89 posts - page 8 of 9
Searz wrote:
Sorry to break it to ya, but the combat in the Final Fantasy games isn't all that good (not bad necessarily, but nothing worth praise).
Not sure I've played enough of the games to comment on them all, but I think it applies to most of them.
So I'd disagree, you'd probably not be a fool not to play it.
The Final Fantasy comparison was more to show the difference between it and other Mario RPGs like Superstar Saga.
While I agree that the battle system isn't something to be hyped about, it also does some slightly interesting things in an old system. Killing creatures will occasionally give you extra stats for the rest of battle or a free turn. Using items can be negated with the random freebees. There are timed hits, very much akin to Paper Mario.
Things wrong with the game:
It's an isometric playing field so it looks and controls really weird.
Final Fantasy battle system is very boring.
There's no clear "classes" like there are in other RPG's (might just be something I dislike, overall doesn't matter)
Things right with the game:
The game looks alive. Everything's animated well.
Interesting original characters. Other Mario characters fairly interesting too
Innovative boss fights (for the time anyway. Other games have done the kind of boss fights they have)
Aside, not good or bad:
Mario mechanics in the game. Items are in floating chests. Like a weird cross between question blocks and chests.
Minigames
Platforming "puzzles" (made worse by the isometric playfield)
That's my 2 cents on this.
[quote=Lugignaf][quote=Searz]
Sorry to break it to ya, but the combat in the Final Fantasy games isn't all that good (not bad necessarily, but nothing worth praise).
Not sure I've played enough of the games to comment on them all, but I think it applies to most of them.
So I'd disagree, you'd probably not be a fool not to play it.[/quote]
The Final Fantasy comparison was more to show the difference between it and other Mario RPGs like Superstar Saga.
While I agree that the battle system isn't something to be hyped about, it also does some slightly interesting things in an old system. Killing creatures will occasionally give you extra stats for the rest of battle or a free turn. Using items can be negated with the random freebees. There are timed hits, very much akin to Paper Mario.
Things wrong with the game:
It's an isometric playing field so it looks and controls really weird.
Final Fantasy battle system is very boring.
There's no clear "classes" like there are in other RPG's (might just be something I dislike, overall doesn't matter)
Things right with the game:
The game looks alive. Everything's animated well.
Interesting original characters. Other Mario characters fairly interesting too
Innovative boss fights (for the time anyway. Other games have done the kind of boss fights they have)
Aside, not good or bad:
Mario mechanics in the game. Items are in floating chests. Like a weird cross between question blocks and chests.
Minigames
Platforming "puzzles" (made worse by the isometric playfield)
That's my 2 cents on this.[/quote]
Lugignaf wrote:
There's no clear "classes" like there are in other RPG's (might just be something I dislike, overall doesn't matter)
Yeah, that's just you :P
Quoted:
That's my 2 cents on this.
Thanks for the write-up. It was a good comment.
[quote=Searz][quote=Lugignaf]There's no clear "classes" like there are in other RPG's (might just be something I dislike, overall doesn't matter)[/quote]
Yeah, that's just you :P
[quote]That's my 2 cents on this.[/quote]
Thanks for the write-up. It was a good comment.[/quote]
FalseoGod wrote:
She's been dead for almost 20 years, people have to deal with it.
[quote=Jovy][quote=FalseoGod][quote=MissMaw]Really nice spoiler there, False.[/quote]
She's been dead for almost 20 years, people have to deal with it.[/quote]There's a difference between people not dealing with it for 20 years and people not knowing yet and then reading it on a league of legends forum.[/quote]
Quoted:
There's a difference between people not dealing with it for 20 years and people not knowing yet and then reading it on a league of legends forum.
I agree that yes it is a spoiler but it's an old one at that. However even though it's a very well known spoiler it's almost like not knowing Luke's father is Darth Vader the only excuse you should have for not knowing that would be, being 6 years old or being Amish.
