The single mastery classes project
Posted: Sat Sep 29, 2007 6:34 am
This will be meant as a guide to the 9 single mastery classes, assessing their strengths and weaknesses as well as over all viability.
At the first post, the classes will be lvl 14 and be in Athens.
All characters use the caravan facility to optimize equipment.
1. The Defender
Unique equipment:
Bristlebash – club
Shield of the royal guard
Labyrinthine greaves
Labyrinthine bracers
Skills:
Defense mastery 10/32
Batter 12/12
Armor Handling 1/6
Battle Awareness 3/12
Concussive blow 5/8
Adrenaline 1/12
Rally 3/12
Quick Recovery 1/8
Shield Smash 1/6
Shield Charge 3/12
Strengths: Staying power and health. Slowing enemies attack speed with batter is a good ability, especially versus boss monsters or tough foes, such as limos life eaters.
Weaknesses: Weak main weapon dps and the build is surprisingly endurance heavy. Passives does not activate often.
Playing style: Indentify the toughest or highest threat creature in a given mob and batter it, either killing it outright or slowing its attacks. Knowing the rythm of your attack chain (in this case – 5 attacks then batter is recharged) is important for optimal damage output. Shield charge enemy casters or other bothersome creatures with powerfull abilities (such as centaur elders with battle standard or creatures with earth enchantment).
Future development: Building towards the next tier (16) to get Rend armor to increase the effectiveness of Batter when I’m surrounded.
2. The Warrior
Unique equipment:
Patroclus shortblade
Stonebinders cuffs (+1 to all skills) – green item
Skills (without the bonus):
Warfare mastery 10/32
Weapon training 6/6
Battle Rage 1/12
Onslaught 8/8
Daul Wield 6/6
Dodge Attack 1/8
Ignore Pain 4/6
War Horn 1/10
Battle Standard 3/10
Strengths: Monsters die fast – very fast. High dps and high frequency of critical hits. Passives activate frequently. The build drains almost no endurance. Ability to stun a large crowd of enemies.
Weaknesses: Staying power is poor and the warrior is a potion hog. His repertoire is limited to hitting things and thus relies solely on his dps output. Thus he is vulnerable to creatures that can slow him down.
Playing style: Hit fast and hit hard. Going after spellcasters and rangers first is worth the trouble, but otherwise letting the enemies crowd you will lead to their swift and effective slaughter. If theres a troublesome or dangerous creature among the crowd, hitting war horn will usually give you the time you need to finish it off (or finish off all the lesser creatures if its a hero monster). Throw down a battle standard if its a tough fight.
Future development: Putting more points into the defensive passives, battle standard and war horn to increase my staying power. Also climbing the dual wield tree and the onslaught tree.
The Rogue and The Hunter Coming soon.
At the first post, the classes will be lvl 14 and be in Athens.
All characters use the caravan facility to optimize equipment.
1. The Defender
Unique equipment:
Bristlebash – club
Shield of the royal guard
Labyrinthine greaves
Labyrinthine bracers
Skills:
Defense mastery 10/32
Batter 12/12
Armor Handling 1/6
Battle Awareness 3/12
Concussive blow 5/8
Adrenaline 1/12
Rally 3/12
Quick Recovery 1/8
Shield Smash 1/6
Shield Charge 3/12
Strengths: Staying power and health. Slowing enemies attack speed with batter is a good ability, especially versus boss monsters or tough foes, such as limos life eaters.
Weaknesses: Weak main weapon dps and the build is surprisingly endurance heavy. Passives does not activate often.
Playing style: Indentify the toughest or highest threat creature in a given mob and batter it, either killing it outright or slowing its attacks. Knowing the rythm of your attack chain (in this case – 5 attacks then batter is recharged) is important for optimal damage output. Shield charge enemy casters or other bothersome creatures with powerfull abilities (such as centaur elders with battle standard or creatures with earth enchantment).
Future development: Building towards the next tier (16) to get Rend armor to increase the effectiveness of Batter when I’m surrounded.
2. The Warrior
Unique equipment:
Patroclus shortblade
Stonebinders cuffs (+1 to all skills) – green item
Skills (without the bonus):
Warfare mastery 10/32
Weapon training 6/6
Battle Rage 1/12
Onslaught 8/8
Daul Wield 6/6
Dodge Attack 1/8
Ignore Pain 4/6
War Horn 1/10
Battle Standard 3/10
Strengths: Monsters die fast – very fast. High dps and high frequency of critical hits. Passives activate frequently. The build drains almost no endurance. Ability to stun a large crowd of enemies.
Weaknesses: Staying power is poor and the warrior is a potion hog. His repertoire is limited to hitting things and thus relies solely on his dps output. Thus he is vulnerable to creatures that can slow him down.
Playing style: Hit fast and hit hard. Going after spellcasters and rangers first is worth the trouble, but otherwise letting the enemies crowd you will lead to their swift and effective slaughter. If theres a troublesome or dangerous creature among the crowd, hitting war horn will usually give you the time you need to finish it off (or finish off all the lesser creatures if its a hero monster). Throw down a battle standard if its a tough fight.
Future development: Putting more points into the defensive passives, battle standard and war horn to increase my staying power. Also climbing the dual wield tree and the onslaught tree.
The Rogue and The Hunter Coming soon.