🎭 Archetypes vs Classes – How the System Actually Works


Before you worry about “meta,” you need to understand the basic structure.

  • You choose one Primary Archetype at character creation.
  • Later (around level 25), you choose a Secondary Archetype from the same pool of 8.
  • Primary + Secondary = Your Class (one of 64 combinations).

The 8 core archetypes are:

Fighter, Tank, Rogue, Ranger, Mage, Summoner, Cleric, Bard.

Important points:

  • Your Primary Archetype never changes – that’s your main identity and core kit.
  • Your Secondary Archetype modifies/augments your primary skills – it doesn’t fully replace them with a second full toolkit.
  • Each combo has its own class name (like Spellsword, Battlemage, Shadow Disciple, etc.).

So when people say “64 classes,” what they really mean is:

8 main archetypes × 8 ways to flavor and augment each one.

You’re not picking from 64 random, unrelated classes. You’re picking a core fantasy first, then deciding how to flavor it later.


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🧱 The 8 Primary Archetypes – Simple Breakdown


Here’s a quick overview of each archetype in plain language, so you can feel their vibe.

Fighter – Frontline Bruiser ⚔️

  • Role: Melee DPS / off-tank bruiser
  • Playstyle: Direct, aggressive, physical combat
  • Fantasy: Classic warrior who smashes faces and dives into the front lines
  • Good for: New players who like melee and simple, impactful gameplay

Fighter is the “swing a weapon and hit things hard” archetype. Many combos like Spellsword (Fighter + Mage) or other hybrid fighters are built on this base.


Tank – Shield of the Party 🛡️

  • Role: Main tank / protector
  • Playstyle: Taunting, positioning, controlling enemy focus
  • Fantasy: Heavy armor wall that keeps everyone alive by being annoyingly hard to kill
  • Good for: Players who like leading groups and managing mechanics

Tank focuses on threat generation, mitigation, and defensive tools. Duoed with other archetypes, you get variations like more evasive tanks, magic tanks, or support tanks.


Rogue – Burst, Stealth & Ambush 🗡️

  • Role: Melee DPS / assassin / skirmisher
  • Playstyle: Stealth, burst damage, repositioning
  • Fantasy: “Appear behind someone and delete their HP bar”
  • Good for: PvP enjoyers and players who like skill expression and positioning

Rogue combos (like Shadowblade – Rogue + Mage, Deadeye – Ranger + Rogue) lean into high-risk, high-reward damage.


Ranger – Ranged Physical DPS 🎯

  • Role: Ranged DPS (bows, projectiles)
  • Playstyle: Kiting, sustained ranged damage, maybe traps or control
  • Fantasy: Archer / hunter watching the fight from mid/long range
  • Good for: People who like staying mobile and controlling distance

Ranger + Rogue, Ranger + Mage, etc., can create sharpshooter or magical archer styles, depending on your secondary.


Mage – Elemental Cannon 🔥❄️⚡

  • Role: Ranged magic DPS / control
  • Playstyle: Elemental spells, big damage, AoE, control tools
  • Fantasy: Glass cannon caster nuking things from afar
  • Good for: Players who enjoy spell rotations and positioning around cast times

Mage + anything leads to some of the most iconic combos like Spellsword (Fighter + Mage), Battlemage (Mage + Fighter), Arc Wizard (Mage + Mage), etc.


Summoner – Pet Commander 🐾

  • Role: Hybrid DPS/Support via minions
  • Playstyle: Controlling pets, positioning them, using them to tank, support, or deal damage
  • Fantasy: Master of summons controlling a small army
  • Good for: Players who like pet classes and multitasking

Summoner-focused classes lean heavily into minion management, and recent guides show a lot of builds around different pet types and roles.


Cleric – Healer & Holy Warrior ✨

  • Role: Healer / support / off-DPS
  • Playstyle: Direct heals, shields, buffs, some damage on the side
  • Fantasy: Holy protector keeping the group alive and stable
  • Good for: Players who like being essential in every group

Cleric combos like Shadow Disciple (Cleric + Rogue) or Scryer (Cleric + Bard) can shift between healing, buffs, and more offensive hybrids.


Bard – Buffer, Debuffer, Support Maestro 🎵

  • Role: Support / buffer / debuffer
  • Playstyle: Boosting allies, weakening enemies, controlling flow of combat
  • Fantasy: Musical, magical support that makes everyone else stronger
  • Good for: Team-oriented players who like being the hidden MVP

Bard combinations can turn almost any primary into a more supportive version of itself – like making your Fighter more team-focused or your Cleric more buff-heavy.



🔢 How the 64 Class Combos Actually Work


Now the fun part: 8 primaries × 8 secondaries = 64 total classes.

Mechanically:

  • Your Primary Archetype gives you your core skill kit: main abilities, role, resource, and scaling.
  • Your Secondary Archetype gives augments that change how those skills behave:
  • Add elemental effects (like turning a dash into a fire dash).
  • Change targeting type (cone, line, AoE, etc.).
  • Shift skills towards utility, defense, or extra damage.