[quote=Ninja Trigger][quote=MissMaw][quote=FalseoGod][quote=MissMaw]Really nice spoiler there, False.[/quote]
She's been dead for almost 20 years, people have to deal with it.[/quote]There's a difference between people not dealing with it for 20 years and people not knowing yet and then reading it on a league of legends forum.[/quote]
I agree that yes it is a spoiler but it's an old one at that. However even though it's a very well known spoiler it's almost like not knowing Luke's father is Darth Vader the only excuse you should have for not knowing that would be, being 6 years old or being Amish.[/quote]
Lugignaf wrote:
There's no clear "classes" like there are in other RPG's (might just be something I dislike, overall doesn't matter)
Actually I dislike it too. I like it when certain classes have specified roles they excel in. Sucks to be an assassin that can casually heal himself whenever he needs to, or a healing class that can aoe almost as well as a mage, or a mage that can deal a ****ton of damage while using some bs defensive/cc spell that should only be available to tanks...
What's the point of even having classes if the only thing that changes are the skill names and animations, with some minor differences in playstyle? If everyone can do (almost) everything then I think the game loses part of it's appeal and makes everything stale and boring :/
I feel like quite a few games with defined classes pull it off quite well. Since I've only really played 2-3 games thoroughly, imma make a mini class analysis for PWI if anyone is interested in reading :P I feel like all of the classes in this game are truly viable and have their special place in PVE and PVP (okay technically Wizards and Archers fill the same role in PVE but still)
a bit of info on the game
Okay so this game is quite old, dating back to January 2006. As you may have guessed, it's quite outdated but still fun nonetheless. Sometimes it feels more like a glorified chat room than anything but it's easy to get into the community and it's pretty hard to leave assuming you make some friends. Unfortunately, the PWI model is largely pay to win with the highest level gear being only available through cash shop OR requiring massive time (I'm talking about a year or more) to obtain. The game was still enjoyable for me but I was mainly a PVE player so the gear imbalance barely mattered. PVP was unbalanced though, mostly being a oneshot fest. This is why I've moved to a private server called Epic Perfect World which is much more balanced and has most things in check. The only disadvantage is that you level far too quickly to enjoy the game for what it is, so your only real leveling expereince is from levels 110-150.
getting on to the classes
The game currently consists of 10 races and 2 classes for each race respectively. On the Chinese (PW2) version of the game, 1 new race and 2 new classes have been released, however that was only recently and I cannot comment on them until they come to the official English servers.
So as I said, 10 races with 2 classes each:
Humans - Blademasters (BM for short, often referred to as warriors) and Wizards (Wiz/Mg for short, often referred to as Mages)
BM's are quite a versatile class, boasting an extremely large repertoire of skills each appropriate to a weapon. They use 4 types of weapons, including Axes, Polearms & Poleblades, Fists & claws and swords. Depending on their weapon of choice, they can be single target damage dealers with claws and fists, AOE damage dealers with axes, pretty decent debuffers with polearms annnnd the sword path is pretty ****ty apart from one major debuff so nobody uses it 8)
This class requires use of most weapons to make the most out of it. Generally speaking, blademasters are built as semi tanks. They put plenty of points on to Dexterity and strength, but also in vitality. They are technically more of a support class due to their vast arsenal of skills and ability to nearly double the damage of teammates for a set amount of time.
