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Saturday, September 7, 2013

Stay in School!...Classes



This topic will discuss what all you need to know about the class you choose. It doesn't matter whether you are a landlubber setting sail in the Skyways for the first time, or an old salty sea dog. Hopefully, you will find this useful to the creation of your new pirate or the development of your existing one.

What are the P101 Classes?

Each class is unique in many different ways. They all specialize in a certain battle style. Every class comes with their own distinctive companion (more on them in "A Captain's Crew...Companions") that become an integral part of your crew.

Here I will define (according to P101) and compare the classes to other games. This should give you a general idea of what you would choose when creating your own pirate. If you have a pirate already then maybe it will give you an overview of how to play that class or develop your character further.

I will also inform you of Abilities (Epics, Talents, & Powers), weapons, and maneuvering that can possibly help you to best utilize your pirate class to their best potential advantage. Skills are listed on the Talent pages (hotkey "P" + clicking the yellow star).

**Any stats that are given are on the basis of Level 65 (current max level) pirates and only reflect their primary base stats. ALL stats can be boosted according to your own play style with the right equipment and training. **

Class is now in session!

Let's begin by defining "class" in terms of Role-Playing Games (RPG):

Classes are the most common term for the job or profession of an MMO character. The class usually determines the majority of a character's skills and abilities.- MMO Gaming Dictionary - Character Terminology http://www.alteredgamer.com/pc-gaming/29883-mmo-gaming-dictionary-character-terminology/

In role-playing games, a common method of arbitrating the capabilities of different game characters is to assign each one to a character class. A character class aggregates several abilities and aptitudes, and may also sometimes detail aspects of background and social standing or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybrid them with skill-based systems or emulate them with character templates.
Dungeons & Dragons (D&D), the first formalized role-playing game, introduced the use of classes, and many subsequent games adopted variations of the same idea. These games are sometimes referred to as 'class-based' systems. As well as tabletop games, character classes are found in many role-playing video games and live action role-playing games.-Wikipedia- Character Class http://en.wikipedia.org/wiki/Character_class

"a structure in an RPG that gives set abilities and attributes, often specializing in a certain skill or area of combat." Giant in the Playground- Sphar http://www.giantitp.com/forums/showthread.php?t=204038



Buccaneer:

This is a melee class. This pirate is the no holds barred, jump right in the fray and start the beat down. They can generally take more than they dish out because of their high armor and moderate damage. Don't confuse that statement as meaning the Buccaneer class is weak. With their multitude of Epics, the combos they can trigger make them a force to be reckoned with.


Buccaneers are often compared to Warriors, Gladiators, & Barbarians as defined by classes in some other RPGs. They are the strong (wo)man of the group. Because of their armor, they are also referred to as tanks. For those players who are familiar with Wizard 101 (W101), Buccaneers would be comparable to the Thaumaturges, the School of Ice.

The base stats for a Buccaneer are:

Accuracy- 105
Dodge- 105
Armor- 42
Resistance- 0
Health- 2682

Accuracy & Dodge are moderately high. Armor is high for Physical attacks but with ZERO resistance to Magical damage. This class of pirate comes automatically with the ability to train up in Light & Heavy Armor, Tough for health increases, Armor, Accuracy, Dodgy, Pirate, Loud, and Smashy & Choppy weapons.

The attributes of a Buccaneer normally include relying on Strength to boost their weapons and Epics. Their arsenal usually consists of bulky, heavy, sometimes two-handed weapons that require strength to wield them. Types of weapons that a Buccaneer will typically brandish include axes, clubs, broadswords, spears, and maces.

Buccaneers get many Epic abilities and Skills. Their Epics include Hold the Line x3, Turn the Tide x2, Vengeance Strike x3, and Blade Storm x3. Each one of these works against other melee enemies. This is to the advantage of the Buccaneer and oftentimes the detriment of their foes.

