Solasta now has all classes with a selection of archetypes, so how about we rank them?
Warning: Long read! There’s a lot to cover here.
The Tiers
Solasta is a combat focused dungeon crawler first and foremost, so combat features will make up most of the rating for characters.
Broken / Overpowered - This is a character that is arguably too powerful in a broken way. Well suited for those looking for power fantasies, but if you’re using them they end up overshadowing other characters in your party.
Great - This is a character that will benefit just about every party, either through sheer power, versatility or a combination of the two.
Good - This is a strong character that fills a useful role or a unique niche.
Average - This is an average character that has potential when used and built correctly.
Poor - This is a character that is either below the expected powercurve or that is outright outclassed by other options doing the same thing.
Underpowered - This is a character that adds little to a party or to the class in question.
What determines a tier?
This is not an evaluation of how these subclasses would work in a tabletop setting, but specifically for the game Solasta. Combat is heavily emphasized in the game’s mechanics, so combat features will weigh much more heavily than others.
This means that some classes might score higher or lower than I would rate them in tabletop, where the ability to do things outside of combat is more likely to shine.
My biases
Like everyone else, I am never going to be fully capable of being objective, but I do try to be. In the interest of that, here are some of my biases when it comes to rating these classes.
Manipulating the action economy in your favor is powerful
Consistency is valued higher than variance, even if the variance can reach greater heights in ideal situations. This goes for both spells and martial builds.
There is more to combat than just damage per round (DPR)
Mobility is only as good as the offensive, defensive or control abilities it can be used to support
Martial survivability translates to higher DPR, because you spend less time playing defensive
Burst damage is worth more per point of dmg than sustained damage if you have to spend resources on it.
Sustained damage is most valuable when it is free (Extra Attack, Sneak Attack etc.)
Denying opponents turns (control, defense) is worth more than sustained damage if you have to spend resources on it
Resistance is usually more valuable than AC because of its consistency
I prefer to balance the classes without assuming a short rest / long rest between every fight
If you long rest between every combat, you can knock every class without spellcasting down a tier in comparison
I am assuming relatively simple equipment and weapons
If you’re playing with weapons with bonus damage, you can knock every class with multiple attacks up a rank.
Skills and utility are great in tabletop, but not as much in Solasta
I’ve extensively played the game on the Scavenger difficulty (deadlier AI, +1 proficiency bonus, +25% hp for enemies), which throws a lot of class differences into sharper contrasts
Even Underpowered subclasses can succeed at Scavenger, but with much more trouble than even just Poor ranked characters.
I am assuming we’re playing a somewhat optimized character with point buy or standard array.
The Classes
Normally, I’d look at this alphabetically, but I’d rather group the classes a little differently. So we’ll be looking at martial and caster classes in that order.
Martial Classes
The martial classes are Barbarian, Fighter, Ranger, Paladin, Rogue and Monk. Martial characters are expected to fight with weapons as a core part of their combat tactics.
Barbarian (Primal Calling)
Starting off with the angriest class in the game, we have the Barbarians. They scale their damage early through Reckless Attack and have arguably the best defensive feature in the game; Rage. These characters are tanks in the truest sense, though that is also more or less the only thing they add to the party. No control or utility to be found here, but Solasta is a combat focused dungeon crawler so this is about as perfect a match as a Barbarian can get.
Overall class rating: Good
Class highlights:
Rage
Reckless Attack
Extra Attack
+2 movement
Bypassing Surprised condition from lvl 7 onwards
Path of the Stone
Do you like being able to constantly generate temporary hit points? Do you want the option to use your Constitution for all saving throws? Would you like to be immortal, or at least close to it?
I don’t know how to sum up the Path of Stone beyond saying that they are the premiere tanks even among Barbarians.
Subclass rating: Great
Features:
Stone Resilience (lvl 3): Gain proficiency bonus x 2 (4-8) temporary hit points at the end of your turn while raging.
Strength from Within (lvl 6): You use your Constitution saving throw for all saving throws
Rock Solid (lvl 10): You get +1 AC for every enemy in melee, up to a max of +4.
Path of the Magebane
I don’t know what to make of the Magebane. I like the idea and there are fights in the game where it is really strong to keep spamming the AoE scream ability, but relying on enemies being spellcasters for your subclass abilities is an unfortunate restriction. That being said, Magebane is still a good tank that will excel against magic users.
Subclass rating: Average
Features:
War Cry (lvl 3): When you’re raging and take damage from a spell or spell-like ability, you can use your reaction to deal 1d6+con damage to all enemies within 6 squares.
Enemy of Magic (lvl 6): Your weapons use twice the normal number of damage dice against targets with the Spellcasting feature.
F.ex. a greatsword normally deals 2d6+str damage. Against a spellcaster, a greatsword wielded by a Magebane deals 4d6+str damage.
Note: This means any enemy that technically has Spellcasting as a character feature, not necessarily any character that uses spell-like abilities or even spells at all. A rare few enemies use magic without being susceptible to this feature, and at least a couple of enemies that do not use magic are affected by it.
Reject Magic (lvl 10): You have advantage on saving throws against spells and spell-like effects.
Path of the Berserker
Berserkers are a trap option in tabletop, since getting Exhaustion for using your improved Rage is a big problem. Solasta implemented a simple solution, letting you make a saving throw to avoid it, greatly improving the viability of the archetype. It also helps that skill checks are generally less important in Solasta compared to tabletop.