Wizards are magic damage dealers. In PVE they are mostly characterized by their massive AoE burst that deals extremely well with high damaging but low hp mobs that die before they get the chance to hit. Although not particularly amazing in PVE they shine in pvp where their massive damage and oneshot potential is an everlasting threat. Despite this, they are EXTREMELY squishy with their only source of defense being Earth Barrier - a physical defense buff. They have a few tricks up their sleeves though, including mortal and time revision, I.E being able to remember either their health/position on the map and then after a set period of time force players back to that percentage/place, which is pretty nifty. They can also dash around with earth vector and have skills that automatically push them back if they get hit by a melee attack, which is quite handy. Unfortunately their manipulation of space only works in open maps D<
Untamed - Venomancer (Veno/Wf for short, often referred to as WereFox) and Barbarians (Barb/Wb, often referred to as WereBeast)
Veno is a very interesting class, being able to tame an extremely large amount of pets all over the world map and then proceed to level (end even evolve some) them and make them stronger by doing special instances that contain specific pet skills which are customizable for the most part. They're a magic class, so they naturally do decent damage. Their playstyle largely differs from your standard damage dealers though, and they actually have two playstyles based on their choice of cultivation (demon and sage). Demon venomancers focus on amplification of damage and defense reduction. They can easilly boost their damage up to 85% of it's original damage through skills. Sage venomancers on the other hand focus more on sealing and debuffing rather than their own damage and they have massive reserves of chi (a secondary resource required to cast powerful skills, gained by buffing, healing and dealing damage), making it extremely useful as Venomancers can pass down their own chi to other classes. Their most defining characteristic is probably their ability to purge (remove most buffs) targets on demand, which is critical in TW's and quite a few bosses. The disadvantage is, however, that quite a few of these skills require the Venomancer to be in either Fox Form or Spirit Fox Form, which leaves them at near melee range and very vulnerable. Fortunately, they have a few tricks (self immunity, % damage reduction) that help them survive. Their second most defining characteristic is their manipulation of the flow of chi. They can take it away & give it at will.
Barbarians are the main tanks that have massive health pools and great potential for holding aggro. Their damage isn't much to scoff at either, as in human form they can easily one shot players with one of their most revered skills, Armageddon. The downside is barbs are much squishier in human form and Armageddon costs 50% of your health and mana :D Most of their tanking capability comes from their tiger (or panda) form so trying to dd is quite a risk to take. They have a few short lasting, uncounterable CC skills variable to them in human form which can be pretty useful. They have skills like Invoke which basically make them unkillable while their cooldowns settle, which is their main pvp strategy. They're afraid against archers and Venomancers though, since they're extremely reliant on their chi and self buffs so players that can purge crew them over bigtime.
Winged Elves - Archer (... Just archer) & Cleric (Commonly shortened to cler or EP, referring to the name Elf Priest)
Archers are an extremely long ranged physical & slightly magical DD class. They by far outrange every other class and they do quite a bit of single target damage. Some bows have the chance to purge targets, however it is random and quite unreliable compared to Veno purge. They have a defining, long range continuous AoE which is pretty cool. They wear light armor, therefore they're most likely tied for the squishiest class with assassin. Light armor users get a decent amount of phys AND mag defense, but they can still get killed extremely easily due to not excelling at either nor possessing any direct buffs to it. They have a few cc skills and their most defining skills being their serrated tooth arrow & Blood Vow - both reducing the maximum HP of targets (and in the second case, themselves). To counter their squishiness they have a form of static stealth (cant move while stealthed)and a few leap skills. Due to their stat allocation (dexterity being required for bows & other ranged weapons) they can wear claws which allow for limited melee combat.
Clerics are the main supportive class. They have a wide arsenal of squad buffs, heals and some debuffs. Their most defining traits are: The ability to purify debuffs on demand, the ability to channel a continuous AoE heal that reduces damage taken by 50% which is essential in some PVE instances but leaves the cleric extremely vulnerable and the ability to... assassinate people very effectively.
Apart from the healing role, clerics can use a skill that directly transfers healing in to damage on enemy players, meaning they can use the debuff, then their Seals (specifically seal of the god) to put the target to sleep (a state which renders the target unable to do anything until attacked) and proceed to... heal people to death. If you get caught off guard by a cleric you're pretty much screwed. They can also enter the violet dance stance, which removes all of their healing skills but gives them a boost in magic attack, making for a great finisher if your assassination combo couldn't do the job in time. They have the ability to resurrect players which is infinitely useful. Usually, they're (and mystics actually) the backbone of most PK and Territory war squads, not to mention PVE squads.
