Sunday, August 30, 2009

Chanter

Chanter
Able to heal and attack. A hybrid class that isn’t completely useless like many other RPGs.

They also possess mantras that buff not only themselves but other party members.

Whilst they possess the characteristics of a spell caster they possess many melee attack skills. Thus they use less MP than other casters.

Chanters focus on buffing and aiding the party. There is a large difference in the effectiveness of a party depending on whether a chanter is present or not.


Soloing
Chanters are effective solo players. They are able to equip chain armor and shield. They also possess effective healing magic.

Party play
Whilst the chanter's healing magic is less diverse and weaker than cleric's, they are acceptable and they also possess the ability to be fill the role of a damage dealer.

Mantras boost the stats of party members in the surrounding 20 meters and up to three can be active at once. There are nine mantras and at level 25 you can learn the skill to increase the mantra range to 25 meters.

Clerics

Cleric
Able to heal multiple target's HP and remove stats effects, they are crucial to the party. They are the ones who keep the party alive.

While soloing they have their own ranged spells and are able to heal themselves. They are able to wear up to chain armor and can equip either a staff or mace and shield.

Clerics are focused to keep their party alive and protected. Most of their skills are those that either heal or remove status effects but they also have enough spells to protect themselves and cause satus effects on the enemy.

They can be called the 'moving potion'. As each skill has a different amount of MP used you must familiarize yourself with all the spells. Also as most spells take 1 to 3.5 seconds to cast, knowing the flow of the battle is crucial. An experienced cleric is capable of predicting the damage that his or her party is to take and cast their spells so that as soon as your party takes damage the cleric is able to heal you back.

As they are capable of wearing chain armor they have a relatively high defense.

Thanks to their offensive spells and ability to heal themselves they are able to hold their own in PVP. However their ability to hunt is admittedly slower than others.

Soloing
Clerics are relatively slower in leveling if soloing. Most of their offensive skills are ranged thus it is advisable to deal as much damage as you can from a range before engaging them with melee attacks.

Party play
It is advisable to level a cleric with a party. Their role is to be at the back, healing the tanks and the damage dealers. They can also revive party members, allowing fallen friends to join the battle once more.

Whilst it may seem that it is a disadvantage that clerics dont have as many offensive spells, it can be an advantage as there are not as many spells to clutter and confuse the beginner.

In 1:1 situations whilst clerics do not have a high burst capability as other classes they are quite stable. In 1:1 situations if both sides are equally skilled and gears are of similar level clerics are often stronger of the two.

Whilst clerics may be difficult to level at first, they are highly sought after at all levels so it may be worth the task.

Spirit Master

Spirit Master
They summon spirits to fight for them. They assign melee attacks to spirits and the spirit master is able to attack from a range with magic, applying damage over time spells and lowering their stats. If need be a spirit master can take on elite monsters alone.

In PVP they are able to cast a variety of debuffs on the target or cast fear on them, preventing any control over themselves. In abyss they can use the spell to lower the target's flight time, making them plummet to their deaths. A truly fearsome foe.

They have a choice of four elemental spirits, Water, Wind, Earth and Fire. Whilst their selection of spell is lower than that of the sorcerer, their spirits make up for this.

Each elemental spirits have different abilities and it takes a while to familiarize yourself. You can also directly control your spirit so it is even more crucial to know everything that your spirits are capable of.

You can also cast a number of debuffs on the enemy, including stopping them in their tracks or slowing them down. However these also create a lot of aggro so you must be careful.

HP and armor are both low so it takes a lot of careful control but thanks to its supportive magic they excel in both solo and party play. Whilst you may not have the burst capability of assassins or rangers spirit masters possess a variety of spells that can help the whole party.

Soloing
Spirit masters specialize in soloing. They are able to rotate spirits based on the enemy.

However as most of spirit master's spells are debuffs with a high aggro you must be careful not to draw the aggro to yourself. Whilst it is easier to manage your HP compared to the sorcerer, to heal your spirit you must sacrifice your own health.

Stigmas play a vital role if soloing, especially those that allow you to recover HP more efficiently.

