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The pros and cons of all classes.
#1
I would like it if people could post the pros and cons of their highest characters so I can be sure you know enough about it. Not saying its not possible to know a lot about a certain class but it just helps.

I'd like to see people post pros and cons down here that are acceptable and true. So we want facts here not oppinions. If people agree on others posts then let me know so I can add it to the actual chart.

If anyone thinks I should change anything about the lay-out or anything else, let me know aswell.
I've filled in the first three warrior jobs for now. I'll add more myself later on but i'm in college atm.
Either way, if mine so far are not true or should be different. Then again, let me know.

Adventurers

Warriors:
 Hero
 DarkKnight
 Paladin
Bowmen:
 Bowmaster
 Marksmen
Thieves:
 Shadower
 NightLord

Mages:
 Bishop
 Arch Mage F/P
 Arch Mage I/L
Pirates:
 Corsair
 Buccaneer

Sub-Adventurers.
 DualBlader
 Cannoneer

Resistance
 BattleMage
 WildHunter
 DemonSlayer
 Mechanic

Legends
 Aran
 Mercedes
 Evan
 Phantom
Cygnus Knights
 NightWalker
 DawnWarrior
 ThunderBreaker
 WindArcher
 FlameWizard

Beginners
(Not sure if this should be in the chart. its just here for the gigs atm.)

 Noblesse
 Citizen
 Legend
 Beginner
 PermBeginner
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#2
I wouldn't say that DrKs have better defensive skills than a Hero. DrKs have no powerguard or achilles, 1/1 kills them easyly and the behold hp recovery isn't good enough to save them. Hero lost their achilles, but they still got PG and can survive 1/1s. Or is there some kind of defensive skill I'm missing from DrKs that save them from 1/1s?
A Con for paladin can be their own elementals lol..(example: PB).

Mercedes
Pros:
-2 equips, arrow and weapon, that can get boss damage.
-Very high DPS, don't need that many funds to be able to solo bosses such as HT and Czak.
-Good avoid.
-Extremely good mobility with many mobility skills. Can get to 165% speed, has acrobatic jump, can climb ropes and ladders fast. You get all these on 1st job.
-Ignore defense for a monster hit by legendary spear or unicorn spike; therefore, improving the damage dealt by whoever attacks the monster.
-Good defensive skills for a non-warrior job, water shield absorbs damage and gives you status resistance. The recovery hp/mp skill that you get at the beginning is also useful.
-Ring of ishtar hits twice so can do max damage x2.
-Has a summon.
-Starts with level 30 charm.
-Good attack skills for both single and multiple targets. They also have a rush skill.
-Easy to level coz they get 10% more exp, plus they auto-job advance at level 70 and 120.

Cons:
-Low HP.
-Too many buffs and they all matter. Your buffs increase your range A LOT. A total of 6 buffs without counting decent skills. Getting dispelled sucks.
-Since it's not an adventurer, decent skills can be dispelled.
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#3
HellenzSin Wrote:I wouldn't say that DrKs have better defensive skills than a Hero. DrKs have no powerguard or achilles, 1/1 kills them easyly and the behold hp recovery isn't good enough to save them. Hero lost their achilles, but they still got PG and can survive 1/1s. Or is there some kind of defensive skill I'm missing from DrKs that save them from 1/1s?
A Con for paladin can be their own elementals lol..(example: PB).

Hmmm thats true, I meant it more as the total defense a class has with the defensive skills. I just said it wrong. I'll add this stuff in there seeing its a fact.
Thanks for your contribution.
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#4
Blade Master
 Spoiler
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#5
-
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#6
WHY?! Why would anyone put Cannoneer and Dual Blader with the Legends? It just doesn't make any sense.

@Below: I think for them being with their adventurer counterparts would be the right thing to do, since the latest revamps they have A LOT in common.

I ask such thing to be fixed at once.

Anyway...

