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Vocations: Difference between revisions

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The Warrior is one of the six starting classesvocations. They can use Swords, Greatswords, Axes, Fisticuffs and Shields. With their high HP, Defence and Weight stats, their job is to push monsters away from more frail party members, even if it means they take damage in the process. Their classvocation skill tree, Courage, focuses on increasing HP, Attack, and Defence, and has abilities focusing around dealing moderate damage whilst debuffing the target. Axes are the recommended weapon choice, thanks to their abilities which similarly debuff the target, as well as the ability to use a shield in conjunction with it, further increasing defence. Whipping Boy, the skill unlocked when 8 Skill Points are allocated to Courage, is a prerequisite for the Paladin unlock quest.
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The Priest is one of the six starting classesvocations. They can use Wands, Spears, Staves, Fisticuffs and Shields. With their high Magical Mending stats, and access to many healing spells, Priests are a support classvocation who can heal and revive their allies, and can use defensive buffs like Kabuff and Dedazzle. Their classvocation skill tree, Faith, provides passive buffs to MP and Magical Mending, and gives one access to abilities that prevent death and improve their Magical Mending. A Priest is best served by the Magical Mending and Defence bonuses of the Wand and Shield combo, whilst Staves and Spears only serve to increase the damage done by a classvocation that, in all likelihood, will never attack.
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The Mage is one of the six starting classesvocations. They can use Daggers, Whips, Heavy Wands, Fisticuffs and Shields. Their high Magical Might stats and myriad of damaging spells make them highly specialised for dealing Area of Effect Damage. Their paper-thin Defence and low HP makes them die quickly, so they should be well-guarded by a melee attacker. Their classvocation skill tree, Spellcraft, gives passive bonuses to MP and Magical Might, as well as abilities that further improve Magical Might and reduce enemy’s resistance to spells. At 100 Skill Points and above, extra spells can be learnt. Mages also get extra spells when they put Skill Points into Daggers, which poison enemies to great effect. Wizard Ward, the 8P skill for Mages, is a prerequisite for the Armamentalist unlock quest.
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The Martial Artist is one of the six starting classesvocations. They can use Claws, Staves, Spears, and Fisticuffs. They have very high Strength and Agility, making them fast and powerful yet fragile attackers. Their classvocation skill tree, Focus, increases Strength, Agility, HP and Deftness, whilst also granting various abilities that allow one to increase their own Tension. Spears are the recommended weapons for Martial Artists, as Spear skills mesh the best with heightened Tension. Martial Artists are not required but highly recommended for the Superstar unlock quest, as they can easily raise their tension.
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The Thief is one of the six starting classesvocations. They can use Daggers, Whips, Claws, Hammers, Fisticuffs and Shields. They have the highest Deftness in the game, which allows critical hits to have high chance, and also serves to improve the chance of them successfully stealing items. Their classvocation skill tree, Acquisitiveness, increases Deftness and Agility. It also grants the player access to skills relating to placing traps in battle and getting loot, either by stealing from enemies or by locating shining spots and treasure chest on the map. Since this classvocation excels at disrupting & disabling monsters, buffing the party, and stealing from enemies with Half Inch, weapon type is truly player preference. Half Inch, the 8P skill for Thieves, is a prerequisite for the Ranger unlock quest.
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The Minstrel is one of the six starting classesvocations. They can use Fans, Clubs, Daggers, Boomerangs, Fisticuffs and Shields. Minstrels have a decent spread of stats, but their main power comes from their abilities. Between Hustle Dance, Sobering Slap and Battle Beat, Minstrels are incredibly versatile supports with great healing, buffing and anti-status power. Fans are the best choice for them, as Wind Slash Dance allows them to greatly buff Attack Power and Magical Might for all allies from the start of the battle. With Tap Dance and Flower Power, a Fan Minstrel can avoid a majority of incoming attacks, making their flimsier HP and Defence less important.
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Gladiators, based in the Coliseum of Luckland, are one of the six advanced classesvocations from Version 1. They can dual-wield Swords and Clubs, or use Greatswords or Fisticuffs. With their sky-high Strength, Gladiators are the current monarchs of the melee world. This comes at the cost of their Defence, making them most like the Martial Artist. Their classvocation skill tree, Guts, gives them some of the most powerful attacks in the game, as well as boosts to Deftness and Agility and a couple skills relating to tension and attack power. The best weapon for them is Greatsword, as its attack power is incredibly high and the main skill for Gladiators, A Cut Above, benefits more from the increased attack power than it would from an extra attack afforded by dual-wielding.
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Paladins, based in GartlandGartlant Castle, are one of the six advanced classesvocations from Version 1. They can use Spears, Swords, Hammers, Wands, Fisticuffs and Shields. They have the highest Defence and Weight of any classvocation in the game, making them the quintessential tank. Their classvocation tree, Virtue, gives them access to various defensive abilities, as well as increasing their Defence, HP and Magical Mending. They can access some healing spells, but this should really be left to dedicated supports. Thanks to Miracle Slash and Phoenix, which allow a Paladin to heal themselves whilst dealing damage, Swords are the best option for them. While Spears have the higher damage ceiling, the inability to use a shield with it seriously hampers them.
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Armamentalists, based in Verinard Castle, are one of the six advanced classesvocations from Version 1. They can use Swords, Bows, Wands, Heavy Wands, Fisticuffs and Shields. While their stats are generally middling, their classvocation skill tree, Fource, more than makes up for this. Fource allows the armamentalist to imbue their own and allies’ attacks with various elements. This, alongside their ability to share MP, makes Armamentalists great supports. Since they serve as MP batteries for their party in long endurance fights, Armamentalists should use Bows so that they can both deal decent damage when they’ve finished buffing and absorb MP via Hallowed Arrow.
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Rangers, are a unique nature-themed support classvocation, one of the six advanced classesvocations from Version 1. They have access to Bows, Boomerangs, Axe, Shields, and unique skills for Claws. Their main objective is to protect the party from breath-based attacks, and also help with a variety of supporting spells to heal or revive members from your party, in the offensive side they have ranged attacks with their unique "wolf-summoning" skills perfect to hit your opponents from far away with multi-hit attacks, with the damage being based on your Deftness stat ignoring the enemy's defense.
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Sages are a hybrid damage and support vocation, and one of six advanced vocations from Version 1. They can use Fans, Heavy Wands, Bows, Fisticuffs, and Shields. They have access to several dark and light element spells, as well as spells for healing and reviving allies. They also possess unique rain-based healing skills, that will automatically heal a portion of damage taken. Their unique tree, Smarts, boosts Magical Mending, Magical Might, and Maximum MP.
"The path to wisdom lies in loving the flowers at your feet with the knowledge that encompasses the truth of the universe."<br><br>
Sages primarily use two-handed staves or fans. Their intelligence also makes them adept at ranged attacks with a bow or a boomerang.
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