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Difference between revisions of "Class Comparison"

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(Big changes to initial classes, made it more consistent and useful to new players)
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See Sub Class Comparison for more details.
 
See Sub Class Comparison for more details.
  
* Fighting Style
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* Orientation
 
** Melee means uses weapons
 
** Melee means uses weapons
 
** Magic means uses MP
 
** Magic means uses MP

Revision as of 08:27, 27 August 2010

Class Comparison Table

These are GENERAL notes for the classes. Some Sub-Classes' characteristics run counter to the generalities of their class. There are melee styles with AoE skills, there are magic users with melee attacks, etc. Generally every class/sub-class have some version of every skill type and attack style, which (depending on general effectiveness, enemy combatant, or player style) may or may not be used in any given situation.

See Sub Class Comparison for more details.

  • Orientation
    • Melee means uses weapons
    • Magic means uses MP
    • Range means use of long-range attacks.
Name Orientation Play Style Range Defense Speed Notes Popularity
Slayer Melee Balanced melee class Medium Good Fast Easy to use, difficult to master. Has a difficult time starting out due to lack of skills, but becomes very proficient at PvE and PvP. Skills are straightforward and highly accessible. Skills tend to have the dark/shadow elemental attribute. Very common
Fighter Melee High speed movement with powerful melee skills Short Good Fastest Harder than the Slayer due to shorter reach, but very satisfying damage. Has a difficult time starting out until the first grab skill is learned. Specializes in grabs and throws. Skills tend to have the light elemental attribute. common
Gunner Ranged Versatile ranged attacker Long Average Fast Very easy to use. Has an extremely easy start by keeping enemies away with ranged attacks. Excels in a keep-away game, and can harass effectively with low risk. Can temporarily enchant bullets with an element. Very common
Mage Melee/Magic Tricky melee attacks backed by magic skills Medium/Long Poor Average Low HP and defense makes the Mage the most difficult to play and start out with. As more skills become accessible, the Mage's damage output and survivability will start to increase rapidly. Uncommon
Priest Melee Slow moving tank with the strongest attack power Short/Medium Great Slow Easy to use, difficult to avoid getting damaged. Has an average difficulty starting out. While healing has heavy limitations, the Priest excels in melee combat. Skills tend to grant super armor, protecting the Priest from interruptions. This makes melee combat extremely one-sided; the Priest must spend most of his time chasing players in PvP. Uncommon

