do so.
The Duelist focuses on Maneuver Abilities making them more effective and gaining benefits from using them. The Duelist is probably the best Sub-Archetype for the Path of Manoveur if you want to play a less traditional weapon user, but they also work great with the Path of Attack.
Either way, it is better to pace your Abilities since you do not have that much WP. You can, of course, just get Talents that increase the number of WP you have, like the Lesser Talent Will to Act or the Greater Talent Perseverance Master. Alternatively, many low-cost Maneuvers can even be used for free when you gain the Effortless Maneuver feature like Armor Piercer, Charge, Precision Attack, Push Attack, Slowing Attack, Taunting Attack, and Trip Attack. You can even use Maneuver Abilities that cost 2 WP for free if you gain the Greater Talent Intuition Master.
Using low-cost Abilities with multiple attacks allows you to bombard the enemy with Maneuver Abilities while barely needing any WP, turning you into a surprisingly effective battlefield controller.
The Grenadier is THE Sub-Archetype that is built for area-of-effect weapons. They can cover even more ground with those weapons, but they gain their real game-changer with the Modified Grenades feature. This allows you to use Manouver Abilities with your area-of-effect weapons, which is huge.
This means, of course, that Abilities like Blind Attack and the Strike Abilities become your best friend when you reach Level 3. You can become amazing at crowd control with the right Abilities. Gaining access to the Abilities of the Bulwark, Cunning, or War Archetype gives you far more options. You can get that with the Lesser Talent Extended Arsenal or the Greater Talent Multi-Sub-Archetype 1. The Duelist can be an especially interesting choice since they boost your Manouver Ability Damage.
Getting the Lesser Talent Focused Explosion can help you be effective against single targets. Alternatively, have a backup single-target weapon.
The Ninja uses speed and darkness to attack from the shadows. That means that many features are significantly weaker if you are in plain daylight. Consider making your own darkness with the Ability Smoke Grenade in that case. You are going to need a vision that is not affected by blindness, like Thermal Vision, to be still able to see yourself, however. You can get that with the Greater Talent Enhanced Vision or the Ability Thermal Vision.
The doubling of your Basic Movement that the Moving through Shadow feature grants you works only while you are not in bright light. This means, however, that you can use the Move action while you are in the Shadows and then move out into the light without losing the extra movement since the extra movement that you gain from the Move action depends on the Basic Movement that you have while using it and not the Basic Movement you have while you actually move.
To use your Concealed Flurry feature, you must consistently prevent your target from seeing you. The most basic option is to use the Hide action every turn. You can use the Lesser Talent Dirty Fighter to do so with just one 1 AP. You still need something to hide in or behind to be able to use it. Consider attacking from range and only popping out of cover when you attack to quickly hide again. Alternatively, you can use your extra movement to run to cover and out of it to attack in melee. Using the Smoke Grenade allows you to hide right in front of your enemy, but it also makes them blind, so hiding might not be necessary at all. Another viable tactic is to blind the enemy with the Blind action or an Ability like Blind Attack or Flash Grenade.
The Predator is a relatively straightforward Weapon User Sub-Archetype. The only thing to note is that they profit from a more aggressive approach to combat since they deal more damage if they are hit and gain higher defenses if they attack. This gives you greater freedom to build your Predator how you want.
The Rogue lives from gaining advantage and dealing devastating critical hits. So the main challenge when building a Rogue character is how to get both.
One of the most basic tools to gain advantage on all attacks is to use the Hide action. You will need the Lesser Talent Dirty Fighter to be able to use it every round without sacrificing your Attack action. You still need something to hide in or behind to be able to use it. Consider attacking from range and only popping out of cover when you attack to quickly hide again. You can also use Lesser Talent Dirty Fighter to use the Blind or Trip actions, which also allows you to get advantage on your attacks.
An option to gain reliable advantage on your melee attacks is the Greater Talent Flanker. As long as you have an Ally next to your target, you gain all the advantage you want. Also, an option is using the Ability Feint.
Having advantage on most of your attacks already increases your chances of dealing a critical hit, but they are still not that likely. There are two main ways to make a crit build. Either you use the Greater Talent Overaim and try to increase the precision of your weapons (by using the upgrade Precise Weapon and the Ability Precision Attack), or you just reduce the threshold for critical attacks with the upgrade Critical Weapon and the Greater Talent Critical Eye.
To be fair, the features Before You Know and Hot Hand already grant plenty of opportunities to get critical hits, so you can also just focus on increasing the damage of the critical attacks with the upgrade Deathblow Weapon and the Greater Talents Flailing Momentum, Murder Weapon, Quick Fingers Master, or Raw Force Master.
The most basic option is dual-wield weapons with the Lesser Talent Multi Wielder. This allows you to make one extra attack with half damage. You can also use the Ability Assault or Cleave to gain additional attacks or the Greater Talents Sword Master, Revolver Hero, and Rushing Advantage.
