There are 32 classes for Rift: Planes of Telara so far. Every class has been confirmed from a reliable source. From the Rift website to gaming conventions where many attendees confirmed a class. Let's see about it.
In the Ascended class system, Soul Attunement is the player' s ability to commune with the souls of Telara' s honored dead and gain their powers and abilities. Each Calling has a unique selection of souls that can be embraced by the player, providing nearly endless opportunity to discover the path that' s right for them!
Defiant - This class is selectable at character creation for the Defiant. Guardians can play this class later in the game.
Guardian - This class is selectable at character creation for the Guardians. Defiant can play this class later in the game.
Heroic Class - This is a class that can not be selected at character creation and must be earned through other means.
Champions are powerful Warriors who excel at melee combat. Wielding massive two-handed weapons, these battle-tested fighters find few equals in one-on-one battle. Champions strive to become one with their blade, constantly honing their fighting skills to win glory through warfare.
A Champion's legendary strength allows him or her to move with startling speed, closing with opponents to wreak destruction with their two-handed weapons.
Quick to answer the call to arms, Champions often rush into battle with reckless abandon, and can find themselves vulnerable to sneak attacks and well-organized assaults from multiple adversaries.
Reavers are warriors who combine the art of combat with the entropic energies of death. The slightest touch of their weapon can spread disease, incite madness, and death to those unlucky enough to face them.
Although Reavers can wield a full range of armors and weapons, they are most effective in heavy armor, carrying a shield in one hand and a weapon in the other. Reavers undermine an enemy's ability to fight back, grinding opponents down until they succumb.
Reavers specialize in damage-over-time effects that weaken both the mind and body, crippling an opponent's ability to mount a successful offense.
Like death itself, Reavers grind down their opponents slowly; but as such they are not effective at quickly neutralizing a single opponent.
Righteous defenders of the weak, Paladins use heavy shields and divine blessings to stand as a bulwark against their foes. The Paladin' s large shield not only offers protection, but affords many opportunities to launch devastating counters in close combat.
A Paladin excels in using a shield to turn aside incoming assaults and launch powerful counterattacks. This martial skill, and the divine blessings of their patron gods, allows Paladins to extend their protection to nearby allies.
Heavy arms and armor do not allow for quick movement, so Paladins have a hard time dealing with opponents at range, or with those who weave powerful magic, against which metal plates offer no protection.
A Warlord' s commanding presence expresses itself in auras that inspire her comrades to victory and cow her enemies into submission, allowing her to control the field of battle.
Warlords can draw upon vast tactical experience, empowering their allies and weakening their enemies to change the course of battle.
The Warlord' s focus on enhancing the capabilities of her allies leaves her vulnerable when isolated from friendly ranks.
5. Beastmaster [H]
6. Paragon [H]
7. Riftblade [H]
8. Void Knight [H]
The tradition of the Purifier begins with a baptism by fire, a test of faith from which only the strongest souls emerge. Those who pass are reborn as masters of the curative secrets of fire, able to heal the most grievous wounds with a searing touch.
These Clerics also draw upon a pact with their long-dead ancestors as the source of their offensive power. While Purifiers wreathe their allies in flames, they can unleash a spirit vanguard to visit wrath upon their foes.
Purifiers dedicate themselves to mastering the healing properties of fire, and as such are potent support Clerics who can burn away disease and instantly cauterize the most horrific wounds.
Purifiers are not known for their offensive capabilities, and while they are capable of marshaling the fury of their ancestors to strike down foes, they rapidly lose ground against the focused assault of a determined melee combatant.
The Inquisitor is a cleric who no longer follows the doctrines of life or death alone; instead, they stand between these forces demanding purity from both. An Inquisitor passes judgment on those who are worthy, and damns those who are corrupt.
Their true strength is derived from their extreme faith; as such, they forgo heavy armaments in favor of a simple hauberk of chain and a sturdy maul.
Although Inquisitors will never achieve the great heights of power from choosing an exclusive life or death path, their ability to harness and manipulate both energies make them extremely valuable companions.
An Inquisitor is a potent one-on-one combatant who specializes in mixing life and death magic, stealing their opponent's greatest strengths and making it their own.
Because they stand between the threshold of life and death, Inquisitors give up the strength found in those who walk a pure path. For that reason, they cannot support their allies in battle as strongly as other, more specialized clerics.
The Sentinel brings the blessings of light to all who do the will of the gods. Capable of healing many wounded at one time, Sentinels bolster their allies and protect themselves with divine wrath.
Sentinels are defensive clerics who excel at group support. Their divine powers aid the weak and ensure that everyone in their group lives through the fray.
Sentinels sacrifice offense for a strong defense, and thus struggle to deal massive damage to their opponents.
Justicars are healing clerics who fight shoulder-to-shoulder with their allies in close combat. Conviction builds with each swing of their weapon, bolstering nearby comrades and powering the Justicar' s potent healing magic.
A Justicar' s healing comes from damage dealt in close combat. Thus he can survive and thrive in the thick of the fighting while ensuring his allies do the same.
