Post by Velociraptor on Sept 2, 2013 19:39:41 GMT 7
This overview is my opinion, but feel free to add yours below.
I would personally suggest a new player here choose mage/poet for starters. Since mage and poet are able to hunt solo, which is sometimes useful especially when searching/hunting for quest items.
Both are great for farming low level items but takes much longer time to kill hard bosses.
If you can play 2 chars at once (multi client), that's even better.
You can also view their spells and Subpath spells first before choosing a class, click here.
To improve gameplay, there are also SubPaths you can choose. This should also taken into consideration.
So What is SubPath?
Think it like a selection of bonus spell you can have and you can switch yours to another selection whenever the terms and conditions are met.
And what is SubPath II?
Just another bonus! However, the selection offered is limited to a certain of SubPath (SubPath I).
For more details, please see the spell section. I will only mention the one that is indeed useful, especially in hunting.
So as I always say, choose Class/Subpath based on what spell you want your char able to cast (which is indeed true).
Let shall we see....
MAGE
Although the hardest to reach level 99, once achieved, nothing stop this class from hunting.
Since mage has Paralyze spell to stop monster's movement, this allow a mage to solo hunt as early as possible.
Not all monster can be fully paralyzed may be one of the reason of this class cannot achieve a full solo hunt.
Some places are just to hard to solo without full paralyze spell.
Yes mage is the easiest job for searching items IF you have a safe sniping spot.
The downfall of a mage is only when hit point is low, usually after casting invoke.
With low heal capability, this put a mage in greater risk of death.
(Think that after casting invoke, a monster spawn next to you, it happens a lot).
A group of mages can also hunt without other class, known as hellfire group.
So cast Paralyze to stop the monster, cast Hell Fire to kill, cast invoke to replenish your mana.
It's easy right?
But how fast you kill will always be the question.
If not fast enough to kill something, perhaps it's better to use other class to kill that something (bosses and other monster that have tons of vita).
Yes it is true that more mana = more damage = faster kill. But to actually you can enjoy this class, you will need to be 1.5 million mana and above.
Or easily pictured as when you can kill most monster in hunting place with 1-2x hit only with Hell Fire spell.
Still need 3x hit of your Hell Fire spell to kill a monster is not good enough.
In boss hunt, even at 1 million mana mage still kill a boss much slower than warrior with SubPath ChungRyong supported by poet.
So it will be a long run to really enjoy this class (A very long run).
So usually the low stats mages' Paralyze spell is worth more than their Hell Fire spell in group hunt.
So it's great for farming low level items since mage can use range spell to hit far targets. But is it worthed?
Well yes and no. For now, it seems if you can play 2 chars (multi client), it will be better to play warrior + poet or rogue + poet.
But since mage damage is based on mana, and your mana will keep increasing (through hunting, sage mode (What is this? Read FAQs), etc)
We can only say.. One day when my mana is at ..(value).. one day....
Increasing mana stats for mage is hard, but once you have a decent stats, say you can kill in 1 hit. You will keep grinning

GRADES OF MAGE
Grade 1 / 1st Purification
Offers you a small healing spell, it's good but nothing to talk about.
Grade 2 / 2nd Purification
Offers you another Hell Fire spell called Sam Hell, it does lower damage but more area affected.
So again, low mana = low damage = not enjoyable unless you have high mana.
The 2nd spell offered in this grade is Hoche, but it's only for PvP, allowing the mages to immune to Vex and Scourge curse spell.
Grade 3 / 3rd Purification
Offers you another Hell Fire like spell called Bombs Hell, it does affects a very wide area which is 1 screen view (8 tiles to all direction of your character)
Cool eh? So you can mob 1 room, cast that spell and whoosh everything vanish? Well yes and no.
First, it has a 3 minutes delay/cooldown/aether.
Second, the damage is even lower than Sam Hell, like only 75% of your mana.
And in most good hunting places, the monsters have more than 4 mill vita.
