Strengths and Weaknesses of each class (from what I thought up of):
Warriors!
Pros+ Lots of HP
+ Lots of Defense
+ Can be played as Tank or DPS
+
Smite to stop those spells
+
Bash is a good stun move
+ Short Cool downs
+ Doesn't have to deal with Elements because Warrior's attacks are neutral
+ Cool bulky armor.
+ Stat building includes Strength, Dexterity, Agility , and Stamina.
+ Strength also helps with carrying more weight
+ Good against Mages in PvP
+ Can wake up sleeping targets with
Growl+ Have lots of available charms in-game to boost gameplay
+ You have an excuse to invade
people's the enemy's space
Cons- Not a lot of options against monsters (must remain close at all time to fight)
- Needs
Fury to do cool attacks. To get
Fury, you must attack something/someone
- Only way to travel faster by feet is to use
Charge at a target., which costs fury
- AoE (Area of Effect) (Swipe) is somewhat small, compared to other classes (obviously, since Warriors use their paws)
- No natural elemental advantage
- In party play, a Warrior MUST play the role of the Tank, unless there is another warrior who is willing to play that role
- Some find Tanking horrible. Warriors must constantly feel the wrath of the boss (or group of enemies).
- In a high level party and in a low level dungeon, while scaled, if the tank is low leveled (like level in the level range of the scaled dungeon and noticeably lower than the party members' natural levels), the tank cannot hold the aggro well; therefore, the other members of the party has to hold back. This might take the fun out for other members of the party.
- Some find Damage Warrior hard to play and get jealous of other classes because other classes can kill stuff faster
- Other classes naturally do more damage; thus, warrior progresses slower than other classes and repairs armor more often than other classes in solo play.
- Must carry two sets of armor. One for Tanking, which has different stats from the ones for Damaging.
- Some people don't like the Warrior Armor as the way it looks
- Should use Potion of Fury often in serious battles; therefore, it has to use resources to get them or make them.
- Some might argue other classes are cooler, because other classes are more flashy.
- Constant watching at cool downs for about 4+ moves
Mages!
Pros+ Lots of MP
+ Despite its low health,
Mana Shield makes up for that.
+ Lots of Damage, so battles are quicker; therefore, there is less cost to repair armor.
+ Attacks are far away
+ VERY strong AoE (Area of Effect) attacks.
+ Use the power of Fire, Wind, Water, or Earth.
+ Travels quickly around with
Skip to propel itself forward a certain distance and stopping fall damage when used in midair, and
Teleport to teleport quickly to saved locations.
+ Versatile set of skills and options. Each set of Elements allows it to do some fun things, like burning, freeze, pushing, or slowing an enemy. With
Skip, it can kite enemies easily. It can use
Invisible + Simple To Play. In parties, mostly just mashing one skill and using another skill to regain mana, while dodging attacks. In solo play, you would do the same as you would do in a party, except you're kiting now; you also kill things very quickly.
+ Very easy to stat build. Put stats on Intellect mainly.
+ Fairly simple to decide what skills you should upgrade
+ Only need one set of armor. Equipment with "Magic" as a stat boost is Mage equipment.
+ Lots of available charms that are VERY helpful
+ Most charms are easy to get
+ Flashy skills
+ Convenient
+ Cool mage equipment
Cons- Must reset skills, which costs gold, for VERY specific situations; thus, they have to go back to town very often. That takes time and gold.
- If caught off guard, may get hurt a lot.
- Susceptible to
Smite and
Bash to stop you from Casting.
- Only one Elemental Set should be used, otherwise your DPS goes extremely down.
- Must always play the DPS role
- Might not like the flashy attacks
- Have to learn how to play with different Elemental sets (there's four)
- Auto Attack does less than ten damage with mage equipment.
- Have to Cast to attack. The time to kill a Bluebell takes the same time to one-shot a Crystal spike Lizard.
- Some people don't like Mage Armor as the way it looks
- Weak to Warriors in PvP once hit (you can run by using Skip, but the Warrior can use Charge on you)
Priests!
Pros+ Can heal others
+ Can buff others
+
Heal can be used against the undead and the dark
+ In party play, you're free to do what you want, as long as you're healing. In other words, you stand around, wait for someone to get damaged enough, then heal.
+ In solo play, you use Revitalize (a move that periodically heals you) on yourself and then keep attacking.
+ Can use Light, Dark, and Poison skills
+ Can make enemies go to sleep with
NightFall+ Lifeline of a party (no pressure)
+ Can solo bosses that doesn't have a berserk timer
+ Only need one set of armor. Armor with lots of "Intellect" as stat boost is Priest Armor
+ Lots of available charms to help
+ Cool religious armor
Cons- Low HP and only way to make it up for it is gradual healing with Revitalize
- Easily killed when caught off guard, compared to Mage, where
Mana Shield is the solution to being on guard.
- Arguably lowest DPS
- Must learn to balance out Healing skills and Damage Skills in solo play.
- Must predict lots of things, like if a player is going to die or not very soon. So, you must really know the boss fight
- Must maintain an idea of how much Healing a player should be given. Over-heals are bad
- Confusing on what stats should be built. Some argue Intellect and a bit of dexterity; but how much of each?
- Some people don't like the Priest Armor as the way it looks
These are the strengths and weaknesses of each class,
Strengths and Weaknesses of each Class (from what I thought up of)