What exactly is the gameplay difference between classes?

Hi folks!

I'm very new to the game, and trying to puzzle things out. Wonderful game by the way. I picked the Templar (mostly randomly), and have been moving towards building a tanky toon.

Some friend suggested I try the marauder, and after a bit of looking into it I can't really tell what the difference between the two classes is. Do they get any special abilities at some point? Different weapon classes? Bonuses to stats? Or is the only difference between classes their starting position on the skill tree?

By way of example, I made these two trees:

Templar build:

http://www.pathofexile.com/passive-skill-tree/AAAAAgUAhMSb7Irkr2xM_zwtd-OuPmebXUklJ8bY

Marauder build:

http://www.pathofexile.com/passive-skill-tree/AAAAAgEAxtglJ11JZ5uuPnfjPC1M_69siuSb7ITE

As you can see, by level 13 both classes are functionally identical, as far as I can tell. Is this intended? Am I missing something? Or does my choice of starting class really make almost no difference in gameplay?

Thanks!
There's actually a fairly comprehensive answer in the stickied FAQ no one bothers to look at. :)

The difference between classes is relatively subtle compared to most ARPGs and MMOs. You can use the same items and skills, and can potentially perform the same role regardless of which class you pick, provided you meet the stat requirements for said items and skills.

The main difference other than aesthetics is the starting place on the skill tree (Skilldrasil, as some call it), which is shared by all characters. While it is true that all classes can use all items/skills, the starting place on the Skilldrasil strongly influences what sort of style you'll be playing early on. For example, the Templar, being a Strength/Intelligence hybrid, has two starting paths. One focuses on strength-based abilities (melee damage, life, etc.), the other on intelligence (mana, area of effect, spell damage, etc.). I should note that a hybrid is typically not a blend so much as a choice -- I've not really encountered many successful/viable 'fighter mage' builds in PoE, for example.

In contrast, the Marauder is all strength, so his starting area is split into more 'related' branches: one is all life, the other all melee damage.

That's the biggest difference between the classes, then: a predisposition to certain styles rather than the exclusivity typical of other games (i.e. your wizard cannot use melee skills, and your fighter can't throw fireballs).

The second difference is starting stats. This won't be an issue later on but in races where the goal is to reach a fairly low level quickly, it can be important.

The third difference is quest reward gems. This is also important in races but also for your starting characters. This link shows all the rewards possible by class, but be warned: there are some spoilers if you're invested in the story. Being an ARPG, PoE doesn't really hinge on the narrative but some of us enjoyed learning about it as we went.

A common tactic in races is to rush a certain class to town, get those first few gems, and then switch to another class that wouldn't receive said gems but can use them in interesting, often quite powerful ways. A simple example of this would be getting a Duelist to town to get Cleave, and then Stashing the Cleave for a Templar.

That's pretty much the differences between the classes: starting place on the Skilldrasil, quest reward gems, starting stats.

Your friend probably recommended Marauder because he's very durable. He's a good starting class and can be very versatile if you get your hands on the right gems.

Personally I like Shadow because he's a smartarse and oozes style. :)



Regarding your class comparison, I'll just leave this for you to examine. It's from an extension one of our players created, but I can't quite recall where it was posted.

Templar breakdown:

Spoiler
12 of 120 points used
Skills Recap
Misc. skills:
Dexterity
Intelligence x2
Life
Melee Damage
Strength x7
Stats Recap
12% increased Melee Physical Damage
13% increased maximum Life
+10 to Dexterity
+20 to Intelligence
+70 to Strength
Skills Recap
Misc. skills:
Dexterity
Intelligence x2
Life
Melee Damage
Strength x7
Stats Recap
12% increased Melee Physical Damage
13% increased maximum Life
+10 to Dexterity
+20 to Intelligence
+70 to Strength


Marauder Breakdown

Spoiler
12 of 120 points used
Skills Recap
Misc. skills:
Dexterity
Intelligence x2
Life
Melee Damage
Strength x7
Stats Recap
12% increased Melee Physical Damage
13% increased maximum Life
+10 to Dexterity
+20 to Intelligence
+70 to Strength
Skills Recap
Misc. skills:
Dexterity
Intelligence x2
Life
Melee Damage
Strength x7
Stats Recap
12% increased Melee Physical Damage
13% increased maximum Life
+10 to Dexterity
+20 to Intelligence
+70 to Strength


If you'd taken the Marauder on the lower branch, he'd have a LOT more health than the Templar at that level ever could. And if you'd taken the Templar further into his own branch, he'd have Catalyse, which is stupidly badass.

