Tuesday, April 9, 2013

4/29/2014*OLD*Kritika - Character Overview.

A new guide with skill translations is now up! Click here or use the top header to get there. 

Warriors

Burst Breaker

My character of choice. They're very powerful, with an assortment of skills between multi hit and mega damage.. They tend to live up to their name. Burst Breaker skills consist of armor breakers, which used properly you could chain big bosses into disruption. Their skills also give them super armor, prevents them from taking a lot of damage and being disrupted so they can keep a boss or group of mobs busy.

Pros:

-Prime tank character. They get up in the enemy's face and hold em down like no one's business.

-Definite team player. Able to hold a boss down for tons of damage from other team mates.

-Very easy to leash a boss in place for an extended period of time (some bosses forever).

Cons:

-You'll find yourself up walls a lot with this kind of char, it can get pretty boring.

End Game effectiveness (Hero+):

-Very. Burst Breakers are pretty damn awesome when it comes to the level 60 dungeons.
This is the only "tank" character in the game, which says a lot for this class.

Berserker

Berserkers tend to be very wide range hitters. As crazy as they're presented, I find them to be up to the task and pretty fun to use. They have an assortment of quick, large reaching attacks that are pretty fun to combo, but they're lacking in the super armor department. They're by no means a weak character.

Pros:

-Fast, reckless, and powerful. It sounds a bit odd but once you get familiar with the skills you understand how quick they are and how they cover such a range. It's pretty damn awesome but regardless of the range and nature of skills, you have to realize this isn't a character you can just hump peoples faces with.

-Berserkers have easy maneuverability. It's vital for a character with little skill defense but it's something that needs to be practiced.

Cons:

-The reckless part. Damage output is good and it can be dealt relentlessly, but Berserkers have little to no super armor utilization, and not all their wide range skills are armor breakers, nor do the armor breaking skills break 100% of the time. If you're not careful you can be killed quite easily.

End Game effectiveness (Hero+):

-I'd say they're pretty good with the level 60 dungeons. They have a bit of a safety reach with their skills and they're able to run a lot to avoid damage. It's something that does need some sort of committed practice when using a Berserker though.

Demon Blade

The samurai of the warrior classes. This character is very fast and is an absolute dpser, and quite fun as well. Demons utilize heavy multi hitting skills that bring enemies in and away from you, they can be utilized pretty well but they are by no means a big boss breaker.

Pros:

-DPS Character. They bring in a hell of a lot of damage by the numbers, along with some big critical damaging skills as well, much associated with a samurai.

Cons:

-While Demons are heavy dpsers and they do have some armor breaking skills that do massive damage, They can't rely on those skills to constantly lock many higher up bosses. Solo play will require a lot of maneuverability.

End Game effectiveness (Hero+):

-Hard hitters undoubtedly, but you have to move a lot to survive. This isn't a character you can be comfortable in a level 60 dungeon with 100% of the time even in team play, especially if your team isn't reliable for locking down the boss.

Witch/Ninjas/Hoochies wotever you wanna call em
from what I understand their starter name is Witch.
I find people are at a loss at what to call em.

Cat Acrobat

Cat Acrobats are funny and insanely awesome crazy combo chaining dps characters that I feel everyone should play at least once. Their skill names consist of random meowing sounds as do the usage of their skills, but they're a very easy character to use that provides endless entertainment.

Pros:

-Super Combo character. It's very easy to combo with a Cat Acrobat and chains can be done effectively and can go on for quite some time with higher level skills.

-High DPS. As associated with the crazy combos, Cat Acrobat gets a LOT of hits in, and they do good damage on top of that.

-Overall a fun character. Presentation of skills will make you lol (if only for so long), but Cat Acrobats are very bright and fun, so much that they contrast heavily compared to all the other available characters.

Cons:

-Can get disrupted if you're not careful. They don't utilize super armor, perhaps in one or two of their skills but for the most part you may have to rely on invincibility frames.

-Low end juggler. Small bosses are prime for cat acrobats, but the larger bosses tend to be the bane of this character and requires a lot of creativity on your part to deal with them.

-Long combos can become harmful for larger bosses. The character is presented early on as an absurdly easy comboing character that may come off as overpowered, but higher end dungeons will prove otherwise.

End Game effectiveness (Hero+):

-This character relies on other players end game wise. Cat Acrobat is a super combo lightweight character that does a lot of damage, but they cannot hold large and powerful bosses on their own effectively. As a team player they can definitely put in a hell of a lot of damage, but solo can be an extreme challenge of sorts.

Assassin

Assassins are very powerful, hard hitting characters. They're not as fun early on as the other characters but they utilize a lot of heavy hitting skills that break armor effectively. Early on they kill quick and almost effortlessly, and end game they still deal a lot of damage.

Pros:

-Massive damage. This character is not as quick as other characters, rather it deals well placed critical hitting skills that deal a lot of pain.

-Great evasion and maneuverability. For a character that is all about one hit wonders, they're quite flexible for movement and they have an evasion skill that also deals a ton of damage via an exploding log (log trap anyone?). Damage can be done pretty consistently.

-Decent with holding down bosses. Assassins are flexible for being big shot hitters, end game with experience, you may find that you can move quite freely and dish out tons of damage.

Cons:

-Does not start out easy. Leveling can be a pain, especially solo, as your skills tend to be dull and very vulnerable until level 25+.

-Not an entertaining character to start out with. If you're taken in by flashy skills, pretty multihitters, effective survival, then Assassin will put you to sleep. They do not start out effectively, and are quite vulnerable throughout the early levels. Once they get higher in level they handle themselves very well.

-Not a 'fluid' character. Assassins deal precise damage, they hit very hard. They can teleport around and utilize some good invincibility frame, but they are a very critical hard hitting character more than anything else. Not many people will find this character fun to play because of the nature of the character and skills.

