![]() ![]() Players can also choose to become healers by using healing water skills as a Wizard/Sorcerer or song/guitar heal skills as a Bard.Įxplorers are the class of Luck. Fire and earth tend to be more offensive, while water and wind tend to be more defensive, note that water and winds elements have faster recharge than fire and earth. ![]() Wizards can either be entirely offensive, entirely defensive, or a mixture of both. Wizards are great for damage and support at a distance. They mainly deal area-of-effect damage by using their magic, which is divided into four elements: fire, water (which is further broken down into damaging water skills and healing water skills), wind (this element does not deal a lot of knockback to enemies), and earth. They wield staves, daggers, and knuckles. Templar Knights even have healing abilities. They are commonly used as tanks, players that absorb most, if not all, of the damage to keep other members of the party away from harm. Knights possess the highest stamina of any class and have average offense. Their exceptionally high physical and magical defenses and stamina allow Knights to withstand large amounts of damage. Like the Warrior class, they cannot use daggers. They wield either a sword or blunt weapon in one hand and a shield in the other or they can wield knuckles (but no shield). Warriors are the only class that can use greatswords and spears. They are usually paired in the frontlines with Knights. They are the strongest of all the classes, making them excellent for players who prefer powerful attacks. Warriors are used for the sole purpose of dealing physical damage from short range. However, due to their low defense, they can die rather quickly. This class is recommended for beginners, since they are good for soloing. Although they lack defensive capabilities, Warriors excel at dealing high amounts of physical damage in the frontlines. ![]() They wield either two-handed swords, spears, or knuckles. Each class specializes in one of the four stats in the game: Power, which determines flinch rate and damage capability Stamina, which determines HP and defense capability Magic, which determines something similar to Power (except with regards to magic damage and magic defense) and Luck, which determines Critical Rate. ![]()
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