--Class Difficulty Guidance--
Chymes
Posts: 46Member Beginner
So, given new people will be joining the game I wanted to rate all of the different classes based on how difficult they are, as the game only shows the difficulty based on the beginner class.
I sorted it by:
A] How hard it is to play the class in general {key inputs}
B] How much multitasking the class takes {buff management ect}
C] How survivable the class is naturally
D]How hard gearing the class is
E] How much the class moves
*Having a class that stands still can work well for some classes, while for others it is a detriment. How detrimental standing still on said class is was what was factored into difficulty.
~ = The class is more ping reliant than others.
Strenuous:¬¬¬¬¬
Soulless One is one of the hardest classes in the game, period. This class requires STRONG skill management as it can change between 3 different forms that all have separate cool-downs. Not only that but a good portion of its burst damage is directly tied to chaining multiple buffs together and knowing when their cool-downs are in order to use them with the skills that are best for whatever particular situation.
On top of that outside of one stance -blue soul- its skills tend to have longer windup times that can often be interrupted or cause you to die while using them if you are not careful.
Sefriot has SO MANY SKILLS TO USE. The class is fairly survivable but due to having so many skills, and many of them being situational this class makes the Strenuous list. Easy to play hard to master.
Psykicker struggles. This class could most likely be considered the worst of all the sub-classes. Its skills tend not to do enough damage to sustain DPS -- even with good gear. It is ping and combo reliant and due to its special attack being its primary source of damage followed by its main source of damage coming after a long combo of basic attacks this class is just hard to play in general.
--Soulless One
--Sefirot~
--Psykicker~
Difficult:¬¬¬¬
These classes in general are either harder to gear in order to be useful (Swordian & Phantom Mage) , require more skill management (Judgment & Rogue Master), and force you to pay attention to what is actually going on in the game least you die due to poor kiting/survive-ability skills (Rogue Master, Phantom Mage, Judgment.)
--Phantom Mage
--Rogue Master~
--Judgment
--Swordian
Hard:¬¬¬
These classes require more management than that of the easy and intermediate classes.
Demigod while overall does not struggle with gearing or damage is forced to switch stances after a given amount of time-- and not always favorably.
Archmage, while survivable is reliant on its buffs and good skill management, paired with the added difficulty of gearing a magic class--.
Arc master requires strong skill management regardless of its very low cool-downs -- in part due to its resources running out fairly fast with no real way to replinish-- while Force Master has shorter skill animations its skills also share very low cool-downs with not so many skills requiring you to know how to prioritize your stronger skills to deal maximum damage--not just button mashing--
--Demigod
--Archmage
--Arc Master
--Force Master
--X-Bow Wind-stalker
*Only here because it takes more effort to play than both other Wind-stalker options....
Intermediate:¬¬
While these classes are not much harder than that of the classes rated easy many of them require higher levels of management regarding skills and buffs. However some of them also come with innate survive-ability (both Savior classes and Pop N Star.)
The two Wind-stalker classes also provide many Ely buffs that make getting money in LaTale faster that most other classes.
--Sword Savior
--Mace Savior
--Popstar
--Der Freischutz
--Sword Hero
--Spear Hero
--Sword Dancer
--Bow Wind-stalker
--Dagger Wind-stalker
Easy:¬
The classes in this tier tend to have very few skills and buffs to manage, and/or naturally deal high amounts of damage throughout the game just based on their kits or generally have the highest innate survive-ability based on their kits(Terror Knight & Blade Master). Some of them can get away with standing in one spot and using very little skills at a time (Star Seeker & Maestro)
--Highlander
--Star Seeker
--Maestro
--Terror Knight
--Blade Master
--Sword Wanderer
--Lantern Wanderer
* Playing Lantern Wanderer early game will be really hard, would not recommend.
✪
~Out of two will come one
Out of one will come a great light
Chase the light that guides our way~
✪
Comments
(ノ◕ヮ◕)ノ*:・゚✧augustine✧゚・: *ヽ(◕ヮ◕ヽ)
(ノ◕ヮ◕)ノ*:・゚✧augustine✧゚・: *ヽ(◕ヮ◕ヽ)
just keep in mind that all that info is my experience till devil's montain patch
DF has a bit more DPS than Judge but since DF's is lot of hit but lower dmg they have problems trying to KB mobs with the same gear, meanwhile they don't have imunity skills and judge have 2
they need to keep way more buffs than judge
(Elemental Magazine+Lucky days+ Release+hawkeye+special),
and to outdps BS they need to use an entire grouth tab worth of skills that isn't basic/sit shooting, some of then have huge animation time (like destroy hall, gatling and concentration), if is canceled you lose your dps advantage compared to an judge, the only skill that judge have that same problem is triforce w/o sleep grenade, cruel shot can be pre used in air, and normal snipe usualy is used between rolling snipes to use 3 rollings snipes(Rollsnipe>snipe>rollsnipe>rollsnipe) and still get a low cd.