Class Guides: Difference between revisions
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== [[Assassin]] == | == [[Assassin]] == | ||
[[Assassin]]s are the melee class of the Tideborn. They use daggers to attack and wear light armor. They have several survival techniques including stealth, evasion, , and healing through attacks. | [[Assassin]]s are the melee class of the Tideborn. They use daggers to attack and wear light armor. They have several survival techniques including stealth, evasion, self-revive, and healing through attacks. However, depending on build, they are often a glass cannon till higher levels due to being a melee class with light armor, instead of heavy armor. The higher level survival skills help deal with this drawback. | ||
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Revision as of 14:42, 1 June 2011
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Below is a brief description of each of the available classes. The section titles link you to more detailed descriptions of each of the classes.
If you want to see a comparison of how each of the classes' skills affect their stats, see the Class Statistics page.
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. They have several survival techniques including stealth, evasion, self-revive, and healing through attacks. However, depending on build, they are often a glass cannon till higher levels due to being a melee class with light armor, instead of heavy armor. The higher level survival skills help deal with this drawback.
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. The mystic is halfway between a cleric and a venomancer, but with very high mana usage. They have several healing skills and a resurrection buff, along with being able to summon pets and plants. Their pets can attack, lure, tank, and some even provide buffs, while their plants can attack, AoE debuff, AoE sleep, or even AoE heal. This makes them a kind of "jack of all trades but a master of none" class that can usually fill any needs a squad might have, though not necessarily as well as a class that specializes in that particular need.
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 always need a lot of mana for casting their spells and are really good for attacking enemies with melee damage. They acquire a really useful AoE healing-over-time spell at level 24 and start becoming really powerful at about level 30.
Seeker
Seekers are the melee class of the Earthguard. They use swords to attack and wear heavy armor. They have several attacks that usually add a status effect to the target. The main technique of the seeker is to wait for a debuff on the target and use the corresponding skill.
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, or they can go full magic 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 but poor physical defense, or a light armor build, which sacrifices magical damage and magic defense in exchange for better physical defense.