Class Guides: Difference between revisions

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[[Mystic]]s are the magic class of the Earthguard.  They use magic weapons (magic swords, glaives, wands, and patakas) to attack and usually wear arcane armor.
[[Mystic]]s are the magic class of the Earthguard.  They use magic weapons (magic swords, glaives, wands, and patakas) to attack and usually wear arcane armor.


== [[Psychic]] ==
== [[Psychic]] ==

Revision as of 20:44, 3 March 2011


Archer

As guardians of the Winged Elves, Archers are both strong and agile. The heightened reflexes of the Archer provide the steady aim required to vanquish enemies from afar. With an unwavering sense of pride and duty, Archers can learn to shoot arrows both elemental and poisonous in nature. Archers gain the ability to fly at level 1, providing them with an early advantage in terms of mobility. Archers are one of the primary ranged damage dealers in Perfect World, specializing in critical hit percentage and accuracy. While having somewhat of a slower start than most other classes, this class really shines above level 70.


Assassin

Assassins are the melee class of the Tideborn. They use daggers to attack and wear light armor.


Barbarian

Barbarians have evolved from pandas, lions, and other beasts. The Barbarian is a natural-born warrior on the battlefield, and is comfortable taking hits and returning the punishment. These fighters are also capable of shapeshifting into white tiger form in order to maximize their physical defense and damage mitigation. Barbarians can allocate their stats a variety of ways, either building for maximum defense or maximum damage.


Blademaster

Specializing in melee combat, Blademasters come from a long line of seasoned warriors, and have been hardened by years of combat training. Blademasters are the most versatile of all damage dealers in Perfect World. They are also famous for being a strong solo class after level 60. Finally, Blademasters are the kings of status effects, specifically in terms of stuns. This makes them extremely effective both against monsters and other players. There are two primary stat builds that players use with Blademasters: Heavy strength build in order to wear heavy armor and specialize in physical defense, or a mix between strength and dexterity while wearing light armor which has a better mix of magical and physical defense.


Cleric

Clerics are needed in every squad. The great thing about being a Cleric is that you get to heal your teammates and resurrect them, but also Clerics are tough enemies to fight because of their abilities to heal themselves in an instant. Clerics also have the ability to fly at level 1 without the loss of mana. They deal moderate damage but learn powerful spells at a later level. Clerics really shine from level 20 and above.


Mystic

Mystics are the magic class of the Earthguard. They use magic weapons (magic swords, glaives, wands, and patakas) to attack and usually wear arcane armor.

Psychic

Psychics are the magic class of the Tideborn. They use soulspheres to attack and usually wear arcane armor.They have magic attacks and spells of all kinds and can attack from a long range. Psychics need always a lot of mana for casting their spells and are really good for attacking enemies with meele damage.They become really powerful at about lvl 30 and acquire a really useful healing spell at Aware Of Principle.


Seeker

Seekers are the melee class of the Earthguard. They use swords to attack and wear heavy armor.


Venomancer

Evolved from an assortment of bats, foxes, and other small creatures, Venomancers are cute, seductive, and deadly. Venomancers have the ability to charm animals and tame them as pets for battle to hold the foe at bay while you hit it with spells, and, similar to the Barbarian, can take the form of a fox in order to increase their physical defense. Venomancers have a lot of freedom in terms of allocating their stats: They can invest a lot of points into strength in order to equip heavy armor and strengthen their defense while in fox form, they can go full intelligence in order to maximize their ranged poison attacks, or even go for a mix of both in order to wear light armor to mitigate both magical and physical damage.


Wizard

Trained in arcane knowledge, Wizards have developed an array of long-ranged and high-powered magical attacks utilizing the elements of nature. As masters of the conjuring arts, Wizards are vulnerable while casting, but once the casting is complete, they deal great damage to enemies. There are two primary stat builds that players use with Wizards: full magic, which maximizes magical damage and high magical defense, or a light armor build, which sacrifices magical damage and defense in exchange for better physical defense.