The Warrior is designed to be the most vanilla weapon user of them all. This makes him excellent for Beginners. The Warrior is also flexible in its design and can specialize in many directions.
In case you want to lean into its simple nature, you can use the Greater Talents Beyond Human, Great Precision, Greatly Hardened Armor, Statistically First Class, Unbound by Armor, Very Evasive, and Hard-Hitting, or the Lesser Talents Bolstered Weapon, Durable, Evasive, Free to Evade, Hardened Armor, Precise, Quick on your Feet, Quick to Act, and Statistically Superior to make your character stronger without adding any complexity.
Sub-Archetypes with defensive roles try to reduce the damage they or their allies receive. They can do so by either reducing incoming damage or increasing the probability that it will miss. There is also a difference between passive defensive strategies, which mostly focus on increasing Armor, Evasion, DR, and max Vitality, and active defensive strategies, which more actively react to incoming damage, usually by using Abilities and other features.
One of the most basic methods to increase once defensive capabilities is to increase once max Vitality. The Lesser Talent Durable, the Greater Talent Endurance Master, and the upgrade Vitality Boost allow you to do just that.
Temporary Vitality can help as an additional defensive buffer, especially at early Levels. The Ability Shield is a good way to keep it up. Thanks to its low AP cost of 1, you can usually use it without having to sacrifice your main action. The Lesser Talent Rested and Ready to Go is also a good way to gain a Buffer for the day.
You can increase your Armor with the Lesser Talent Hardened Armor, the Greater Talent Greatly Hardened Armor, and the upgrade Extra Armor. The Abilities Shield Up, Armor Boost, Battle Rage, Stone Spirit, and Be the Wall can temporarily greatly increase your Armor.
You can increase your Evasion with the Lesser Talent Evasive, the Greater Talent Very Evasive, and the upgrade Evasion Armor. The Abilities Slime Spirit and Speed Up can temporarily increase your Evasion. If your Base Evasion is higher than the Evasion Cap of your armor, you can use the Lesser Talent Free to Evade, the Greater Talent Unbound by Armor, and the upgrade Lighter Armor.
You can increase your DR with the Lesser Talent Defensive, the Greater Talent Highly Defensive, and the upgrades Defense Matrix and Defense Booster. You can make a successful DR more powerful with the Greater Talent Superior Defense.
Consider using a shield, if you want to primarily focus on defense.
Defensive Sub-Archetypes usually do not focus on healing. For that, look at the support role.
The Wrestler specializes in grabbing their enemies. It is a good option to take Lesser Talents, like, Grabby Hands and Uncomfortable Grip, Greater Talents, like Grab Expert, Human Shield, and No Matter the Size and Abilities, like Heavy Throw, Crushing Handgrip, and Suplex, that work well with grabbed enemies.
Ability Generalists do not specialize in one specific Ability type. Instead, they are capable of using at least two kinds of Abilities. This makes them more flexible in different situations but usually prevents them from reaching the same heights as their more specialized counterparts. Generally speaking, most choices that benefit Ability Generalists also benefit any other type of Ability user.
The choice of Path is not as straightforward as with more limited Ability users. The Path of Damage is a good choice if you are more combat orientated so that you always have an offensive Option in Combat. Path of Control, Path of Healing, and Path of Utility are also nice options if you want to lean in a different direction with your character.
Ability users need a lot of WP to fuel their Abilities. The Lesser Talent Will to Act, the Greater Talent Perseverance Master, and the upgrade Willpower Boost allow you to increase your maximum WP to keep you going longer. Remember to use Stimulants to regain WP without rest.
The Lesser Talent Overcharge allows you to increase your WP upcast limit and is a great choice for almost any Ability user. The Greater Talent Always Charged allows you a free upcast, which allows you to increase the potency of your Abilities while keeping your WP cost lower. The Greater Talent Intuition Master reduces the WP cost of all your Abilities and can be really useful.
Damage Ability User
Characters that specialize in Damage Abilities usually take the Path of Damage. This way, they no longer have to rely on weapons when their WP runs out. The Ability that they choose for this Path becomes their standard attack, and, unlike with weapon attacks, they can still profit from their features, which enhances their Damage Abilities. The question is which Ability you want to choose.
The Bolt Abilities are a good choice if you want a basic ranged option. The Projectile Abilities can also be a decent choice if you want more additional effects at the cost of damage. The Touch Abilities are a good option if you want to create a melee Ability user. There are also the Eruption Abilities that can hit multiple targets, but it is generally wiser to stick with a single-target Ability for your Path of Damage unless you are of the Demolition Archetype.
You should maximize your Primary and Secondary Stat to keep your Ability Hit and DR Power as high as possible. You can be more flexible with your other Stats since you do not need a weapon. Just choose what you think fits your character.
