Difference between revisions of "Class Guide"

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(Character creation for glads)
(Character creation for glads)
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===Character creation for glads===
 
===Character creation for glads===
 
*For lowest exp, gaining only what is necessary.
 
*For lowest exp, gaining only what is necessary.
**Dagger - 1CP 
+
**Dagger, Berserk, Dirt Kicking, Enhanced Damage, Parry, Rub, Bash, Kick, Rescue
**Berserk - 1CP
+
**Stun, Hotswap, Rush, Counter, Dodge, Grip, Third Attack, Fourth Attack
**Dirt Kicking - 3CP
+
**Fifth Attack, Sixth Attack, Seventh Attack,
**Enhanced Damage - 2CP
 
**Parry - 3CP
 
**Rub - 3CP
 
**Bash - 1CP
 
**Kick - 2CP
 
**Rescue - 3CP
 
**Stun - 2CP
 
**Hotswap - 2CP
 
**Rush - 2CP
 
**Counter - 1CP
 
**Dodge - 5CP
 
**Grip - 1CP
 
**Third Attack - 3CP
 
**Fourth Attack - 3CP
 
**Fifth Attack - 3CP
 
**Sixth Attack - 3CP
 
**Seventh Attack - 3CP
 
 
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*Higher exp but less to gain later via quested trains or while leveling.
 
*Higher exp but less to gain later via quested trains or while leveling.
**Axe - 2CP
+
**Axe, Polearm, Whip, Hand to Hand, Flail, spear, Mace
**Polearm - 2CP
 
**Whip - 3CP
 
**Hand to Hand - 1CP
 
**Flail - 2CP
 
**spear - 1CP
 
**Mace - 1CP
 
 
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Revision as of 21:50, 9 August 2013

ALL EXP PER LEVEL NUMBERS ARE USING A HUMAN. NOTE THAT DIFFERENT RACES COST DIFFERENT AMOUNTS OF CP AT CREATION AND WILL ADJUST YOUR EXP PER LEVEL ACCORDINGLY.

Gladiator

Roles and Responsibilities

Pure combat class, excelling at tanking and dealing damage.

Key skills/spells

  • Bash: lets you slam into enemy target, giving you a chance to stun the target if you have the stun skill and can interfere with spell casting
  • Berserk: consumes some mana which is otherwise useless for Gladiators, giving the character more hitroll, more damroll and less armor protection while providing a small amount of healing
  • Counter: turns an enemy's physical attack against themselves, dealing damage in the form of the Gladiator's primary weapon
  • Deathtouch: massive single hit damage skill used when the target is at or under 15% of total life
  • Dirt kick: blinds the target for one tick and can be removed with the rub skill
  • Rescue: removes target group member from combat and makes the user "tank" whoever the group member was fighting
  • Rub: only class able to use this skill while in combat, used to remove dirt kick and gouge affects
  • Stun: passive skill that has a chance to land on a successful bash, rendering the target incapable of action for 1-3 combat rounds
  • Rush: An opening attack that has two parts. If targetted it acts similar to traditional backstab but is always "bash" type damage regardless of weapon. If untargetted it is an AoE similar to Creeping Doom. It also has a chance to stun all targets. This skill requires that the user be Berserked.

Character creation for glads

  • For lowest exp, gaining only what is necessary.
    • Dagger, Berserk, Dirt Kicking, Enhanced Damage, Parry, Rub, Bash, Kick, Rescue
    • Stun, Hotswap, Rush, Counter, Dodge, Grip, Third Attack, Fourth Attack
    • Fifth Attack, Sixth Attack, Seventh Attack,
Race CP EXP Race CP EXP Race CP EXP
Avian 52 1808 Centaur 56 2970 Draconian 58 1710
Drow 52 1728 Dwarf 55 1575 Elf 52 1728
Esper 53 2970 Giant 53 1567 Gnoll 54 1700
Gnome 51 2092 Goblin 52 1808 Halfling 52 2160
Halfelf 49 1377 Halforc 53 1485 Heucuva 57 1665
Human 47 1215 Kenku 52 2240 Minotaur 54 1445
Pixie 53 2970 Podrikev 58 1805 Thri'Kreen 59 1852
Titan 58 1805 Satyr 53 2722
  • Higher exp but less to gain later via quested trains or while leveling.
    • Axe, Polearm, Whip, Hand to Hand, Flail, spear, Mace
Race CP EXP Race CP EXP Race CP EXP
Avian 63 2599 Centaur 68 4620 Draconian 70 2700
Drow 64 2592 Dwarf 67 2430 Elf 64 2592
Esper 65 4500 Giant 65 2375 Gnoll 66 2600
Gnome 63 3105 Goblin 64 2712 Halfling 64 3240
Halfelf 61 1995 Halforc 65 2250 Heucuva 69 2610
Human 59 1755 Kenku 64 3360 Minotaur 66 2210
Pixie 65 4500 Podrikev 70 2850 Thri'Kreen 71 2945
Titan 70 2850 Satyr 65 4125

Lich

Roles and Responsibilities

Primarily a PK support class, using rescue to redirect damage and feed to deal damage. Good in PK groups because they have no real finishing spell/skill for targets at or under 15%.

