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This is a subject I find weirdly interesting for some reason.

I'll go over mine, for anyone interested, in no particular order because I'm terrible at truly ranking things.

Succubus
For reasons beyond my understanding, I do prefer to avoid killing much if possible, and Succubus vibes well enough with that. What with the STD spreading, since if you kill your STD carriers, well, they lose STDs! Being able to pull someone in range to your space and incap them every 6 turns is pretty nice too, simple but very useful. A 5 turn cooldown skill in Fear and a 6 with Seduction also helps prevent the class from feeling too sluggish. Just an old favorite, a class about as old as my account too, IIRC. :o


Illusionist
Conceptually, I've always thought characters like this are really cool. While I tend to dislike RNG ingrained in classes, Hallucination's 50% chance is high enough that it's unlikely a game will leave you feeling like it did nothing. Grand Disappearance is just such an awesome and versatile skill, as well, and I do love anything that can put someone on a very specific chosen space. Magic Hat is very cool too, though I might be biased since I suggested (a much weaker version of) Magic Hat to help this class when it felt pretty underpowered. So that's very cool. @_@


Saboteur
I am so happy for this class, it's come a long way from where it was when I joined. I really like versatility, and this class has that. I really like the more analytical nature this class lends itself to. It feels like it's a lot about being observant and figuring out what's going on with everyone else and how best to respond to that. To me it represents my ideal for all classes in BGO, because what it does, is very distinct and unique to it, you can't really emulate Saboteur's kit, all 3 class skills work in harmony with each other, and the only random component to it can also produce reliable results when used in tandem with another skill. Sabotage being the focal point that connects Hinder's fire and Tinker. The one drawback for me, is, I don't like upsetting people, and boy howdy does this class upset people. >_>


Druid
One of my favorite things to get out of a class, is the ability to do things with the class regularly, and Druid is really...fast with that. Every 2 turns. Technically a little less than that, thanks to Nature's Swiftness. This class is very versatile, and there's a certain flow to it that I hope to one day fully get in the groove of, of how to play it. It's really cool. And another big plus for me, is how self-sufficient it is. It's not a class where I find myself going "I really hope I can get and keep this and that item or this and that event comes up" I mean obviously good fortune and various items help a lot, for any class, but this class' skills feel very self-sufficient, and adaptive, and reliable.


Time Twister
I was unsure for awhile if this fit with the others, but I think my strong desire to better wrap my brain around learning this class so it becomes second nature indicates my fondness for it I already have. It does things no other class can do, and like Lawyer for example, some of these things transcend normal effects. Lock Time, for example, is not something you simply can block, or remove. You can play around it, or even turn it against the TT in some situations, but it's very powerful. And very versatile. Lock Time has a low cooldown, and yet oftentimes in games I find myself wishing it was off cooldown and regretting my last use of it as a better use presented itself. Bend Space is one of my favorite skills in the game, Explosive Sheep is one of my favorite items, and those two things are best friends. But just...an AoE "put other players on this exact space" skill...wonderful. Steady Progression is usually not very strong, but it's a 3 turn cooldown skill so...it better not be really strong. But it can still do strong things, sometimes. Altogether a quicker class too with low cooldowns, so...fun times all around.
alchemist is so op! being immune to poison is a huge buff, and the change of concoct giving you a choice of 4 is helpful. I usually try to concoct flask of mojo first and then that's usually another game changer with how often brothel comes up. if you get the extra buff of drinking any liquid helping to reset your cooldowns, you're pretty set. and since I strategize off building inventory, I alchemize any items I don't want and spend the coins to create a new item. I personally love alchemist. but I'm a casual.
I have mixed feelings on a lot of the classes

Alchemist: I have really REALLY mixed feelings on alchemists. Some games it feels like the best class in the game, when you find potions, and your make four is giving you good rng on potions.  I feel like it's actually kind of hard to get broken glass now compared to before the changes when I played like 2 years ago. I do enjoy immunity to slowing poisons, but they only last two turns so it's more QoL then anything.  transmute is great for games where you have no rupees but a bunch of wildcards. Destroy your junk for money!  Then you can alchemize your rupees into random stuff! even if you get junk you feel involved.


Paladin: This is class usually is either a total triumph, or a total fail! If you're against say an assasin, or people with swords, hook shots, or time twisters, auto-whack is amazing! Similarly The debuff skill giving you empowered dice is very powerful if you can consistently proc it. I once had a girl get double rolls in about 10/50 rounds simply because there was a warlock in the game. Needless to say she got a pretty strong lead from this and some decent events! But then I have games where theres like 1 curse in an hour long game and the skill feels totally redundant. Throw hammer is a good skill, but I almost always regret depriving myself of my hammer!

Time twister: This class is really good IMO. I think that the steady progression/save skills are useless even with talents. But the bend space skill is amazing, and SUPER fun. I once got 3 kills by pulling everyone to me and stabbing them with my sword.. just imagine if I had a grenade OMG . Though I kind of wish I could use it on myself, I see why I WOULDN'T want that for a lot of offensive combos!