Tideborn - Assasin (shortened to sin) & Psyhic (shortened to psy)
The assassin is either a single target damage over time class (in PVE) or a massive burst damage class (PVP). They can stealth indefinitely (assuming you have the mana to keep it up), in and out of combat and force their squad mates in to stealth for a short period. They have quite a few "Jump"/"teleport" skills that let them stick to targets very well. They're EXTREMELY good at assassination (which I find lacking in most games) and even though they're squishy they can protect themselves long enough with Tidal protection (chance to avoid negative status effects) and deadened nerves (the ability to take a lethal blow without... dying I.e no oneshots to wizards ) to kill whatever key target they need. They have an ability called blood paint, akin to lifesteal in league, that lets them sustain pretty well in PVE while being... quite useless out of 1v1's in pvp. They have a pretty decent stun combo they can use to ensure their target doesn't just turn around and kill them 8)
The psyhic is an ranged, magical, AoE CC class that manipulates attack and defense levels. The more attack levels over your target you possess, the more damage you deal (roughly 1% per attack level) and vice versa for defense levels. They can boost their attack or defense levels to ridiculous amounts while severely gutting the counterparts, i.e well over a 100 attack levels but their defensive levels go down to negative numbers. They do quite a lot of damage and are also a good support class. Their CC isn't as good as BM's but it's still pretty solid considering the range. They often stick with the cleric and mystic and protect them. They can also summon players anywhere on the map and conceal them with a veil that makes them untargetable. As I said though, never underestimate their damage 8)
Earthguard - Mystics (Myst for short) & seeker
Seeker is an AoE, burst damage based tank that possesses a single continuous damage AoE. Their tanking capabilities come from their innate defense levels which are pretty good and their aoe burst damage which holds aggro quite well. They lack aggro control on bosses though and they get screwed by bosses who do direct damage (ignoring defense levels) due to their low base hp (in comparison to barbarians, who have nearly triple their hp fully buffed). They have a skill that can reduce channeling completely which lets them cast their burst combos extremely quickly. They have rotations that ensure their damage which makes them quite weak after they've blown their combo. They're pretty tanky in PVP due to their defense levels, except for Assassins & psyhics who can boost their attack levels to obscene amounts and then proceed to kill them. Most defining thing is probably the fact that seeker's defense levels come with no real drawbackc, while assasins and psyhics have to pay a cost to aquire them.
Mystic is a healing damage dealer pet class. LOL I know it sounds dumb when put like this, but they're a very defined class.
They have a few damage skills, though not much. Their AoE skills are fairly weak but they can be modified with their 100% crit modifier to deal... acceptable damage. Their single target damage is fairly average though, apart from a long channeling skill called absorb soul that ignores any defense levels and hits through most buffs. They have a few damage buffs though, including lucky break (the crit modifier), rapid growth (100% increase in magic attack and 20% channeling time decrease) and energy leech: Light (sacrificing one of their summons to gain a boost in magic attack and defense) which make them fairly consistent damage dealers.
Their healing mainly revolves around Break in the clouds, a single target instant cast heal. This skill doesn't heal as much as Cleric's healing over time combo, but it's still pretty sufficient. They have a summon that lets them shield others and absorb a certain percent of damage for them which is handy on tanks. Their AoE healing is weaker than cleric's (Regeneration aura also provides a 50% damage reduction) but they can still do a decent job using their comforting mist skill (which is an AoE heal) along with their plant summons, healing herb & regeneration herb, which do a pretty decent job at healing overtime.
They have a buff skill called Falling petals that starts healing the target upon taking damage, rather than having to cast it after the target has taken damage which makes it SUPER useful in territory wars and Mass PK. It's also good to use on tanks before they aggro mobs because it does not cause aggro unless casted after the tank has already gotten the attention of the mobs.
