Choosing a class in Anarchy Online can feel overwhelming for new players. Many classes offer unique playstyles, and understanding which one fits you best is key to enjoying your adventures in Rubi-Ka. As someone who’s spent time exploring the world of Anarchy Online, I’ve developed some perspectives on the different classes, particularly from the viewpoint of someone interested in support and healing roles – perhaps even a “Doctor Player” as some might call it.
While any class in Anarchy Online can be approached casually, mastering them and unlocking their full potential is where the real challenge and satisfaction lie. Some might consider the Martial Artist (MA) as one of the simpler classes to pick up initially, especially due to their focus on unarmed combat. Interestingly, my own journey with the Doctor class started with pistols before I transitioned to a Martial Arts Doctor. This flexibility highlights that even within a single class, there’s room for diverse builds and approaches.
My first high-level character was an Agent, played in the traditional stealthy and versatile style. When creating new Agents now, I stick to Aimed Shot specializations rather than False Professions, unless I’m specifically aiming for a Meta-Physicist (MP) for their healing pet. Pet classes, in general, can have a steeper learning curve at the beginning. Bureaucrats might be an exception, possibly being the easiest pet class to start with. MPs, however, evolve into powerful summoners. Early on, you’re fighting alongside your pets, but later, you can strategically deploy them and take a more backseat role, observing the battle unfold. I personally haven’t delved deeply into the Engineer class, so I can’t offer much insight there.
The Trader class is one I find particularly challenging, despite repeated attempts to master it. I admire Traders, but their playstyle hasn’t quite clicked for me. Adventurers are often described as “jack of all trades, master of none,” and while they might seem easy initially, I find I perform better as an Adventurer than as a Trader, surprisingly. Fixers are incredibly fun to play, renowned for their valuable Long HOT (Heal Over Time) nano, a boon that other players will greatly appreciate. Nanotechnicians (NTs), like Agents, can be considered “glass cannons,” but with a focus on powerful nano nukes – essentially the magic users of Anarchy Online. Soldiers, in my limited experience to level 20, felt somewhat monotonous. Enforcers, on the other hand, are enjoyable at lower levels – embodying a tank role, a mix of brute force and crowd control. It’s been too long since I seriously played Keepers or Shades to give a current perspective on them, although Shades are generally known for their assassin-like qualities.
Ultimately, labeling any class as universally “easy” is misleading, especially in solo play scenarios. The “beginner-friendliness” of a class is subjective and hinges on individual playstyle preferences and how quickly you grasp a class’s mechanics. I personally grasped the Agent class quickly, but struggled more with Traders and pet classes initially. Martial Artists and Adventurers are often cited as very beginner-friendly starting points.
While all classes might seem approachable at the new player levels, their complexities and nuances become more apparent as you progress. So, if you’re drawn to a support role and are considering the Doctor, know that while it might start simply, mastering its healing and utility in team settings will offer a rewarding and engaging gameplay experience.