Party play
Spirit masters have a number of debuffs at their disposal. Whilst they do not possess the burst damage of other classes they can confuse the enemies with their debuffs. They can also erase the target's buffs (including some boss') and increase the chance for a target to drop an item

when in a party it is advisable for the spirit master to concentrate in weakening the enemy. It is best to rotate your spirit as need but if you wish to just concentrate on DPS just keeping your water spirit out is acceptable.

It is advisable to gear towards increasing your magic damage and HP. Spirit masters also possess a lot of instant cast spells and thus they specialize in chasing and escaping from the target while slowly whittling their HP away.

Sorcerer

Sorcerer
Strong ranged magic attack but low HP and armor as they are able to wear only robes, the glass cannon. Thus all battles involves attacking from a range with magic and slowing the enemy or disabling the enemy. Requires a lot of micro management, recommended for those with experience.

When in a party they are able to put a number of enemies to sleep or stop them from moving, giving an edge to their allies.

Whilst they do not have many chain skills each skill has high damage potential and thus able to kill quickly. If you choose the hunting area well it can arguably be the quickest class to level.

The basic is to know what attack that you will be using and preparing for it. If you wish to use fire magic to defeat the enemy cast a debuff on the target lowering their resistance to the fire element and then proceed to roast them with fire attacks.

Also you are able to put the target to sleep and begin casting a magic with cast time or a count down for it to activate as the enemy wakes, followed by a spell with a long casting time, allowing you to wake the target up with the long casting time, high damage spell followed by another high damage spell once the count down ends.

Status effects cause a high aggro thus you must be careful to lower the aggro using skills.

Soloing
Sorcerers do not have skills to recover HP and thus must always keep an eye on their HP. Due to their low HP it is advisable to tackle one monster at a time.

It is advisable to begin 1:1 PVP with a skill that lowers the target's movement speed. If you are handling more than one enemy at once it is advisable to disable one and quickly finish off the other. Whilst it is true that sorcerers have low HP it is no problem as long as you keep your distance.

It is crucial to know your the cooldown and effects of all your spells.

Party play
Sorcerers take on the role of both a DPS class and disabler. It is crucial when monsters are linked to one another to disable the extras, allowing your party to handle the number of monsters they are most comfortable with. thus they are highly sought after during party quests with high difficulty or entering an area with many monsters.

They also have many AoE spells. But due to the high damage of each spell, it is possible to create too much aggro so you must always be cautious.

It is advisable to use the Spheres as they have a higher spell boost than tomes. However tomes have higher hit thus if you feel that you are missing your spells too often it is not a bad idea to switch to tomes.

Assassin

Assassin
Able to stealth past the enemies' eyes and pounce with strong attacks. With their ability to engrave patterns and duel wield they have a strong burst attack potential and are highly sought after in party play.

However they are able to equip only leather armor and thus lack in HP and defense but this is helped slightly thanks to their high dodge and skills enabling them to dodge an attack or magic.

They specialize in PVP and whilst they have no skills to recover HP they can recover a portion of the damage dealt as HP and thus arguably have the fastest leveling speed.

They can equip long swords, daggers and bows. By engraving patterns on the target they are able to stun them and the follow up skill's damage depends on the number of patterns engraved on the target.

Due to the sheer number of skills available much practice is required to fully utilize the assassin's potential.

Soloing
Whilst they have a high burst damage their low HP makes it undesirable to take on multiple targets. It is best to sneak behind a target and attack first. Whilst their single target damage may be higher than the gladiator's, they possess no AoE damage skills and due to their low HP and armor if there are multiple enemies it is very difficult to win.

Their normal attack damage is lower than the gladiator's but their crit percentage is higher.

Party play
Assassins have many skills to stun the target so when the party's in danger it is up to the assassin to disable the enemy.

Pattern engraving and following skills can greatly increase aggro so it is advisable to manage your aggro carefully, knowing how much damage you can deal before pulling aggro through experience. If you generate too much aggro then that is extra stress on the healers, leading to aggro jumping to the healer.

Daggers have lower attack but higher attack speed and crit chance while long swords are the opposite.

Ranger

Ranger
Specialising in ranged attacks using a bow, they can root a target in place with their diverse skills, followed by powerful skills. However their HP an defense are both low being able to equip only leather armor.
They also have traps, activated once an enemy walks over it and can cause a number of status effects on the target.
Arrows and traps are depleted with every skill used so you always need to keep track of your inventory.

