Character Builds: Difference between revisions
m Text replacement - "Charge" to "Thrust" |
m Text replacement - "close-range" to "Melee" |
||
(One intermediate revision by the same user not shown) | |||
Line 3: | Line 3: | ||
===[[Melee_Type|Melee Type (Close Range)]]=== | ===[[Melee_Type|Melee Type (Close Range)]]=== | ||
Based primarily on STRENGTH and VITALITY, the melee fighter uses | Based primarily on STRENGTH and VITALITY, the melee fighter uses Melee weapons such as knives and axes. LUCK can be added in order to increase the chance of criticals and rare loot. The role of a melee fighter in battle is usually as a tank (who takes hits and draws aggros) or a damage support (fights alongside a tank while dealing more damage but taking more as well). There are four melee weapon types they can use: Blunt, Thrust, Slash and Thrust. | ||
Melee fighters can choose between three basic attack types: the default weapon attack, RUSH, and SPIN. RUSH attacks deal more powerful damage and break through GUARD stances but not COUNTER stances, while SPIN attacks tend to be significantly weaker but have an AoE (Area of Effect), which allows the user to target enemies in a radius around them or in front of them, as well as a good knockback to all who are hit by it. SPIN attacks also break through COUNTER stances, but not GUARD stances. | Melee fighters can choose between three basic attack types: the default weapon attack, RUSH, and SPIN. RUSH attacks deal more powerful damage and break through GUARD stances but not COUNTER stances, while SPIN attacks tend to be significantly weaker but have an AoE (Area of Effect), which allows the user to target enemies in a radius around them or in front of them, as well as a good knockback to all who are hit by it. SPIN attacks also break through COUNTER stances, but not GUARD stances. | ||
Line 9: | Line 9: | ||
===[[Gunner|Gunner (Long Range)]]=== | ===[[Gunner|Gunner (Long Range)]]=== | ||
Based primarily on SPEED, the gunner is a | Based primarily on SPEED, the gunner is a Ranged fighter that provides support fire. The gunner can potentially be quite versatile, as they can also effectively use support, curse, and destructive spells if they so choose. There are many stats which can complement a gunner, including INTELLIGENCE (for MP pool), MAGIC (for spellcasting), and LUCK (for criticals). It is advised to specialize in only one or two of these stats, as stretching it too thin could potentially hinder your character. | ||
Most gun damage is based on the SHOT property, and therefore cannot be blocked or countered, but can be dodged. | Most gun damage is based on the SHOT property, and therefore cannot be blocked or countered, but can be dodged. |
Latest revision as of 07:19, 12 March 2023
Character Builds
Melee Type (Close Range)
Based primarily on STRENGTH and VITALITY, the melee fighter uses Melee weapons such as knives and axes. LUCK can be added in order to increase the chance of criticals and rare loot. The role of a melee fighter in battle is usually as a tank (who takes hits and draws aggros) or a damage support (fights alongside a tank while dealing more damage but taking more as well). There are four melee weapon types they can use: Blunt, Thrust, Slash and Thrust.
Melee fighters can choose between three basic attack types: the default weapon attack, RUSH, and SPIN. RUSH attacks deal more powerful damage and break through GUARD stances but not COUNTER stances, while SPIN attacks tend to be significantly weaker but have an AoE (Area of Effect), which allows the user to target enemies in a radius around them or in front of them, as well as a good knockback to all who are hit by it. SPIN attacks also break through COUNTER stances, but not GUARD stances.
Gunner (Long Range)
Based primarily on SPEED, the gunner is a Ranged fighter that provides support fire. The gunner can potentially be quite versatile, as they can also effectively use support, curse, and destructive spells if they so choose. There are many stats which can complement a gunner, including INTELLIGENCE (for MP pool), MAGIC (for spellcasting), and LUCK (for criticals). It is advised to specialize in only one or two of these stats, as stretching it too thin could potentially hinder your character.
Most gun damage is based on the SHOT property, and therefore cannot be blocked or countered, but can be dodged.
Magic Type (Mid Range)
Based primarily on MAGIC and INTELLIGENCE, the caster can fulfill many vital roles. The spells that can be cast are divided into three types:
Destructive Magic
Offensive magic such as Agi and Mazionga. Destructive magic can be immensely powerful when the correct element is used against demons weak against it, but can backfire if the demon is strong against it. Destructive magic is mostly SHOT property, and cannot be blocked or countered. However, if the enemy is using the DODGE stance, they will take no damage from the spell regardless of their weaknesses.
Support Magic
Helpful buff spells such as Tarukaja and Rakukaja. Enhances battle abilities significantly for you and your allies. Support spells can cancel out their Curse counterparts. Buffs are lost when their duration runs out or the character is defeated in battle.
Curse Magic
The exact opposite of Support magic, Curse magic such as Sukunda and Samakunda focus on crippling an enemy's status and making them easier to take down. Curse magic is most useful against more powerful enemies.