Basically, your comparison is fair but for the fact that you used an off-ramp and explored another class' area rather than fully exploiting the offerings unique to the first class.
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.

Huh. My mace dude is now an actual cultist of Chayula. That's kinda wild.
No not really, there are some things that some classes do easier than others but thats not saying that it can't do other things
Last edited by GigaClon#1320 on May 1, 2013, 7:20:03 PM
If I were a newbie, I would choose my class in this order:

1) what type of main skill do I want to use? Lightning Arrow? Ethreal Knives? Freezing Pulse? Rain of Arrows? Spark totem? Cleave? Ground Slam? Leap Slam? Summoner?

This has a lot to do with play style, go youtube and search for vids on these popular skills, and see if they fit you.

2) what auras you want and how many you want to buff you

3) work out how to combine 1 + 2 together in your passive tree, but more importantly how your equipment can accommodate these skills

4) after 3), you basically know if you want to go Life or Energy Shield as your "life"

5) after all the above steps, you pretty much know which class is better off to start with with your passive tree. Ie Duelist/Maurader is better for Lightning Arrow for more life, Witch is better with Spark/Summoner etc


But best advice of all, experiment, search for some cookie-cutter builds and try them out. Once you are experienced in the game, and you know the ins and outs of the passive tree, you can build your own unique build ;-D

It took me 5 lvl 60-70+ characters to know what my play style is (spark dual totem), so just try things out, experiment, and enjoy the journey =D
IGN: AchiLize
Achi's Quality Shop https://www.pathofexile.com/forum/view-thread/602552
Last edited by biralo#0104 on May 1, 2013, 7:39:42 PM
melee = many more deaths
"
CrunchMcPunch wrote:
melee = many more deaths


lol you havent played a witch yet..
IGN: lVlage (96 Witch)
A quite important factor for me was the voice acting and character design.

Not really a build decision, but certainly an important RPG defining one.

I find the Witch to be aesthetically pleasing on both counts.
The Templar and Marauder are definitely more similar, which is represented by the closer starting points on the tree. But the Marauder and the Shadow or the Witch? Not similar at all. Keystones like dual totem are right next to Templar, while things like CI are far away from the Marauder. The classes are vitally important to making your build work. Since the game is based completely on builds, where you start has everything to do with how you play the game. As you see the effect of keystone passives and skill requirements (more strength for example), you'll absolutely notice a difference in the classes. They mean everything.
Last edited by snarge#2660 on May 1, 2013, 9:38:56 PM
To sum it up for folks seeing all the text and going "OMG!"

Beyond a few extra stats each class gets, and the skill gems they pick up during their travels (which only controls how easy it is to get particular skills. A Marauder can raise zombies, but first you need the gem, typically by running a Witch just to pick the gem up and transfer it) the only difference is in the starting location.

If you can build your tree the exact same way with both classes then either class will act the exact same way.

The difference is that most times, they won't be able to make the exact same build. A Duelist can be a minion master like a witch and collect all the minion nodes, but it takes 12 extra skill points for him to get there, which are points the witch can save use elsewhere.



So which class to pick? First make your skill tree that you want to do with skills you want to get. Then see which class can pull it off the cheapest/easiest. If two classes can do it equally as well, choose whatever you'd rather look/sound like.
There's a fraction of players who like consistency and predictability: killing boss X will yield item Y.

This game really isn't for people like that.

This game is for people who'll do the same area over and again because they know..., a Mirror can drop anywhere, anytime. - CharanJaydemyr

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