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Character Creation > Classes

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message 1: by Joanne (last edited Jan 06, 2014 12:19PM) (new)

Joanne Nguyen (joannemayihaveyourkidneysnguyen) | 145 comments Mod
Warrior Classes

Guardian: Among the 12 classes, the Guardian has the highest defense stats. The Guardian has ability to hold back enemies and is usually the cornerstone of the front line. Guardians can equip nearly all kinds of armor and weapons, but most players choose heavy plate armor, a shield, and a one-handed weapon (such as a sword, axe or mace) as this configuration best suits a Guardian's strengths and battle role.

The Guardian class supports the front line and has many skills to draw aggro. For example, the Guardian is the only class that has multiple skills for the shield as well as skills that nullify damage for a set amount of time.

However, the Guardian's potential to directly deal damage is not very high. A Guardian needs high quality gear to be useful, which can be said to be the class's weakness.

Samurai: The Samurai primarily uses Japanese equipment like daiyoroi, katana and tachi. The Samurai's defense is said to rival that of the Guardian, but because of the class's inability to equip shields, its overall defense is considered inferior.

The Samurai class has many so-called "Ace Moves" that can chain large amount of combos in a short time with high offensive and defensive abilities, but with long cooldowns. However, once an Ace Move is executed, the Samurai is unable to respond quickly to attacks and may even by unable to move.[1]

Also, most of the Samurai's skills have a long cool down period (generally 5–10 minutes); as a result, each can only be used once or twice per battle, making this class more suitable for short fights than long ones. This is opposite of the Monk class, which can chain techniques together.

Despite this shortcoming, each skill is very strong and accurate and can be quite effective against even players who are 20 levels or higher than the Samurai. Naturally, this class inherently requires incredible insight of the battlefield, thus making it difficult to use. However, it is still extremely popular on the Japanese server.

Monk: Of the twelve classes, Monk has the highest HP stat but is limited to equipping light armor and is incapable of using shields and has even lower defense than weapon-based classes. To compensate for this, the class has a high evasion rate and the greatest resistance to special attacks. This allows the Monk to function as an evasion-type tank.

In contrast to the Samurai class, most of the skills that can be acquired by the class has very short cooldowns, allowing them to attack continuously by using a variety of offensive techniques. Some combinations even give special bonuses or trigger additional combos if performed in a predetermined order. Therefore, the Monk class has the highest offensive ability amongst the three warrior classes, making this class popular amongst solo players in Elder Tale.

Weapon Based classes

Assassin: Of the twelve classes, the Assassin can deal the highest physical damage per second. A purely offensive class, Assassins are not only masters of bladed weapons but are also capable of wielding ranged weapons. In fact, some players prefer to use bows and act as rear guard support.[1]

The range of weapons available to Assassins includes light-weight arms such as daggers, long swords, two-handed weapons, and ranged weapons such as classic bows and crossbows.[1]
This class's skills generally have long cooldown periods, and Assassins specialize in killing an enemy in one hit by targeting a weak spot
In addition, Assassins can apply poison to their weapons.
However, Assassins have almost no defensive skills and are only able to equip light-weight arms such as hide or cloth. Instead of blocking, this class relies on evasion for defense.[1]

Most players who play an Assassin character take advantage of the class's stealth abilities to get close to an opponent unobserved and then attack viciously with a high-damage level skill. If traveling with a party's advance guard, an Assassin will sometimes sneak into proximity to the opponents and use less powerful skills to gradually shave away their endurance.

Swashbuckler: The Swashbuckler is an offensive melee class and a master of using two weapons, capable of using a weapon in each hand. Though it has less HP and defense compared to the warrior classes, it is considered the best defender among the other weapon-based classes.

The Swashbuckler specialize in attacking using two weapons continuously. Though the class deals lower damage compared to Assassins, it makes up for it with many combos.

Most of its skills focus on attacking multiple enemies at once with area of effect attacks. The class also has a wide range of skills that causes status effects on enemies. When fighting numerous enemies at once, the Swashbuckler can even match the Assassin in dealing damage.

Bard: The Bard can only wear leather armor and is limited to using short swords, bows and other light weapons or instruments. However, unlike other weapon-based classes, the Bard has the unique ability to use Song Magic, which allows the player to tremendously increase his/her allies' combat prowess. In particular, the Bard has support songs that grant continuous buffs until cancelled and that are ranked substantially above those cast by an Enchanter. There is a great variety of songs in the skill set, each very powerful.

However, the Bard's own combat prowess is quite low, and few players choose this class. High-level bards can learn up to 15 songs and can activate two songs simultaneously. Since each song requires a very long casting time, having a long-term battle strategy is crucial. Therefore, this class is very challenging to master.


