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Difference between revisions of "Class Comparison"
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|[[Launcher]] || [[Gunner]] || Long || Physical || Nuke || Entry level || Longest attack range (off-screen), tends to have very long-ranged AoE damage with narrow y-axis coverage. Highly MP intensive. Can deal good damage without having to rely too much on skill or reinforced weapons. | |[[Launcher]] || [[Gunner]] || Long || Physical || Nuke || Entry level || Longest attack range (off-screen), tends to have very long-ranged AoE damage with narrow y-axis coverage. Highly MP intensive. Can deal good damage without having to rely too much on skill or reinforced weapons. | ||
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− | |[[Mechanic]] || [[Gunner]] || Long || | + | |[[Mechanic]] || [[Gunner]] || Long || Magical || Summoner || Beginner || Very MP intensive as he mostly summons robots that deal magical damage. Is different from the [[Summoner]] in that he has more stationary summons and certain skills that provide buffs to characters. Cloth Armor provides very little defense, and must be played evasively. |
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|[[Spitfire]] || [[Gunner]] || Middle || Hybrid || Nuke, Weapon Buff || Intermediate || Intermediate is due to lack of close range damage/protection skills; must be played tactically in order to keep enemies at mid- to long-range. Relies on both normal physical gun shots and magical AoE skills. | |[[Spitfire]] || [[Gunner]] || Middle || Hybrid || Nuke, Weapon Buff || Intermediate || Intermediate is due to lack of close range damage/protection skills; must be played tactically in order to keep enemies at mid- to long-range. Relies on both normal physical gun shots and magical AoE skills. | ||
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|[[Summoner]] || [[Mage]] || Long || Magical || Summoner || Entry level || MP intensive. Mostly mobile elemental summons, with skills to buff summons and to set targets. Have slightly more skills used to control summons than the [[Mechanic]], but still reliant on the summons' AI. | |[[Summoner]] || [[Mage]] || Long || Magical || Summoner || Entry level || MP intensive. Mostly mobile elemental summons, with skills to buff summons and to set targets. Have slightly more skills used to control summons than the [[Mechanic]], but still reliant on the summons' AI. | ||
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− | |[[Witch]] || [[Mage]] || Variable || Hybrid || Weapon Buff | + | |[[Witch]] || [[Mage]] || Variable || Hybrid || Nuke, Weapon Buff|| Intermediate || Potentially MP intensive, should you chose to be an AoE witch. AoE attacks are based on chance, with a possibility of failure, success, and sleeper success. A melee/pvp witch uses weapon buffs and close-range attacks; weapon buffs add an [[elemental attribute]] to the broom. Due to movement skills related to the broom, this is the most mobile of the Mage subclasses. Must be planned carefully, like an [[Exorcist]], due to the variety of options/elements. |
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|[[Battle Mage]] || [[Mage]] || Medium || Hybrid || Speed, Buff || Intermediate || Possibly the class with the steepest learning curve, but attack and movement speed are unrivaled at high levels, as well as potential for high-efficiency mobbing and infinite combos. Their buffs are called Chasers, which are generated automatically upon skill usage and can be launched at enemies to inflict AoE damage, stun effects, and negative attributes. Tends to be weak/difficult to play until level 25, but is very strong in the end game. | |[[Battle Mage]] || [[Mage]] || Medium || Hybrid || Speed, Buff || Intermediate || Possibly the class with the steepest learning curve, but attack and movement speed are unrivaled at high levels, as well as potential for high-efficiency mobbing and infinite combos. Their buffs are called Chasers, which are generated automatically upon skill usage and can be launched at enemies to inflict AoE damage, stun effects, and negative attributes. Tends to be weak/difficult to play until level 25, but is very strong in the end game. |
Revision as of 11:49, 29 July 2010
Class Comparison Table
These are GENERAL notes for the classes. Some Sub-Classes' characteristics run counter to the generalities of their class. There are melee styles with AoE skills, there are magic users with melee attacks, etc. Generally every class/sub-class have some version of every skill type and attack style, which (depending on general effectiveness, enemy combatant, or player style) may or may not be used in any given situation.
See Sub Class Comparison for more details.
