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All Classes & Starting Paths Explained

A complete overview of where winds meet classes, including starting paths, playstyles, weapon identities, and progression advice.

Last updated: 2025-11-18

This guide provides a full breakdown of where winds meet classes, including how the game’s unique classless-but-path-based system works, what starting paths players can choose, and how your weapon and internal skill combinations shape your long-term identity. Even though Where Winds Meet doesn’t use traditional locked classes, it offers deep specialization options that function like classes through weapon selection, internal skills, elemental infusions, and martial paths.


Understanding “Classes” in Where Winds Meet

Traditional RPG classes (Warrior, Mage, Rogue, etc.) don’t exist here. Instead, the where winds meet classes system is built around:

  • Weapon type
  • Internal skill philosophy
  • Elemental alignment
  • Combat role (DPS / Tank / Support / Control)

The game allows players to freely switch weapons, effectively letting you shape your own class identity.

This flexibility means there are no hard class restrictions — only preferred playstyles and build paths.


Starting Paths Overview

When players ask about where winds meet classes, they’re usually referring to the initial martial paths that guide new characters:

⭐ Martial Hero Path (Balanced Combatant)

  • Focus: mobility + balanced offense
  • Best for new players
  • Works with swords, spears, fans, and light weapons

⭐ Vigilant Guardian Path (Defensive/Tank)

  • Focus: survivability + counterattacks
  • Best with long spears, greatswords, or meteor hammers
  • Ideal for players who want stability and patience

⭐ Shadow Wanderer Path (Agile Assassin)

  • Focus: crits, agility, stealth
  • Works best with dual blades, daggers, fans
  • Fast-paced, mobile combat

⭐ Mystic Arts Path (Internal Power Specialist)

  • Focus: supporting skills + elemental damage
  • Best with flute weapons, fans, or hybrid weapons
  • Great for players who enjoy utility and control

These paths are not locked and simply act as guidance for your initial progression.


Weapon Classes (Build Identities)

Below is a full explanation of the “functional classes” created by weapon specializations in Where Winds Meet. These act as the true where winds meet classes in gameplay.


🗡️ Sword Class

(Precise Offense + Mobility)

  • Strong single-target DPS
  • Excellent dodge-cancel flow
  • Parry-friendly playstyle
  • Builds: Nameless Sword, Light Blade, Dual Blades

Ideal for stylish, fast, DPS-heavy players.


🪝 Meteor Hammer Class

(Heavy Impact + Crowd Control)

  • Slow but devastating
  • Big AoE swings
  • Great posture damage
  • Excellent for controlling large groups

Perfect for players who enjoy timing-based, high-strength weapons.


🐺 Spear / Halberd Class

(Range Control + Stagger)

  • Safe mid-range pokes
  • Strong interrupt potential
  • Works in both DPS and tank roles
  • Includes Long Spear, Stormbreaker Spear builds

Great for players who want safety + consistency.


🎐 Fan Class (Panacea / Feather Fans)

(Bleed / Poison / Support / Utility)

  • Applies status effects
  • Long-range hybrid combat
  • Excellent agility scaling
  • Can function as DPS or support

Perfect for hit-and-run players.


🎵 Iron Flute Class

(Mid-Range Control + Buffs + Shockwaves)

  • Soundwave AoE
  • Debuffs and utility
  • Hybrid role: support + damage
  • Requires good spacing

Ideal for creative players who like non-traditional weapons.


⚔️ Greatsword Class

(Brute Strength + Defense)

  • Massive bursts
  • Slower animations
  • High armor synergy
  • Can function as an off-tank

Works well for players who like big swings and direct offense.


Elemental Paths (Subclass Specializations)

Elemental alignment is a huge part of where winds meet classes, shaping your final identity.

⚡ Lightning Path

  • Burst damage
  • Fast, explosive combos
  • Used in Stormbreaker Spear & crit-sword builds

❄ Ice Path

  • Control + slow effects
  • Used in tank spears, flutes, fan builds

🌪 Wind Path

  • Agility, crits, movement speed
  • Used in most blade & dual blade builds

🪨 Earth Path

  • Defense, stagger, heavy impact
  • Used in greatsword, meteor hammer, tank builds

🔥 Fire Path

  • DoT damage
  • Best for hybrid fans and condition builds

These paths function like subclass themes.


Roles Explained

Even without fixed classes, Where Winds Meet supports traditional RPG roles through builds:

DPS

  • Swords
  • Dual Blades
  • Stormbreaker Spear
  • Panacea Fan

Tank

  • Long Spear
  • Greatsword
  • Earth-infused Meteor Hammer

Support / Hybrid

  • Iron Flute
  • Panacea Fan (Poison/Heal Utility)
  • Mystic Arts Skillsets

These act as soft where winds meet classes depending on your weapon + skills.


Which Class Should You Choose?

It depends on the playstyle you're aiming for:

Choose Sword / Dual Blades

if you want fast, stylish combat.

Choose Spear

if you want safe, stable gameplay.

Choose Meteor Hammer

if you prefer heavy-impact, timing-based weapons.

Choose Panacea Fan

if you enjoy agility or bleed builds.

Choose Iron Flute

if you like utility hybrid playstyles.

Choose Greatsword

if you want brute force and tank potential.


Final Thoughts

While Where Winds Meet doesn’t use traditional RPG classes, the combination of weapon types, internal skill paths, and elemental specializations effectively creates deep, flexible where winds meet classes that let players craft their ideal combat identity.

Whether you prefer speed, strength, magic-like abilities, or tactical utility, the game gives you the tools to build your own martial legend.


Last updated: 2025-11-18