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Original General Dungeon Fighter Thread - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Misc MMO's (https://www.southperry.net/forumdisplay.php?fid=7) +--- Forum: Dungeon Fighter (https://www.southperry.net/forumdisplay.php?fid=95) +--- Thread: Original General Dungeon Fighter Thread (/showthread.php?tid=13577) Pages:
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Original General Dungeon Fighter Thread - Capricorn - 2011-04-28 you already have a tier list, why would you need anything else Original General Dungeon Fighter Thread - IllegallySane - 2011-04-28 Capricorn Wrote:you already have a tier list, why would you need anything else Tier list =/= evaluating how gud a class is when not exclusively Ancient/Outer Dungeoning. Original General Dungeon Fighter Thread - MariettaRC - 2011-04-28 IllegallySane Wrote:Battle Mage Just pointing out that I personally thought having Mage categorized as Hard when choosing a character is somewhat of a lie (at least for Battle Mage), because I have a much, MUCH easier time on my Battle Mage than on my F.Gunner. Original General Dungeon Fighter Thread - IllegallySane - 2011-04-28 MariaColette Wrote:Just pointing out that I personally thought having Mage categorized as Hard when choosing a character is somewhat of a lie (at least for Battle Mage), because I have a much, MUCH easier time on my Battle Mage than on my F.Gunner. Do you think you can give your opinion on all the stuff that I'm asking for? Original General Dungeon Fighter Thread - Tay - 2011-04-28 MariaColette Wrote:Just pointing out that I personally thought having Mage categorized as Hard when choosing a character is somewhat of a lie (at least for Battle Mage), because I have a much, MUCH easier time on my Battle Mage than on my F.Gunner. This Battle Mage is so fun anyway. Original General Dungeon Fighter Thread - Loose - 2011-04-28 IllegallySane Wrote:Can some people pick one of em, and give their input on the following, including out of 5 how good they are in that category.I got a 34 Brawler and 27 Grappler. I don't know how helpful I can be with this. Do you want me to give it a try? Original General Dungeon Fighter Thread - MariettaRC - 2011-04-28 IllegallySane Wrote:Do you think you can give your opinion on all the stuff that I'm asking for? Definitely not all of it, seeing as I'm only level 31 and that's my best character, but I'll try. :X Battle Mage Offense: I have no clue what constitutes as "good" damage, but I'd guess it's in between. I take down mobs with good time, but I really have no clue what counts as good or not right now. I'll go for 3.5/5. Potential Offense: See above, no score for this because I don't even have a +1 weapon. ![]() Defense: Somewhat low-ish, but Mana Shield makes it tons better. 3.5/5 as well. Attack Range: Very nice attack range for a melee class, in my opinion, but it's not amazing. It's pretty much what you'd expect from a spear/pole-using class. 2/5. Single Target Damage: Um... I don't know what counts as good, again. But the criticals I get from using a Spear is nice. I really have no score unless I know what good is. @_@ AoE Prowess: No real AoE skills (at least not yet, as far as I know), they're more focused on the enemy that's in front of them. 1/5. Survivability: Low HP but Mana Shield and Phase Shift help with staying alive. 3/5. Soloability: Easier to solo than to party (mostly because anyone I party with rapes everything before I can get to it >:|), personally, and when soloing, I can pull out combos like mad. Then again, I think that counts for all classes? 5/5 MP Efficiency: 4/5, barely have any problem with MP. Beginner Friendliness: I have been having a blast with this as my second character. My first was a Gunner but I had a very hard time with it, it's kind of just sitting at level 12. The class selection categorizes it as Hard but I think that's a bit exaggerated. 4/5 Class activeness: Very active, especially with the chasers. Chasers help the activeness by providing buffs like attack speed and strength (should you choose Light and Fire, like I did). 