They also have the ability of resurrection, albeit it takes the form of a buff and resurrects players immediately after death. Basically, they can resurrect players only if they cast their skill before they die while clerics can only do it after they die. This is also quite useful as it allows the mystic to focus on healing and not stop just to resurrect a player in a middle of a fight.
Their summons can be either plants or covenants and they come in the form of skillbooks which you acquire through specialized quests. Their stats are influenced by your gear and they need chi to cast their skills. You can use your own mana to give to your summons, which they then convert to chi. Their plants are mostly static debuffers while their covenants: The Devil, The Storm Mistress and Salvation are mobile and posses separate skills. The devil posesses a stun skill which is good when channeling, the storm mistress has an AoE and pretty hard hitting single target damage and salvation can shield people and absorb a portion of their damage. Needless to say, summons mostly compliment mystics rather than their playstyle revolving around them. The covenants can be leeched for a temporary boost in stats (devil for crit and pDef, Mistress for Mag attack and def and salvation for a shield and heal over time)
[quote=XeresAce][quote=Lugignaf]There's no clear "classes" like there are in other RPG's (might just be something I dislike, overall doesn't matter)[/quote]
Actually I dislike it too. I like it when certain classes have specified roles they excel in. Sucks to be an assassin that can casually heal himself whenever he needs to, or a healing class that can aoe almost as well as a mage, or a mage that can deal a crapton of damage while using some bs defensive/cc spell that should only be available to tanks...
What's the point of even having classes if the only thing that changes are the skill names and animations, with some minor differences in playstyle? If everyone can do (almost) everything then I think the game loses part of it's appeal and makes everything stale and boring :/
I feel like quite a few games with defined classes pull it off quite well. Since I've only really played 2-3 games thoroughly, imma make a mini class analysis for PWI if anyone is interested in reading :P I feel like all of the classes in this game are truly viable and have their special place in PVE and PVP (okay technically Wizards and Archers fill the same role in PVE but still)
[spoiler = a bit of info on the game]Okay so this game is quite old, dating back to January 2006. As you may have guessed, it's quite outdated but still fun nonetheless. Sometimes it feels more like a glorified chat room than anything but it's easy to get into the community and it's pretty hard to leave assuming you make some friends. Unfortunately, the PWI model is largely pay to win with the highest level gear being only available through cash shop OR requiring massive time (I'm talking about a year or more) to obtain. The game was still enjoyable for me but I was mainly a PVE player so the gear imbalance barely mattered. PVP was unbalanced though, mostly being a oneshot fest. This is why I've moved to a private server called Epic Perfect World which is much more balanced and has most things in check. The only disadvantage is that you level far too quickly to enjoy the game for what it is, so your only real leveling expereince is from levels 110-150.[/spoiler]
[spoiler = getting on to the classes]
The game currently consists of 10 races and 2 classes for each race respectively. On the Chinese (PW2) version of the game, 1 new race and 2 new classes have been released, however that was only recently and I cannot comment on them until they come to the official English servers.
So as I said, 10 races with 2 classes each:
Humans - Blademasters (BM for short, often referred to as warriors) and Wizards (Wiz/Mg for short, often referred to as Mages)
BM's are quite a versatile class, boasting an extremely large repertoire of skills each appropriate to a weapon. They use 4 types of weapons, including Axes, Polearms & Poleblades, Fists & claws and swords. Depending on their weapon of choice, they can be single target damage dealers with claws and fists, AOE damage dealers with axes, pretty decent debuffers with polearms annnnd the sword path is pretty shitty apart from one major debuff so nobody uses it 8)
This class requires use of most weapons to make the most out of it. Generally speaking, blademasters are built as semi tanks. They put plenty of points on to Dexterity and strength, but also in vitality. They are technically more of a support class due to their vast arsenal of skills and ability to nearly double the damage of teammates for a set amount of time.