A Justicar' s divine magic depends upon his melee prowess, so foes are wise to try and keep the Justicar from the front lines.
Possessing deadly agility and mastery of the blade, the Nightblade can also draw upon the planar magics of fire and death to deal doom in a variety of ways. Favoring light armor, their ability to stalk and quickly eliminate their adversaries means the unfortunate quarry rarely has the chance to defend, let alone counterattack.
A Nightblade' s stealth and proficiency with weapons can dispatch enemies quickly and silently, while their knowledge of arcane magic gives them versatility in dealing a wide variety of damage.
Preferring the element of surprise and precise, killing blows, the Nightblade has trouble enduring a lengthy battle. Wearing only lighter armor, the Nightblade is better suited to sneak attacks or hit-and-run tactics.
Rangers are consummate hunters who know the strengths and weaknesses of every beast, taming animal companions to augment their considerable prowess in ranged combat. This synergy between bow and beast allows Rangers to handily overcome the most daunting obstacles.
An expert woodsman and archer, the Ranger excels at striking from range, while their animal companion harries the opponent in close combat.
Without an animal companion, a Ranger is but a simple archer, and while still quite deadly, can no longer mount a strong defense in close combat.
Masters of subtlety and subterfuge, an Assassin' s ability to walk in the shadows allows them to bypass obstacles and launch devastating surprise attacks. A rare few survive the initial assault, only to succumb to virulent poisons.
Assassins are trained to meld with the shadows, bypassing defenses and launching potent surprise attacks with their poisoned blades.
Assassins must choose their targets carefully, or wind up in desperate straits if they forfeit the element of surprise or attack a foe who can shrug off the venom from their blades.
Blade Dancer [H]
Blade Dancers are masters of wielding edged weapons. They specialize in ritualized combat movements that are lightning fast. Blade Dancers can overwhelm even an accomplished opponent's defenses, setting them up for a devastating coup de grace.
Lithe and agile, a Blade Dancer cherishes unimpeded movement over heavier protection, so they wear only light armors (such as leather) into combat. Extremely competent and aware, a Blade Dancer's weapons tend to be the only defensive protection they need. Unfortunately for their enemies, these blades aren't just used for defense, but offense as well.
The Blade Dancer's mastery of edged weapons allows them to unleash devastating close combat attacks in quick succession. Their honed skills and supernatural agility allow them to avoid incoming attacks for short periods of time and launch lethal sneak attacks on the unwary.
Once a Blade Dancer's fury is spent, their light armor offers scant protection. They must quickly overcome their opponent's defenses or face defeat themselves.
5. Bard [H]
6. Marksman [H]
7. Riftstalker [H]
8. Saboteur [H]
Elementalists are mages who specialize in manipulating and controlling the raw energies of the planes. Through fierce discipline and strict study, these mages dedicate themselves to commanding the harshest and most chaotic forces known to exist.
Elementalists are recognized by their emaciated bodies and physical frailty, as they commit every ounce of energy toward strengthening their mental abilities. Their planar powers are typically channeled through enchanted staves of lightweight wood or steel, and they wear only the flimsiest of cloth vestments for protection.
The will of an Elementalist is so powerful that it allows the mage to manifest the elements and bind them to physical form, ripping them from the planes and using them as allies in battle. Each elemental has its own strengths and weaknesses, making the Elementalist a flexible and potent force on the field of battle.
Their greatest strength is also their greatest weakness, for an Elementalist without their summoned minions is just a frail scholar with minor magic at their disposal.
Consummate practitioners of the dark arts, Warlocks embrace the grim forces of entropy and death. Protected within a cloak of shadows, they lurk on the edges of the conflict, as their deadly energies inevitably consume all that stand in their way.
Warlocks specialize in destructive curses that eat away at an opponent' s body and soul. A Warlock is capable of rapidly spreading their blight across the battlefield, or focusing all of their entropic power to eradicate a single target in mere moments.
Warlocks can cast their lethal curses with but a word, but like death itself, they are slow and inexorable. This gives enemies a small window of opportunity to overcome them with a rapid and brutal assault.
Pyromancers are destructive mages whose sole focus is the mastery of fire, from launching massive incinerating blasts, to trapping their opponents behind a smoldering wall of flame. No other Ascended can match the sheer destruction at the Pyromancer' s fingertips.
Pyromancers keep their enemies at bay with well-placed fire spells, until they can be immolated at the Pyromancer' s leisure.
Pyromancers excel at roasting their enemies from afar, and so must be wary of foes able to charge into melee quickly or defend themselves against searing flames.
Stormcallers are mages who channel the raw fury of the wind and water to command the battlefield, chilling their opponents to the bone or stopping their hearts with electric shock.
Stormcallers weave Air and Water magic together, their spells reaching heights of devastation in concert they could not achieve individually.
Just as a storm cannot be wind or rain alone, the Stormcaller must combine spells to reach peak devastation. They thus take longer to warm up than other mages and are vulnerable to foes who know how to interrupt their rotation.
Group/Raid Role for each class:
Click the links to get more class introduction info:
This post has been modified on Dec 27 , 2010 11:40:02 PM by 187ben.