 Spoiler

And

 Spoiler

That's all I can think of. I'll edit in case I forgot something. Biggrin
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#7
Eliseo Wrote:WHY?! Why would anyone put Cannoneer and Dual Blader with the Legends? It just doesn't make any sense.
Put the Dual Blade and Cannoneer in its own category or group them with adventurers. If they have their own I think the term Gaiden is used by KMS people.
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#8
Bishop:
Con- Not much attack skills other than Shining Ray and Angel Ray

I/L Arch Mage:
Pro: Chain Lightning is fast, hits x5 I think?
Con: Bad against element-resist (solved by the element reset ski
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#9
Marksman:
Pros:
  • They can call upon the legendary Articuno.
  • They hit high numbers with Pierce and Snipe.
  • Their mastery books are dirt cheap.
  • Whereas Corsairs and Night Lords don't have a choice in carrying stars and bullets, having arrows on hand as a Marksman is entirely optional, which frees up slots for more important potions.
  • They have a Rush skill (i.e. Dragon Breath).
  • A STRless Archer is easier to make than say, a LUKless Mage or a DEXless Thief due to armors not needing STR.
  • Sharp Eyes is pretty cool.
  • Low HP, but good survivability.

Cons:
  • Pierce charges slowly and is not affected by Crossbow Booster or Speed Infusion.
  • Ultimate Strafe does not trigger Final Attack; Single Target DPS leaves much to be desired, especially compared to Bowmasters.
  • Iron Arrow, Dragon Breath and Piercing Arrow have limited range compared to moves like Arrow Blow, Blizzard/Inferno and Arrow Bomb.
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#10
You have two bowman sections, one of them should be "Thief"
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#11
Demon Slayer

Pros:
High Mobility
Hard-Hitting moves, even when unfunded
Able to get two weapons with % Boss Damage potential
Immune to 80% of status effects and elemental damage
Second highest defensive prowess in the game (just shy of a Paladin)
Does not use MP
Has a high critical rate, rivaling that of Archers
Some skills have a 100% critical chance
Passive DEF ignore
Passive % Boss Damage
Everyone loves Leech Aura (before it gets nerfed)
Has skills to rush and pull mobs toward them
Can safely go DEXless without sacrificing weapons or armor
Can debuff monsters, lowering their ATT and DEF while increasing their EXP and drop rate
Has a really cool Maple Warrior animation

Cons:
It is the newest class, so almost everyone has one
Some skills cost HP
Its mastery books are very expensive
Dark Metamorphosis is currently broken, crippling the damage output of fourth-job Demon Slayers
Demon Slayers are going to be nerfed soon
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#12
Evan
 Spoiler

Pretty much all I could think of currently and what I seen from other people's opinions. Higher level Evans seem to be more respected by some players. This could be due to personality reasons or other factors so couldn't really fit that as a pro. I'm sure other Evans could add to this as wellBig Grin

Looks like one did already aha

@HellenzSin 6 buffs isn't much, Evans have 8 which are vital and should be recasted as frequently as possible. Guess it could be a con for bothSmile
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#13
Heroes

 Spoiler

Aran

 Spoiler

Crusaders nor fighters are 'pretty weak'. Fighters got rage which gives 20 att and soon 30 att. Crusaders got Combo atack, which is still one of te strongest attack buffs and they also can spam coma and use panic every 30 seconds which causes darkness to work with chance attack
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#14
I'm gonna try to keep it as open and generalized as possible for easy understanding!

Shadowers:

Pros:

-Highest mobility among physical melee classes due to haste and Flash Jump.
-Has very high mob damage potential with meso explosion.
-Best survivablilty among the thief classes due to Meso Guard and Shield Mastery on top of Avoid abilities.
-Varying skills for different mob situations makes it more engaging compared to most classes.
-At the time of this writing, is set to improve DRASTICALLY along with Justice patch.