Examples given by devs and community:

  • Fighter + Mage → Spellsword (melee fighter with magical augments)
  • Mage + Fighter → often called Battlemage (a mage who augments with physical power)
  • Cleric + Bard → Scryer (healer with strong inspirational buffs)
  • Ranger + Rogue → Deadeye (sniper-style ranged assassin)

A key thing: Mage + Fighter is not the same as Fighter + Mage.

Same two archetypes, but your primary decides your main toolkit and role, and your secondary just twists it.

So when you think about what to play:

  1. First ask: “What do I want my core role to be?” → Pick your Primary Archetype.
  2. Then ask: “How do I want to flavor that role?” → Pick your Secondary Archetype later.



⚔️ Fighter-Based Classes – For Melee Bruisers


If you pick Fighter as your primary, here’s the general vibe of some combos (names are from official/class-media examples and community expectations):

  • Fighter + Fighter – Berserker-style
  • Pure melee DPS, high aggression, very physical, probably low utility but strong damage.
  • Fighter + Tank – Warlord / Vanguard-style
  • Frontline bruiser-tank hybrid; less fragile than pure DPS, good for leading charges.
  • Fighter + Mage – Spellsword
  • Melee with elemental/magic augments; think enchanted blades, gap closers with explosions.
  • Great for players who want warrior gameplay with some flashy spells.
  • Fighter + Cleric – Crusader / Zealot-type
  • Frontline who brings self-healing or group utility; nice for off-tank roles in PvE.
  • Fighter + Bard – War Bard / Skald-style
  • Buff-heavy fighter who makes the group more dangerous while still dealing solid damage.

Good first pick: A Fighter primary is very beginner-friendly – if you like melee, it’s a safe choice.



🛡️ Tank-Based Classes – For People Who Love Being the Wall


If you pick Tank as primary:

  • Tank + Tank – Juggernaut-style
  • Maximum survivability; pure “I stand here and things hit me” gameplay.
  • Tank + Fighter – Knight / Dreadnought-style
  • Classic “weapon-and-shield” tank with better offense; good raid tank candidate.
  • Tank + Mage – Spellshield / Arc Knight-style
  • Magic-flavored defensive build, potentially strong vs casters and AoE control.
  • Tank + Cleric – Paladin-style
  • Tank with healing/support; amazing for small group content.
  • Tank + Bard – Warden / Command Tank
  • Aura-style buffs and defensive tools to support entire party while soaking damage.

Should you start as Tank?

If you enjoy responsibility and leading pulls, yes. If you’re brand new to MMOs, maybe start with Fighter or Ranger first.



🔥 Mage-Based Classes – For Spellcasters


Mage as primary is all about ranged magical damage and control. Some example combos:

  • Mage + Mage – Arc Wizard / Archmage
  • Maximum nuker; extreme damage, possibly less utility.
  • Mage + Fighter – Battlemage
  • A bit tankier, more in-your-face caster that weaves melee and spells.
  • Mage + Rogue – Shadowcaster
  • Stealthy magical assassin vibe; more mobile, tricksy playstyle.
  • Mage + Cleric – Spellpriest-style
  • Hybrid damage and utility, maybe shields and support tools with damage spells.
  • Mage + Bard – Arcanist / Spell Bard
  • Heavy on buffs, debuffs and magical control; strong in organized groups.

Good first choice?

If you like classic mage fantasies and don’t mind being a bit squishy, Mage primary is very fun – just be ready to manage positioning.



🎯 Ranger-Based Classes – For Archers & Sharpshooters


Ranger is your go-to if you want weapons + distance:

  • Ranger + Ranger – Sharpshooter / Marksman
  • Max-range sustained DPS with heavy focus on positioning and aim.
  • Ranger + Rogue – Deadeye
  • High-burst sniper gameplay; great for PvP pickoffs.
  • Ranger + Mage – Spellbow / Arc Ranger
  • Elemental arrows, magic-infused shots, AoE explosions – flashy archer gameplay.
  • Ranger + Cleric – Warden / Sentinel
  • Archer with support/healing elements; great for small parties where you pull double duty.
  • Ranger + Bard – Skirmisher Support
  • Range utility plus movement buffs, party damage boosts, and kiting power.

New player note:

Ranger is usually easier to survive on than melee classes because you can kite and see danger coming.



🐾 Summoner-Based Classes – For Pet Enjoyers


Summoner revolves around minions/pets doing a lot of work for you.

  • Summoner + Summoner – Master Summoner
  • Likely the “I have too many pets” build; strong for PvE and control.
  • Summoner + Tank – Warden / Guardian Summoner
  • Tanky pets, pseudo-off-tank playstyle where summons soak hits.
  • Summoner + Mage – Arcanist of Pets
  • Elemental summons, ranged spell + pet synergy.
  • Summoner + Cleric – Ritualist / Support Summoner
  • Healing and pets combined; could be a fantastic support in big fights.
  • Summoner + Bard – Conductor of Minions
  • Buffs and pets, leaning into “general with an army” fantasy.

Summoner can be more mentally demanding (microing pets), but very rewarding if you enjoy that style.



✨ Cleric-Based Classes – For Healers & Holy Hybrids


Cleric is your main healing archetype, with lots of sustain and protection.

