Slott
Luke Warm

Joined: 16 Oct 2002 Posts: 132
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Posted: 12/15/03 - 15:50 Post subject:
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White mage: healer - they can debuff too. They get invis, sneak deodorize and ports, you get a group invite within seconds They also have the best buffs(haste, regens, protectra/shellra(group versions of buffs)
Red mage: Debuff/heal/buff - single target buffs, good debuffs, share the spells blackmages and whitemages get, but they get lower versions(cept for debuffs) they get refresh at 40(sup 3 mana per 3 sec) and convert at some point(swaps your hp and mp) sup oom, go to convert and you're full mp low hp(mobs dont low hp aggro, cept some undead when initially aggro)
Black mage: spell damage dealer, gate, "translocate" insane damage, starts getting some resists at higher lvls unless you got a bard. Has sleep(mez), bind(root) and their damage is unparalelled while leveling(they can easily do the damage of 2-3 party members if they can hold the taunt)
warrior - tank/melee - sorry but warriors lose their ability to tank post 50, they become more damage dealers. They are best with a samurai sub. They get armor break(sup all melee do more damage) then with sam sub they can refill their TP fast and be ready for a renkei within seconds. They get group ATK buffs, they dget self defense and self atk buffs at the cost of the opposite(ie; + defense -atk, and the opposite)
Thief: melee/special attacks with big damage/ extra loot - trick attack adds hate to your tank. Great for keeping mobs off your healers and blackmages. They have pretty good damage, sneak attack etc
Monk: fast melee damage - they own BCNM fights, have the highest hp in game, but im nott oo impressed with em
Paladin: heavily armored tank - Their damage is CRAAAAAAAAAP. but they are the tank endgame. barnone. Nobody else can tank endgame but a paladin pretty much. They hold aggro best due to the way aggro works, the more damage you take, the less the mob hates you (ie, if you get hit for 100, you lose that set amount of hate, getting hit for 80 loses you less hate) with heals and their superior defense to warriors, they hold aggro very well
Ninja: fast damage/high damage special attacks - again, not impressed, but they do have some cool ninjitsu, and can dual weild. Great sub for thieves and rangers
Dark Night: lots of melee damage - and spell damage as well. They're great, but they cant tank for shit Drk sub thief would be pretty insane damage
Summoner: Pet/magic - summons a pet, the pet casts your spells pretty much(you tell it what to cast) every summon has a different ability, whether it be carbuncles group atk/defense, titan's stoneskin, guruda's group blink etc.
Beastmaster: charmer/pet - pretty much, they charm mobs and send em at each other. They can also summon familiars if no mobs are around to charm.
Ranger: arrows - raep when you get sidewinder. They're like the blackmages of melee, low hp, but insane damage in renkeis at higher lvl
Samurai: Melee damage - fastest tp regen. Can put them in multi skill chains and they'll be ready before others. Also, a great war sub
Dragoon: Special jump attacks/melee - awesome damage dealers, with pentathrust you get tp back incredibly fast(pentathrust = 5or so consecutive attacks, gaining you back to 60-72% tp) you can then jump high jump for tp back and penta again within seconds. War sub, or sam sub is best.
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