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18 Classes (Suggested)

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18 Classes (Suggested)

Post by GameRoom on Wed Jul 03, 2013 3:37 pm

Berserker: Strong and fast; with Fiery Charge, they can dash 7 cells forward and strike back with Impale to bewilder the enemy. Whirlwind can knock all nearby enemies back a few cells and comboed with Diamond Dust (an offensive skill, not magic), which can freeze all enemies (that aren't already frozen) that are 5-9 cells away (cannot be any closer or further), they can kill large mobs rather easily. In addition to all their offensive skills, they can turn all nearby monsters, including bosses, Undead (grade 1) using Signet of Malice.
Requirements: Novice job level 10
Equipment: Anything a Knight can use. Can dual-wield swords.
Recommended Elements: Holy, Fire, Ice (any element works, really, but since they can make enemies undead, might as well choose elements to benefit the damage against undead)

Summoner: Although they have very poor HP, their SP mod can help them survive as Energy Shield takes all the damage into SP. To summon, they require a talisman, SP, and the ability to talk. Just type out the line(s) written on the talisman and you'll have your very own minion(s) to battle with you.
Requirements: Novice job level 10
Equipment: Anything a Mage can use.
Recommended Elements: Anything

Lich: With Fist skills, Field skills, and Hexes, a Lich's build can vary greatly. Fist skills increase damage with ATK, but require INT for a higher occurance. Field skills (the three of them being water, wind, and ghost properties) increase damage with MATK, but require STR for a higher occurance of their status effects. Hexes can fit with any build, if enough skill points are left over, to deter the enemies' abilities. They can also sacrifice resistance to the Holy property in order to gain resistance to the Dark (also known as Shadow) property.
Requirements: Novice job level 10
Equipment: Anything a Monk can use.
Recommended Elements: Water, Wind, Ghost (depending on your favorite field spell), Holy (to counter holy resistance decrease), Dark (to strengthen dark resist)

Jeweler: Jewelers have the ability to craft Jewels (maximum of 15 can be held per character), which increase stats, and to increase their own drop rate (which includes card drops and MVP drops). They have the offensive skills of a Whitesmith, but have very low SP. They rely on LUK rather than STR for damage and are already strong enough to carry very heavy items.
Requirements: Novice job level 10
Equipment: Anything a Blacksmith can use.
Recommended Elements: Neutral (anything else works too)

Psychonaut: A Psychonaut is sort of a hybrid of its second classes. When meleeing using an Orb weapon, they use the skill Demon Shock Attack, which uses MATK instead of ATK.
Requirements: Novice job level 10
Equipment: Orbs, Daggers

Angel: A more supportive version of the Psychonaut class tree, Angels have the ability to keep enemies in constant knockback (Orb of Protection), and buff allies in Bard/Dancer-esque ways. They also have some offensive magic: Blissful Guard, dealing 10% of all enemies' current HP if they are Dark, Demon or Undead, and Blinding Light, which does Holy property magic damage to all enemies visible on your screen.
Requirements: 100/90 Psychonaut
Recommended Elements: Holy

Demon: Demons can do insane damage with Deep Impact and can drag enemies along with them using Gravitational Pull. They are among the strongest magical classes in the server.
Requirements: 100/90 Psychonaut
Recommended Elements: Dark

Slayer: With the sprite of a Rune Knight riding on a blue Ferus, you can easily be fooled in thinking that Slayers strike enemies with that sword of theirs. In actuality, Slayers are like Psychonauts in that their Channeler (two-handed weapon) converts melee into MATK. They are unique in that they are the only ones who can inflict the Freezing ailment, which does damage over time.
Requirements: Novice job level 10
Equipment: Channelers, Staves, Daggers
Recommended Elements: Ice

Shaman: They can summon up to five Voodoo Dolls for magic damage or Totems for other benefits, such as gravity (allows ground moves to be able to hit monsters of the Flying race) and healing. They can also:
- increase the damage of an ally who is of the Ice, Lightning, or Psychic properties.
- use Shift to protect an immobile ally from being attacked.
- Resurrect allies, including those of the Undead property, without using any items.
Requirements: Novice job level 10
Equipment: Staves
Recommended Elements: Ice, Lightning, Psychic