So it will be a long time for you who rarely hunt to really enjoy this spell.
The 2nd spell offered in this grade, Demon Body, is good, the damage although low (only 35%) and based on your mana,
it acts like a poison and keep on decreasing target's vita until the spell wears off.
The only problem is, it has a one minute delay. Makes you only able to cast it one time.
This spell is good for bosses since you do damage while busy running/avoiding damage to you.
SubPaths of Mage
Diviner
Diviner may the best for solo - single monster hunt (like hunting for boss only), especially if you want to reach deeper room easily.
It can be done with Vanish spell, allowing you to be invisible to monsters.
A short duration of area paralyze called Divine Time will also help you evading monster in the way.
Geomancer
Geomancer can slow surrounding target and put bosses to sleep, including those bosses that can't be paralyzed.
However, in Deep Sleep, the damage is cut to half to that target. So you even need higher stats to enjoy this one.
And that spell also works to player in PvP area.
JuJak
With JuJak Evocation, mage able to expand vita to absorb more damage. And since it's based on mana, more mana = more vita expansion.
This will make your JuJak mage looks like a warrior, since you have a lot of vita, you can mob monsters easily.
This SubPath also offers you a higher spell damage
See the spell section for more details.
Shaman
Mage with some poet spell? This is it!
Shaman offers you the ability to self-resurrect (5 minutes aether), heal with automatic regen spells, immune to all attack (high fail rate of casting).
See spell section. The automatic regen spells allow shaman to do duo hunt with warrior/rogue, acting like a poet.
SubPaths II of Mage
Pyromancer
Perhaps the best thing of Pyromancer is the Fire Dash spell to run when surrounded.
It allows you to run pass through targets and burn them.
The Fire Rain is just another area attack spell.
You will need to be JuJak or Shaman as SubPath I.
Witch
Surrounded? No problem
A monster/player stand on your item? No problem
The ability to warp to target will definitely spoil any mage.
And all can be done with the Teleportation spell.
No more long walking to circle that wall to enter the next room door. Definitely reduce the pain of playing mage!
The Frost Nova is also a good spell. With low delay/aether and the effect of short duration, small area paralyze.
Now who would resist the temptation to be a witch?
Oh one more thing, that Frost Nova spell also do damage

So JuJak and Shaman please step away, this is only for those with Diviner or Geomancer as their SubPath I.
POET
The most wanted class. Every hunting place needs this class. Especially since poet can self-resurrect and other player.
The downfall is long aether of high damage spell called retribution making it hard for solo high stats monster.
The Thunder Touch spell has a good damage, allowing poet to solo low stat monsters.
Since poet has a good defense and excelent healing capabilities, sometimes this class can overpowered same/lower stats of other class in PvP.
Furthermore, this is the only class that allows the player to do both attacking and healing at the same time (Grade 3 Poet offers an automatic group/area healing spell).
Through grades, the healing spell improves a lot. And with that automatic group healing spell, sometimes a grade 3 poet may oftenly have nothing to do other than walk following the group in hunting.
Unless no one using scourge spell to the monster.
With its good defense (equipment+spells), poet may also stand to boss damage.
A high stats poet may become the hardest class to be die since there are so many protective spells a poet can have and their healing effects are based on stats and equipment.
Poet also has a type of invoke spell called invoked which never fails but with a cost of short aether.
Having a poet as the only char to play with is quite hard, it will reach to the point where you will need help or want make another char.
Yes you can literally solo hunt anywhere. You can farm items from low level monsters, but from higher one, I find it that it will be probably too difficult.
Especially in places where you cannot cast resurrection spell or you just kill them way too slow.
GRADES OF POET
Grade 1 / 1st Purification
Offers you a healing spell called Bus's Kiss.
It's simple. More mana = Higher Heal = Longer Delay.
Grade 2 / 2nd Purification
Offers you another good single target healing spell called Sin of Life.
