Where Winds Meet does not lock you into fixed classes. Instead, you combine two Martial Arts weapons, Internal Arts, Mystic Arts, and gear into what the game calls a Path. Functionally, these Paths behave like classes: melee DPS, ranged DPS, tank, or healer.
For launch PvE, the strongest “class” options cluster around six official Paths. Two of them clearly sit at the top of the early meta, with several strong but more demanding options just behind.
Where Winds Meet best Paths and “classes” for PvE
Each Path is defined mainly by its two Martial Arts weapons and the role it fills. The table below summarizes how they compare in early PvE content.
| Path (class) | Role | Weapons | PvE tier | Skill demand | Notes |
|---|---|---|---|---|---|
| Bellstrike - Umbra | Melee DPS | Strategic Sword + Heavenquaker Spear | S | Low–medium | Bleed stacking, huge sustained damage, covers single-target and AoE |
| Silkbind - Deluge | Ranged Healer | Soulshade Umbrella + Panacea Fan | S | Low | Primary healer “class”, massive sustain, lower raw damage |
| Bellstrike - Splendor | Melee DPS | Nameless Sword + Nameless Spear | A | High | Very mobile, strong boss damage, punishes poor stamina use |
| Silkbind - Jade | Ranged DPS | Vernal Umbrella + Inkwell Fan | A | High | Airborne ranged focus, best vs humanoids, fragile in bad matchups |
| Stonesplit - Might | Melee Tank | Thundercry Blade + Stormbreaker Spear | B | Low–medium | High defense and taunts, slow pace, shines more in co-op |
| Bamboocut - Wind | Melee DPS | Infernal Twinblades + Mortal Rope Dart | B | Very high | Assassin-style, extreme speed, risky sustain and positioning |
Tier ratings here reflect early PvE performance, not dueling or large-scale PvP. Every Path is viable; the S-tier options simply reach their potential faster and with less mechanical stress.
Bellstrike - Umbra: best all-round melee DPS “class”
Bellstrike - Umbra is the headline melee DPS Path right now. It pairs the Strategic Sword with the Heavenquaker Spear and leans heavily on bleed.
- Role: close-range DPS with bleed damage-over-time
- Weapons: Strategic Sword (fast hits, stacking bleeds) and Heavenquaker Spear (amplifies and detonates those bleeds)
- Core mechanic: build up to 5 bleed stacks on enemies, then cash them out for a big damage spike
The damage curve can feel modest early on, but once you consistently reach maximum bleed stacks, the output jumps sharply. Internal Arts like Fivefold Bleed or Wolfchaser (depending on your setup) help you get there quickly and keep pressure on bosses.
In practice, this Path plays simply:
- Use the sword to rack up bleeds on priority targets.
- Swap to the spear to boost damage taken, hit from longer range, and trigger burst windows.
- Rely on solid mobility to reposition between single-target burn and short-range AoE when trash packs appear.
Because the kit rewards basic fundamentals—deflecting, positioning, light combo planning—without demanding complex tech, Bellstrike - Umbra is a strong pick for both new and experienced players who want a “DPS main” that works everywhere.
Silkbind - Deluge: best healer and support “class”
Silkbind - Deluge is the only dedicated healing Path and functions as the game’s pure support “class”. It combines the Soulshade Umbrella with the Panacea Fan.
- Role: ranged healer and support
- Weapons: Soulshade Umbrella (passive and area healing) and Panacea Fan (strong single-target and group heals)
- Core mechanic: layering continuous healing, shielding, and execute damage tied to deflecting
The kit supplies both burst and sustained healing. Soulshade Umbrella can apply effects like lingering fields that top up allies, while Panacea Fan lets you patch up specific teammates or stabilize the group after mistakes. There is also an Execute-style mechanic that converts successful deflects into respectable chip damage, which helps offset the low base DPS.
Some guardrails are in place: initial encounters with a new boss apply a reduction to your healing output. That prevents trivializing first-kill attempts but does not remove the value of constant sustain and revives.
