Which Class Should You Pick In Farever?

One of the hardest decisions when it comes to starting a new MMORPG is deciding your race and your class. These aspects typically affect not only how others will interact with you, but how you’ll play the game and, in some cases, what you’ll have access to.

Farever does take this pressure down a bit, for now, by limiting all players to one race, but you’ll still have to decide on your class when creating a new character. At the moment, there are four classes to choose from, but Shiro Games has already shared plans to expand this later on in the game’s Early Access period. The four available classes include Warrior, Rogue, Mage, and Priest.

Farever is currently in Early Access, which means players should expect this information to change frequently with patches leading up to the 1.0 release.

Warrior

Best For Those Who Enjoy Storming Into Battle Sword First

Warrior class in Farever.

Starting Stats

Vitality

Strength

Dexterity

Faith

Intellect

22

22

15

15

15

The Warrior class is, for the most part, what you would think of when you think of a traditional melee combat class. Warrior is ideal for those who enjoy tanking on the front lines while also dealing immense damage. If you’re familiar with the Warrior class in World of Warcraft, this plays fairly similarly.

Your starting weapon for this class will be a Practice Sword, alongside a basic shield. At this time, Warriors can equip a Shield and their choice of Sword, Axe, Mace, or Spear. Some of these weapons, particularly swords and axes, also have dual-wielding options. Note that some weapons have larger, stronger variants, such as the Great Axe, and these are exclusive to the Warrior class.

Weapons play a big part in how a class plays, as they offer their own unique skills, so keep this in mind as well when evaluating the best option for you.

During combat, Rage is generated, which can then be used to power up your special AoE attack, Raging Smash. For a complete breakdown of the attributes of this class, please see the table below:

Warrior Skills

How To Unlock

Explanation

Cooldown

Raging Smash (Special)

Starting Skill

Strike the ground with the Rage you have generated. This AoE attack deals 160 percent physical damage to all nearby enemies while also pushing them back.

N/A – Consumes Rage

Rage (Passive)

Starting Skill

Generates 1 Rage from Attacks and Weapon Skills. This allows you to power your Raging Smash.

Passive

Charge

Level 3

Charge forward while dealing 120 percent physical damage to enemies that are hit. This will also stun enemies for 1 second.

15 seconds

Infinite Rage (Passive)

Level 4

While in combat, you will generate 1 Rage every 3 seconds.

Passive

Ignore Pain

Level 5

Reduces all damage taken by 40 percent for 12 seconds.

60 seconds

Battle Shout

Level 10

Grants a 20 percent critical chance to all allies within 100m for 15 seconds.

120 seconds

Surging Force

Level 15

Sends a cone of shockwave, which deals 16 physical damage and stuns all enemies for 2 seconds.

45 seconds

Berserk

Level 20

Increases all damage dealt by 20 percent. This skill also increases the Rage generated from attacks by 1 for 15 seconds.

120 seconds

Burst of Anger

Level 30

For the next 20 seconds, your next three weapon skills have no cooldown.

N/A

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Rogue

Best For Those Who Prefer Getting The Jump On Their Enemies

Rogue class in Farever.

Starting Stats

Vitality

Strength

Dexterity

Faith

Intellect

18

18

26

18

18

The Rogue class is similar to the way rogues operate in just about every fantasy RPG. Rogues deal a fair bit of damage, but rather than charging right into battle like their Warrior companions, Rogues prefer to take a sneakier approach to things. Most of their attacks will be targeted at one enemy, whom they attempt to gain an advantage over.

The reason for sneaking around is that Rogues aren’t built to be tanks or healers. Rogues generally take on the role of DPS, and so, players who select this class should have an increased interest in being responsible for damage.

Rogues will start the game with a pair of Rusty Knives, but can use Daggers, Bows, Axes, Spears, Fists, Crescents, and Throwing Stars. That said, Daggers and Bows are typically going to be your best option for this class since they pair nicely with your innate skills.