Subclass rating: Good
Features:
Frenzy (lvl 3): When raging, you can make an additional weapon attack with your bonus action. When rage ends, make a constitution saving throw or be exhausted.
Mindless Rage (lvl 6): Immune to fear and charm while raging.
Intimidating Presence (lvl 10): You can instill fear as an action while raging.
Path of the Claw (Lost Valley)
These Dragon Barbarians strike a balance between offensive and defensive capabilities, focused around an elemental damage type. This means they can be as tanky as Stone Barbarians under the right circumstances and a top tier damage dealer in the endgame.
Subclass rating: Great
Features:
Dragon Ancestry (lvl 3): Choose an element (fire/cold/lightning/acid/poison). You have +1 AC and resistance to your element while raging.
Draconic Wrath (lvl 6): You can use a breath weapon with your element as a bonus action once per short rest. 1d8 damage per 2 Barbarian lvls.
Dragon’s Blessing (lvl 10): While raging, your weapon attacks deal an additional 1d8 damage of your element.
Fighter
Fighters are the most basic outline for a martial character, with free access to all fighting styles and some neat features to improve their capabilities, which normally works as a nice chassis for building characters. Alas, they suffer in Solasta because while they might have a decent kit of abilities, most their subclasses are underwhelming at best, which means it is hard to overcome the advantages other martial classes offer.
Overall class rating: Poor
Class highlights:
Second Wind
Action Surge
Extra Attack
Bonus feat
Champion
Let’s get the worst out of the way first. Champions are terrible. They barely add anything to the basic abilities you get and what it does add hardly makes an impact.
To prove my point, here are the damage differences in the best case scenarios in Solasta for a Champion Fighter:
Longsword (1d8) - Average dmg increase from crits: 0,225. Champion: 0,45
Greatsword (2d6) - Average dmg increase from crits: 0,35. Champion: 0,7
Lightbringer Greatsword (2d6+1d8) - Average dmg increase from crits: 0,575. Champion: 1,15
Stormblade Axe (1d12+1d10) - Average dmg increase from crits: 0,6. Champion: 1,2
At best, Champion will increase your dmg by 0,6 per turn on average, and they have no features to make crit fishing useful.
Subclass rating: Underpowered
Features:
Might as well not have any
Mountaineer
This option does one build and one build only; high strength, athletics proficiency and using a shield. With +2 AC when standing next to a wall and advantage on shoving attempts, this is an attempt to make a tank Fighter. These features are nice, but easily replicated or surpassed by Barbarians and Paladins.
Subclass rating: Poor
Features:
Shield Swipe (lvl 3): Advantage on shove attempts when using a shield.
Tunnel Fighter (lvl 3): While using a shield, gain +2 AC when you have a wall on one of your four sides (no diagonals).
Close Quarters (lvl 7): As a bonus action, you can force a switch of positions with an enemy within melee range by performing a STR vs STR or DEX challenge, just like for shoving. You are not open to opportunity attacks by doing so. If successful, you have advantage to attack this creature until the end of your turn.
Shield Push (lvl 10): Provided you wield a shield, you can shove an opponent as a bonus action.
Commander (Lost Valley)
Do you want to be a master tactician, a battlefield commander leading your party to victory against all odds? Well, keep looking ‘cause the Commander isn’t it. You get a couple of attacks with advantage for you and your party per rest and at higher lvl you can make allies take the dodge action on your turn.
Subclass rating: Poor
Features:
Bonus Proficiencies (lvl 3): Gain proficiency in Intimidation and Insight.
Rousing Shout (lvl 3): You can use your bonus action to give all allies within 3 cells of you (including yourself) advantage on their next attack roll until the start of your next turn. Rousing Shout can be used a number of times equal to your proficiency modifier per short rest.
Coordinated Defense (lvl 7): When you take an attack action, you can forgo one of your attacks to grant an ally within 3 cells Dodge until the start of your next turn.
Invigorating Shout (lvl 10): Rousing Shout's range increases from 3 to 6 cells. Allies affected by Rousing Shout now also gain temporary hit points equal to your lvl for 1 minute.
Spellblade
If you want to play a Fighter, this is your best option for having a good experience. You get a useful selection of control and mobility spells that can let you contribute to the party meaningfully, though you will have a fair bit of overlap with the spellcasting of a Ranger, which presents a challenge.
Subclass rating: Average
Features:
Spellcasting (lvl 3): Cast wizard spells and cantrips of the conjuration, evocation, transmutation, and enchantment schools.
Magic Weapon (lvl 3): Your weapon attacks count as magical against creatures that are resistant or immune to non-magical attacks.
Into the Fray (lvl 7): You can use any melee weapon you are proficient with as a spellcasting focus for your wizard spells, and can perform their somatic components with the weapon instead of your hand. Additionally, being next to a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
Spell Tyrant (lvl 10): Target a creature and move it one cell in any direction if it fails a STR save.
Continued in next post
Typos happen. More so on the phone.
Typos happen. More so on the phone.
Typos happen. More so on the phone.
Typos happen. More so on the phone.
Typos happen. More so on the phone.
Typos happen. More so on the phone.
Typos happen. More so on the phone.
Typos happen. More so on the phone.
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