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This is a tier list for the available classes in Titan Quest 2's Early Access. See a list of the best classes, an explanation for their placement, and the criteria of the tier list ranking!
List of Contents
Attention! |
The current placements of each of the classes are based on early impressions with adequate testing and charting. This list will be subject to change in the future! Sign in and select under the page's title to be notified of any updates! |
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| Best Class in Early Access | |
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Tempest Harbingers of chaos on the battlefield, Tempests merge the raw force of weapon mastery with the power of lightning and frost. They weave through enemy lines freezing and shocking anyone who dares to stand against them.
Battlemage A force of nature on the front lines, Battlemages combine martial prowess with the fiery resilience of earth magic. They dominate in even the most brutal combat, blending powerful weapon strikes with devastating elemental spells to crush their enemies
Warfare Masters of Warfare excel at confronting their enemies directly, slayhing entire armies on the battlefield with a variety of weapons and audacious tactics.
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Elementalist Commanders of raw elemental forces, Elementalists wield the primal power of storm and eart to devastate their foes. From searing firestorms to crackling lightning strikes, they shape the battlefield with destructive magic and unyielding power
Storm Masters of Storm control the battlefield by conjuring the forces of lightning and ice to rain down on their enemies, and can even embody the storm itself.
Stormblade Masters of cold calculation and electrifying speed, Stormblades use ice and lightning magic to weaken foes before striking from the shadows. Their poisons and precision combine with elemental fury to freeze and shock enemies into submission.
Reaver Savage and cunning, Reavers blend brutal frontline combat with deadly precision. They strike swiftly from the shadows, exploiting weaknesses with ruthless efficiency, then plunge into the fray wielding weapons with unmatched ferocity.
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Ashstalker Silent hunters forged in fire and stone, Ashstalkers poison their prey while wielding the destructive power of flame and earth. They stalk the battlefield unseen, setting traps of burning fury and striking with lethal, calculated blows.
Earth Masters of Earth harness the powersd of fire and stone from deep underground to shape and ignite the battlefield, crushing their foes and setting them ablaze.
Rogue Rogues are masters of precision, preparation, and evasionn. They strike at their enemies' weaknesses and utilize poisons, then move away before the enemy has a chance to fight back.
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Unblessed No blessings. No miracles. Just raw strength, hard-earned skill, and the will to endure
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ψ Hover over an icon to see the class' details and click to jump to their respective page!
As of the moment, the best class title would belong to the Warfare due to its versatility and dominance during the earlier parts of the game. Furthermore, it serves as an easy foundation for many builds due to its flexibility and access to most weapons!
| Damage | Considers the class' potential damage output and DPS, and their ability to clearly defeat bosses and clear content. |
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| Survivability | Considers the class' ability to survive and tank damage while fighting enemies and exploring maps. |
| Ease of Use | Considers how simple or complex a class is mechanically and in terms of how easy it is to pick up as new players (i.e., has less of a learning curve). |
| Time Investment | Considers the time, resources, and build specificity it takes to make the class viable for different content in the game. |
| Synergy | Considers how well the class synergizes either within their masteries or alongside their classes. |
| Efficiency | Considers how well the class makes full use of its mastery points whether base or hybrid. |
| Jump to a Tier! | |||
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| Class | Tier Explanation |
Tempest
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Checks out all of the criteria: consistently high damage, access to energy regeneration, high durability, solid synergy between the two classes, and mobility. Its only caveat is its spread of divinity points and synergy for a full on lightning and heavy build will require double stat investment for it to work. |
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Battlemage
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These two have the most apparent synergy between the two masteries: both buffing and complimenting each other to have respectable damage. It is flexible enough to cover any build of your choosing for heavy weapons and elemental focus on Fire. It is great early on and scales pretty hard in terms of damage and survivability later on, especially if you start with Warfare. |
Warfare
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The Warfare class is at the top of the base classes due to its relatively fast access to respectable AoE and single-target damage. Furthermore, Warfare itself has early access to durability scaling, solid mono-mastery when fully invested, and is easy-to-use so it is best for beginners. |
| Class | Tier Explanation |
Elementalist
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This class combination essentially makes the Storm class better by introducing a means of survivability through Earth, and answers the Earth's weakness to mobility. Furthermore, the combination itself is highly synergistic with the way its passives work together. It is strong throughout all phases of the game while being quite easy to navigate. |
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Storm
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Storm has limited means of survivability, but has access to utility with their mobility and energy regeneration. Furthermore, it currently has arguably the best skill, which is Ice Shards. In terms of mono-mastery, you will mostly focus your mastery and divinity points into Storm, even in its hybrid classes! |
Stormblade
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Easily the most mobile out of all the classes and possesses the most ranged damage overall while having access to Ice Shards. However, it can be considered a glass cannon and can be quickly bursted down if not positioned properly, so it is challenging to use. Furthermore, its passive spread can be challenging to do compared to only focusing on Storm! |
Reaver
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Has solid mobility and has the potential to outdamage the higher tiers with its specialties on DoT and burst damage. However, its caveat lies in its fickle survivability only being present in the later divinations of Warfare and Rogue and its energy retention, meaning it takes time for the class to pick up. |
| Class | Tier Explanation |
Ashstalker
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This class combination answers the weaknesses of both of its mono-classes and has a heavy emphasis on ailment damage. However, while its scaling is strong, it takes time for it to properly take into effect due to the way the passives are designed. Furthermore, the attribute spread can also be challenging to do. |
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Earth
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Earth can be lacking in damage and is mana-hungry while having no means of mobility. This class will only shine when paired with other masteries or reaching the higher divinities as it shines with its self-buffs. It takes a significant amount of divinity investment to fully make mono-Earth shine. |
Rogue
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While they have the damage and mobility, the Rogue lacks AoE damage and is mana-hungry during the early game. It is better to have Rogue as a secondary Mastery. Its survivability is limited and its only means of escape is limited up until the highest divinity with Vanish. Mostly a supplementary class as when you want to dip into ailments for the other classes. In terms of mono-mastery, its points can independently work with Flow, but they are more focused on amplifying ailments. |
| Class | Tier Explanation |
Unblessed
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While it can work even with the fundamentals, it is a struggle to fully invest on the core skills by itself as you have no synergy to work on. If you want a challenge, the Unblessed would be a great option! |
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Titan Quest 2 Walkthrough Wiki
| Titan Quest 2 Wiki Contents | |
|---|---|
Builds |
Masteries
|
Uniques |
Walkthrough |
World Quests |
Bosses |
Weapons |
Armor |
Jewelry |
Repository Items |
Interactive Maps |
News and Updates |
Fiend's Hollow Brazier Puzzle Guide |
Altar of Hermes Location |
What is Solo Self Found (SSF)? |
Game Length: How Long to Beat |
How to Save |
How to Hide Helmet |
- | - |
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