Key skills/spells

  • Acid blast: only viable spell/skill to use on targets at or under 15%
  • Feed: bites the target doing damage and adding some of the damage dealt to your HP
  • Leech: mana version of feed, targets opponent's mana and adds on to your mana
  • Lifeforce: adds mana to the "life pool" of the user, damage dealt to the lich is first dealt to their mana before using HP
  • Rescue: removes target group member from combat and makes the user "tank" whoever the group member was fighting
  • Coldfire: This skill has a chance to hit between 1-3 times and each hit has a small chance to also cast dispel magic on the target. This is a "cold" based damage.
  • Replenish: This skill allows the lich to restore a portion of another person's mana by sacrificing a smaller portion of their own.
  • Necroticstrike: This is the lich's opening attack. They must be sneaking to use it. It can hit multiple times and has a healing component similar to feed. Its damage type is also similar to feed.

Creation guide for liches

  • Lowest EXP gaining only what is necessary
    • Detection - 3CP - detection spells
    • Lich Enhanced - 5CP - Replenish and Coldfire
    • Transportation - 3CP - Dimension Door
    • Sword - 2CP
    • Kick - 1CP
    • Rescue - 2CP
    • Second Attack - 1CP
    • Third Attack - 2CP
    • Dodge - 1CP
    • Parry - 1CP
    • Leech - 3CP
    • Necrotic Strike - 1CP
    • Enhanced Damage - 6CP
    • Dirt Kicking - 1CP
    • Rub - 3CP
    • Maladictions - 4CP - Blind, slow, curse, and weaken

This is 39CP and 980 EXP per level, this is ONLY the minimum though Liches have a slew of other nice tools.

  • To gain everything desired in a lich
    • Enhancement - 5CP - Giant strength and Haste
    • Benedictions - 2CP - bless and frenzy
    • Protective - 6CP - Sanctuary and Life Force
    • Peek - 3CP

This is 55CP and 1715 EXP per level and includes everything thats nice to have that applies to being a lich.

Mercenary

Roles and Responsibilities

Pure combat class, dealing massive damage via backstab, circle and strike.

Key Skills/Spells

  • Circle: the bread and butter damage skill of the game, works until the target is at or under 15% of total life and doesn't work when blind
  • Decoy: spell the mercenary can cast that creates a duplicate of themselves to confuse the enemy in PK
  • Gouge: blinds the target for one tick and can be removed with the rub skill
  • Strike: similar to circle but works at all percentages of life, also works through blind

Priest

Roles and Responsibilities

A versatile class within a group, they are primarily but can also function as a tank in some instances.

Key Spells

  • Anchor and Vortex: Anchor allows the priest to memorize a spot in the world. Vortex allows the priest to return him/herself to that spot as well as anyone they may be grouped with. There are some rooms that you cannot anchor in.
  • Divine wrath: primary damage spell of the priest that causes holy damage and has a chance to dispel the target's magic.
  • Full heal: at a high cost of mana allows the priest to completely heal one target with a 2 combat round lag period
  • Holy invoke: acts as a second Sanctuary, making the priest take 1/3 less damage
  • Curse: removes the favor of the target's god, preventing use of the recall command in any form.

Sage

Roles and responsibilities

Primarily a PK class, uses curse and entangle to immobilize the target while creeping doom deals major damage to the entire room.

Key spells/Skills

  • Creeping doom: hits all non-grouped, non-clan members in a single room including mobs dealing massive damage
  • Curse: removes the favor of the target's god, blocking them from any form of recalling
  • Entangle: causes roots to grow from the ground, making the target unable to flee
  • Lifeforce: adds mana to the "life pool" of the user, damage dealt to the sage is first dealt to their mana before using HP

Strider

Roles and responsibilities

The ultimate support class. This class has some limited healing capabilities as well as curative spells. Can cast most positive spells and many maladictions. They can also make good tanks.

Key Skills/Spells

  • Cleave: primary damage skill, dealing slash damage no matter the strider's primary weapon that has a chance to amplify and deal massive damage.
  • Counter: turns an enemy's physical attack against themselves, dealing damage in the form of the Strider's primary weapon
  • Summon bear: summons a bear to help you in combat, gets a boost in power at hero and does more damage than the strider will with his/her weapon
  • Track: allows the Strider to track a fleeing target
  • Rescue: removes target group member from combat and makes the user "tank" whoever the group member was fighting
  • Entangle: roots grow from the ground, preventing the target from fleeing.
  • Bearstomp: This is a combined attack between the striders bear and the strider himself. The bear hits the target and knocks them into the strider, who has a chance to hit the target themselves. This skill requires the use of a bear, and forces the bear to tank the target.

Wizard

Roles and Responsibilities

Great for getting places unseen, exploring the realms and dealing massive damage in one spell but not particularly useful in groups.

Key Spells

  • Globe of invulnerability: adds resistance to magic attacks
  • Improved invis: only characters who the Wizard has friended can see the wizard, some mobs will still see through this
  • Meteor swarm: primary damage spell at hero that launches an assault of meteors at the target, varying in number between one and eight
  • Curse: removes the favor of the target's god, blocking them from any form of recalling