Healing Classes


Cleric: As priests who work for the sanctuaries, Clerics have the highest healing skills among the twelve classes. They are capable of equipping plate armor, giving them the highest defense out of all the Healer classes.

The Cleric is a healing specialist, said to cancel out an average of five to ten attacks with all kinds of recovery and healing skills, involving a powerful automatic healing spell that is triggered by an enemy attack.

However, similar to the Enchanter class, Clerics lack strong offensive abilities and must join a party to be effective against strong enemies. Most players who choose this class (which specializes in helping others) have mild personalities; Maryelle's boisterous enthusiasm is an exception.

Druid: Pledged to nature and spirits, the Druid is a magic-type Healer, specializing in using Heal-over-Time spells. Out of the twelve classes, the Druid can produce the greatest HP per second recovery rate by stacking various skills to speed up the healing process.

Aside from healing spells, the Druid has a fair amount of offensive and defensive magic and is considered the most well-rounded of the healer classes. Druids can also use magic that controls the forest. As a result, battling against enemies in the forest will be advantageous for parties with druids. However, one of the Druid's weaknesses is MP consumption, making them incapable of continuously casting spells for a prolonged period. Thus, a Druid must be very meticulous and keep track of his MP use.

Kannagi(f)/Shaman(m): The Kannagi is a spirit medium who talks with spirits and ancient gods. Because they are able to equip Japanese-style clothing, males are nicknamed Shinto Priests and females are called Miko.

The Kannagi's healing style revolves around "Damage Interception" that creates barriers around a single ally or a whole group. Thus, rather than healing damage after its done, these techniques prevent damage from being taken in the first place. A barrier placed on a target can completely nullify a predetermined amount of damage.

The class's weaknesses are its unique style -- which takes a lot of skill to use -- and its weak heals. Compared to the other healer classes, the Kannagi's healing techniques are the weakest because they focus on damage prevention. This makes it difficult for it to help a team make a comeback if they are already losing a fight, but the potential benefit of negating damage can give a team a huge advantage in the right situation.

Successfully using this technique in a fight depends on the user's ability to predict the type and range of the enemy, making it hard to master.


Mage classes

Sorcerer: Specializing in tapping into the power of the elements for fierce and powerful spells, the Sorcerer has the highest magical damage out of the twelve classes and is essentially the magic counterpart of the Assassin's physical damage per second. Utilizing the different attributes of offensive magic, the Sorcerer has a richer variety of Area of Effect damaging spells compared to weapon-based classes, making it an extremely versatile class. However, the class suffer from low HP and defense and can easily die in a few seconds if attacked.

Summoner: Summoners have the magic that allow them to summon mystical beasts or spirits. There are over 100 different types of creatures that can be summoned. However, in order to prevent the class from being almighty and omnipotent, the number of summoned creatures that a player can summon at any moment in time has been limited to twelve. Some high-level beasts may only be summoned at a special location after completing a specific quest.

Summoners themselves have extremely low HP and defense stats. However, due to the wide variety of creatures that can be summoned and the ways these creatures can interact with other beings and the environment, a Summoner's role within a party can include offense, healing, or support. This inherent flexibility makes it an extremely popular class among players even for solo play.[1]

Summoners can generally be categorized into four sub-specialties: Elemental, Necromancers, Puppet Masters, and Beast Tamers

Enchanters: Among the twelve classes, Enchanter has the highest MP stat. However, its offensive damage in terms of both specialized spells and melee are extremely low, making it inherently a support class. Its defensive stamina is also very low, making it an unsuitable class for solo play and the least popular class in Elder Tale. Some players say that the class is one that exists in concept but that they've never actually encountered an Enchanter in the game.[1] [2]

Enchanters are usually able to stay in combat for long periods of time because their spells consume MP at a slow rate, and they generally support other party members, rather than engaging directly in combat themselves.

The Enchanter is an extremely versatile class that boast a rich repertoire of spells at their disposal. These range from buffs that raises the combat prowess of party members to spells that add status effects to enemies. Still, due to the Enchanter's extremely low offensive and defensive capabilities, it is nearly impossible for an Enchanter alone to finish a fight.

Enchanters' spells can make allies' attacks more accurate or boost their ability to dodge incoming attacks.[2]
Although Enchanters' spells generally do not do much damage, they can alter the behavior of enemies by confusing them or inhibiting their attacks. Used strategically, this ability can alter the outcome of a battle.[2]


message 2: by Joanne (last edited Jan 06, 2014 01:49PM) (new)

Joanne Nguyen (joannemayihaveyourkidneysnguyen) | 145 comments Mod
WARRIOR CLASSES


WEAPON CLASSES



HEALER CLASSES




MAGE CLASSES





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