![]() Ranger (ranged damage dealer)Īfter playing the fast-casting mage, the bow-wielding ranger feels less fluid-partially because you have to 'reload' after you've fired a set number of arrows. Cast again within three seconds to ignore the cooldown for up to three consecutive casts. Summon a roaring fire that travels in a straight line in front of you, damaging enemies in its path. Summons a circle of ice shards that erupt from the earth around you, damaging enemies caught within range. Cast again within three seconds to ignore the cooldown, up to three consecutive casts. Summon a Frost Spike that erupts from the ground beneath a single target. This attack leads to a follow-up attack if used again within three seconds. The casting feels quick, and you don't feel rooted in place, though there are some longer casts that can deal considerable damage if positioned correctly.Īmplify arcane energy and unleash it as a wide beam in front of you, damaging and knocking back affected enemies. If all else fails, you can teleport or dodge out of the way, but they're likely to be dead before they get anywhere near you. It feels seriously strong, and even when enemies close in, you have skills that can knock them back or slow them. I generally prefer to play ranged classes, and I immediately fell in love with the mage. The longer you charge this skill, the more attacks you will perform. Gather your strength to unleash a series of crushing overhead blows as you advance through your enemies. Lasts up to 4 seconds or until you release the attack. Spin your axe around you as you move, repeatedly damaging nearby enemies. Leap up to 20 meters forward, dealing damage to enemies. This skill does not break combos even when it is used during a combo. ![]() Use your axe to hook enemies to damage them. The only real downside-aside from its slowness-is the same as with any melee class: you'll need to make sure you're ready to dodge any big incoming attacks to survive. And no Berserker would be complete without the trademark whirlwind, axe-spinning attack, allowing you to deal damage to multiple enemies. You get access to a leap that lets you close in on enemies and knock them down. Unfortunately, currently Storm Chaser is a very grindy blessing to obtain, perhaps the 2nd hardest in my opinion.This axe-wielding class seems relatively slow, but there's quite a bit of satisfaction to be had from how powerful and intuitive it feels in the tutorial. More late game Priests are all desired with the Storm Chaser blessing, much like Ranger with Mark, as it provides the team with shields these shields can prevent DoT (Damage over Time) effects and can tank 1-2 hits while active, which is quite crucial against, say, a boss that spreads poison everywhere. The healing abilities require good spatial awareness and management of your Holy Energy (the equivalent of a Mage's mana) as it regenerates very slowly while the skills use plenty of it. To benefit from this circle you are restricted in movement so it is best used on Berserkers as they will often stick to one good position to deal plenty of damage until the boss moves out of the way. The main ability available to a Priest is a wide circle placed on the ground that increases any member's Attack Power by 10% while they remain within. The damage dealing skills that are available deal very little in comparison, so a Priest's main focus is to provide heals and buffs. ![]() ![]() Priests have only a few skills for dealing damage so play more like the trope that Bless wanted to avoid. Similarly to the Ranger, Mages likewise get a lot of focus so while it's easier to avoid damage with dodges and Blinks, any hit taken will be huge damage (this is easier to avoid with the end game blessing, Blind Executioner, which gives shields on Blink). This is a double-edged sword however since mages usually build specifically for critical hit damage, so a mis-timed Amplify or one that isn't used as much as possible will result in lower average damage outside of Amplify. Mage's unique skill, Amplify, grants them 100% critical hit chance for 6 seconds (11 seconds with full mana crystals) allowing mages to build purely for critical hit damage. While Mages wear cloth armour and generally have the lowest defence, they have high mobility to make up for it, allowing them to evade attacks more frequently than all other classes. Mages are another damage dealing class and are great for burst damage, making them useful at lower tiers for damage checks (at higher tiers everyone, generally, has the DPS required). ![]()
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