End Game effectiveness (Hero+):

-They're most definitely hard hitting, and can provide support in armor breakage as well. All around they are great solo and team players end game, With the ability to put out a lot of damage and safely avoid.

Mystic Wolf

Mystic Wolves are interesting characters as technically you'll be controlling two, your main and your wolf. You control the wolf with a set of skills, but it can also do passive damage as well. The AI can be a bit derpy but hangame has since improved the wolf to react a lot better. They're the 'lightning mage' of the game and can dps quite a lot, but armor breakage isn't exactly prime.

Pros:

-Unique Play. It's an odd concept, controlling two characters at once, but it's a nice change that can be used somewhat effectively.

-High DPS character. Mystic Wolf can deal tons of consistent damage with lightning showers that prove this character to be very effective for dealing with mobs.

-Good maneuverability. Mystic Wolves can ride their wolf with a later skill that deals a lot of damage and gets them out of bad situations, they tend to have a few invincible frame skills that can be utilized effectively for avoiding damage.

Cons:

Your wolf probably gets more super armor, you don't. It's strange but between the two I would imagine the actual character could put super armor to better usage :|

-Not an armor breaker. While they can do a lot of dps and large amounts of damage, they can't quite hold higher end bosses down effectively to keep dealing damage.

-Can be very annoying in team play. Depending on how you play the character you could pick up any size boss and throw them all over the map and its frustrating for other players to dps or keep the boss down. Mystic Wolves can't armor break and hold a boss down on their own so this particular skill can be frustrating for a team to deal with.

End Game effectiveness (Hero+):

They can clear mobs very well, but bosses tend to be different. Mystic Wolves need to rely on a team as their skills can only save them for so long when dealing with the bigger bosses. The nature of dps, survival skill and movement makes it so a Mystic Wolf can't quite effectively stay on a boss to deal tons of damage without taking damage in return. Team wise they do have the ability to piss everyone off though.

Wizards/Elf tards

Ice Mage

Ice Mages are very supportive, team wise they're also MVP thieves as I've gotten to know :| Ice Mages do a lot of dot, hit, freeze and slow debuffs, with a mix of low damage disruption and very powerful high damage skills. They can gather mobs effectively and rack up tons of hits on them, hence being an MVP thief. For the majority of leveling they can handle themselves very well but high end they tend to rely on other players as a shield of sorts.

Pros:

-Very useful debuff character. Ice Mages can disrupt bosses and enemies with plenty of freeze and slow debuffs, making damage dealing for both yourself and team mates effective.

-Effective mob character. Ice Mages can gather mobs very effectively and make quick work of them, their seemingly low damage skills pull up tons of hits and the damage builds up quickly.

-Strong hitter. While early skills for ice mage seem very bad and do little damage, ice mages do have a set of skills that deal very large amounts of damage in quick bursts. It's an effective combination when considering the wide range of debuffs available to this character. High end Ice mages drain life from their enemies with the mix of dot and hard hitting skills, considering this they are very effective dot damage dealers.

Cons:

-Boss wise they can have issues higher up. Once your disruptive skills are used you're limited to running away and trying to get in debuffs to open up space between you and the boss. This can be an issue with some mobs as well if quick usage of your skills is not an option.

End Game effectiveness (Hero+):

Not a solo player when it comes to end game bosses. They're very useful and supportive in team play, but soloing a boss is begging to die constantly as the sheer health of end game bosses drag a fight out much longer than ice mages are built for. Team play they can constantly slow and disrupt bosses for effective locking by other players.

Shadow Mage

The melee char of mages. Interesting character like Mystic Wolf, though much more simple to use. You can go from 'melee mode' with your shadow to 'ranged' whenever you send your shadow out to attack enemies, providing creative usage of gun attacks while your shadow is out dealing damage.

Pros:

-Hard hitter and dps character. Dot damage and heavy hit skills do a lot of damage, throwing out your shadow allows you to make full use of your guns allowing you to keep damage consistent.

-Effective debuff character. Your shadow can do debuffs ranging from def, attack, and health reduction, to rendering a boss or enemy completely useless.

-Well balanced character. Your shadow is your primary attack and defense, when you release it to attack enemies you're essentially defenseless but you get skills to back yourself up. Utilizing your guns you can do explosive damage all around you, and three forms of gun usage, teleporting quick shots, rapid fire dps or "shotgun" type damage while your shadow's busy doing its thing. You can force the shadow off your enemy and it will render the enemy completely useless, with no super armor and defense. You can do full damage to the enemy while shadowless until it finally merges back with its shadow.

Cons:

-Defenseless early on. You get the ability to throw your shadow out to hurt enemies but this leaves you vulnerable to damage until you get a certain gun skill at level 40. It's not until then you have full defensive and offensive capabilities.

End Game effectiveness (Hero+):

-Shadow Mages higher up can handle themselves fully solo and as a team player. Solo play at lv60 dungeons will most definitely require a lot of movement but it's not difficult as your skills utilize a lot of free movement and you can trap the enemy in several ways.

Time Mage

I'll get around to this later. They've changed the character up recently, so not only is he a useful time stop debuffer he's got some serious dps now.

Odd.

So I got picked up on searches for kritika. lol. Well I guess I'll expand on some guides and do some brief overviews just to clear the majority of the confusion with the game. Anyways been sick, busy, tired, stressed, lots of plans. I'm gonna do the kritika shet today just for the sake of getting it out. Once thats dealt with, gonna be lazy again? I don't know. I hope not but this cough has been troubling me.

 
Design by Free WordPress Themes | Bloggerized by Lasantha - Premium Blogger Themes | Online Project management