Sunday, July 3, 2011

The Classes: Personality + Build

Why do you need more information about the classes than you already do? Because I have some personal experience working with all of these classes, and OutSpark doesn't tell you how to build a character based upon whether you like parties or not. Don't get me wrong, OutSpark has a great overview of all of the classes, but I believe there are many subsets to each class.



To begin, we'll start with the Fighter class, and go in order like Fiesta's website does. After reading the official page, one understands the basics of choosing this character or not.

Personality: If you like to attack things as much as possible with a huge sword or axe, this is you. It's fun, and pretty much everyone likes that, including me. But, if you like to take all of the damage and be a hero, this class is also for you. Pretty much every class is like this -- a two way street for personality. The only problem is that you have to decide early which version of a fighter you wish to be.

Build: Solo -- The person who likes to go it alone often is a person who likes to solo. For most points, soloists put them in the STR category. Occasionally, they add a dash of END and SPR, just so they can live longer and crit more often. (Crit is critical damage, usually twice your normal damage. On your "Free Stats" page, it shows what percent of the time you crit.) If, as a soloist, you're going to be in a party, party with a Cleric. Soloists tend to use an axe or 2h sword.

Tanker -- This class is the class to be in parties that kill a lot of monsters at a time and Kingdom Quests. Every Kingdom Quest needs at least one tanker. Tanker's usually put everything they have into END, but sometimes put a little into DEX for the extra aim and evasion. It may get frustrating to not be able to kill as quickly as others, but don't worry, there will almost always be people who want a tanker for Abyss (a place where people get higher experience per monster than their normal monsters). Tanker's also use a 1h sword and shield.

Balanced -- For the fighter class, it's kind of counterproductive to be balanced. Either you kill things quickly, but have to use a lot of HP potions, or you kill things pretty slowly and it's difficult for you to die. If you're balanced, you have only a sprinkle in every category except for INT. This means that you're average in everything, which does nothing except make you die more than a tanker and fight slower than a soloist, but still have to use HP potions all the time. I don't suggest being average in this class.



The next class is the Cleric. This class mostly heals and is pretty much a party character. But that doesn't have to be the case.

Personality: Clerics are the people who like to help others (like me ^^) and be able to heal yourself as much as you want. At level 60, you are given the title "Supportive Paladin," which is exactly what healers do. In parties, they follow people around and heal as much as necessary (if you heal too much, you can aggro the monsters on yourself and die). If you get aggravated with people asking you all the time to buff them, don't be a Cleric. Seriously.

Build: Solo -- Yes, you can be a solo cleric, but you still need to put some skill points into your heal skills. It's always a good idea because one day you are going to be in a party and need to heal everyone as fast as possible, or everyone will die. Soloists in this field will usually put more into STR and SPR than END. You can also be a mostly balanced Cleric with STR, SPR, and DEX and still be a soloist.

Support --  These are the people who absolutely love to be in parties all the time. It's a lot of strain as well because in parties where there are a lot of monsters following the mobber (person running around aggroing every monster in sight), you need to heal ASAP, as much as possible. Put skill points into heal to lessen the cool time and strengthen the basic healing power. END is suggested for the main part of your points because a lot of the time, as you're healing the mobber, some of the monsters will aggro onto you and you need to be able to survive long enough for the mobber to take those monsters back over.



To be dead honest, I don't know much personally about the Archer, but I know enough from being a Cleric and partying with the kiter Archers all the time. Kiters are Archers who mob monsters with a poison skill and run around a map while the poison slowly kills the monsters. They redo the poison skills while running often to make sure they have aggro and the poison keeps working.

Personality: Someone who likes to kill things with powerful, long lasting skills and barely gets a scratch should be an Archer. Archers have range, which is quite enjoyable to most people, but this class is "under-appreciated" (FatalLace). Most people prefer the Mage's range and power over the long-term power of the Archer, but by an experience standpoint, Archers get a lot more experience faster than any other class because they can usually take on bigger mobs. By themselves too.

Build: Solo/Leader -- These people have high END for being able to be hit in waves and live. High DEX helps a lot, too, because if a monster can't hit you, it can't hurt you. Usually Archers choose one or the other and put up to +50. END can be full and the Archer will have bunches of health and defense, but the END people usually put at least a little in DEX. DEX Archers will put up to +50 because it doesn't really work any more after that, and usually put the rest into END or STR.

 Follower -- Archers who follow are Archers who are in parties all the time and put points into SPR, and maybe a little INT. These people are rare because it's not that good when you have to solo a quest. They pretty much need a party constantly. Hey, if you're a follower and marry a Cleric, you're good to go. But I don't recommend the follower for the beginner player.



The Mage. One can usually figure out the description just by the class name. Mages die easily but kill quickly, which is why they're called glass cannons. But Mages only need three words: Range, power, and squishy!

Personality: Range and power are key for the Mage, but Mages die so easily that you have to be a very careful person. Mages are built to stand in the back and supply damage in parties, but can also solo if they need to.

Build: Solo -- These Mages are built in a sort of balanced way with higher END than the damage suppliers, but still a little INT, SPR, and DEX. I don't recommend the solo Mage because END does very little. Also, solo Mages are possibly the slowest killers, next to support Clerics and tanker Fighters. When your Mage gets to level 60, everything turns around. You get a skill called Nova, which is a spell that is kind of like the Archer's poison: Does damage over time, and is an AOE (Area of Effect). Still, you need a Cleric for the best efficiency.

Damage Supplier -- This is the best build a Mage can be. Pure INT and SPR, stand as far away as possible, and BOOM. Dead. That's good for a little soloing from time to time, if you can run away fast enough. It's best to be in a party with a Cleric for killing more than one monster at a time.



We didn't have this class when I started! The Trickster is a powerful, but extremely squishy class. Unfortunately, high END doesn't help the Trickster at all, so, basically, people who play this class are going to be in a lot of parties supplying close-range damage, but can also solo if need be. If you really need it.

Personality: If you love to rip things apart with dual claws or swords, but don't mind dying at a higher rate than most of the other classes, this is you! Like the Mage and Archer, if you're not careful, you will die. A Cleric is the best thing to have following you around all day, but you can't always have it that way.

Build: Solo -- A Trickster isn't really built to be a soloist, but you can always try. DEX is very very important to a solo Trickster, so that you don't get hurt as often. Keep up your STR to kill quickly and put some skill points into the power or time of your main skills. Just be careful and use a lot of stones and Potions if you're going to be a soloist.

Damage Supplier -- This means you are in a party as much as possible. You supply all of the up-close damage, one by one. It's best to have a tanker Fighter and/or a Cleric in every party you're in. You have no AOE skills, so you cannot ever mob and expect yourself to be able to kill them all. STR, DEX, and SPR are very important to killing faster and dying less. END doesn't really help a Trickster.



If any experienced players have anything to add, please comment! :)
Nyx

No comments:

Post a Comment