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Hero isn't actually that exceptional outside of having a large weekly income (in part because of prior mastered classes, but Hero also has the highest base income by a lot.) Problem is, by the time you can unlock it, the run should already be decided one way or another. Robo-Knight is kind of the same, except easier to unlock and reasonably doable late in a run.
Unless you're doing something involving heavy MG use or SP dumping, Thief has the best start. There's a bit of a triangle between Ninja who can speedrun the best, Monk who can best sustain and beat the Ninja in PvP (Soul Fire pulling a lot of weight here and in PvE), Alchemist who makes their LIV fortune against slower combat classes like Monk, and Ninja itself best contests the Alchemist loop with SP-based harassment and quick game clearing speed.
Meanwhile, Spellsword exists, but you had to take Warrior+Magician to get it, it has bad job skills, and its passive alone doesn't justify the costs required in getting it. Going mixed attacker sounds good on paper in PvP until you realize that Strike should be your "mixed" reply, and you can run utility magic like Drain/Sleepy/Banish if going physical-only. With this in mind, Spellsword has bad level up stats as an additional problem.
Acrobat is interesting - you give up having weekly income and decent level ups, but gain a good job skill in ???? and arguably the best passive in the game.
HP: Core stat, moderate for PvE, extra for PvP
AT: Core stat unless MG-based.
DF: Dump stat, the damage formulas don't favor it. Take HP instead.
MG: All-or-nothing stat, but you need a late game answer that isn't MG based for a certain late game boss and for PvP involving M Guard DX. Soul Fire or high-end equipment is ideal.
SP: Generally the dominant stat as it powers Strike and field magic accuracy (Attack/Strike accuracy as well, but less so). You don't need to have top SP, but you better not be way behind the player who has it.
You could look into Discord communities to see what hacks and/or house rules they use for their attempts at balance. Long term, I wouldn't be surprised to see a small modding community for this version if its feasible.
like me i like to go a tanky speed build ( master both monk and ninja).
overall i would say early game theif is the best
Mid game its between ninja, alchimist and monk
late game your personal pick.
hero is absolute ass do to its high requrement needs witch are master Ninja, spellsword, get and master acrobat an rng slot machine spend about 50k and get great. fight rico jr ( witch you can only do durning chapter 4 afterwards he has a chance of appearing on any yellow space but he has an increase spawn chance on the mountiant) and get angle wings ( its a 100% drop). then go to the top of the mountain get to heaven (witch consumes your wings) then rng on a white look box for the license then make it back to dokupon kingdom and boom your have hero.you have to do all fo that while praying no one uses a come here, webber not giving you a big bug, you loosing it in a fight theif robbing you by just walking past you. personally hero would be somewhat easier to get if it didnt require you to get acrobate and the hero licence from the heaven white chest. realisticlly your not getting hero in any playthough unless people allow you to like with friends.
spellsword is very lack luster personally i like it but its pretty booty
robo Knight is pretty cool and decent but lack luster when it comes to the main 3 classes of monk, ninja and alchemist
acrobate you would only get it for the play dumb and the ????? witch are both pretty op skills to get