The consumable used for Rogue skills is referred to as Combo Points and will be used to deal increased damage with your special, Finisher. Like the Warrior class, Rogue also mirrors its WoW counterpart, even down to the use of Combo Points. So, if you have any familiarity there, that’s something to keep in mind.

For a complete overview of the skills Rogues currently have access to, please see the table below:

Rogue Skills

How To Unlock

Explanation

Cooldown

Finisher (Special)

Starting Skill

Uses Combo Points to dash forward, dealing 100 percent physical damage and knocking your enemy back. Damage will be increased by 30 percent for every Combo Point used.

8 seconds

Combo Points (Passive)

Starting Skill

Generate 1 Combo Point every time you use a Final Combo Attack or a weapon skill different from the last action.

Passive

Shadowstep

Level 3

Teleport behind enemies and stun them for 2 seconds.

15 seconds

Combo Master (Passive)

Level 4

Allows you to stack up to five Combo Points.

Passive

Smoke Bomb

Level 5

Drop a smoke bomb that lasts for 8 seconds. Every ally inside the smoke will dodge every incoming attack.

60 seconds

Death Mark

Level 10

Mark an enemy, which will increase all damage dealt to them by 15 percent for 30 seconds.

90 seconds

Knives Tempest

Level 15

Spin around with knife projectiles. This will deal 26 physical damage to all nearby enemies and generate 1 Combo Point.

30 seconds

Urge To Kill

Level 20

Finisher has no cooldown, and you generate 1 Combo Point every second for 10 seconds.

120 seconds

Darkness Shadows

Level 30

Consumes all Combo Points to summon Darkness Shadows equivalent to the number of points. Shadows will attack the designated target.*

120 seconds.

* At the time of writing, Darkness Shadows is missing information in Farever that states the amount of damage dealt by the Shadows and the duration of their presence.

Mage

Best For Those Who Prefer Taking A Magical Approach To Combat

Mage class in Farever.

Starting Stats

Vitality

Strength

Dexterity

Faith

Intellect

18

18

18

18

26

Mage is the catch-all class for spell casters in Farever. While you don’t have the option to choose between niche options like Sorcerer or Wizard, if you find yourself typically gravitating toward traditional magic-wielding classes, then Mage will likely be a good option for you. Mages allow players to deal a ton of damage without the need to get up close like Warriors.

Mages are designed more for DPS roles, but they’re a bit more well-rounded than some of the other classes and perfectly capable of keeping themselves in good shape. For this reason, if you’re playing solo, this is one of the better options to look into.

Mages start the game with the Apprentice’s Grimoire, but can also utilize other Spell Books, Staffs, Spears, Throwing Stars, Halos, Shields, and some Dual Sword weapons. Despite the variety, Spell Books and Staffs will make up the majority of weapons available to this class.

The consumable used for this class is Sparks. Consuming Spark above the gauge threshold will allow you to utilize conduits and power up your special attack, Spark Beam. For a complete overview of the skills Mages will gain access to, please see the table below:

Mage Skills

How To Unlock

Explanation

Cooldown

Spark Beam (Special)

Starting Skill

Channel a powerful beam that deals 100 percent magic damage over a period of 2 seconds. Each tick generates 12 percent Spark.

12 seconds

Sparkmaster (Passive)

Starting Skill

Using a weapon skill or your final combo attack will consume Spark. Consuming Spark will activate your Conduits if your gauge is above the designated threshold.

Passive

Conduit: Shard

Starting Skill

Fires one shard at an enemy that deals 7 magic damage.

Activates when you consume Spark above the gauge threshold.

Conduit: Power

Starting Skill

Increases your Magic Mastery by 0.5 percent for 15 seconds. Stackable up to 20 times.

Activates when you consume Spark above the gauge threshold.

Blink

Level 3

Allows you to teleport a short distance.

15 seconds

Infusion

Level 4

Choose a third Conduit.

N/A

Spark Shield

Level 5

Gain a Shield that absorbs damage equal to 40 percent of your max health. Lasts for 60 seconds.

