Sections: Exclusives, Originals, Features, How-To, Handhelds, PSP, Game-Companies, Publishers, Genres, 2D, Role-Playing
Class of Heroes’ most useful races and majors for beginners
Special Features
Live Coverage of E3 2009
The Gamertell team brings us live coverage from the E3 Expo.
Important Importables
Jenni Lada brings us information about all of the groovy new gaming imports from around the world.




I’ve had the good fortune to be playing Class of Heroes for quite a while now, and I’d like to think I’ve familiarized myself with the game. After all, I’ve never had a party completely wiped out in a labyrinth, and it seems like my players are dying less often than they were when I first began playing.
After a while, I realized that some races were better for beginners than others. Yes, every race has its pros and cons. I couldn’t help feeling that I would have been a bit more comfortable knowing that certain races were sturdier, with better innate skills, than others and that some majors were more useful when just beginning the game.
Races
There are three races every beginner should lock on to - Drakes, Celestians and Erdgeists. Felpiers, Elves and Sprites aren’t without their charms as well. (I found a Felpier thief worked well as a front-line character, as did a Sprite wizard.) However, the first three races are some of the best starters.
Drakes are a perfect choice for front-line warrior tanks. I’ve used three different Drake characters, and never had one even come close to dying in a dungeon. They’re also incredibly strong. Perhaps their best trait is the Breath attack they all come with, which can be used to attack multiple enemies in a single group. By the time my main, male Drake was level 5, his breath attack could easily wipe out two enemies at once in the Novice dungeon. The race’s only downside is that they aren’t very compatible with other races. While they get good with Erdgeists and other Drakes, they tend to be neutral towards many other races and don’t get along at all with Humans, Sprites or Diabolos.
Celestians are the perfect spell caster race. I found that a Celestian would excel as a wizard, devout, cleric, evoker, alchemist, psychicer, paladin or valkyrie. They’re far more adaptable than the instruction manual and game would suggest. At one point, I had a level 5 Celestian wizard with higher HP than a level 5 Human thief. The race automatically levitates, meaning that ground dungeon traps have no effect on them. I also noticed that the Celestians I trained often learned a levitate spell to make the whole party fly over traps. Another bonus is that the Diabolos is the only race a Celestian doesn’t get along with.
The Erdgeists are a great beginner race for two reasons. First, they get along well with every other race, even the Diabolos. So if you add an Erdgeist or two to your team, you’ll have a group with high affinities toward one another. Second, they work great as mages. Based on my trials, they’re the best when it comes to spell-casting majors. The manual also recommends Erdgeists for the monk major, but I found that it could take a long time for the strength and vitality stats to reach the required amount. Erdgeists also naturally levitate, just like Celestians, so floor traps aren’t any trouble for them.
You may be tempted to go with a Human character. Unless you decide said human will be a back-row fighter or mage, it’s probably a good idea to go with other races instead. I tried a front row devout human and a front row thief, and both seemed to have trouble staying alive. Their HP was low, in comparison to other characters, they tended to miss more often than other characters and they had a nasty habit of dying.
Majors
Thieves are wonderful. You need to have at least one in your party. Perhaps even two. They’re quite versatile, as practically every chest in the game is booby-trapped. Thieves can discover what trap is on a chest and disarm it for you. They also are great for unlocking locked doors, and eventually learn how to dual wield one-handed weapons. I keep two in my party, in case one dies an untimely death.
Clerics are yet another awesome major. The class learns not only white magic, but black magic as well. Since there’s no MP, and instead you have a certain number of uses for each level of magic, you get a nice variety of spells to cast. The clerics tend to focus on white magic, but before long you’ll have all kinds of black and white magic to cast. Plus, they learn a Requiem skill that can be used to dispatch those menacing ghost or spirit monsters weapons can’t hit.
Warriors round out the top three initial classes. They work well as strong, front-line tanks. They can take hits, unlike many other classes, and deal tons of damage to all non-ghost and spirit enemies without much tweaking. Plus, they eventually learn true dual wield, which means they can wield any kinds of weapons, not just one handed-weapons.
Once you get to advances classes, an Alchemist could be helpful. They have the unique Alchemy ability, which lets you create new items and equipment on your own, without visiting the Laboratory and paying to do it. The only thing I noticed was that low level alchemists tend to fail
If you don’t mind watching a mage character’s HP sink like a stone, you can always perform the major swap trick. If a mage character has the stats to qualify as a psychicer, wizard or cleric, you can have them learn the first level magics for each major in a matter of minutes. Once a character learns magic spells, they’ll have them as long as the current major allows them to use between 1-4 magic spells. So, you can get a few spells you like, quick visit the status screen to cut down to the two or three level one spells you really want, then change the the final major for that character.
Read [Gamertell] Site [Class of Heroes]
Keep up with the latest gaming goodness! -
Subscribe to our feed