Hi everyone, after playing Vengeance for nearly a month, this is my ranking of each class in U50. The ranks go from S to B, since there aren't any C or D tier classes imo.

Nightblade is S tier. They have a powerful and cheap ultimate in Soul Tether that stuns people in an AoE, and an instant cast Merciless Resolve that deals 18k damage. Hence, they have an A rating for AoE and S rating for CC because of AoE fear (an unblockable, undodgeable hard CC), and snare. They can also sustain with Siphoning Strikes. They make excellent brawlers and scouts. Their biggest weakness is that Grim Focus is predictable and dodgeable, and their ranged builds are not as effective as other classes.
- Access to (4) unique buffs: Major Expedition, Minor Evasion, Minor Force, Major Protection (ultimate).
- Access to (3) debuffs: Major Breach, Major Maim, Snare 30%.
Sorcerer is A tier. They are a step below nightblades because their AoE is not as good nor do they provide debuffs, but they have an AoE DoT in Scamp which is powerful, and melee chip damage with Lightning Form. Streak provides mobility and stun when used skillfully. They can immobilize and snare with Dark Magic skills if they choose to build a brawler. Sorcerer sustain is not the greatest, and Dark Exchange is not a great skill due to cast time and stamina cost (stam is the more valuable resource). Being able to kite, reset fights, and deal burst damage helps with their sustain more than a particular skill. They also make excellent small group healers with Twilight.
- Access to (2) unique buffs: Major Protection, Minor Berserk.
- Access to (2) debuffs: Snare 30%, Silence (ultimate).
Dragonknight is S tier. They have unique utility attached to their skills that make them defensive and difficult to kill. Their self heal has the highest tooltip of any heal and scales off missing health. Magma Shell is a unique defensive ultimate, and Core of Flame provides the most resources of any sustain skill in the game. Core of Flame is better than Siphoning Strike because it can be casted proactively while Siphoning is reactive. They also have the trifecta of CC skills: unblockable stun, immobilize, pull. Their only downside is lack of mobility and range, but they have supreme tankiness, an easy playstyle, and vanguards are nearly unkillable in 1v1 but can kill scouts, unless severely outplayed.
- Access to (2) buffs: Major Berserk, Minor Prophecy/Savagery
- Access to (1) debuff: Major Defile (ult)
Arcanist is A tier. They have access to the most buffs and debuffs of any class, and the most coveted damage buffs and debuffs: crit, crit dmg, vuln, breach. They have a teleport for mobility, decent defense, and potential sustain, but these all come with barspace tradeoffs and there's no 1 way to build an arcanist. Imperfect Ring is a decent AoE DoT. In the current DoT meta, arcanists have excellent pressure damage when using weapon skills. It is noteworthy that their class offense skills are slow, with cast times, that make them harder to pilot. Runeblades is slow and easily dodged. Fatecarver deals decent damage but is a liability in most cases. The stun is blockable. Arcanist has excellent ultimates and would be tied with warden for support/healing.
- Access to (7) unique buffs: Minor Force, Major Prophecy/Savagery, Minor Berserk, Minor Fortitude/Intellect/Endurance, Minor Resolve, Minor Protection, Major Force (ultimate)
- Access to (3) debuffs: Minor Vulnerability, Minor Maim, Minor Breach
Templar is B tier. They do not fulfill a single category with S tier utility. Templar has long cast times, dodgeable ST DoTs, and mostly channel/cast time skills with Puncturing Strikes, Solar Flare, and Radiant Destruction. Lack of a defensive kit, mobility, and long cast times leave them vulnerable. They have excellent ST unblockable CCs with Eclipse and Javelin. Templar has decent sustain with their aura buff, but it feels worse playing a vanguard templar compared to dk or nb. Less offense, less defense, less healing, high skill costs. Real question: what can the class do better than other classes?
- Access to (1) unique buff set: Minor Fortitude/Intellect/Endurance
Warden is B+ tier. They have excellent self buffs. The increased critical chance and healing makes damage and magicka sustain easier, because they get more crit heals and thus recast HoTs less often. However, they lack instant hard CC. Their AoE Shalks skill is direct damage, which is more costly and inferior to AoE DoTs in current Vengeance, but it can work well with a high critical damage build, which again synergizes with their Lotus self buffs. The bear ultimate is impractical, delayed, and deals a tiny amount of damage, with the only saving grace being its cheapness. Wardens output better healing than other classes thanks to the Trees ultimate, and they can pull enemies during siege fights with Frozen Gate.
- Access to (4) unique buffs: Major Savagery/Prophecy, Major Mending, Major Expedition, Major Protection (ult)
Necromancer is A tier. They mainly have unblockable AoE DoT damage which can be very oppressive. Their main offense skills all have 28m range and they can do serious damage before you reach them. They have good sustain because of cheap/free skills and Expunge provides passive recovery while slotted, while also purging DoTs with a cheap 2k health cost. Their totem CC stun has a delay which makes it less effective than Nightblade fear, but necro immobilize is free to cast, and necromancers do well in close-quarter defense. Resurrect ultimate is a unique skill. The main downside to the class is the need to recast Sacrificial Bones every 10 seconds, which makes their rotation busy and hard to maintain.
- Access to (2) unique buffs: Major Berserk, Major Protection
- Access to (3) debuffs: Major Maim, Minor Maim, Minor Vulnerability