Sorcerer I have to say feels pretty weak unless you're able to play passively. With ping advantage naturally going to whoever is attacking you, flash is not a viable defensive spell. It has a niche use when many people get trapped on the same space without killing ability, but spending for it's full cost is NOT worth it IMO. Frostbolt honestly is pretty good. While druid root has much more cosistency, frostbolt has a generous AOE root, which can be great when players are clustered together. Again, it has a pretty high cost though. Fireball is pretty amazing, but it requires a whopping 40 mana (which takes 20 rounds to get normally) However if you get the sorcerer robes, wizard hat, etc the class quickly increases exponentially in power.


Priest: This is one of my favorites, as I usually try to play passively and stack speed buffs. I can ressurect faster, and remove most  debuffs with dispel magic, which is also great in team battles if you coordinate with your team members. This class has some of the strongest solo-play talents as well! While Resurrect feels redundant in solo play, with the talent you gain a 7 turn auto-ressurect buff which is VERY STRONG. The buff for faith is also amazing, if you ressurect with your passive 20% chance you get an INDEFINITE auto-ressurect buff. Meaning if you're playing passively (which you really should be with priest) these buffs are a long lasting buffer to when you inevitably become the target of RANDOM VIOLENCE. Radiance is usually not very good, but occasionally you can get a few decent mid-tier spells from it to aid yourself and teammates.  Also with ring of light you have a 30% chance of ressurecting per turn you spend dead.


Barbarian is only good for my personal strategy of blowing myself up to move forward, as it lowered the cd of my leap. Break free is decent, but overall this class feels weak and outdated. The only "cool" thing being a barbarian is Being able to defeat the bear event. Leap isn't bad by itself, but definitely outshined by some other classes. Roar is a pretty brutal knockback, but it also has a brutal 7 turn cooldown.

-ubus Is a powerful class, that relies on common events. By giving you whats basically a permanent mojo buff, things like brothel, pirate ship, and saloon events can make you move forward while giving you stds to wield against your foes. The incap has a mediocre range, but is actually incredibly powerful with the right stds. Rather then kill them you can completely cripple them, and leave them on a death timer! This class is very good if you prefer to maim then kill, and most events send you forward fast! Exploding sheep also count as living sacrifices so it's easy to generate stds!

Assasin: The archetype of offense, the assasin relies on killing players for speed buffs. Frankly sprint is one of the most underwhelming dashes in the game. Though small dashes are rewarded, using it for any substantial gain means an equally substantial cooldown. Assasinate is a strong skill, and can be used in lots of events. Assasins rely on killing for speed buffs. But they can't kill with any of their abilities, making them a rather feast or famine type of class. Their evasion skill is inferior to Barbarians break-free and relies on anticipating stuns, however most if I have to guess when i'm going to be attacked I'd rather have a way to evade death!

Druid: This is sort of a jack of all trades, with constant mini-leaps, small debuffs like root and posion, and tiny dashes . Overal the mobility adds up, and is very strong in longer games. Poison bite, and MAUL are great if you can get up to someone, especially if you have followup items. Root is amazing, you can basically spam root every 2-3 turns. This class is like a fly that keeps buzzing around your enemies. Unless you're in the lead you pose little threat, but are annoying asf.


Enchanter: This class is honestly very basic, but potent. You can protect all of your items, and generate magical gems.If you have good items, GREAT prepare to dominate.. If you have no items well you have NOTHING BWAHAHA. This class does have the power to really make the magic shop and items more potent, with the right gems and items to use them on.

Illusionist: Honestly a really mediocre class IMO. I have actually never seen Hallucination activate, but theoretically it's a decent defense.  Grand disappearance is a grand disappointment to me, it's supposed to send me back to my space, but usually if my attack is thwarted I suffer a HUGE knockback. The point of the skill to me is hopping back 30 spaces just to be petty, but if say a paladin holy hammers me back.. welp I just got slapped back 50+ spaces.. OOF. The hat is useless, yeah it protects your items, but you can't use them soooo.. you need to bust a cooldown to pull them out, which then exposes that item until your next turn. Really just feels out of place, and like a useless ability.  I feel like deadly illusion is really strong in realllly long games where a lot happens and people lose track. But in shorter games it's mediocre as you can see the item just POP UP. Though it does counter item-theft and trades well. Then you ahve to not accidentally suicide, and hope they get your murder-junk!





Lawyer: Very linear, objection is a good turn denier.. Suing is just.. meh.. Low gain, for someone maybe doing something, and a small stun to them for doing so. Confiscate is strong but a lot of items that would be good to steal have limited uses, so it's hard to find a great time to use this.

Merchant: Merchant has great passives, gaining 1 rupee each turn, and an item every 8 turns. Having a shop that refreshes is also great, giving you much needed items. Trade routes is essentially a wildcard: shop, which most games shove down your throat repeatedly, making it a little redundant for me. Fair trade is never fair, you either get junk, or something great, or you can lose something great etc. I feel this moves a gamble, unless your inventory is total crap.

Necromancer: I only played necromancer once and I had no idea what I was doing so no comment.

Quantum physicist seems pretty good, item generation, and random buffs consistently help you! I honestly HATE schrodinger's box. It almost always kills you! If you can reliably get auto-resurrection or similar effects Schrodinger's box makes you unavailable though!

Sabotuer: This class is like, wierd, but I love it. The amount of debuffs, and item destruction are pretty great! If you have a lead this class makes it easier to hold.. and since the abilities have unlimited range you can constantly hinder those in the lead!

Warlock: Again, only played once so idk, the skeletons seem random