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Classes / Profession Overview

  • Mike
  • Apr 2, 2015
  • 4 min read

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This game have 20 different playable classes and may add more in the future. They are grouped into 5 common branches. While you can not simply start off in most class without a prerequisite amount of experience, each stands on its own and none are a lower-level or less-advanced version of another.


It is upon which classes players focus and which skills, talents, and certifications they choose to learn or gain that define and individualize character. All players start with the five classes that can be pursued with no experience points:

  • Warrior (physical efforts)

  • Thief (physical efforts)

  • Hunter (physical efforts)

  • Cleric (magical efforts)

  • Magician (magical efforts)

  • Luminary (magical efforts)

Class Common Branches

Sets of classes are related by common attributes. There are five Class Common Branches in Eden Eternal.

  • Melee DMG - Fighting specialists that primarily rely on agility and skills.

  • Magic DMG - Magic casters that rely on their intelligence and magical skills.

  • Ranged DMG - Armament specialists that primarily rely on ranged skills and a lot of luck (as a stat).

  • Defense - Heavy armor toe-to-toe warriors that primarily rely on strength and endurance.

  • Healing - Spiritualists and healers that rely on wisdom, and some intelligence or agility.

The individual classes under each Common Branch further specialize the available skills and talents, but share the common attributes of the Branch.


Current Classes

Defense
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Defense/Melee classes (aka Tanks) excel at protecting weaker party members during combat. A good tank can withstand more damage than allies and serve as an excellent distraction to prevent enemies from targeting teammates (a.k.a meat-shield/punching bag). Templars, Knights, Dragon Knights and Warriors are all built for this defensive style of play.


Healer/Support
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The Healer/Support branch heals allies while buffing their skills. Sages, Shamans, Bards, and Clerics are far from defenseless nursemaids, however: each classes possesses its own unique combat flair. This powerful combination of healing and combat skills gives enemies two reasons to fear them.

Magic DPS
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Powerful mages make up the Magic DPS class. While not the physically strongest or fiercest of Eternal Guardians, Magic DPS characters cast definitively wicked spells. Warlocks, Illusionists, Luminary, and Magicians inflict arcane hexes and curses on their enemies while maneuvering the elements at their whim.



Ranged DPS
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Are you looking for a long-distance sharpshooting? These classes deal damage from afar with various ranged weapons, picking off enemies one by one before they know what's happening. Classes include Hunter, Engineer, and Ranger, each with a unique set of weapons and skills. Ranged DPS branch skills offer further boosts to your epic sharpshooting.

Melee DPS
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Melee DPS classes excel at close-range, direct combat. Nimble and agile, these characters are light on their feet, but pack a serious punch. Choose from Samurai, Blade Dancer, Martial Artist, or Thief, and don't forget to use your Melee DPS branch skills to deal powerful damage to multiple enemies at once.

Having a “main” class is normal–you will probably find a class or two that you really like. However if you don’t try out the other classes and level them at least a little it can hurt the very class that you DO like. I’m not saying you have to keep all your classes at the same level–but playing the others at least a little can really help.

WHY DO WE NEED TO PLAY ALL CLASS?

1. Dungeons Party

Never get stuck calling for a certain class ever again! If you need a tank and all you see are healers, you can swap to your tank!


Also, some bosses are more susceptible to certain classes. For example, on bosses with hard hitting AOEs, having both a knight in and a Martial Artist in would not be a good idea. Instead, the Martial artist could swap to a ranged DPS for the boss– and back to their hard hitting martial artist for mobs without those difficult AOEs.



2. Certain Skills

Certain Skills are extremely useful even if you are not heavily focusing on that class: (This is just some.)


Mage: Spatial Conversion: Teleports any members of your party who are on the same map as you to the last soul guardian you marked at. This can really save you time especially on the larger maps.

Cleric: Hard Truth (MP+HP Buff 15 minutes), Grace of Wisdom (INT+, WIS+ 15 minutes), Light Blessing (Luck, Nature & Holy Resist 15 minutes), Revive (Reduces EXP loss vs reviving to town/saves you from running all the way back through a dung)

Illusionist: Mind Surge (Restores MP, can be used between pulls to speed things up)

Shaman: Several 15 minute buffs…sorry lazy to put all the info on them. P:

Bard: Poem of Wind (Swap to your bard, buff yourself and GO! Increases Movement Speed 10% 15 minutes)

Thief: Sneak (Get to bosses safely)


3. Certificates

Certificates come in all shapes in sizes. From (EVA +4%) to (MP Cost -2%) each class has it’s own set of certificates for you to use. These certificates can be used on other classes. That means I can put a Mage’s ( Malice -5%) on my Engineer so that I don’t pull aggro if I want to. Furthermore, there is a “Yellow Stone” between all the certificates that changes based on the certificates around it. You can get new “Yellow Stone” bonuses by having more kinds of certificates.

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NOTE: You need 2 or more of the same colored certificates to activate the yellow stone. It will be dimmed and not active otherwise.

Personal Notes ╮ (. ❛ _ ❛.) ╭

A great way to get to play your favorite classes is to pick TWO main classes. For example, I play mostly Knight and Engineer–I play the other classes when I am doing guild quests or easier quests because they catch up faster and I don’t need to be quite so uber outside of the dungeons. So yes–I do play ALL of the classes. This bit of effort helps my main classes.





 
 
 

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