Musketeer:

This class belongs to the long-ranged attackers. Their specialty is keeping their enemies at bay with traps, bombs, and obstacles. They also can target many enemies at a time with their numerous AoE shots. Their main goal is to snipe attack their opponents before they can get too close.


If you were to compare a Musketeer to another class of a different RPG, they would most likely be Rangers, Archers, Hunters, or Snipers. Musketeers are the most fragile of the pirate classes, but with their dead-eye accuracy they rarely miss their targets. It's kind of hard to classify a Musketeer based on a school from W101 because they don't really have a lot in common. In my opinion, I would classify Musketeers as Pyromancers from the School of Fire in W101. They don't have DoTs but some of their attacks do multiple damage. However, Musketeers have the highest accuracy of P101 whereas Pyromancers' accuracy is the second lowest (base stats).

The base stats for a Musketeer are:

Accuracy- 125
Dodge- 80
Armor- 0
Resistance- 18
Health- 2682

Accuracy is their highest attribute as well as the highest out of the other classes. They have ZERO armor which is one of the reasons why a Musketeer would want to keep their adversaries at a distance. They auto-train in Shooty Weapons, Sniper, Accuracy, Dodgy, Elusive, Tough, and Peaceful.

The attributes of Musketeers rely on Agility for boosting the damage on their weapons. Their artillery consist mostly of any Shooty dealing either physical or magical damage. The assortment of projectile based weapons a Musketeer arms him/herself with comprise pistols, shotguns, muskets, cannons, bows, and crossbows. Hopefully, one day, we can add the much sought after slingshot to this list.

Musketeers have two Epic abilities; Quick Draw x2 and Double Tap x2. Quick Draw allows you to get the first shot against an opponent with a shooty weapon. Double Tap can sometimes mean you get the last shot as well. Both of these Epics can be deadly in the hands of an apt gunslinger.

Privateer:

Privateers are strategists and leaders. Imagine generals who position and supply their troops with the necessary equipment and intel to charge into battle, while they coordinate and choreograph the moves. This is not to say Privateers don't get into battle, they will when they need to. They are more the brains than the brawn of the operation, though. Privateers belong to the melee class for attacking, but their expertise lies in their ability to buff and heal their allies.


The only things I could think of that reminded me of Privateers from other RPG games, were Knights, Cavaliers, Clerics, & Medics. Privateers mostly stay behind enemy lines while delegating their crew to maneuver into position. The buffs and Abilities that Privateers have enable them to play mostly defensively for themselves and offensively for their allies. Their healing Powers promises to keep their entire team healthy so they can continue to charge on. Those longtime W101 players will soon recognize that a Privateer is closely related to Sorcerers (Balance) and Theurgists (Life). Obviously because Sorcerers buff and Theurgists heal.

The base stats for a Privateer are:

Accuracy- 105
Dodge- 105
Armor- 42
Resistance- 12
Health- 2682

Their attributes are pretty much well rounded. Again this helps with their defensive play style because the primary objective of a Privateer is staying alive while leading their team who will focus on attacking. The Skills and Talents that a Priv learns will be good for their defenses. They automatically train in Light & Heavy Armor, Slashy Weapons, Tough, Lucky, Elusive, Pirate, & Loud.

Privateers use mostly Slash type weapons based on Strength for boosting their attacks. Many times their swords are coupled with shields to add extra armor increasing their own defense. Some of their weapon types are swords, bucklers, hooks, blades, and machetes. They rely on Will to boost their healing powers. Therefore, some Privateers may use weapons that will grant this attribute such as wands or staves.

Privateers only get one Epic at the moment. This is Repel Boarders. Again, you will notice that this particular Epic is of the defensive sort. A Privateer will not attack unless s/he needs to. Their main goal is to buff their team and unleash them, while also healing to maintain them for the duration of the battle.