This spell is better and may be the reason why you may want to skip that Soul of Life spell from Nagnang
The 2nd spell called Reflect is only for PvP. So nothing to talk about.
Grade 3 / 3rd Purification
Offers you the automatic healing spell to your group.
It casts heal to entire group within the range so you can busy do something else like casting scouge or inspire to replenish a group member's mana.
Effects wear off when you ran out of mana. So more mana = longer duration.
The 2nd spell offered is just a group resurrection. It has a long delay/aether.
SubPaths of Poet
Druid
Druid offers a high damage single target spell (zap) with a chance to stun the target.
This spell what people usually called as LS, which stands for Lightning Strike.
Druid has a short duration area paralyze like spell.
You will also benefits in easy adventure with a small damage with wide area effect spell called Lightning Storm.
Easily kill small monsters with that.
A rabbit summoned can be a live barrier.
HyunMoo
A high stats of poet with HyunMoo Revival will be hard to be killed in hunting or PvP since this subpath allows a self full heal to 100% vita and mana every 60 seconds. Even when dead.
You will also get a small area paralyze like spell called Sacred Song.
The 3rd and last spell offered from this SubPath, called Inspire Valor, replenishs all group member's mana within range.
Monk
Monk has a lot selection of healing spells. This allow you to hunt higher stat monsters than other poet.
you can summon a monkey to heal and have regen spells, the same regen spells with shaman (mage SubPath)
you also have a short duration area paralyze like spell.
All the healing spells also improves duo hunt, so you can hunt together with warrior/rogue and heal them with monkey/regen spells.
Muse
What make a Muse good for hunting is they offer a spell to increase all group member's walking speed within range.
Really improves hunting a lot.
The other spells offered is more for PvP. The wolves summoned move fast and their bites stuns the target.
They do have a small and short duration area paralyze like spell too.
SubPaths II of Poet
Priest
Priest was set to be more supportive.
The Divine Protection spell enable the caster to protect a target from any damage.
It has a spell to increase all of their healing spell effects.
Only HyunMoo and Monk can take this as their SubPath II.
Prophet
A more aggresive type of poet.
They're given a spell to stun targets within their character.
It's a bad news for other class in PvP.
They can also silence other player in PvP, making them can't cast spells.
Their 3rd spell shortens all their spell delay/aethers.
Prophet only available for Druid and Muse SubPath.
ROGUE
This class is hard to be enjoyed in low stats. The damages are far behind warrior class.
But in high stats, this class may improve hunting speed, defeating warrior through combos.
Note: Combo is when you cast certain sequence of spell within 1-2 second period. If longer it will considered as failed.
Successful combo = no delay/aether. While a failed one means you cast the spell not in combo, ergo full aether awarded

If warrior is a tank, than rogue's analogy may be a jet fighter aircraft. It may kill target fastly but consume high fuel (vita and mana).
A group of high stats rogue (grade 3 preferably) may do fine in a full hunting group consisted with only two grade III poets.
But, same as warrior class, without healing capability hunting partner,
a rogue can only go as far as its vita and mana allow him/her to before running to safety and use some weak healing item/spell.
But that's when you have a high stats. What happen when you are still within the level 99 - Grade 3 period?
Possibly too hard if not Baekho SubPath. Let see why:
- Any melee magic spell takes monster aggresiveness to you. Yes you can lose them again with invisible spell. But that is a slow killing.
- Your stats already cut a lot for casting that spell. Since spell damage based on stats, the next spell will always produces weaker damage.
- Your defense isn't as great as warrior.
- Your melee damage is poor if not Baekho SubPath.
- You will need a poet to keep you away from death.
- No, you cannot invisble, ambush to hit rear part of monster, and invisible/ambush again. There is 1 second delay/aether.
- Will have hard times fighting in crowded monster area or bosses with area spell.
So why someone even would play this class at all?
Well this class can kill faster than any class if the following things are met:
- High stats, say more than 1.5 million mana.