Wizards are magic damage dealers. In PVE they are mostly characterized by their massive AoE burst that deals extremely well with high damaging but low hp mobs that die before they get the chance to hit. Although not particularly amazing in PVE they shine in pvp where their massive damage and oneshot potential is an everlasting threat. Despite this, they are EXTREMELY squishy with their only source of defense being Earth Barrier - a physical defense buff. They have a few tricks up their sleeves though, including mortal and time revision, I.E being able to remember either their health/position on the map and then after a set period of time force players back to that percentage/place, which is pretty nifty. They can also dash around with earth vector and have skills that automatically push them back if they get hit by a melee attack, which is quite handy. Unfortunately their manipulation of space only works in open maps D<
Untamed - Venomancer (Veno/Wf for short, often referred to as WereFox) and Barbarians (Barb/Wb, often referred to as WereBeast)
Veno is a very interesting class, being able to tame an extremely large amount of pets all over the world map and then proceed to level (end even evolve some) them and make them stronger by doing special instances that contain specific pet skills which are customizable for the most part. They're a magic class, so they naturally do decent damage. Their playstyle largely differs from your standard damage dealers though, and they actually have two playstyles based on their choice of cultivation (demon and sage). Demon venomancers focus on amplification of damage and defense reduction. They can easilly boost their damage up to 85% of it's original damage through skills. Sage venomancers on the other hand focus more on sealing and debuffing rather than their own damage and they have massive reserves of chi (a secondary resource required to cast powerful skills, gained by buffing, healing and dealing damage), making it extremely useful as Venomancers can pass down their own chi to other classes. Their most defining characteristic is probably their ability to purge (remove most buffs) targets on demand, which is critical in TW's and quite a few bosses. The disadvantage is, however, that quite a few of these skills require the Venomancer to be in either Fox Form or Spirit Fox Form, which leaves them at near melee range and very vulnerable. Fortunately, they have a few tricks (self immunity, % damage reduction) that help them survive. Their second most defining characteristic is their manipulation of the flow of chi. They can take it away & give it at will.
Barbarians are the main tanks that have massive health pools and great potential for holding aggro. Their damage isn't much to scoff at either, as in human form they can easily one shot players with one of their most revered skills, Armageddon. The downside is barbs are much squishier in human form and Armageddon costs 50% of your health and mana :D Most of their tanking capability comes from their tiger (or panda) form so trying to dd is quite a risk to take. They have a few short lasting, uncounterable CC skills variable to them in human form which can be pretty useful. They have skills like Invoke which basically make them unkillable while their cooldowns settle, which is their main pvp strategy. They're afraid against archers and Venomancers though, since they're extremely reliant on their chi and self buffs so players that can purge crew them over bigtime.
Winged Elves - Archer (... Just archer) & Cleric (Commonly shortened to cler or EP, referring to the name Elf Priest)
Archers are an extremely long ranged physical & slightly magical DD class. They by far outrange every other class and they do quite a bit of single target damage. Some bows have the chance to purge targets, however it is random and quite unreliable compared to Veno purge. They have a defining, long range continuous AoE which is pretty cool. They wear light armor, therefore they're most likely tied for the squishiest class with assassin. Light armor users get a decent amount of phys AND mag defense, but they can still get killed extremely easily due to not excelling at either nor possessing any direct buffs to it. They have a few cc skills and their most defining skills being their serrated tooth arrow & Blood Vow - both reducing the maximum HP of targets (and in the second case, themselves). To counter their squishiness they have a form of static stealth (cant move while stealthed)and a few leap skills. Due to their stat allocation (dexterity being required for bows & other ranged weapons) they can wear claws which allow for limited melee combat.
Clerics are the main supportive class. They have a wide arsenal of squad buffs, heals and some debuffs. Their most defining traits are: The ability to purify debuffs on demand, the ability to channel a continuous AoE heal that reduces damage taken by 50% which is essential in some PVE instances but leaves the cleric extremely vulnerable and the ability to... assassinate people very effectively.