Swashbuckler:

The most graceful and stealthy class of pirates, Swashbucklers are a melee class who rely on being sneaky before striking. The Swashbuckler has several AoE (Area of Effect) attacks that also do damage over time. Attacks that poison your rivals or cause bleeding over extra rounds.

 
When I think of the play style of the Swashbuckler, it reminds me of the Thief, Rogues, or Assassins from other RPG games. Swashbucklers are deadly with their damage output. They are very nimble and agile while moving across the board and deftly over obstacles. If you wish to target a Swashbuckler, you better hope your aim is true & your accuracy high. Otherwise they will simply dodge the attack and dance around before striking back. Compared to W101, the Swashbuckler is easily most like a Diviner (Storm) because of their fragility but high damage or Pyromancer (Fire) only because they do have Damage over Time (DoT) spells like Assassin's Strike, Back Stab, and Assassin's Gloom/Shroud/Mist.

The base stats for a Swashbuckler are:

Accuracy- 105
Dodge- 125
Armor- 40
Resistance- 0
Health- 2682

Their Dodge is the highest of all the Pirate classes. It is definitely to their advantage when they parry an attack and come back with one of their own! Special Abilities that a Swash can learn are all designed to help them move across the board with ease and increase their damage & Dodge. These Abilities include Light Armor, Stabby Weapons, Fast, Alert, Rough, Jump, Accurate, Dodgy, Pirate, and Peaceful.

Swashbucklers use Agility to boost the damage of their weapons. Swashbucklers love to stab and thrust so they are apt to be holding dual blades. Their weapons deal Physical damage and use Agility to boost them. Types of weapons a Swashbuckler might use are an assortment of daggers, rapiers, knives, sais, and blades.

Swashbucklers get Riposte x2 and First Strike x3 for their Epics. This combination along with their high Dodge can oftentimes ensure that a Swash will strike the first AND final blow without a hit from their opponent ever landing.

Witchdoctor:

A Witchdoctor is a master of summoning and cursing. They are long ranged attackers who can enhance their allies or immobilize their enemies. They can focus on a group or a single target. Witchdoctors can summon numerous allies to their side causing chaos on the battle board, while creating many distractions for their foes.


If you have played many other RPG games, then you will easily find out that there is usually a magickal class to choose from. Just a few classes who are similar to the Witchdoctor would be a Mage, Spellweaver, Wizard, Druid, Necromancer, Sorcerer, Witch, and Shaman. A Witchdoctor has many spells in their Powers that they can use to slow down or even freeze their opponents, drain health while replenishing their own, summon a myriad of undead creatures to aide in battle, as well as buffing up an ally or two and debuffing their enemies. Witchdoctors remind me of a cross between Necromancers (Death) and Conjurers (Myth) in W101.

The base stats for a Witchdoctor are:

Accuracy- 105
Dodge- 80
Armor- 0
Resistance- 25
Health- 2682

The Witchdoctor is not built for attacking up close because their defenses are so low. Rather they curse over rounds, manipulate allies and enemies, and use both single or AoE attacks very effectively. Witchdoctors don't learn many Skills or Talents but what they learn is very helpful at increasing their Powers. WDs train Staffy Weapons, Spooky, Spirit Sight, and Lucky.

Witchdoctors' art is that of spellcasting so they don't have much need for weapons. Wands, scepters, tridents, and staves are the only tools they need. These weapons allow them to hit a single target with a range of up to five spaces or an area (x, +, or 3x3) up to three spaces away. Plus the Will that comes with them is ideal and used to boost their Powers further.

The Epics a Witchdoctor acquires are Mojo Echo and Mojo Rising. Which just goes to show that given the chance, a WD will hit you again just because they can!


This is just an overall general view of the classes based on my opinion and views from my own personal playing experience. It is only a guideline to give a perspective for those who are just joining the game and unsure of which class to choose.

I welcome any and all comments from my readers who may be able to give a more detailed observation about their own favorite class(es)!

Until we meet in the Skyways...
SorceressMiklai

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