Dragon’s Dogma: Jobclasses/Vocations Detailed & Character Creation Tips

With Dragon’s Dogma‘s release a week away, I’m still deeply pondering which classes I will select for my main character and pawns.  If you know me, you are aware that this is never a decision I undertake lightly.  Thus, a few weeks ago, I began a campaign to educate myself on the game’s classes to create a guide which could assist others in making the same important decisions.  After reading this you will have an understanding of the vocation system, the 9 vocations, as well as what character types and players would be best suited for each.

Let’s start with some basic information:

  • Your pawn and main character’s jobs, or vocations, are not permanent and can be changed at an inn.
  • There are three starting vocations, three advanced vocations, and three hybrid vocations (only available tor your main character) for a total of nine different vocations
    • If that seems daunting, it’s important to know that right off the bat, only the basic vocations will be available to you.
  • Unlocking higher level vocations (either advanced or hybrid) requires Discipline Points, earned by completing quests, killing monsters, etc.
  • Once a vocation has been unlocked, you can change to it at any inn without paying additional Discipline Points.

With all this in mind, the goal of picking a jobclass should hopefully feel less daunting.  Now we can get into the nitty-gritty details!  For the sake of keeping things simple, we will start with the basic vocations and move on to the more advanced classes as we go.

BASIC VOCATIONS

FIGHTER

Specialty: Dishing out damage with a sword while blocking or deflecting enemy attacks with a sturdy shield.
Weakness: Slow moving, weak to magic.
Note: Capable of launching other melee units onto flying enemies, attracting agro, and being the party’s mule.
Recommended If: You like hitting stuff with swords and having a lot of HP to work with.

For more videos of Fighter attacks, click here.

STRIDER

Specialty: Speedily inflicting damage from afar with a bow, or up close with lightning quick dual daggers.  Can also set traps and inflict status effects.
Weakness: Relatively low damage per blow, cannot block when in melee range.
Note: Excels at climbing onto enemies to locate and attack weak spots — can unlock the ability to double jump and dodge roll.
Recommended If: You favor a quick, sneaky classes with a few tricks up its sleeve.

For more videos of Strider attacks, click here.

MAGE

Specialty: Inflicting ranged elemental attacks, status effects, and curative spells.
Weakness: Low defenses, HP, and long spell casting times.
Note: Can Levitate and cast spells in mid-air.
Recommended If: You like to be a ringleader — boosting or healing your allies while taking advantage of enemy weaknesses.

For more videos of mage attacks, click here.

So, with that, we have our three starting vocations, each capable of transitioning into an advanced vocation.  Note that some skills from basic vocations may carry over to advanced vocations.  Generally these are weapon skills, meaning if we advanced a Fighter into a Warrior, they may retain some attacks or skills.  For that reason, it makes sense to transition similar jobs, rather than wholly unrelated ones.  Making your frail Mage take up a two-handed greatsword may be possible, but most likely not ideal without some effort.


ADVANCED VOCATIONS

WARRIOR

Specialty: Tanking and dishing out earthshattering blows with two-handed weaponry (greatswords and warhammers).  Not bad at crowd control.
Weakness: Loses the advantages that come with a shield.
Note: Can knock enemies down to extend the punishment. Resilient to knockdowns and stun.
Recommended If: You like big swords, big numbers, and watching your enemies go flying like ragdolls.

For more videos of Warrior attacks, click here.

RANGER

Specialty: Loosing arrows from afar with incredible accuracy — some inflicting status effects.
Weakness: The Ranger doesn’t progress any further with dagger skills, meaning you’ll rely more heavily on your bow.
Note: Upgrades from a shortbow to longbow — said to be a good dungeon crawling class.  Did I mention accuracy?
Recommended If: You like watching a skirmish from a distance, taking advantage of openings to deal punishing damage or well-timed support.

For more videos of Ranger attacks, click here.

SORCERER

Specialty: Dealing massive, AOE, elemental damage and a slew of status effects.
Weakness: Poor defense and LONG casting times create a big window of vulnerability.
Note: Sacrifices knowledge of the healing arts to focus on offensive spells.
Recommended If: You are a true strategist who can create a well-oiled team, capable of backing you up long enough to deal some serious pain.

For more videos of Sorcerer attacks, click here.

