Humans are the primary race in the northern realms of Pangu, with the main settlement being the city of Etherblade (Sword City). Humans have no innate abilities, but fly with the aid of magical weapons. Players choosing a Human character can pick between the melee-oriented blademaster class, or the mage-type wizard class. The human race receives Aerogear (a flying sword) at level 30 which allows them to fly.
- Blademasters (Wu Xia) are the most versatile of classes in terms of weapons wielding. They can use a variety of melee weapons, including swords, spears, hammers, fists and axes, though most choose to specialize in one. At higher levels, Blademasters can choose to alternate between all the above listed weapons for a large array of Aoe, stun, and seal skills that are often specific to the mastery each weapon. Blademasters are rounded characters that are nonetheless able to perform in the role of a tank by enhancing their physical defence. They have a secondary healing skill that can be used in emergency situations (because of slow cool down rate), though only on themselves. Blademasters usually act as a secondary tank, backing up the Barbarian primary tank. Blademaster is one of the most popular classes ingame. Having high physical defence and medium magic defence gives an excellent usage for dungeon runs, when patience runs low and players often resort to engaging multiple monsters. Having area stunning attacks gives it a high possibility to survive when attacked by higher level monsters. Their buffs include a physical defence enhancement spell.
- Wizards (Fa Shih) function as nukers, using a variety of elemental spells to deal a large amount of damage. Wizards have very low physical defense but they do have a strong elemental defense. They wear arcane robes, and have a large array of magic skills, including seal and push skills. They have, throughout the game only one CD (continuous damage) aoe. They also have a healing spell that may be used over a period of time in emergency situations, Though it is not ideal for prolonged use, as its effectiveness is low, and has a long casting period. Their buffs include a water damage enhancement spell. Wizards are considered the strongest end-game class, with the ability to one-shot archers and clerics.
- Archers ( Yu Mang ) are ranged characters using bows, crossbows and slingshots. Archers excel at doing damage at distance, but struggle with close combat due to damage penalties and weak defense. Archers are valued for their large damage dealing range, and though they have a low number of hit and mana points, excel at dealing critical hits, as a higher dexterity gives them a larger crit rate, increasing the chance that they will deal as much as twice the amount of damage they normally do. Archers spells include a large array of stun, poison, seal, and Aoe skills. The primary archer aoe skill is also a Continuous damage skill, though unlike that of the wizard's, it can be used at range. Their buff includes speed and evasion enhancement.
- Clerics ( Yu Ling ) fulfill the traditional role of party healer, providing party buffs but also have good combat abilities along with a strong elemental defense. At higher levels, clerics can become (among venomancers and barbarians) one of the most powerful soloers of the game. Though at lower levels, clerics struggle due to low defence and medium magic damage, damage potential increases along with the level. A cleric's buffs are ideal for any dungeon party, and provide strong bonuses in attack, defense, and mana/health regeneration. A cleric has a medium host of damage spells, including a powerful metal damage aoe. They are the only mage type class that can deal high physical damage by way of spells. Clerics specialize in a large array of powerful curses, including ranged stun, seal, and defense debuffs. They also own a skill that purifys all negative effects on players.
- Barbarians ( Yao Shou ) are designed to act as the party tank, with a high amount of hit points and skills that enhance their ability to absorb damage. Barbarians have a high physical defense but have a very low resistance to elemental attacks. The barbarian's avatar must be male, and have a wereanimal appearance throughout the game. Their large range of aoe skills and capability to hold aggro effectively makes them ideal for tanking in all dungeon runs, though their damage capability is low. Barbarians traditionally pair with clerics to form a well built squad in most missions/quests. Their characteristic tiger animal form unlocks a host of aggro and damage absorption skills. Their buffs include a max hp increase and physical attack increase buff.
- Venomancers (Yao Jing) use a large array of elemental spells, specializing in poison(wood) magic. They also own a myriad of damage over time skills. Their key ability in PvE is taming and using pets in battle. Venomancers become ideal in any dungeon squad and fulfill the traditional role of luring, and sometimes tanking. While in PvP situations their main role is to debuff and to use high-damage pets to attack. Due to their ability to tame pets, Venomancers are one of the most powerful soloers in game. A Venomancer is also versatile in its use with its characteristic fox animal form, which unlock a host of damage dealing and purging spells. They are characterized by a pair of animal ears and a tail, and hold a human form throughout the game otherwise. The Venomancer's avatar must be female.
- Assassins primarily focus on close quarter physical damage, they wear light armor and are more agile than Blademasters and Barbarians. Their primary weapon is the dagger, and they, like archers have a high critical hit rate due to increased dexterity. They are characterized by their medium hit points and high melee damage capability. Though a powerful soloing class, owning a few healing spells similar to those of the blademaster, they are not ideal in most dungeon squads. This is because of their potential to take aggro from the primary tank and cause confusion/complications. This race has two paths: Shadow Shroud and Blood Bath
- Psychics wear arcane robes, and use soul spheres as their weapons. Like wizards, they are nukers, with a variety of curse spells that deal devastating damage. It is said that soul spheres are formed by absorbing energy from defeated spirits. They have very low psychical defence and hit points. Despite these setbacks, psychics are host of a large variety of buffs, where hit potential is increased at the cost of defence, and vice versa. They also have a devastating reflect skill, which reflects all damage, ranged or melee. This race has two paths: Soul Force and Chain of Souls.
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