Silkbind - Deluge is:
- Best in co-op: raids, dungeons, and world bosses often feel built around having at least one healer.
- Playable solo: high self-healing and damage mitigation let you outlast most enemies, even if fights run longer.
- Beginner-friendly: forgiving mistakes by keeping you and others alive while you learn boss patterns.
Anyone wanting a true support identity should start here; there is no alternative Path that matches its healing coverage.
Bellstrike - Splendor: high-mobility melee DPS for veterans
Bellstrike - Splendor also sits in the melee DPS space but swaps raw simplicity for flash and nuance. It uses both Nameless weapons: Nameless Sword and Nameless Spear.
- Role: single-target melee DPS with strong mobility
- Weapons: Nameless Sword (fast melee strings) and Nameless Spear (ranged waves and gap closers)
- Core idea: weave in and out of range, chaining melee pressure with ranged pokes while managing stamina tightly
The kit excels at:
- Sticking to bosses that move frequently.
- Rapid repositioning to avoid large telegraphed hits.
- Switching between up-close attacks and wave-like ranged skills to maintain uptime.
However, what you gain in freedom of movement, you pay for in execution. Bellstrike - Splendor demands:
- Careful stamina and endurance control to avoid getting stuck mid-string.
- Good timing on swaps between sword and spear to maintain pressure.
- Consistent reading of boss animations to avoid trading damage for hits.
When piloted well, this Path can match or approach Bellstrike - Umbra’s damage in many fights, but the margin for error is smaller. It’s an excellent “skill ceiling” class for players who already feel comfortable with core combat and want a more expressive toolkit.
Silkbind - Jade: ranged DPS with a steep learning curve
Silkbind - Jade is effectively the game’s ranged DPS “class” and leans on the offensive sides of the healer weapons: Vernal Umbrella and Inkwell Fan.
- Role: sustained ranged DPS
- Weapons: Vernal Umbrella (air control and juggling) and Inkwell Fan (projectiles and ranged skills)
- Core mechanic: using float and airborne attacks to stack damage from a distance
The kit focuses on:
- Lifting humanoid enemies into the air and keeping them juggled.
- Maintaining a safe mid‑range position while chaining fan and umbrella skills.
- Occasionally going airborne through float mechanics to push damage.
There are clear caveats:
- Enemy dependence: excels against humanoid foes but loses efficiency against large or grounded monsters that resist juggling.
- Risky float usage: extended airtime can reduce damage effectiveness and expose you to hits if mistimed.
- Steep learning curve: effective play means mastering spacing, animation timing, and when to commit to the air.
Silkbind - Jade rewards players who want a ranged identity without becoming a pure healer. It’s best for those comfortable with positioning and pattern recognition, and less ideal as a first Path if you’re still learning basic parries and dodges.
Stonesplit - Might: tank “class” built around shields and roar
Stonesplit - Might is the designated tank Path. It uses Thundercry Blade alongside Stormbreaker Spear to soak damage and control enemy aggression.
- Role: melee tank with crowd control
- Weapons: Thundercry Blade (heavy hits, cleave) and Stormbreaker Spear (roars, damage reduction, debuffs)
- Core mechanics: shields, damage reduction, taunts, and large-area charged swings
Stormbreaker Spear brings two key tools:
- A roar that cuts incoming damage to you.
- Thunder Shock-style effects that increase the damage enemies take.
Combined with Thundercry Blade’s wide, heavy attacks, this creates a rhythm of:
- Pulling aggro and grouping enemies.
- Holding defensive skills to survive focus fire.
- Charging big swings to hit multiple targets at once.
The trade‑off is pace. Compared to other weapons, this kit feels slow. Solo players can still deal respectable damage, but long wind‑ups and conservative movement mean you spend more time reacting than pressing the advantage.
In multiplayer, Stonesplit - Might shines by anchoring the frontline and making life easier for DPS and healers. In solo play, it is safe but can feel grindy, especially when you lack the self-healing of Silkbind - Deluge.
