Those that are not mentioned here do not have any differences as far as I am aware. Only DP skills that differ will be listed. Keep in mind these are just loose translations from the Korean names so the actual names will likely differ in the NA/EU version.
Spirit Master
(Level 50)
Asmodian: Summons the Spirit of Lava
Elyos: Summons the Spirit of Typhoon
Assassin
Asmodian
Darkness Slash:
I:270~274 damage dealt.
II: 474~478 damage dealt.
III: 791~795 damage dealt.
IV: 1038~1042 damage dealt.
Elyos
Holy Slash:
I: 244~248 damage dealt and recovers 91HP.
II: 428~432 damage dealt and recovers 217 HP.
III: 713 ~ 717 damage dealt and recovers 387 HP.
IV: 935~939 damage dealt and recovers 582HP.
Ranger
Transform: Lycan
Asmodian:
I: Increases damage and attack speed by 20%, movement speed by 30%
II:Increases damage and attack speed by 22%, movement speed by 30%
III: Increases damage and attack speed by 24%, movement speed by 33%
IV: Increases damage and attack speed by 26%, movement speed by 39%
Elyos:
I: Increases damage by 10%, attack speed by 30%, movement speed by 33%
II:Increases damage by 11%, attack speed by 33%, movement speed by 36%
III:Increases damage by 12%, attack speed by 36%, movement speed by 36%
IV:Increases damage by 13%, attack speed by 39%, movement speed by 39%
Templar
Asmodian:
Retribution of the Void
I: 145~149 damage dealt, absorbs 50% damage and creates a shell that reflects damage for 20 attacks. Lasts 15 seconds (Absorbs up to 10,000 damage)
II:223~227 damage dealt, absorbs 50% damage and creates a shell that reflects damage for 30 attacks. Lasts 15 seconds (Absorbs up to 10,000 damage)
III:383~387 damage dealt, absorbs 50% damage and creates a shell that reflects damage for 40 attacks. Lasts 15 seconds (Absorbs up to 10,000 damage)
IV:521~525 damage dealt, absorbs 50% damage and creates a shell that reflects damage for 50 attacks. Lasts 15 seconds (Absorbs up to 10,000 damage)
Elyos
Retribution of the Holy
I: 145~149 damage dealt, creates high aggro against target and blocks all attack with shield for 15 seconds.
II:223~227 damage dealt, creates high aggro against target and blocks all attack with shield for 15 seconds.
III:383~387 damage dealt, creates high aggro against target and blocks all attack with shield for 15 seconds.
IV:521~525 damage dealt, creates high aggro against target and blocks all attack with shield for 15 seconds.
Gladiator
Asmodian
Zikel's Blessing: (Level 50)
Increases Attack by 90%, Defense by 10%, Movement Spd and Attack Spd by 20%
Elyos
Nezakan's Blessing: (Level 50)
Increases Attack by 80%, Defense by 30%, Movement Spd and Attack Spd by 20%
Friday, September 18, 2009
Wednesday, September 16, 2009
Aioninformation.wordpress.com
Check out Aioninformation.wordpress.com, which will be updated more frequently.
Friday, September 4, 2009
Charm quests
http://power.plaync.co.kr/aion/%EB%B6%80%EC%A0%81+%ED%80%98%EC%8A%A4%ED%8A%B8
Starts from 2nd of September in the Korean Aion
Essentially new consumables aimed at making leveling alts easier. By completing certain quests you are rewarded with charms that increase exp. gained from killing monsters by 20%.
There are level limitations, with the ones which you can use from levels 1 to 10 paid with Kina, but for level 11 and onwards you must also pay with Abyss Points
Starts from 2nd of September in the Korean Aion
Essentially new consumables aimed at making leveling alts easier. By completing certain quests you are rewarded with charms that increase exp. gained from killing monsters by 20%.
There are level limitations, with the ones which you can use from levels 1 to 10 paid with Kina, but for level 11 and onwards you must also pay with Abyss Points
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.
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.
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.
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.
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.
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