- Fighting Style
- Melee means uses weapons
- Magic means uses MP
- Range means use of long-range attacks.
Name | Fighting style | Attack Style | Range | Defense | Speed | Difficulty | Popularity |
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Slayer | Melee | sword sweeps, mobs in front and slightly on the y-axis | Medium | Good | Fast | Generally good, a really good class if you've never played 2D scrollers before. Tend to have dark/shadow elemental attribute/skills. | Very common |
Fighter | Melee | handles monsters one-on-one, quickly finishing them and moving on | Close | Mediocre, but some skills lend invincibility | Fastest | Harder to play than the Slayer due to the shorter range, but very satisfying damage. Tend to have light elemental attribute/skills. Brawler sub-class can poison. | Fairly common |
Gunner | Range/Magic | attacks along the x-axis; aiming is important, but good with mobs | Longest | Mediocre | Skill dependent | Some close range skills; handles well in both solo and party. The variety of long-range skills can potentially keep enemies away indefinitely. | Very common |
Mage | Magic | damage patterns are skill-dependent, with a wide variety of skills | Long | Poor | Medium | Tends to be more difficult to play than the other classes. Very low HP and very low defense makes this character very dependent on the skill of the player. There are many different skills to choose from and many different ways to combo the skills. | Fairly common |
Priest | Magic/Melee | damage patterns are skill dependent, with the widest variety of skills | All | Great | Slow | Can Heal, can evade via skills, can attack from long or short range, can be a Mage or a Melee attacker or simply support, can handle mobs or be excellent at one-on-one. These almost endless opportunities makes planning this class of character ahead of time very very important, as spending SP randomly can easily create a weak character. | Uncommon |
Sub Class Comparison Table
- Range- usual range of attacks
- Short- Shortest range
- Middle- Can be roughly two to three body lengths away
- Long- Farthest range
- Varies- Range depends on the skills being used
- Source- source of damage, usually referring to the most often used attack
- Physical- uses weapons to attack; deals physical damage
- Magical- uses magic skills to attack; deals magical damage
- Hybrid- uses both weapons and magic skills to attack
- Skill type- the highest damaging/most notable skills of the subclass
- Speed- fast skills with high damage
- Buff- skills either improve the character's stats or decrease their opponent's.
- Weapon Buff- many skills related to changing your weapons attributes (ie. Ice, Shadow, Poison) to increase damage
- Nuke- Highest damage from high powered distance attacks that cause AOE damage
- Summoner- Summons allies to aid directly in contributing attacks
- Difficulty- Minimum level of initial skill required to play the character
- Entry level- Anyone with any level of experience can play this character to good effect
- Beginner- Some experience with gaming would be helpful, some learning curve
- Intermediate- Should have some experience with gaming and 2D scrollers, there will be a learning curve
Name | Class | Range | Source | Skill type | Difficulty | Notes |
---|---|---|---|---|---|---|
Blade Master | Slayer | Middle | Physical | Speed | Entry level | A good character to play if you're new to both this game and 2D scrollers in general. Very fast, but somewhat repetitive. |
Soul Bender | Slayer | Middle | Hybrid | Buff | Beginner | Cloth Armor Mastery makes the Soul Bender susceptible to taking damage, and thus must be played slightly more carefully. Mid- to long-range attacks and area control compensate for this, however. |
Berserker | Slayer | Middle | Physical | Buff | Beginner | Slightly more difficult than the Soul Bender due to skills sacrificing HP for damage, as well as slower attacks. Damage is very good at higher levels. Very gory animations. |
Asura | Slayer | Long | Magical | Nuke | Entry level | The magic-user of the Slayers. Arguably the slowest of the four, but has the highest physical defense due to Plate Armor Mastery. High burst-damage skills make the Asura good for mob control and boss-killing. |
Nen Master | Fighter | Middle | Magical | Buff | Beginner | The magic user of the Fighters. Uses light attacks, gives buffs, and can set areas of protection. Excellent for zoning. |
Striker | Fighter | Short | Physical | Speed | Beginner | The hand-to-hand fighting version of the Blade Master. Arguably the fastest class in the game due to high innate movement and attack speed. If built properly, can deal very high amounts of damage in short periods of time. Very short range makes it difficult to dodge enemy attacks. |