6/5 Party Support: None, as far as I can tell, unless Phase Shift counts since I noticed party members can get it as well. 1/5. Flashiness: 5/5, I love the skills. :3 Affordability: I've never had to actually buy anything yet, except for my +0 staff, which only cost me 20k in the AH. I'm clueless on this right now, but until I become more pro, this gets a 4/5. This is coming from a noob so y'all can disagree as much as you want. XD Original General Dungeon Fighter Thread - IllegallySane - 2011-04-28 Loose Wrote:I got a 34 Brawler and 27 Grappler. I don't know how helpful I can be with this. Do you want me to give it a try? Hmmm, Brawler and Grappler? I think Sera of the guild can help better, but it still doesn't hurt to hear your opinion on both classes. Thanks for the input, Maria. I think Range may be a bit much, because 4/5 for me kinda means she can hit stuff almost a whole screen away or more. Original General Dungeon Fighter Thread - MariettaRC - 2011-04-28 IllegallySane Wrote:Hmmm, Brawler and Grappler? I think Sera of the guild can help better, but it still doesn't hurt to hear your opinion on both classes. Ah dang, wish I knew that. That's more of a 2/5 then. Original General Dungeon Fighter Thread - Anihpares - 2011-04-28 Let's see... Brawler Offense: 3/5. This drops to a 2/5 if the monster(s) in question can't be poisoned. Such a pain. Potential Offense: 4/5. Meh. I used a +11 claw once. Didn't see a huge change in damage. Defense: 4/5. Heavy armor. Attack Range: 1/5. Heaven's net is the only reason that's not a 0. Single Target: 4/5. 1.5/5 if the target can't be mounted. AoE Prowess: 1/5. Junk spin is keeping that 1 afloat. Survivability: 5/5. With their heavy armor, consistent stun, invincibility frames, and eventual immunity to poison (whenever that plays a role), Brawlers can last a pretty long time. Soloability: 2/5. Brawlers can solo. I sure don't suggest it, but they can. MP Efficiency: 3/5. I don't exactly guzzle it down, but a drawn-out battle can take its toll on my mp pots. Beginner Friendliness: 4/5. Poison stuff, net stuff, mount stuff... It's pretty straight forward, IMO. Builds are simple as well. Just be prepared to rage at anything that can't be mounted. Class activeness: 2/5. >Takes a sip of orange juice during mount/venom mine/junk spin Party support: 5/5. Poisoning/bleeding things, yanking stuff to a set spot with net, keeping things stunned with brick, keeping things stunned AND in place with junk spin, pinning targets with mount... Yeah. Flashiness: 1/5. Venom mine is kind of cool... I guess... Affordability: 5/5 (Assuming a high number means little funding). Claws and brawler sets are both cheap, and upgrading, while nice, is hardly necessary. WHO ELSE IS GONNA DO BRAWLERS LOL Original General Dungeon Fighter Thread - Piggy 2.0 - 2011-04-28 First real PvP session today. My fingers hurt. Original General Dungeon Fighter Thread - Kevin - 2011-04-28 I agree with most of Karen's ratings, but I'd up defense to 5/5. Normal leather brings your damage taken to about 75ish%, but Mana Shield halves that, which brings the reduction to around 60ish%. That's more than my Asura has with plate. Also party support to 2/5. GDS is a great grab, Punto Wave can hold non-super armored monsters, and Teana has a half-screen grab. Original General Dungeon Fighter Thread - Anihpares - 2011-04-28 Grapplers Offense: 3/5. Offensively strong, but not overly so. Potential Offense: 3/5. Neck snap and elbow shock are (as far as I recall) a grappler's only two percentage attacks. Safe to say, upgrading doesn't make a difference. Defense: 3/5. Can take hits, but not too many. Attack Range: 0/5 strictly speaking, but sliding grab helps greatly with that. 2/5 technically speaking. Single Target: 3/5. Definitely able to handle 1 on 1 fights with monsters, but damage will be mediocre at best. AoE Prowess: 3/5. With spiral, wild cannon spike, and their shockwaves, grapplers can definitely deal some AOE damage. Survivability: 2.5/5. Probably varying answers with this one, but that's my