Vocations: Difference between revisions
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The Warrior is one of the six starting vocations. They can use Swords, Greatswords, Axes, Fisticuffs and Shields. With their high HP,
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The Priest is one of the six starting vocations. 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 vocation who can heal and revive their allies, and can use defensive buffs like Kabuff and Dedazzle. Their vocation 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 vocation that, in all likelihood, will never attack.
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The Mage is one of the six starting vocations. 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 vocation 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
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The Martial Artist is one of the six starting vocations. They can use Claws, Staves, Spears, and Fisticuffs. They have very high Strength and Agility, making them fast and powerful yet fragile attackers. Their vocation 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 vocations. 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 vocation 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 vocation excels at disrupting & disabling monsters, buffing the party, and stealing from enemies with Half Inch, weapon type is truly player preference.
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The Minstrel is one of the six starting vocations. 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 vocations from Version 1. They can dual-wield Swords and
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Paladins, based in Gartlant Castle, are one of the six advanced vocations from Version 1. They can use Spears, Swords, Hammers, Wands, Fisticuffs and Shields. They have the highest Defence and Weight of any vocation in the game, making them the quintessential tank. Their vocation 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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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.
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Superstars are a unique class that fills mostly a support role, and one of the six advanced vocations from Version 1. They can use Whips, Wands, Fans, Sickles, Shields, and Fisticuffs. They can charm, enthrall, and dazzle enemies with ease, and can even increase the amount of experience and Gold that enemies give. Their unique skills, such as hiring a bodyguard to protect them from damage, cost Gold to perform instead of MP, so be mindful when using them. Their unique tree, Je Ne Sais Quoi, gives a boost to Charm, Agility, and Magical Might.
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Monster Masters are one of the two advanced vocations added in Version 2, and also one of the two vocations capable of scouting monsters. They can use Claws, Greatswords, Axes, Fisticuffs, and have a unique Whip tree. They have the ability to scout organic monsters such as Slimes or Teeny Sanguinis to become permanent party members. They can also make rarified monsters appear more often, and even call more monsters into battle, which is useful for farming or completing subjugation quests. Even with the ability to scout monsters as companions, they are in no way reliant on them, as they can deal quite respectable damage with Whips or Claws. Their unique tree, Monster Master, boosts Resilience, Strength, HP, and MP.
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Item Masters are one of the two advanced vocations added in Version 2, and also one of the two vocations capable of scouting monsters. They can use Boomerangs, Hammers, Spears, Bows, Shields, and Fisticuffs. They have the ability to scout inorganic monsters such as Golems or Bambooligans to become permanent party members. Item Masters also have unique skills that interact with consumable items that can increase their range to affect multiple party members and even double their effects. They also have magic circles they can place on the ground that can buff and heal allies. While not as damage oriented as Monster Masters, they are still an excellent support vocation. Their unique tree, Item Master, boosts HP, MP, Agility, and Deftness.
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