Classes in Outriders are called Paths and each is unique in the way it approaches combat. This guide on What Path To Choose In Outriders covers the very basics of the different classes so you can make a choice on what class you want to play through first. The demo has only just launched so information is limited, but there’s a good breakdown in-game that should help you make your decision.
It’s worth noting that once you have selected a path, you cannot change your path or class later. This choice is permanent and because your progress in the demo will carry over to full release, it’s a good idea to choose a class you will enjoy. There are multiple character slots so you can experiment freely with all of the paths before the game launches in full.
What Path To Choose In OutridersBefore selecting your path, it’s a good idea to understand Outrider’s unique mechanics. While some of the paths in the game do follow the holy trinity style approach, tank, DPS etc, the unique healing mechanics of the game change that recipe up quite a bit. All Outriders heal themselves using particular methods, usually rewarding active engagement as opposed to running away, spamming potions, the usual suspects. You don’t need to worry about having specific paths for specific jobs as, for the most part, you can heal yourself and be completely self sustainable if you’re good enough. Below is a quick breakdown of each class, as shown in-game, with additional information to follow up as we explore the classes in greater detail.
The Technomancer is the longest ranged Path of all four. They have the most reliable healing mechanic, healing off pure damage without having to rely on getting kills or other requirements. Just hurting things makes you hurt less. They are a combination of a support-like sniper class with an engineer, being able to create turrets and similar objects to lay down death on your enemies.
Probably everyone’s primary choice. Who doesn’t love playing with fire? The Pyromancer has large, area of effect abilities that set enemies on fire. Their healing mechanic allows them to heal on kills, but not just their own kills. Certain abilities mark targets, almost like a burn, and enemies kill while under that status will heal you, regardless of who killed the target. The Pyromancer works quite well with the Devastator as the Pyromancer can tag enemies with burn to heal, and then the Devastator finishes them off to heal also.
The Trickster is an assassin like character that focuses on close-range melee combat, striking from the shadows. They are one of the more challenging classes to play as you have to plan your moves carefully, vanishing and appearing at just the right location to dish out lots of damage to high priority targets and then fleeing before things get too rough. You heal by killing enemies in close quarters.
The beef of the operation, the tank. The Devastator excels at close combat, encouraging enemies to attack them while their team mates do their thing. Much like the Trickster, the Devastator heals through killing enemies in close quarters. Their primary ability is a short-range AoE that punches the floor and hurts all nearby enemies.
We’re working through the classes as we speak, just wanted to post a quick breakdown for anyone looking for the basics. Stay tuned for regular updates.