Cons:
-The varying range on your different skills demand attention to your position when attacking. Though the avoid skills compensate for that a little. If you're not following your proper attack cycles you can lose damage potential. Ultimately the fun of skill comboing is a double edged sword since it requires more memorization/attention than most 1 button classes.
-As with all thieves, the high dex requirements can be annoying to manage.
-Some of the most effective single target skills have very short range.
-lacks a Rush or Pull type skill, common among melee classes.
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#15
Battle Mage:
Auras are useful in almost any situation
Highest HP of all mage classes, and when fully buffed at level 150 have around 20k hp.
Great when training on more than one mob at a time
Has 3 skills that grant invincibility for fairly long durations
1 of the invincibility skills grants party invincibility
Great at PVP due to its invincibility and two stunning moves that pull
Has a non-dispellable hp drain buff (5% of base hp)

Cons:
Summon is almost useless after 3rd job
Lacks a single target skill
Advanced Blue Aura and Blue Aura still autokill you if you are 1/1'd
Low DPS
Final weapon is very expensive (Dragon Tail Mage staff or Elemental staff 5-8)
Advanced Yellow Aura Passive doesn't grant the passive dodge chance it should
Melee range
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#16
*cracks knuckles* Archer whore, at your service!

ZeroGravity Wrote:Bowman:

Pros:

- One of the best 1 vs 1 attacking skills. (Hurricane)
- Good third job mobbing skills (Especially usefully at jesters etc)
- Good amount of speed, thus good mobility. Good mobility skills in general, since they have Double Jump and somewhat high avoidability by 4th job. They also have the highest speedcap at the moment and obtain the highest speed in 4th Job pre-Union patch.
- No need for arrows due to soul arrow. (More space for potions/other use items). Copied from Marksmen because they too have this.
- Good mobbing skills, starting from 2nd Job. Their second job mob skill (Arrow Bomb) curves and stuns, while the Crossbowman counterpart (Iron Arrow) does not.
- Arrow Bomb in 2nd Job has the ability to stun.
- They can use potions while attacking (Hurricane only).
- Hurricane triggers Final Attack with every shot (obv at the % chance).
- Hurricane is not affected by neither Booster nor Speed Infusion, meaning you do not have to waste money on Useful SI. Possibly a con but Hurricane really can't go any faster.


Cons:

- Low HP. Applies to all archers (someone correct me on this).
- Must stand still in order to attack (Hurricane). Can not jumpshoot (technically they can but it's not an applied mechanic in their skills like jump-attacking on warriors/assassins).
- Female Bowmasters can not obtain Decent Hyper Body.* Applies to Marksmen as well.
- Shares one of the most expensive Mastery books (Advanced Final Attack) with two (soon to be three @ Wild Hunters) other classes.
- OPTIONAL/OPNINION: They have so many buffs, it not only wastes time while buffing, it may leave them vulnerable while doing so when doing a boss run where dispelling is common (Reasons: Soul Arrow being dispellable means inability to attack unless you actually brought arrows, and auto-pot does not work while buffing).


Pros:

- Good amount of damage with pierce and snipe.
- Mastery books are cheap.
- Higher base damage due to needing less STR.
- Good mobility skills for the same reason as Bowmasters.
- No need for arrows due to soul arrow. (More space for potions/other use items) This applies to Bowmasters as well.
- Rush skill (Dragon Breath)
- They have the ability to freeze enemies in 3rd Job.
- Good mobbing skills, starting from 2nd Job. Their second job mob skill does not curve and stun like Arrow Bomb for Hunters, however.

- Going STRless is a lot easier to do compared to other classes due no STR requirement on armors.Applies to Bowmasters as well, should change this to "Going low-STR is easier compared to Bowmasters due to needing less STR to equip their weapons" as crossbows require 5 less STR than bows.

