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It’s just that some playstyles are better than others according to the general consensus for the game. Moreover, some classes in Tribes of Midgard can be clunkier to play than others or might require a higher skill level and offer fewer benefits compared to the simpler ones. In any case, here’s a guide that tells players who they ought to be as they cleave through Frost Giants and Loki’s children.
8 Hunter - The Scouting Survivalist
Weapon Proficiencies: Bow and Axe Good For: Scouting
The Hunter goes to the bottom of the barrel despite the seemingly useful traits. The Hunter specializes in scouting thanks to abilities that reduce the Fog of War or increase fire efficiency. Hunters can also be good at harvesting stuff because they lengthen the lifespan of tools by a considerable amount.
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However, they make for rather subpar combatants. They only have a few skills that make them better at fighting. Even their starting abilities are catered toward scouting roles. That role easily diminishes or becomes nearly useless on the 15th day as players won’t be able to do some exploration or scouting runs due to the endless attack waves.
7 Ranger - The Archery Specialist
Weapon Proficiencies: Bow and Sword Good For: Ranged combat and movement buffs
Think of the Ranger as the better and generally more useful version of the Hunter. While the Hunter is too fixated on searching for survivalist items outside the village, the Ranger is more focused on killing enemies before they even get close to the village. That kind of playstyle suits many players well, especially those who prefer to keep safe.
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That doesn’t mean Rangers are sitting ducks when it comes to melee combat. The Ranger can also be proficient with a sword if they want to. It’s just that most of their abilities have better synergy with bow usage. Hence, the sword can mostly feel like an illusion of choice or at times, even as wasted ability or mastery slot.
6 Guardian - The Damage Sponge
Weapon Proficiencies: Axe and Sword Good For: Being a tank
When it comes to a class one can take and proudly flaunt during Fimbulwinter, the Guardian is the best choice. As the name implies, the Guardian is a tank class and thus has defense and defensive abilities in spades. Most of their skills revolve around keeping the Guardian alive for as long as possible, even during dire times.
During crucial moments like death, the Guardian can instead opt to regenerate at one HP. This comes quite handy when dealing with boss fights during clutch moves. Don’t expect the Guardian to have substantial contributions to damage outputs though—it has little to no offensive abilities. In fact, Guardian players might even require their own damage dealers in the group.
5 Sentinel - The Ultimate Defender
Weapon Proficiencies: Axe and Sword Good For: Being a tank with good crowd control abilities
The Sentinel is a more flexible Guardian which makes it a little more appealing for players who prefer a defensive style. The Sentinel doesn’t quite have the straightforward survivability of the Guardian and can’t shrug off attacks as easily. However, it can still recover from most enemy attacks thanks to the massive amounts of regeneration it can obtain from its skill tree.
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Apart from that, the Sentinel has a branch dedicated to stunning multiple enemies to sleep. It’s all thanks to the better shield proficiency compared to other classes. This allows the Sentinel to toy around with their shield better and even use it to stun their foes. Any stunned target also takes more damage. That gives the Sentinel good synergy with any party composition.
4 Berserker - The Best Damage Dealer
Weapon Proficiencies: Hammer and Axe Good For: Dealing as much damage as possible and risky plays
Again, here’s a class whose name acts as a precedent to what it can do. The Berserker, as usual, is a class that sacrifices personal safety in order to shorten the fight and deal as much damage as they can to any target. It has been that way in most games, and Berserkers in Tribes of Midgard are no exception.
Berserkers have an iconic ability wherein they can increase their damage output as long as they meet a certain low HP threshold. Players might even find their Berserker buddies bowling through the enemy ranks just to gain that bonus. They’re not all attack either— Berserkers also have a bit of stun and can play dirty to win against any enemy.
3 Warrior - The Balanced Damage Dealer
Weapon Proficiencies: Sword and Axe Good For: Combat versatility and tanking
Anyone looking for a good starter class to choose can’t go wrong with the warrior. They’re a classic class that’s pretty straightforward and lacks the complexity of roles such as the Berserker. Warriors in Tribes of Midgard make for good frontline or vanguard soldiers who can stay on the battlefield either through evasion, defense, or combat abilities.
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They have some of the most vigorous mana regeneration abilities in the game, allowing them to use their active skills more frequently in order to improve their offensive utility. Meanwhile, they also don’t lag behind in defense since they can also evade well and even revive themselves. For a solo class, it would be wise to pick a Warrior.
2 Seer - The Support With Utility
Weapon Proficiencies: N/A Good For: Buffing allies, crowd control, & debuffing enemies
One of the best support classes in the game who can also act as a solo class, the Seer is quite a handful of utility. It doesn’t really specialize in any weapon, making it tricky to use. Seers are certainly not for beginner players as their skill tree can be easy to mess up. In the hands of a proper player who knows their strengths and weaknesses, the Seer can also run for the top class in Tribes of Midgard.
They’re particularly useful come Fimbulwinter thanks to one ability that nullifies temperature effects. Apart from that, they can also summon Seedlings that can stun enemies. Other Seer abilities include a faster attack speed and a debuff that can weaken enemies by a rather significant amount. Thanks to those skills, the Seer scales well in the late game.
1 Warden - The Jack Of All Trades
Weapon Proficiencies: Sword, Axe, Hammer, and Bow Good For: Weapon multiclassing and crafting
The Warden is a class that players can only unlock after they have survived beyond day 15 in a single session. That means living through Fimbulwinter and beyond. Are they worth the effort? For many, they sure are, and then some. The Warden allows players to ignore many of the game’s mechanics such as running back and forth for exploration. They can deploy a two-way Waystone and cut travel time by half.
In order to make use of any crafting component that the Warden acquires through quick travels, they can make the crafting costs more affordable. As for their offensive abilities, Wardens are good at any weapon and can easily specialize in all four weapons if they want. They’re well worth the venture past day 15 of Ragnarok.
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