Brawler | Fighter | Short | Physical | Weapon Buff | Beginner | Utilizes status conditions, such as bleeding, poison, stun, and immobility. Many of her skills allow her to deal with mobs. Has an array of moves that give invincibility frames. |
Grappler | Fighter | Variable | Physical | Nuke | Beginner | Main skills tend to slam opponents into other opponents for high physical AoE damage. Arguably has the shortest range of the four Fighter classes, but high-level skills allow for longer travel distances. Can grab ungrabbable enemies and deal damage to them. |
Ranger | Gunner | Variable | Physical | Speed | Beginner | Known for quick attacks and extended aerial combos (see Scud Genocide). Has more melee attacks than any other Gunner. Dependent on movement and attack speed to evade enemies. |
Launcher | Gunner | Long | Physical | Nuke | Entry level | Longest attack range (off-screen), tends to have very long-ranged AoE damage with narrow y-axis coverage. Highly MP intensive. Can deal good damage without having to rely too much on skill or reinforced weapons. |
Mechanic | Gunner | Long | Magical | Summoner | Beginner | Very MP intensive as he mostly summons robots that deal magical damage. Is different from the Summoner in that he has more stationary summons and certain skills that provide buffs to characters. Cloth Armor provides very little defense, and must be played evasively. |
Spitfire | Gunner | Middle | Hybrid | Nuke, Weapon Buff | Intermediate | Intermediate is due to lack of close range damage/protection skills; must be played tactically in order to keep enemies at mid- to long-range. Relies on both normal physical gun shots and magical AoE skills. |
Elementalist | Mage | Long | Magical | Nuke | Intermediate | Very MP intensive, which is only somewhat ameliorated by Cloth Armor Mastery bonuses and MP recovery skills. This is offset by high damage AOE skills; usually specialized in only 2 elements due the the Elemental Mastery skills. Best played in parties, as skills take time to charge. |
Summoner | Mage | Long | Magical | Summoner | Entry level | MP intensive. Mostly mobile elemental summons, with skills to buff summons and to set targets. Have slightly more skills used to control summons than the Mechanic, but still reliant on the summons' AI. |
Witch | Mage | Variable | Hybrid | Nuke, Weapon Buff | Intermediate | Potentially MP intensive, should you chose to be an AoE witch. AoE attacks are based on chance, with a possibility of failure, success, and sleeper success. A melee/pvp witch uses weapon buffs and close-range attacks; weapon buffs add an elemental attribute to the broom. Due to movement skills related to the broom, this is the most mobile of the Mage subclasses. Must be planned carefully, like an Exorcist, due to the variety of options/elements. |
Battle Mage | Mage | Medium | Hybrid | Speed, Buff | Intermediate | Possibly the class with the steepest learning curve, but attack and movement speed are unrivaled at high levels, as well as potential for high-efficiency mobbing and infinite combos. Their buffs are called Chasers, which are generated automatically upon skill usage and can be launched at enemies to inflict AoE damage, stun effects, and negative attributes. Tends to be weak/difficult to play until level 25, but is very strong in the end game. |
Crusader | Priest | Short | Magical | Buff | Intermediate | The support character of DFO, with skills that heal, protect, and buff. Offensive melee attacks tend to be short ranged. Careful SP allocation is needed due to multiple available builds, and healing skills can be cast only a certain number of times in dungeons. Depending on the number of party members, MP usage can be light to very heavy. Requires thorough knowledge of the other subclasses in order to buff party members accordingly. |
Monk | Priest | Short | Physical | Speed | Intermediate | Very fast, very strong hand-to-hand attacks with a dodging element, with many available skill Masteries. Will Driver is a buff that unlocks other skills for use. Careful skill point allocation is needed as there are many attack skills and Masteries. Fast reflexes and quick learning are essential to mastering this class. |
Exorcist | Priest | Variable | Hybrid | Variable | Beginner | One of the most versatile subclasses in the game, both skill types are well represented with good damage potential. Very careful SP planning is necessary as there are many build options, such as physical-based (which tend to be short/medium range AoE), magical-based (which tend to be medium/long range AoE and zoning), or hybrid. |