Apart from the healing role, clerics can use a skill that directly transfers healing in to damage on enemy players, meaning they can use the debuff, then their Seals (specifically seal of the god) to put the target to sleep (a state which renders the target unable to do anything until attacked) and proceed to... heal people to death. If you get caught off guard by a cleric you're pretty much screwed. They can also enter the violet dance stance, which removes all of their healing skills but gives them a boost in magic attack, making for a great finisher if your assassination combo couldn't do the job in time. They have the ability to resurrect players which is infinitely useful. Usually, they're (and mystics actually) the backbone of most PK and Territory war squads, not to mention PVE squads.
Tideborn - Assasin (shortened to sin) & Psyhic (shortened to psy)
The assassin is either a single target damage over time class (in PVE) or a massive burst damage class (PVP). They can stealth indefinitely (assuming you have the mana to keep it up), in and out of combat and force their squad mates in to stealth for a short period. They have quite a few "Jump"/"teleport" skills that let them stick to targets very well. They're EXTREMELY good at assassination (which I find lacking in most games) and even though they're squishy they can protect themselves long enough with Tidal protection (chance to avoid negative status effects) and deadened nerves (the ability to take a lethal blow without... dying I.e no oneshots to wizards ) to kill whatever key target they need. They have an ability called blood paint, akin to lifesteal in league, that lets them sustain pretty well in PVE while being... quite useless out of 1v1's in pvp. They have a pretty decent stun combo they can use to ensure their target doesn't just turn around and kill them 8)
The psyhic is an ranged, magical, AoE CC class that manipulates attack and defense levels. The more attack levels over your target you possess, the more damage you deal (roughly 1% per attack level) and vice versa for defense levels. They can boost their attack or defense levels to ridiculous amounts while severely gutting the counterparts, i.e well over a 100 attack levels but their defensive levels go down to negative numbers. They do quite a lot of damage and are also a good support class. Their CC isn't as good as BM's but it's still pretty solid considering the range. They often stick with the cleric and mystic and protect them. They can also summon players anywhere on the map and conceal them with a veil that makes them untargetable. As I said though, never underestimate their damage 8)
Earthguard - Mystics (Myst for short) & seeker
Seeker is an AoE, burst damage based tank that possesses a single continuous damage AoE. Their tanking capabilities come from their innate defense levels which are pretty good and their aoe burst damage which holds aggro quite well. They lack aggro control on bosses though and they get screwed by bosses who do direct damage (ignoring defense levels) due to their low base hp (in comparison to barbarians, who have nearly triple their hp fully buffed). They have a skill that can reduce channeling completely which lets them cast their burst combos extremely quickly. They have rotations that ensure their damage which makes them quite weak after they've blown their combo. They're pretty tanky in PVP due to their defense levels, except for Assassins & psyhics who can boost their attack levels to obscene amounts and then proceed to kill them. Most defining thing is probably the fact that seeker's defense levels come with no real drawbackc, while assasins and psyhics have to pay a cost to aquire them.
Mystic is a healing damage dealer pet class. LOL I know it sounds dumb when put like this, but they're a very defined class.
They have a few damage skills, though not much. Their AoE skills are fairly weak but they can be modified with their 100% crit modifier to deal... acceptable damage. Their single target damage is fairly average though, apart from a long channeling skill called absorb soul that ignores any defense levels and hits through most buffs. They have a few damage buffs though, including lucky break (the crit modifier), rapid growth (100% increase in magic attack and 20% channeling time decrease) and energy leech: Light (sacrificing one of their summons to gain a boost in magic attack and defense) which make them fairly consistent damage dealers.
Their healing mainly revolves around Break in the clouds, a single target instant cast heal. This skill doesn't heal as much as Cleric's healing over time combo, but it's still pretty sufficient. They have a summon that lets them shield others and absorb a certain percent of damage for them which is handy on tanks. Their AoE healing is weaker than cleric's (Regeneration aura also provides a 50% damage reduction) but they can still do a decent job using their comforting mist skill (which is an AoE heal) along with their plant summons, healing herb & regeneration herb, which do a pretty decent job at healing overtime.