opinion. Invincibility frames can definitely keep you afloat for a while, but if you screw up once in a mob, there'll be hell to pay. Soloability: 2/5. I can solo things on my grappler, but I don't particularly enjoy it. MP efficiency: 0/5. You could strap a witch to your back that feeds you ancient library whenever she can, and you'd still run out of MP like it's Beginner Friendliness: 1/5. Grapplers CAN be a first class, but Lordy do I not suggest it. The MP usage, strict reliance on grabs, and (eventually) inferior damage would make for a less than enjoyable experience. Everyone is different, however. Class activeness: 3/5. You won't be mashing much, but you'll have moments. Party support: 4/5. People tend to love grapplers in parties. The ability to move everything wherever the hell you want it combined with the ability to simply hold a target completely still is invaluable. In the case that things can't be grabbed, grab cannon has the lovely bonus of cutting off whatever the grabbed monster was doing. Flashiness: 3/5. Cyclone, wild cannon spike, and giant twister are pleasant to look at. Affordability: 5/5 Grappler stuff is cheap, and your weapon doesn't actually matter. Seriously, a grappler without equips can still fight just fine (You should be using a weapon that you benefit from, but I'm just making a point). Didn't think I'd get 'em both done. Original General Dungeon Fighter Thread - ElectricSix - 2011-04-28 Only lvl 38, but I didn't see anybody do a Spitfire yet, so I figured I'd throw what I could as far as numbers go. Unfortunately alot depends on what gun you use, as well as how heavily you use certain skills, but I did my best to account for that in the score ranges. Spitfire Offense: 3.5/5 Reliant on auto attacks, but bullet skills make them fairly powerful and grenades make it fairly easy to keep mobs off Potential Offense: N/A since I've yet to invest in a +x weapon, but if I had to guess, it'd be a 2.5 since they're reliant on auto attacks, and a + weapon will improve that, even if the skills don't Defense: 2.5/5 Moderate armor Attack Range: Depending on gun, 1-5/5, since he can use any of the guns he wants, albeit bowguns and muskets are the preferred ones, with an occasional handcannon thrown in for kiting rooms Single Target Damage: 3-5/5 depending on the gun used AoE Prowess: 3.5-5/5 due to blaze bullet, grenades, and C-4, but it also is dependent on the guns used Survivability: 2.5/5 Range helps, as does knock up, but still squishier than many Soloability: 4/5 due to auto attacks, albeit it will be a slow solo compared to others MP Efficiency: 2-5/5 depending on how frequently you use your skills and bullets, and what level you are Beginner Friendliness: 3/5, since it's a bit painful at first with so few skills, but once you hit 30, it gets easier, albeit you're still going to rely a lot on auto attacks Class activeness: 1/5, since you should be using bullet buffs and auto attacks for all but hard/boss rooms Party Support: With other gunners in party 4/5, without other gunners in party 1/5, rangers especially benefitting, launchers benefitting slightly, with mechs having very little use for a spitfire's bullet buffs Flashiness: 2.5/5 as their skills are decently fun and interesting to use, but not on the same level of other gunners Affordability: 2.5/5 Though it can vary depending on how many guns you keep on you and how much you want to spent on said guns since you're going to carry a minimum of two, possibly three different kinds at any one time Original General Dungeon Fighter Thread - IllegallySane - 2011-04-29 I should have clarified Party Support means how loved/liked you'd be when in a party. For example, freezing/holding /grouping enemies would make you at least a 2-3. If you can only do pure damage BUT you hit like a monster truck you're 4-5. If you can only scatter mobs, do sad damage, or juggle them for no good reason it's pretty much a 1. If you can power up/protect the whole party with monstrous buffs, that's pretty much a 5-6. Okay, tried to make some charts for most of the classes based on what I