When you choose your Talents, you should ask yourself if you want to specialize in one damage type or have more variety in your choices. It is good to choose the Advanced Damage Greater Talents and the Lesser Talent Damage Type Expert in case you choose the former.
Damage Ability users profit like all other Ability users from features that are good for Ability Generalists. You can read more about those features in the corresponding chapter above.
The Destroyer specializes in multi-target Damage Abilities and environmental destruction. Because of that, they are rather weak against single targets like most Demolition Sub-Archetypes. Therefore, it might be a good idea to counter that weakness. You can gain good single-target Abilities from the Creative, Mental, Nature, Reality, and Technology Archetypes. You can gain access to them with the Lesser Talent Extended Arsenal or with the Greater Talent Multi-Sub-Archetype 1.
Take advantage of their additional damage against objects. Create new “doors”, destroy the ground beneath your enemies’ feet, or make ceilings collapse to trap others.
The Disrupter can turn the battlefield into a virtual minefield with their dimensional rifts, but this does not help you if your enemies can just easily avoid them. You can try to move them into them with Abilities like Move Target, Physical Projectile, and High Impact Blow. A nice combo can be to move a group of enemies close to a dimensional rift with the Ability Pushing Force and then detonate it with your Unstable Rift feature. Do not forget that you can deal additional damage if you move your enemies into each other or into objects. The floor also counts as an object, so feel free to smash them into the ground if there are no better options.
Alternatively, teleporting enemies into rifts is also effective. You can use the Greater Talent Advance Reality Damage or the Abilities Reality Projectile, Teleporting Force, and Forced Teleportation to teleport your enemies around. Taking the Tier 1 feature of the Displacer can also help you in that regard. You can teleport your enemies above your dimensional rift so that they take fall damage in addition to the damage from the rift.
The Evoker is the most straightforward Damage Ability user. If you want to keep it simple, consider getting the Lesser Talents Precise, Powerful, or Enhanced Range and the Greater Talents Beyond Human, Great Precision, or Mighty.
The Evoker pair surprisingly well with some Sub-Archetypes that usually are more weapon focused if you mostly use Abilities that require attack rolls since the features of such Sub-Archetypes usually affect any form of attack and not only weapon attacks. For example, become a fast melee caster with a three-feature dip into the Rusher, an Ability Crit Monster by taking Rogue features, or shoot your Abilities while being safe in cover with Trooper features.
The Rigger is more methodical than the other damage Ability user. They can therefore profit greatly from a higher Stealth Skill. Taking a dip into the Expert Sub-Archetype can give them the edge that they need to place mines close to their enemies without them even noticing. That way, the Rigger can take care of them in one big explosion before they even know what hit them. The Greater Talent Stealth Master can also help you with that. The Ability Lesser Invisibility is also very helpful to sneakily place all your mines.
You can mix in some Destroyer if you want even stronger explosions.
You can also combine your mines with the traps of the Trapper Sub-Archetype to become the ultimate trap maker. Placing a total of 3 mines and 3 traps to completely neutralize any thread before they even know that you are there.
Support encompasses two major ways of helping your allies which are Healing Abilities and Buff Abilities. Therefore, Support Characters usually take either the Path of Healing or the Path of Buff. The Path of Healing is definitely the more straightforward option of the two and allows you to have a hand full of very powerful healing backups. The Abilities Shield, Simple Heal, Ranged Heal, and Heal Area are good choices for that Path. The Path of Buff allows for multiple Buffs but is very WP intensive, and it can get difficult to keep track of all the active buffs.
Healing has more aspects to it than just restoring Vitality. Preventively giving your allies Temporary Vitality is very valuable, especially in early levels, and can help your team to stay in the fight longer. The Ability Shield is very good at that, but the Greater Talent Overhealing is an even more powerful tool for a healer. This Talent allows you to turn any excess healed Vitality into Temporary Vitality. This way, you do not need Abilities that restore Temporary Vitality since your normal Healing Abilities already do so.
Removing Status Effects and Debuffs is also an important job for a Support character. The Abilities Elemental Cleanse, Mental Cleanse, Physical Cleanse, and Debuff Cleanse help you remove those. There is also the Ability Superior Cleanse, which removes almost all Status Effects and Debuffs, but it is more expensive and of Tier 2. Also, consider the Greater Talent Complete Recovery, which allows you to restore Vitality and remove Status Effects and Debuffs at the same time.
You can make your allies stronger with Buff Abilities. You can Buff your Allies directly with Abilities, like Armor Boost, the Backlash Buffs, and the Weapon Buffs, but you can also use Presence Buffs, like Enduring Presence, Speedy Presence, and Empowering Presence, to automatically affect any ally with 5 m of you. Single targets Buffs are more powerful and do not require you to stay close to your allies, but do not underestimate the benefits of improving your whole group instead of just one ally. Some Buffs only affect the user, like Battle Rage, Explosive Rounds, and the Spirit Buffs, but you can also use them on allies if you get the Lesser Talent Gift for All.