30 seconds

Mystic Empowerment

Level 10

Grants 30 percent cooldown reduction to allies within 100m for 15 seconds.

120 seconds

Static Nova

Level 15

Blast nearby enemies and deal 23 magic damage. This will also stun them for 4 seconds.

25 seconds

Chrono Reset

Level 20

Fully regenerates your Spark and resets the cooldowns of all your weapon skills.

180 seconds

Overload

Level 30

Enter an overloaded state that will trigger one free random Conduit every second for 9 seconds.

120 seconds.

Each class will also have a variety of Talents they’ll gain access to, but for the most part, they further elaborate on the foundations outlined in this article, and for that reason, are left out of this guide, which is primarily to assist in choosing an initial class.

Priest

Best For Those Who Want To Channel Divine Power To Support Their Party

Priest class in Farever.

Starting Stats

Vitality

Strength

Dexterity

Faith

Intellect

22

15

15

22

15

Priests are the primary, and for the most part only, healers in Farever. However, don’t take that to mean that they can’t be beneficial in other ways. Priests are pretty sturdy and more than capable of dealing damage, even if it’s not to the same intensity as some of the other classes.

If you’re playing as part of a group, this is a great option for players who enjoy hanging back in a more supportive role, but you can also flexibly fill in for other positions as needed. Additionally, like Mage, this is another great option for solo players. This is largely due to the variety of weapons Priests can use, which only further increases their play-style flexibility.

That said, if Farever is your first introduction to fantasy RPG classes or being part of a party, this may not be the best option for you. Priests play a vital role as healers, which can be more stressful for new players, especially if you’re the only one on support. Additionally, the Prayer system is one of the more complex among the classes when compared to things like the Warriors’ Rage system.

Priests will start with a Rehearsal Scepter, but can also use Swords, Spell Books, Shields, Halos, Spears, Maces, and Crescent weapons. At the moment, Scepters are the only weapon exclusive to this class.

The skills that accompany the Priest class, unsurprisingly, revolve around prayer. Each prayer will have specific conditions required to prepare it, and once ready, can be activated by the special for this class, Judgement. For an overview of all the skills currently available for this class, please see the table below:

Priest Skills

How To Unlock

Explanation

Cooldown

Judgement (Special)

Starting Skill

Releases a nova that activates all ready prayers. Each prayer will have unique conditions that must be met for it to be considered ‘ready.’

12 seconds

Rosary (Passive)

Starting Skill

You can add several prayers to your Rosary. Each Prayer can only be added once.

Passive

Prayer: Life (Passive)

Starting Skill

Judgement heals for 100 percent of your current health.


Ready after using one of your primary weapon skills.

1 second (passive)

Prayer: Smite (Passive)

Starting Skill

Judgement deals 33 magic damage.


Ready after you use your Final Combo Attack.

1 second (passive)

Faithful Winds

Level 3

Projects wind ahead that increases the movement speed of allies who go through it by 70 percent for 3 seconds.

25 seconds

Radiant Verdict

Level 5

Deals 26 magic damage and stuns nearby enemies for 3 seconds.

45 seconds

Prayer: Virtue

Level 7

Judgement grants a shield that will absorb a set amount of damage.


Ready after using one of your Arsenal weapon skills.

1 second (passive)

Blessing of Fervor

Level 10

Grants 10 percent fervor to allies that are within 100m of you for 15 seconds.

120 seconds

Crusader

Level 15

Increases critical chance, cooldown reduction, damage dealt, healing, and shielding by 10 percent for 20 seconds.

120 seconds

Beacon of Hope

Level 20

Drops a totem that will store 10 percent of the damage you deal and the healing you provide. At the end of the countdown, the totem will explode and release a nova that will heal allies and damage enemies with the amount stored.

180 seconds

At this point in Early Access, there doesn’t appear to be a way to change your class mid-game. However, this may be added in the future, and players are free to create several characters, so you still have the option to play every class.

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