View Full Version : Question for the Knowledgable
Kaiko
10-12-2007, 05:27 PM
For those who know high end gameplay, probably like meangirl, I have questions regarding class distinctions
What classes are considered the physical DPS?
What classes are considered the magical DPS?
What classes are considered the "lol why would we want you" class?
Can a Priest, if built for it, be something besides healing? Think bRM from Flyff
Can a Werebeast, if built for it, be something besides a tank?
Are class builds mostly similar or vary a lot?
Could one break away from their traditional role to do something else?
What class do you absolutely need to have in a party for a dungeon?
If you want to redo your attributes and skill points, is there a way?
Late game, are skills still effective to use if there a flat damage variable? Percent skills would always be useful, but does melee damage ever outweigh skill damage?
Krescen
10-12-2007, 06:39 PM
Physical DPS is Archer.
Magical DPS is Mage.
Balanced DPS is Priest.
Physical TDS is Werebeast.
Magical TDS is Mage.
Balanced TDS is Archer.
Balanced PD2D is Warrior.
Balanced MD2D is Mage.
Balanced AD2D is Archer.
Fox, when alone, have the worse defense and damage, but they aren't exactly always alone, are they? This is why they depend on their summon.
A Priest is the best Balanced DPS in the game, they have a balance of Magic and Physical attacks, and thus are considered one of the best pkers in the game. >.x
A Werebeast is always just a tank. They can deal their own damage, but with the exception of a few costly skills, they will find themselves dependent on others to cause their damage.
There is very little area to bend class builds. A werefox can walk around with Light Mail, but that's about the most extreme I've seen. You don't have classes use strange weapons because the strength of any weapon is always the skills that work with it. Even Magic Weapons have a comparably high physical attack power, but few skills which use them (only Fox Form). The only real way you vary your build is based on skill preferences.
Roles seem quite concrete, which seems to be simply to attempt to enforce balance and value of parties.
Dungeons need a Priest and a Were-class. Beyond that you need damage dealers.
I think you can spend real money to unallocated like 2 levels of stat points, which thus is crap unless you wasted a level on the wrong stat. There is no accommodation for completely restating a character late in the game. There is also no way of changing skills.
Skill Damage is always the key to anything, even for Warriors and Tigers, including passive skills. All attack skills/spells have damage modified by weapon attack power and user's stats. This means that skills will always surpass the damage of normal attacks. The special effect of skills furthers this dependency.
Kaiko
10-12-2007, 07:45 PM
You need like, an acronym list there, I don't know what half of those acronyms are ~_~
Krescen
10-12-2007, 07:50 PM
DPS: Damage Per Second - How much damage the class can cause
TDS: Total Damage Sustained - How well the class tolerates damage
D2D: (Physical, Magical, or All) Damage to Damage - How well the class balances damage with defense
NavMan
10-12-2007, 09:44 PM
I was thinking of making a non tank Werebeast. It would have very little CON, and high DEX and STR. I don't see why it wouldn't work. I like to think of it as a 'tankier' version of the Warrior, as it'll have more HP and defense than one.
Krescen
10-12-2007, 09:52 PM
As I said, you can be more of less of a tank, but you still end up being a tank. All you get to do is the fine tunings.
Same as with Warrior, who, depending on preferred weapon, will vary slightly in their str and agi.
All Spellcasters can chose to go full Matk type, or raise Con by a variant amount, and do quite well. A Tamer class could consider having more Con then Int even, or go Heavy Mail, and depend on their pet for damage (most likely usually staying in Fox Form as well), but such would give them a heavily outdated weapon, and they would still be more fragile then any non-spellcaster, except maybe archer. As such this idea is heavily flawed.
The whole idea though is exactly how you fine-tune your class.
idane24
10-13-2007, 03:33 AM
Dungeon necessities:
(this is assuming you need the mobs because it is your first time in the dungeon)
1 tank
1 magic tank (mage)
2 healers (1 for group heal, 1 for tank heal)
1 werefox (for pulling)
1 free slot
( if you are just farming the boss (token runs) and his drops (mold runs) 1 healer is enough.. wine makes a 5 boss dungeon end in 30 mins or less.. we finished blue clothes grave in 3 minutes hahaha)
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via the item mall there are a bunch of reset tickets that you can buy to reset your stats.. as for your for your skills though.. there is none..
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werebeasts can be dps beasts if they don't touch their beast tree.. yet they will be outtanked by pets and wuxias.. making them useless in dungeons and clan wars..
priests can go dps.. and they surely hurt a lot.. battle type yu lings as we call them can 2 shot a mage with 4k hp via feather arrow >.< yet still they will be useless in dungeons
*wu xias have different uses via weapon specialty
*fa shihs have elemenatl specialties
*yao jings can either go fox or mage fox for pvp mages for pve you can be a hybrid yet you
will be sacrificing a lot of souls (which is quite hard to farm)
*****
the lol why do we need you class is the archer =P
only use we have for them is during territorial wars.. their range and sinister ultimate is the key to winning a territorial war..
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