- A grade 3 poet to support
- Someone takes away the monster's agro (aggresiveness) or monster are unable to move.
- Player is good in doing combo, no failed combo.
- Not laggy.
Furthermore Rogue's SubPath Spells are quite fun to play with.
So by choosing rogue, you should already know that you will almost always need a poet for fighting high stat monsters.
GRADES OF ROGUE
Grade 1 / 1st Purification
Offers you a vita based attack. Classic problem with melee class, casting cost you vita, which is actually needed for damage.
So without someone healing you, this is a boomerang.
This is also the 2nd spell needed for combo, so from this point you can perform a combo of 2.
Grade 2 / 2nd Purification
Offers you with 2 spells.
The No Move spell is a short duration, long delay/aether paralyze like spell that works on monster (including bosses) and player (PvP).
The 2nd spell, Sword Rash, is the 3rd spell of the combo. No delay/aether if the combo is success.
Since part of the damage formula is also based on your mana, you will still produce some damage even you depleted your vita.
Grade 3 / 3rd Purification
Offers you with 2 fun spells.
First you get to summon 4 Ninjas, they will go after target in proximity.
They will stand next to the target and when you do combo of 2, they do the same thing.
Yes you heard me right. The Ninja cast the spell if you cast the spell. However, only that 2 spell they able to cast.
The damage is also based on your stats.
The 2nd spell is the 4th spell for you to make a combo of 4. Damage based on vita and mana.
Since the spell as default, make you jump across several tiles. It does the same thing in combo.
So a perfect combo can be used to avoid monster damage. This is how rogue can hunt fast.
SubPaths of Rogue
Baekho
This SubPath allows you to perform high melee damage. It does stack up with the furies.
Although the melee damage isn't as high as warrior's. It's pretty good for low stats.
Baekho also given a spell to move faster.
Merchant
Offers a spell to strip other players armor, significanlly lowering their defense. However, it will be no effect if target's inventory is full.
Another spell are summon 2 NPC that heals your vita and mana.
There is also a spell an offensive spell called gamble that the damage is based randomly on your mana and ignores the target's defense.
However fun the spells are, this subpath still doesn't attracts people to choose this SubPath. Perhaps they only choose this for their alts.
Shadow
This SubPath offers Rogue to be invisible and fast.
There are 2 additional spells that have another good effect other than their invisible properties.
The Burst spell allows rogue to jump across 3 tiles so they travel pretty fast.
You can easily avoid monsters on the way by jumping around.
If you have a high stats rogue, fast is you need to finish monsters even faster.
Hunting will also improves when you attract far monsters and lure them to the middle. It will help mage and warrior a lot in hunting.
Shadow also offer Hear Footstep spell to see invisible player.
Spy
Spy offers you spells for PvP, even for low stats.
The Assassinate spell cut another player's vita by 20% but it's damage to monster is based on your mana.
There is also a spell to place an invisible trap on ground.
But after all that, it's not really worthy to take this SubPath.
What Baekho/Shadow offer are much more better.
SubPaths II of Rogue
Hunter
Perhaps this is good if you want to solo hunt.
The Camouflage spell allows you to slowly regen while being invisible.
Nice eh? Of course, especially since only Baekho and Merchant can take this as SubPath II
You will also get a cool animation spell called Falcon Strike in which the target will be confused and pushed away.
Phantom
How does automatic evasive maneuver sounds?
Yep when Kawarimi No Jutsu spell is active, it allows you to avoid one incoming damage.
Phantom also offers you an area invisible spell. Regardless friend or foe. Everyone in the area of effect will be invisible.
The last spell, called Mana Break will allow you to do damage to another player mana in PvP.
Only Shadow and Spy SubPath can take this as their SubPath II.
WARRIOR
Warrior is one of the promising class in early times and in the long run.
This class produce the highest melee damage and have the highest defense (from equipment+spell) but comes with mediocre healing capabilities.
