I plan on adding a video for each class later.
Shortly after the release: Look for a Class Changing Character named “Teacher” in the “Library”
He will give you the ability to change your class on a very very basic level.
After changing your class, you will be reset to lvl 1 and will start as if a new character entirely (almost.)
This is just for if you find out for sure that you do not like your current class.
Range: Better be right in front of your Enemy…
Primary Stats: STR,INT,END,AGI most likely in that order.
Play Style: Get in front of your foe, mash CTRL, Try to land Combos.
Short description: Warriors are meant for beginners OR people not really looking for a very technical class. Close range, meant for dealing raw and easy damage. This class isn’t exactly fresh to EO or RPG’s in general, but expected in almost all of these types of games.
Role in a Party: Taking and delivering damage. More often, I see warriors being used as distractions for other classes to prepare some attack that takes some time to execute.
Range: Mid far / far enough to cast your spell and not get hit.
Primary Stats: INT, WIL, END, AGI most likely in that order.
Play Style: Cast your spell and run like hell until your spell cools down. Rinse, Leather,Wash, Repeat.
Short description: Wizards are meant to deal good damage, from a distance, without taking damage. This class isn’t exactly fresh to EO or RPG’s in general, but expected in almost all of these types of games. They also have a combo on most of their weapons allowing them to regain some spirit.
Role in a Party: Wizards will eventually get the ability to have healing skills and can act as either a damage dealer or healer, but not both at the same time.
**Range:**Very Close Range. At the moment same as warriors.
Primary Stats: STR, AGI, INT, WIL most likely in that order.
Play Style: Same as Warrior, only you have multi-hits that will come up randomly, adding to various combat results.
Short description: Sparkers don’t look that different from warriors on paper. They are quite different because of their multi-hits are very consistent. How they take damage is different too. IF you build their stats right. They should dodge damage a lot more often then warriors, but if they take damage they should take a lot more then warriors do. Sparkers also eventually get more combat skills then warriors.
Role in a Party: The business of pure damage dealing over time.
Range: Pretty far away, just a bit further away then wizards. Funny thing about the range is that its really close most of the time, when you try to out put the hard damage.
Primary Stats: STR,INT, AGI, END most likely in that order.
Play Style: Fire an ranged attack ( like an arrow or bullet) get some space between your foe and you, do it again.
Short description: Well the main difference between the wizard and the ranger here is that, the ranger does not spend as much time running in-between attacks. Also the ranger has options to take damage from its attacker while it tries to release a combo dealing a lot of damage. This normally takes some time to set up right; and thus, you will most likely take quite a bit of damage in order to finish your fight quicker.
Role in a Party: Straite damage dealing class, could be used to more safely grab monsters to a party faster.
Range: Kiss your enemy.
Primary Stats: END, AGI, STR,WIL most likely in that order.
Play Style: Kill them with kindness… Try to wear out their health before yours goes down. Longer battles. Can heal themselves and others. Has skills to keep enemeies on themselves rather than the squishy wizards.
Short description: When I play paladin I find myself saying “Its like playing as a warrior only so slow!” I often forget two very important things. One, My future plans for the class, and Two I’m normally always playing alone.
Role in a Party: The paladin is meant to be played with others/parties ( at least around level 5ish but mostly around lvl 10.) Paladins are meant to be these healing protector class. I’m not even sure how well they will turn out myself yet. But so far the class has gotten a lot more complex than a warrior for sure. Paladins will be able to EITHER tank/receive damage for the team OR Heal party members.
Range: Really Far actually. When you get good, you shouldn’t even have to see your target.
Primary Stats: Sike! You don’t get points as a summoner!
Play Style: Summon pet ,let your pet do all the work. If your summon dies before the enemy, run away and summon again and try again.
Short description: Summoners take a while to summon pet. Summoners only get stat increases from equipment they find, and thus can be very squishy. While fighting making their pets exhaust their spirit and use special moves is a primary tactic. If the pet runs out of spirit before the fight is over, the summoner can either just wait and see how the rest of the fight plays out, or make the pet go into defensive mode where it stops attacking but gains Health and Spirit points.
Role in a Party: Summoners will be able to do one of anything above. It will depend on the pet they have out. As of now (other then damage dealing pets) there is only a healing class pet.
Anything else you guys think you would like to know?
Don’t forget to use your combos ( at least for the melee classes and ranger,) they can really mean the difference of getting owned in this game and winning. There is a video in the main topic of this to watch that will carefully show you how to activate the combos.