Sub Class Comparison Table

  • Range- usual range of attacks
    • Short- Shortest range
    • Middle- Can be roughly two to three body lengths away
    • Long- Farthest range
    • Varies- Range depends on the skills being used
  • Source- source of damage, usually referring to the most often used attack
    • Physical- uses weapons to attack; deals physical damage
    • Magical- uses magic skills to attack; deals magical damage
    • Hybrid- uses both weapons and magic skills to attack
  • Skill type- the highest damaging/most notable skills of the subclass
    • Speed- fast skills with high damage
    • Buff- skills either improve the character's stats or decrease their opponent's.
    • Weapon Buff- many skills related to changing your weapons attributes (ie. Ice, Shadow, Poison) to increase damage
    • Nuke- Highest damage from high powered distance attacks that cause AOE damage
    • Summoner- Summons allies to aid directly in contributing attacks
  • Difficulty- Minimum level of initial skill required to play the character
    • Entry level- Anyone with any level of experience can play this character to good effect
    • Beginner- Some experience with gaming would be helpful, some learning curve
    • Intermediate- Should have some experience with gaming and 2D scrollers, there will be a learning curve
Name Class Range Source Skill type Difficulty Notes
Blade Master Slayer Middle Physical Speed Entry level A good character to play if you're new to both this game and 2D scrollers in general. Very fast, but somewhat repetitive.
Soul Bender Slayer Middle Hybrid Buff Beginner Cloth Armor Mastery makes the Soul Bender susceptible to taking damage, and thus must be played slightly more carefully. Mid- to long-range attacks and area control compensate for this, however.
Berserker Slayer Middle Physical Buff Beginner Slightly more difficult than the Soul Bender due to skills sacrificing HP for damage, as well as slower attacks. Damage is very good at higher levels. Very gory animations.
Asura Slayer Long Magical Nuke Entry level The magic-user of the Slayers. Arguably the slowest of the four, but has the highest physical defense due to Plate Armor Mastery. High burst-damage skills make the Asura good for mob control and boss-killing.
Nen Master Fighter Middle Magical Buff Beginner The magic user of the Fighters. Uses light attacks, gives buffs, and can set areas of protection. Excellent for zoning.
Striker Fighter Short Physical Speed Beginner The hand-to-hand fighting version of the Blade Master. Arguably the fastest class in the game due to high innate movement and attack speed. If built properly, can deal very high amounts of damage in short periods of time. Very short range makes it difficult to dodge enemy attacks.
Brawler Fighter Short Physical Weapon Buff Beginner Utilizes status conditions, such as bleeding, poison, stun, and immobility. Many of her skills allow her to deal with mobs. Has an array of moves that give invincibility frames.
Grappler Fighter Variable Physical Nuke Beginner Main skills tend to slam opponents into other opponents for high physical AoE damage. Arguably has the shortest range of the four Fighter classes, but high-level skills allow for longer travel distances. Can grab ungrabbable enemies and deal damage to them.
Ranger Gunner Variable Physical Speed Beginner Known for quick attacks and extended aerial combos (see Scud Genocide). Has more melee attacks than any other Gunner. Dependent on movement and attack speed to evade enemies.
Launcher Gunner Long Physical Nuke Entry level Longest attack range (off-screen), tends to have very long-ranged AoE damage with narrow y-axis coverage. Highly MP intensive. Can deal good damage without having to rely too much on skill or reinforced weapons.
Mechanic Gunner Long Magical Summoner Beginner Very MP intensive as he mostly summons robots that deal magical damage. Is different from the Summoner in that he has more stationary summons and certain skills that provide buffs to characters. Cloth Armor provides very little defense, and must be played evasively.
Spitfire Gunner Middle Hybrid Nuke, Weapon Buff Intermediate Intermediate is due to lack of close range damage/protection skills; must be played tactically in order to keep enemies at mid- to long-range. Relies on both normal physical gun shots and magical AoE skills.
Elementalist Mage Long Magical Nuke Intermediate Very MP intensive, which is only somewhat ameliorated by Cloth Armor Mastery bonuses and MP recovery skills. This is offset by high damage AOE skills; usually specialized in only 2 elements due the the Elemental Mastery skills. Best played in parties, as skills take time to charge.
Summoner Mage Long Magical Summoner Entry level MP intensive. Mostly mobile elemental summons, with skills to buff summons and to set targets. Have slightly more skills used to control summons than the Mechanic, but still reliant on the summons' AI.
Witch Mage Variable Hybrid Nuke, Weapon Buff Intermediate Potentially MP intensive, should you chose to be an AoE witch. AoE attacks are based on chance, with a possibility of failure, success, and sleeper success. A melee/pvp witch uses weapon buffs and close-range attacks; weapon buffs add an elemental attribute to the broom. Due to movement skills related to the broom, this is the most mobile of the Mage subclasses. Must be planned carefully, like an Exorcist, due to the variety of options/elements.
Battle Mage Mage Medium Hybrid Speed, Buff Intermediate Possibly the class with the steepest learning curve, but attack and movement speed are unrivaled at high levels, as well as potential for high-efficiency mobbing and infinite combos. Their buffs are called Chasers, which are generated automatically upon skill usage and can be launched at enemies to inflict AoE damage, stun effects, and negative attributes. Tends to be weak/difficult to play until level 25, but is very strong in the end game.
Crusader Priest Short Magical Buff Intermediate The support character of DFO, with skills that heal, protect, and buff. Offensive melee attacks tend to be short ranged. Careful SP allocation is needed due to multiple available builds, and healing skills can be cast only a certain number of times in dungeons. Depending on the number of party members, MP usage can be light to very heavy. Requires thorough knowledge of the other subclasses in order to buff party members accordingly.
Monk Priest Short Physical Speed Intermediate Very fast, very strong hand-to-hand attacks with a dodging element, with many available skill Masteries. Will Driver is a buff that unlocks other skills for use. Careful skill point allocation is needed as there are many attack skills and Masteries. Fast reflexes and quick learning are essential to mastering this class.
Exorcist Priest Variable Hybrid Variable Beginner One of the most versatile subclasses in the game, both skill types are well represented with good damage potential. Very careful SP planning is necessary as there are many build options, such as physical-based (which tend to be short/medium range AoE), magical-based (which tend to be medium/long range AoE and zoning), or hybrid.