  • Cleric + Cleric – High Priest
  • Maximum healing and defensive tools, perfect for raid healing.
  • Cleric + Fighter – Templar / Battle Cleric
  • Melee-flavored healer who can fight up close.
  • Cleric + Rogue – Shadow Disciple
  • A more aggressive or stealthy healer style; heavy PvP potential.
  • Cleric + Bard – Scryer
  • Support-heavy healer, focusing on buffs and sustain.

If you like being needed in every group, Cleric primary is a fantastic first choice. Healers are always in demand.



🎵 Bard-Based Classes – For Hardcore Support Players


Bard is meant to be a support powerhouse archetype.

  • Bard + Bard – Songweaver / Virtuoso-style
  • Full-on buffer/debuffer, possibly low DPS but insane group impact.
  • Bard + Fighter – Skald
  • Frontline support, using melee plus performance to boost allies.
  • Bard + Mage – Spell Singer
  • Magic-heavy support with damage and strong control.
  • Bard + Cleric – Holy Chanter
  • Healing + songs; the ultimate team backbone.

If you like being the reason your team destroys content but aren’t obsessed with topping damage meters, Bard primary is for you.



🧭 What Should You Play First? (Realistic Suggestions)


You don’t need to memorize all 64 combos to choose a good starting setup. Think about:

  • Do you want DPS, Healer, Tank, or Support?
  • Do you prefer melee or ranged?
  • Do you like pets or not?

Here are some beginner-friendly “first class” paths (just focusing on primary now, secondary later):

If you want a chill DPS start:

  • Fighter primary – forgiving, straightforward, good in both PvE and PvP.
  • Ranger primary – high survivability, easy to get used to range and positioning.

If you want to heal:

  • Cleric primary – always useful, strong in groups, and easy to get invited to everything.

If you want to be flashy:

  • Mage primary – huge damage and style; just expect to die if you misposition.

If you like pets:

  • Summoner primary – more complex, but great fantasy and utility.

Secondary can be chosen later when you know:

  • “I like this, I just want more damage” → add damage-focused secondary.
  • “I want more support/utility” → add Bard, Cleric or Summoner as secondary.
  • “I want more defense” → add Tank or Fighter.



🧪 How to Test Archetypes Without Regretting It Later


Because Primary is permanent, take your time before locking it in for your “main main” character.

Some practical tips:

  • Use your first character as a testbed
  • Try a primary you think you’ll enjoy, but don’t be afraid to reroll once you truly understand the game’s combat.
  • Focus on one role at a time
  • If you’ve never healed before, maybe don’t also try to tank at the same time. Stick to DPS, then branch out.
  • Watch early-level gameplay clips
  • Gameplay at low levels gives you a good feel for animations, ability pacing, and resource mechanics.
  • Think about group needs
  • Your guild might need more tanks or healers. That can help decide between, say, Fighter vs Tank or Ranger vs Cleric.
  • Remember, balance will change
  • Don’t pick based only on “top tier” lists. The devs are still tuning archetypes during Alpha 2 and beyond.

Pick something you enjoy playing moment-to-moment. Meta shifts, but fun usually doesn’t.



❓ FAQ – Common Questions About Archetypes & Classes


Is every one of the 64 classes completely unique?

Not in the sense of 64 totally different full kits. You have 8 core archetypes, and the other 56 combinations are created by how secondary augments change your primary’s skills. Many feel very distinct, but they all share a base identity from your primary.


Can I change my Primary Archetype later?

Current design info says your primary is locked once chosen; it’s your base class identity. If you want a different primary, you make a new character.


Can I change my Secondary Archetype?

Developers have indicated you’ll be able to change your secondary (with some form of cost/effort), letting you experiment with different combos while keeping the same primary.


When do I get my Secondary Archetype?

You pick your secondary around level 25, turning your archetype into a full “class” with its own combo identity (like Battlemage, Spellsword, etc.).


What’s the “best” class right now?

There isn’t a permanent “best.” The game is still in active testing and balance is changing, and even later the meta will shift. Focus on picking an archetype that fits your role preference (tank, DPS, healer, support) and then choose a secondary that matches your favorite playstyle (more damage, more utility, more defense).



🏁 Conclusion – Start With a Fantasy, Not a Spreadsheet


Ashes of Creation’s 8 archetypes and 64 class combos sound complex on paper, but it becomes easy when you break it into two steps:

  1. Pick your core identity (Primary Archetype):
  2. Fighter, Tank, Rogue, Ranger, Mage, Summoner, Cleric, or Bard. This decides your role, main kit, and basic feel.
  3. Flavor that identity (Secondary Archetype):
  4. At level 25, you add a second archetype to augment your skills and create a hybrid like Spellsword, Battlemage, Shadow Disciple, Scryer, and many more.

For your first character, don’t stress about finding the mathematically perfect combo. Instead:

  • Choose melee or ranged,
  • Choose DPS, tank, healer, or support,
  • Lock in the archetype that fits your fantasy,
  • And worry about fine-tuning with a secondary later once you actually know how the game feels.

If it looks fun to you and matches how you like to play in other MMOs, it’s probably the right starting pick in

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