Cons:

- Pierce charges slowly and is not affected by Crossbow booster or Speed infusion.
- Iron Arrow/Dragon Breath/Piercing Arrow have limited range compared to other skills. Elaborate?
- Iron Arrow does not curve and stun.
- Ultimate strafe does not trigger Final attack.
- Ultimate Strafe does not trigger Final Attack; Single Target DPS leaves much to be desired, especially compared to Bowmasters. Why is this repeated? xD
- Female Marksmen can not obtain Decent Hyper Body.* Applies to Bowmasters as well.
- Maxing Strafe if a pre-requisite for Ultimate Strafe, so they must sacrifice some points out of another skill to do so.

Wind Archer

Pros:

- Good mobility skills for the same reason as the others, BUT they also have Wind Walk, which allows them to move around like a thief that has Dark Sight.
- They obtain Hurricane at an earlier level due to being a Cygnus Knight.
- They obtain a transformation skill in 3rd Job, which raises their power and gives them more mobility.
- Soul Arrow in 2nd Job, no need for arrows.
- As mentioned above, they have a Dark Sight ability, which also increases their power after use.

Cons:

- Can not level past 120 (applies to all Cygnus Knights).
- Wind Walk must be used before every attack in order to abuse its full potential.
- No freeze/stun skill.
- Does not obtain Sharp Eyes.
- Does not obtain a summon that allows them to increase their survivability (the adventurer archers have this).
- Their second job mob skill does not stun like Hunters' does.

Wild Hunter

Pros:

- Great mobility.
- Can move while attacking because they technically do not move themselves, their jaguar does.
- Hurricane-like skill in 4th Job.
- They get a full-screen attacking skill (ultimate) in 4th Job (like all others, has a cooldown).
- They obtain a stance skill in 3rd Job (55% stance).
- Great for 1vs1 ranged and can do melee attacking as well (jaguar attacks).
- Soul Arrow in 2nd Job, so no need for arrows.
- As crossbow users, they need less STR than bow users.

Cons:

- Depends on their mount for both survivability and movement.

-----

My answers/opinions in bold for adventurers, and contributed to Wind Archers and Wild Hunters (someone already did Mercedes :p), feel free to add whatever I missed as I have not played a Wild Hunter past 120. Also, I wouldn't mention mobbing skills being useful at a place like Jesters as that place is, in my humble opinion, terrible for a newbie to go at. I wouldn't recommend it unless you tolerate being KSed out of your channel. Mobbing skills are useful everywhere anyway.

*Only way for a female archer/pirate/magician to obtain Decent HB, as far as I know, is to acquire Android Legs for cubing. However, they are untradeable upon equipping and are an extreme rarity and are (I think) no longer obtainable. Would like a confirmation on this as I no longer see Iruvata Boosters in Gachapon announcements.

Grammar tip: Plural for Thief is Thieves. :3
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#17
So... Is this before the last KMS tweaks, or after?

If it's before...

Night Lord:

Pros:
-Somewhat decent damage with the proper equipments, as it has a better weapon attack multiplier, even with lower attack base.
-Good movility. Can improve other people's with haste.
-Has top and bottom over lv 70.
-Can attack in the air easily.
-Can heal itself by reducing his DPS using drain. Also better potion efficiency from potions.
-High critical rate.

Cons:
-Severe lack in skill variety.
-Can't push monsters.
-Main self buff skill requires a summon rock to use. And can be dispeled. Long cast time unless on a rope.
-Flash jump requires a key to be used.
-No party buffs to improve damage. Only buff to improve speed/jump is on a stat that has a hard cap, negating all speed/jump stats from the target's equipment.
-Most skills useless against bosses.
-Not crippling, but low hp.
-Can't equip anything on the shield slot, -1 potential line.
-Shadow shifter doesn't protect against status effects.
-Has to recharge star.
-Only one mob attack, 3rd job, and can only hit in one direction, limited height.
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#18
Aran
 Spoiler

Buccaner
 Spoiler
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#19
I guess I'll just go ahead and rep-post the pros and cons of the few classes I've gotten past 130.


 Paladins

 Cannoneers

 Wild Hunters
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#20
 Pre-revamp buccaneer

 Post-revamp buccs

 Cannoneer
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