That’s it for the basic and advanced vocations.  The next set of jobclasses are only available to your main character.  For that reason, more than any other class we’ve explored, you’ll need to ask yourself, “does this class sound fun?”

HYBRID VOCATIONS

MYSTIC KNIGHT

Specialty: Powerful magical offenses with defenses to match.  Can cast spells and enchant allied weaponry with a dash of swordplay to make things interesting.
Note: Capable of blocking nearly anything with a powerful magical shield — only unit capable of enchanting the weapons of the entire party.
Recommended If: You like magery, but are looking for stalwart defenses.

For more videos of Mystic Knight attacks, click here.

MAGICK ARCHER

Specialty: Loosing powerful arrows from afar, or executing advanced dagger slashes from melee range.
Note:  Can lock on to multiple units and use homing arrow skills.  Can also equip a staff and thus, cast magical spells.
Recommended If: You like the Strider/Ranger jobs for their speed and agility, but want access to magic spells and advanced dagger techniques.

For more videos of Magick Archer attacks, click here.

ASSASSIN

Specialty: A jack of all the deadly arts — capable of wielding dagger, bow, sword, and shield effectively as well as poisons and explosives.
Note:  Can equip more weapon varieties than any other.
Recommended If: You get bored easily and want a deep bag of tricks when it comes to how you kill your foes.

For more videos of Assassin attacks, click here.

Now that you have the various vocations in mind, there’s another key element to consider when creating your characters: body size.

Depending on the height and weight of a character, they will be given different physical advantages or disadvantages.

Advantages of a heavy character include:

  • Increased carrying capacity
  • Increased resistance to wind or force-based attacks
  • More resistant to being knocked off a monster
Meanwhile, the disadvantages of all that added weight include:
  • Poor stamina recovery
  • Poor movement speed

Advantages of a lightweight character include:

  • Increased stamina recovery rate
  • Increased movement speed
  • Decreased hit-box size
Meanwhile, the disadvantages of that tiny frame include:
  • Poor carrying capacity
  • More susceptible to being knocked off enemies or knocked down by force-based attacks

Advantages of a tall charter include:

  • Increased weapon reach
  • Increased “grab” range

From this we can get an idea of what body types would work best for which vocations.  Initially, I’d thought it would be entertaining to have a very short, thin character swinging around an enormous, two-handed greatsword.  In actuality, that character would probably be very encumbered by their gear, and would be less effective in terms of range, and ability to stay on their feet.  For this reason, all Warriors should be on the large, stocky side for maximum efficiency.

Likewise lightweight characters are better suited to vocations that rely more on evasion and stamina recovery than brute strength.  For this reason, I’ve made my mage somewhere within the “S” range shown above, which will help avoid blows and recover stamina.  If you’re still not sure on which class you’d like to go with, it’s best to keep your physical build somewhere in the middle.

*NOTE* If you’ve already designed your characters using the Dragon’s Dogma demo, you can re-enter the creator at any time to make edits to your main character and pawn.

It’s also worth noting that you can alter your main character and pawn at any time in Dragon’s Dogma by paying 5,000 rift crystals:

(click to enlarge — sorry the quality isn’t better)

I hope reading this has helped dispel some confusion and aid your transition into Dragon’s Dogma when it’s released worldwide by the end of the month.  I’d like to reassure anyone who may be feeling overwhelmed by all this information: it’s important to reiterate that any vocation decisions you make are NOT permanent.  Experiment, explore, and don’t be afraid to try everything — that’s the only way you’ll find the right fit for you.

 Dragon’s Dogma Release Dates:
US: May 22 JP: May 24 EU: May 25

 

Special Thanks:
Shaine of Bit-speak for helping compile tons of info
nahxela of Monster Hunter Podcast/SocialDissonance.com for providing additional details

Other Credits:
Dragon’s Dogma Wiki
Giant Bomb’s Dragon’s Dogma entry

Related Entries:
Dragon’s Dogma Demo Impressions

3 Responses to Dragon’s Dogma: Jobclasses/Vocations Detailed & Character Creation Tips

  1. @Nahxela says:

    I'm going to have a hard time sticking with one class. I'm interested in dabbling a bit in each of them. The magic classes have magic, the agile classes have rolls, the assassins have weapon variety, the magick archer has awesome bow skills, the fighter has shield parries, the…

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