Viking: Although very slow, they have arguably the best defense in the server. They can also be rather strong, but their skills, including a simple Kick require an axe to be used. With the exception of Shatter, which obliterates the ice of Frozen enemies for high damage, Vikings are purely close-combat fighters.
Requirements: Novice job level 10
Equipment: Anything a Blacksmith can use.
Recommended Elements: Ice

Sailor: As masters of the sea, they later become either a Pirate Captain or an Artillery Gunner. They can increase a party's exp gain and restore HP or SP to an ally (or enemy).
Requirements: Novice job level 10
Equipment: Rapiers
Recommended Elements: Ice, Water

Pirate Captain: The ruthless Pirate Captain can send you to Davy Jones' Locker while ruling in the High Seas. They can dual-wield rapiers, using either the Contre Sixte or Contre Carte stances to give your attacks the Ice Pick effect or to never miss a hit (unless the enemy was Flying or Armored, of course).
Requirements: 100/90 Sailor
Equipment: Rapiers
Recommended Elements: Ice, Water

Artillery Gunner: The Artillery Gunner is a bit more friendly than the Pirate Captain, being able to increase an ally's ATK, Hit, and/or Flee. In addition, their HP and SP-restoring moves can have a more consistent effect while they nuke enemies with their powerful and DEF/MDEF-reducing skills.
Requirements: 100/90 Sailor
Equipment: Cannons
Recommended Elements: Ice, Water

Elementalist: Although they can reach job level 120, their only offensive skill would be Magic Crasher. Elementalists serve as the foundation for the powerful Mancers they can become. Getting to job level 120 would give more skill points to use for later, when they become mancers.
Requirements: 100/90 High Wizard or Professor
Equipment: Anything a Wizard can use.

Pyromancer / Aeromancer / Hydromancer / Geomancer: Officially becoming an Elementalist grants you a badge to further increase your abilities with your mastered element. Mancers take corresponding elemental skills from Wizards, Professors, and Ninjas. While Geomancers may seem out of luck (Earth spike cannot be Double Casted or Auto-Spelled and Heaven's Drive only reaches level 5), they can learn how to make Earthquakes, which do powerful damage, but are split evenly among monsters (more monsters = weaker). Although Mancers cannot "Master" their class, they can reach level 255/120 and obtain Mastered skills without having the exp penalty that a normal Mastered class would have. Another benefit? Even after reaching their max level, they are still able to farm for Forbidden Exp Books.
Requirements: 120/90 Elementalist?
Equipment: Anything a Wizard can use.
Recommended Elements: Pyro = Fire | Aero = Wind | Hydro = Water | Geo = Earth

Druid: A druid is like a Hunter, except instead of a falcon, it has a Spirit Wolf. Like a homunculus, a Spirit Wolf requires food (Meat) in order to gain intimacy for evolving. Druids also have Back Sliding to avoid enemies that get too close while they spam Double Strafe. Although they do not have traps, they can use Arrow Snare for powerful damage that will keep an enemy in its place (however, the skill's cooldown is quite long). Depending on the kind of arrow they use, they can gain a special skill to change things up a bit.
Requirements: 100/90 Sniper or Clown
Equipment: Anything a Hunter can use.
Recommended Elements: Earth

Devotionist: With dual fists, they gain the majority of their ATK through AGI, not STR. They can charge up electric spheres to deal heavy damage with Voltaic Drive or do area damage with Charged Barrage. However, they may not be purely offensive, as they can learn skills from a more defensive skill branch. With Lighning Shield, an ally can reflect ATK damage. Fists of Lightning gives an ally a chance to inflict Shock and Electrify with each hit. Energy Surge is helpful for magic users, as it gives allies the Mind Breaker effect.
Requirements: 100/90 High Priest or Champion
Equipment: Anything a Monk can use. Can dual-wield Fists.
Recommended Elements: Lightning

Ordnance: A more advanced version of the Gunslinger, the Ordnance mainly uses Uzis. While they can still use Desperado for an AoE, they can use Multi-Siege Attack, paired with various equips from the Fierce Set for more damage. They can deal considerably more damage depending on the number of party members on the same map.
Requirements: 100/90 Gunslinger
Equipment: Uzis
Recommended Elements: Anything
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