2012-01-19, 12:09 PM
I guess I'll just go ahead and rep-post the pros and cons of the few classes I've gotten past 130.
Paladins
Pros:
1. Massive amounts of Defense
2. Versatility against various elementally weak enemies because of elemental charges.
3. High chance of blocking incoming attacks.
4. 32% resistance to all elements and status effects.
5. 99% Stance after revamp.
6. The take next to nothing from most hits, not even 1/1 attacks can do much damage.
7. They have 94% weapon mastery as long as they have an elemental charge active.
Cons:
1. Some may find it boring to have absolutely no risk of dying during most fights.
2. No enemies (worth fighting) are weak to any elements after level 122 or so.
3. Rush, Divine Shield, and Guardian all come MUCH later than all of the newer classes get their own, [sometimes] more effective versions for less SP and without need for Mastery Books.
4. Against several (or all) of the end-game bosses, the elemental charges only serve to lower the overall damage of their attacks; however, without the charges on, their mastery decreases by 24%.
Pros:
1. Massive amounts of Defense
2. Versatility against various elementally weak enemies because of elemental charges.
3. High chance of blocking incoming attacks.
4. 32% resistance to all elements and status effects.
5. 99% Stance after revamp.
6. The take next to nothing from most hits, not even 1/1 attacks can do much damage.
7. They have 94% weapon mastery as long as they have an elemental charge active.
Cons:
1. Some may find it boring to have absolutely no risk of dying during most fights.
2. No enemies (worth fighting) are weak to any elements after level 122 or so.
3. Rush, Divine Shield, and Guardian all come MUCH later than all of the newer classes get their own, [sometimes] more effective versions for less SP and without need for Mastery Books.
4. Against several (or all) of the end-game bosses, the elemental charges only serve to lower the overall damage of their attacks; however, without the charges on, their mastery decreases by 24%.
Cannoneers
Pros:
1. Very heavy hitting attacks, sometimes even overkill.
2. Lots of passive and active AP increasing skills, making funding much easier on one's wallet.
3. Very long reach on some of the late game attacks.
4. {OPINION} Cannons aesthetically appealing and don't get in the way of a character's clothes when the character is standing outside of battle.
Cons:
1. Most of their attacks are very slow, and can cause some to feel bored.
2. Many endgame attacks are very similar, if not completely identical, to those used by pre-revamp Corsairs.
3. Some may feel that their overkill attacks take away from the fun because of always one-shotting most enemies.
4. As a Pirate, they have no tops or bottoms throughout their entire career, which makes the Potential System favor other jobs over them.
Pros:
1. Very heavy hitting attacks, sometimes even overkill.
2. Lots of passive and active AP increasing skills, making funding much easier on one's wallet.
3. Very long reach on some of the late game attacks.
4. {OPINION} Cannons aesthetically appealing and don't get in the way of a character's clothes when the character is standing outside of battle.
Cons:
1. Most of their attacks are very slow, and can cause some to feel bored.
2. Many endgame attacks are very similar, if not completely identical, to those used by pre-revamp Corsairs.
3. Some may feel that their overkill attacks take away from the fun because of always one-shotting most enemies.
4. As a Pirate, they have no tops or bottoms throughout their entire career, which makes the Potential System favor other jobs over them.
Wild Hunters
Pros:
1. They get a mount very early on, and have the ability to use their skills while riding.
2. Many of their early skills are still useful in later job advancements (Ricochet, Oshi, Rawr, etc.).
3. They have very high HP when compared to other archers, especially early on and even more so after Feline Berserk is moved to third job and boosted to +80% HP.
4. They gain a 55% stance in third job, a luxury no other Archer has. This Stance effect may also be increased to 100% when combined with the passive 50% Stance of the White Jaira mount.
5. {OPINION} They have the ability to capture and summon monsters, making for great fun by messing with noobs at low level training grounds.
Cons:
1. Their fourth job skill tree is nearly identical to that of Bowmasters after the next revamp. This may cause some to feel bored if they already have another ranged character.
2. Sonic Roar, a fourth job mob attack, is slower and less powerful than the third job skill, Swipe.
3. As an Archer, they have no Tier 3 tops or bottoms, which makes the Potential System favor other jobs over them.
4. {GMS EXCLUSIVE} Their mounts can cause TREMENDOUS amounts of lag when mounting, dismounting, and when jumping onto another platform or rope.
Pros:
1. They get a mount very early on, and have the ability to use their skills while riding.
2. Many of their early skills are still useful in later job advancements (Ricochet, Oshi, Rawr, etc.).
3. They have very high HP when compared to other archers, especially early on and even more so after Feline Berserk is moved to third job and boosted to +80% HP.
4. They gain a 55% stance in third job, a luxury no other Archer has. This Stance effect may also be increased to 100% when combined with the passive 50% Stance of the White Jaira mount.
5. {OPINION} They have the ability to capture and summon monsters, making for great fun by messing with noobs at low level training grounds.
Cons:
1. Their fourth job skill tree is nearly identical to that of Bowmasters after the next revamp. This may cause some to feel bored if they already have another ranged character.
2. Sonic Roar, a fourth job mob attack, is slower and less powerful than the third job skill, Swipe.
3. As an Archer, they have no Tier 3 tops or bottoms, which makes the Potential System favor other jobs over them.
4. {GMS EXCLUSIVE} Their mounts can cause TREMENDOUS amounts of lag when mounting, dismounting, and when jumping onto another platform or rope.