Unlike assassins, rangers are specialized in the use of bows. They are the only class that can use traps to stop the target and if situation calls, sneak behind an enemy and catch them unawares.

However they also need to purchase arrows and traps so they are more costly to maintain.

Much like assassins they have high dodge but due to the low attack speed of the bow once an enemy gets close they are at a disadvantage. Thus when fighting you must maintain distance. Thankfully they have a number of skills to prevent an enemy closing in and can equip daggers and long swords.

Soloing
Rangers are able to attack at a range and able to prevent or slow down the enemy's movement.

The most basic style is to damage the target with your ranged attack and keep your distance while slowly whittling away the target's HP or if the target somehow manages to close the distance, switch to your melee weapons.
However rangers lack the melee attack ability of assassins and don’t have many skills to aid when escaping so the use of traps is highly recommended.

Party play
In parties rangers take the role of a ranged damage dealer. They are also able to pull monsters.

However they have low defense and thus must be careful when managing aggro.

Generally speaking rangers have a lower dps than assassins or gladiators. However they also have a higher burst potential and can inflict a variety of status effects and can even replace sorcerers if the situation calls when disabling enemies.

Crafting

Crafting
There are six crafting skills

Weapon Smithing
Armor Smithing
Tailoring
Jewel Crafting
Alchemy
Cooking

To create you go through a number of steps

1. Learn the skill

2. Learn the blue print

3. Collect material

4. Craft

Not all craft attempts will succeed so beware.

The higher your skill, the lower the chance to fail.

Very rarely you will make green level item.

You may also very very rarely be able to create Shining (blue level) item when creating Expert Craftsman level items. Not only are the stats much better but they also look different.

Templar

Templar
Templars have high HP and armor. Not only that but they are able to increase their defense even further and protect allies. Thus they are assigned the role of the tank in party play. They specialize in skills used while equipping a shield.

They are able to equip swords, maces and great swords. Whilst their damage output may be lower than that of the gladiator, it is nothing to scoff at.

They have a variety of chain skills. Up to four different skills can be used after you block an enemy's attack.

They are able to solo easily thanks to their high armor and many skills. However they do not have as many highly damaging skills so hunting may be slightly longer.

In parties templars take most of the work. They tank, control aggro, protect party members, learn the ways and position the monsters.

Templars mainly use either the long sword or mace. Whilst the mace may have higher damage, their crit % is lower and the options maybe geared towards casters.

Gladiator

Gladiator
Aside from castor weapons, gladiators can use all the weapons. They have high attack and can wear plates, boasting a high defense. With the two they are able to fulfill their role, fighting the enemy in the frontlines.

If Assassins can be specialized in 1:1 battles, Gladiators can handle both 1:1 and 1 against many. Whilst they do not have as high damage as assassins or sorcerers, they have defense second only to templars.

Gladiators have no problem soloing thanks to their many attack skills and high defense. They also have a diverse selection of weapons, allowing them to switch weapons depending on the situation.

However they have no way to heal themselves thus they must always keep an eye on their HP. Duel wielding swords or using great sword or halberd is also a good idea. However if you duel wield you may be able to achieve high attack at the cost of not being able to use certain skills and unless the swords improve your attack speed, it won’t be as impressive a gain.

Gladiators also shine in party play thanks to their AoE skills. Not only that but they are able to tank if the situation calls.

Whilst some may bring up the fact that gladiators are out dps'd by sorcerers and assassins and templars have higher defense, if a gladiator knows the skills available to him and choose his weapons wisely the ability of a gladiator will surely impress. Gladiator's performance is also highly influenced by their equipment.

Stigmas and Titles

Stigma
Stigmas are the hidden skills that each class has. Each class has a limited number of stigmas and thus you must choose the stigmas and the playstyle that you desire.

How to acquire the Stigmas
For your first Stigma, you must be level 20 and complete your faction's stigma quest. You may acquire additional stigmas in the future by looting it from monsters you defeated.

How to equip your Stigma
First you must visit your faction's capital city. Then visit the Stigma NPC with Stigma Shards. You may acquire stigma shards by killing opposing faction's guard NPC or abyss monsters.

Title
Titles not only add a fancy line to your name, it also boosts your stats. Titles can be earned through quests, certain items, missions and also vary depending on your race.