They have a buff skill called Falling petals that starts healing the target upon taking damage, rather than having to cast it after the target has taken damage which makes it SUPER useful in territory wars and Mass PK. It's also good to use on tanks before they aggro mobs because it does not cause aggro unless casted after the tank has already gotten the attention of the mobs.
They also have the ability of resurrection, albeit it takes the form of a buff and resurrects players immediately after death. Basically, they can resurrect players only if they cast their skill before they die while clerics can only do it after they die. This is also quite useful as it allows the mystic to focus on healing and not stop just to resurrect a player in a middle of a fight.
Their summons can be either plants or covenants and they come in the form of skillbooks which you acquire through specialized quests. Their stats are influenced by your gear and they need chi to cast their skills. You can use your own mana to give to your summons, which they then convert to chi. Their plants are mostly static debuffers while their covenants: The Devil, The Storm Mistress and Salvation are mobile and posses separate skills. The devil posesses a stun skill which is good when channeling, the storm mistress has an AoE and pretty hard hitting single target damage and salvation can shield people and absorb a portion of their damage. Needless to say, summons mostly compliment mystics rather than their playstyle revolving around them. The covenants can be leeched for a temporary boost in stats (devil for crit and pDef, Mistress for Mag attack and def and salvation for a shield and heal over time)
[/spoiler][/quote]
So uh, i forgot which game we were talking about again
[quote=utopus]So uh, i forgot which game we were talking about again[/quote]
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My Soraka Guide | My Review Service
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Some high school dating sim, right? I still think class diversity isn't the most important part of this game but I guess that's just me.
[quote=Latest Legend]Some high school dating sim, right? I still think class diversity isn't the most important part of this game but I guess that's just me.[/quote]
********'s a pretty good fertilizer
I was specifically talking about Super Mario RPG.
There's still classes in it, but they're not clear. Like, Peach is the healer of the group, but you have to guess it based on her skills. Everyone else, way less clear since everyone has offensive skills and defensive skills. It's an odd "class" system.
EDIT: Oh lord that is a lot of info there Xeres.
There's still classes in it, but they're not clear. Like, Peach is the healer of the group, but you have to guess it based on her skills. Everyone else, way less clear since everyone has offensive skills and defensive skills. It's an odd "class" system.
EDIT: Oh lord that is a lot of info there Xeres.
[quote=Lugignaf]I was specifically talking about Super Mario RPG.
There's still classes in it, but they're not clear. Like, Peach is the healer of the group, but you have to guess it based on her skills. Everyone else, way less clear since everyone has offensive skills and defensive skills. It's an odd "class" system.
EDIT: Oh lord that is a lot of info there Xeres.[/quote]
I am thinking of playing though the Secret of Mana again that or Chrono Trigger not sure which one I'm going to start again soon.
[quote=Ninja Trigger]I am thinking of playing though the Secret of Mana again that or Chrono Trigger not sure which one I'm going to start again soon.[/quote]
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Mechanically. It's likely worse mechanically. Mechanics are the lifeblood of most games and this is why most older games don't hold up very well. Including many classics. It's mostly nostalgia and innovation factors that propel older titles into lists like these, even for professionals.
It doesn't mean anything to me that some game truly innovated 20years ago, it doesn't mean that the quality of it is higher than that of newer games.. Gaming is a very iterative medium, if a clever thing is done by one game you're likely gonna see it in many others. Thus most games progressively get better mechanically as time goes on. We're now at the point of diminishing returns, but games from long ago, like before 2000 are very likely not gonna hold up compared to the games of today.
The game does a lot of neat things and you'd be a fool to not try it.
Sorry to break it to ya, but the combat in the Final Fantasy games isn't all that good (not bad necessarily, but nothing worth praise).
Not sure I've played enough of the games to comment on them all, but I think it applies to most of them.
So I'd disagree, you'd probably not be a fool not to play it.