Since most attack spell cost you your vita, without healer, using it is a bad idea when you are still has a low stats.
Your stats will determine how far you can do solo hunt.
Without healing capability hunting partner, a warrior can only go as far as its fuel tank (vitality) can absorb monster's damage in solo before running to safety.
With a poet or a mage of Shaman subpath, a high stats warrior can duo hunt in most hunting places.
For full hunt (using melee magic), a warrior may need 3-4 non grade III poets or more. Lower number of poets = lower heal = slower hunt.
Since warrior can hit more than 1 monster, hunting with warrior is fast, even more with grade 3 warrior and their awesome area attack.
This is the class that can kill bosses fast, even at low stats (way faster than a mage) because:
- No stats limit to equip a gear, a rich barely level 99 warrior can equip the best gear in game.
- Best gear = Best defense = lower need to be healed
- Easy to get heal support from a poet or you can do multi client (open another game window)
- 5 rages of ChungRyong SubPath do high damage with melee along with good weapon, way much more than a mage with 1.5 mil mana can do.
So if you have a poet, preferably Grade 3 Poet with SubPath II Priest, you can hunt in almost anywhere you can enter, just the two of you.
GRADES OF WARRIOR
Grade 1 / 1st Purification
Offers you with a good vita based attack with no delay/aether.
Since it also cost vita, you will need a healer. Classic problem
Grade 2 / 2nd Purification
Offers you a higher damage of vita based attack. There is a delay/aether on this one.
It also able to hit 3 targets at once.
The 2nd spell increases your damage for a short period of time.
Grade 3 / 3rd Purification
This is where the fun starts.
Apart from getting another vita based attack.
You will also get Cho Spirit Spell, it's an automatic vita based area attack.
It takes all monster aggresiveness to you.
It does low damage but since it's based on your stats, more vita = more damage.
Unfortunately, the spell effect will wear off if you ride a horse.
But that's no problem, since there is no delay/aether to cast this spell.
SubPaths of Warrior
Barbarian
Barbarian offers you an invisible spell.
It also offers a self regen spell.
There is also a spell to make all your vita based attack have stun effect if your vita >33%.
This is good for PvP and hunt.
Chogun
Chogun offers more for massive PvP.
You will have a protection spell from curse type spells.
The Art of War spell reduces your defense but reflect a portion of incoming damage. Making this spell deadly to mage.
Another area attack spell also improves the PvP and hunting.
ChungRyong
ChungRyong (CR) is famous for its 5 level of ChungRyong Rage spell.
It greatly improves your melee damage, especially when the rages and furies can be stacked up.
How much it does? Way much more than a mage with 1.5 mil mana can do.
Since the melee damage is based on their equipment. This will greatly benefits more and recommended for low stats.
CR is still attractive for high stats since you can still do high melee damage while your Cho Spirit spell do additional damage and lure them to you.
CR is also the great way to kill bosses since you can avoid using vita based attack while still producing high damage.
Higher vita = longer duration for solo hunt.
CR is also immune from some curse spells in PvP with their Endure spell.
Do
Do is good for PvP and hunt.
They offers you some ranged vita based attack.
You will also can do damage to another player mana from far as long as you are 1 horizontal/vertical line with your target.
This however, is not for newbie, since you can easily miss moving target and your spell effects is based on your mana.
So it may good for middle to high stats.
SubPaths II of Warrior
Blademaster
Additional damage to your melee attack? Why not
Blademaster also offers an area attack spell. To another player in PvP, this cause bleeding in which it do damages when they move.
The 3rd spell called Armor Breaker allows you to remove another player's defense increasing spell effects.
Blademaster is only for those with ChungRyong and Do SubPath.
Paladin
Paladin offers you with more defense spell.
The Shield Stance prevent you from attacking and greatly improve your defense.
It may also serve as giving more time for any poet available to heal you significantly.
You will also able to stun target with melee damage if you use the Shield Bash spell (with a shield equipped too).