Bamboocut - Wind: high-risk assassin “class” that loves PvP
Bamboocut - Wind is the closest thing to an assassin “class”. It combines Infernal Twinblades with Mortal Rope Dart to deliver rapid, repeated strikes.
- Role: hyper-mobile melee DPS
- Weapons: Infernal Twinblades (fast combos, melee flurries) and Mortal Rope Dart (mid-range hooks, follow‑ups)
- Core mechanic: multiplying damage through multiple hits and effects that scale with hit count
The kit is built around:
- Extremely high attack speed and combo density.
- Mechanics that increase damage when you land many hits in quick succession.
- Mobility tools to close gaps, reposition, and chase.
However, several factors keep it out of the top PvE tier:
- Very high skill cap: You must stay aggressive without getting clipped during long strings.
- Fragile sustain: there is a buff that grants both bonus damage and lifesteal, but the healing is modest; overcommitting often leads to death.
- PvP bias: the kit’s mix of speed, unpredictability, and pressure tends to perform even better in duels than in scripted PvE.
Players who enjoy glass cannon archetypes and thrive on high-risk decision-making will find a lot to like here. Those who want a calmer, more forgiving path through the story will likely prefer Bellstrike - Umbra or Stonesplit - Might instead.
How Paths map to roles and content types
Each Path lines up naturally with one of the traditional RPG roles and tends to perform differently depending on the encounter type.
| Path | Primary role | Boss fights (PvE) | AoE / mob clear | Solo friendliness | Co-op value |
|---|---|---|---|---|---|
| Bellstrike - Splendor | Melee DPS | Excellent | Limited | Good, if mechanically strong | High |
| Bellstrike - Umbra | Melee DPS | Excellent | Excellent | Very high | High |
| Stonesplit - Might | Melee Tank | Very good | Very good | Moderate (slow) | Very high |
| Silkbind - Jade | Ranged DPS | Very good | Limited | Moderate (matchup‑dependent) | High |
| Bamboocut - Wind | Melee DPS | Very good | Limited | Low–moderate (risky) | High |
| Silkbind - Deluge | Ranged Healer | Good | Poor | High (safe but slow) | Essential |
Two broad patterns emerge:
- Bellstrike - Umbra and Silkbind - Deluge are the most generally useful Paths. One carries the most damage races; the other anchors team survival.
- Bellstrike - Splendor and Silkbind - Jade are strong, but reward mastery more than raw stats. They feel better the more you understand boss patterns and stamina usage.
Best “class” choices for solo players
Solo difficulty scales well in Where Winds Meet, and players routinely clear even the highest settings with many different weapon pairs. That said, some combinations “just work” more easily when you’re alone.
For solo-focused play:
- Bellstrike - Umbra is the premier all-purpose pick. It handles bosses, open-world farming, and dungeons without asking for perfect play.
- Silkbind - Deluge is ideal if survivability matters more than speed. You will clear content more slowly, but can rely far less on consumable potions.
- Stonesplit - Might suits players who dislike fast reaction checks. You trade speed for tankiness and straightforward rotations.
There’s also a popular solo pattern that effectively creates a hybrid “class”: pairing Panacea Fan with any non-healer main weapon, such as Nameless Sword or Strategic Sword. This keeps your primary Path offensive while giving you access to reliable self-healing and utility skills from the fan.
On higher difficulties like Legend mode, this hybrid approach can smooth out spikes in damage and reduce reliance on perfect parry timing, especially while you learn each major boss.
Ultimately, the best “class” in Where Winds Meet is the Path whose rhythm you enjoy. The game’s official Path system already highlights strong combinations; Bellstrike - Umbra and Silkbind - Deluge simply rise to the top when you factor in early-game damage, safety, and learning curve. From there, every other Path is a way to specialize—toward mobility, range, tanking, or high-risk burst—once you know what kind of martial hero you want to be.