know, what I saw in vidyas, and the occasional intelligent thread on DFOSource. Still missing Brawler/M. Mech, but I'll get to em soon. Pardon the simplicity, for I made them in Paint. Tell me how far off/accurate I am. For the parts with yellow/gold, it means god tier/can't be any better. I'm sure some are pretty far off because I haven't played 1/2 the classes myself, so don't hesitate to tell me if something is too low/too high.: Asura ![]() Battle Mage ![]() Berserker ![]() Elementalist ![]() M./F. Launcher ![]() F. Mech ![]() M./F. Ranger ![]() M./F. Spitfire ![]() Grappler ![]() Magic Exorcist ![]() Monk ![]() Nen Master ![]() Physical Exorcist ![]() Soul Bender ![]() Striker ![]() Summoner ![]() Support Sader ![]() Weapon Master ![]() Witch
Original General Dungeon Fighter Thread - Dual - 2011-04-29 [COLOR="green"]Battle Crusader Offense: Not the best, but definitely good at bursting. Sustained damage is slightly lacking though. 3/5 Potential Offense: A completely fixed damage class for the most part, so a +11 isn't going to help you much 3/5 Defense: Solid as a rock, and potential buff set-ups can make you even stronger. 5/5 Attack Range: Crusaders have pretty long range attacks, and can often maintain keeping things away with the right placement of skills. 4.5/5 Single Target Damage: Not that good. The low sustained damage makes fighting a single strong monster much more difficult, but the burst damage is still very high. 3.5/5 AoE Prowess: Almost every B. Sader skill can hit multiple enemies, and with the large range, you can be sure you'll be be blowing away lots of monsters at once. 4/5 Survivability: Tanks like no other class in the game, and can even get heals to add to it if you want. Not to mention that Crusaders are invincible for 30 seconds every 45ish seconds. 5/5 Soloability: Soloing is relatively easy to do, provided you can handle what you're facing. You'll practically never die, so all you have to do is outpace HP regen. 4/5 MP Efficiency: Disgusting. You will run through MP like no other class, and Crusaders get the smallest MP pool out of every class in the game. 1/5 Beginner Friendliness: Definitely not where you'll want to go as a first character choice. You really have to understand what you'll be fighting to know how to use your buffs effectively, and to be able to get through. 2/5 Class activeness: Provided you constantly spam your attack keys when they come off cooldown, you'll be spamming attacks practically nonstop. They won't be extremely powerful, and they'll eat through MP, but they get the job done. 3.5/5 Party Support: Is actually a very decent support class, despite paling in comparison to the FS side. You can still share whatever buffs you max, and Crusaders are masters at lockdown and control of monsters, making it much easier to group and kill enemies. 4/5 Flashiness: Definitely looks cool with all of the giant hammers and walls flying around, despite the fact that they are like throwing pillows. 4/5 Affordability: Dirt god damn cheap. Nobody wants to be a Crusader, let alone a Battle Crusader, and your lack on needing a powerful weapon makes the pious path a cheap one. 5/5 [/COLOR] Original General Dungeon Fighter Thread - Shippo the Fox - 2011-04-29 Don't know what to do anymore. Tempted to switch Battle Mage back to PvE. Both modes suck ass right now but until Hero Arena gets here. Bah. Going to be a pain in the ass having to get some appropriate avatars n such. Original General Dungeon Fighter Thread - IllegallySane - 2011-04-29 Thanks Matt. Been wanting to hear how a B-Sader is like. Hope this chart looks accurate for you: Battle Crusader
Original General Dungeon Fighter Thread - Dual - 2011-04-29 [COLOR="green"]For the sake of it, put the defense and survivability to higher than 5, cause it's true of all Saders. That'll make it pretty much perfect.[/COLOR] Original General Dungeon Fighter Thread - ElectricSix - 2011-04-29 About the only thing I see to change at the moment is Summoner's soloability. I think that should probably be gold unless you have some reason you only rated it 5. |