ATLYSS
Class Playstyles
Im curious. Usually, what is the playstyle for each of the classes? from my personal experience, fighters are the melee-tanks, mystics are midrangers / nukers, and i haven't made a bandit because crits aint really my thing, and nothing else about bandits seem appealing.
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Bandits are the fast and nimble class that can usually run around all over the place. They get a triple jump and a second dash, have access to an invisibility skill to either set up or evade, and they have two different skills that cause a defense debuff on mobs, which do stack on another. It's a class where you actively maneuver around your foes, even easily dashing away from boss attacks entirely.
I like jugglin enemies with mystic's Cross/Nova + Sword
Shredding Tanky/Dodgy enemies with FluxSpear + katars + FluxBolt
Faust Jan 11 @ 4:12pm 
Fighter is the most block-heavy and the most debilitating (can stun and slow down), primarily melee.

Bandit focuses on control and burst in melee, while focusing on mobility and slow&steady delivery of damage at range.

Mystic has some support (AoE Heal in the form of Restora plus Divine may be a universal skill but it scales off Mind so mystics benefit from it the most), some displacement (punting enemies with Cross or Nova), and ranged skillshots (Flux Bolt is devastating and extremely spammable).

Any class can be ranged, but fighters are the least equipped for it, having no mobility and little in the form of ranged skills besides using a two-handed weapon as a boomerang occasionally. Bandits excel at kiting while mystics probably have better ranged DPS while still having solid enough kiting potential.

Any class can be melee, and all of them are quite good at it. My mystic uses a polearm, for one.

Most supportive class is mystic thanks to Restora and Divine scaling, but every class has a defense debuff and a group-wide damage buff. Any class can also use Divine to help with group healing.

Fighters only have melee skills and are thus least versatile in the choice of weaponry. You can use a bow or a magic weapon on a fighter, but your class won't offer anything extra to your regular attacks. Bandits have separate melee skills and ranged skills. Melee skills focus on damage, control (stuns), and debuffs (defense). Ranged skills focus on damage and debuffs (defense + a small DoT). Mystics have no weapon-dependant skills whatsoever, thus they are technically the most versatile.
fighter is the tank, aka best parry in the game, gear that is fighter only has the best hp/defense in the game, succussful parries also bounce damage back. Sadly that is mostly all they do best imo. But since parrying is so important, having the best parry in the game is quite nice. Much of their moveset seems underwhelming compared to the other two choices, their stun is very short ranged and misses a lot, their dash isnt as good as bandits, their mobility is awful (worst of the three classes), but if you want a safe character then pick fighter.

mystic is the best user of divine which is the current best move in the game, it does stupid amounts of damage with mystic and it can fully heal you even if multiple enemies are attacking you at once, fluxbolt also is insane on mystic and you can sustain that later in the game, they have a very low cd heal restora, a good stun with fluxspear, and huge knockback moves with nova or cross.

bandits are the best weapon users in the game with heavy weapons and bells, and they are pretty good with bows if you use volley well. This is due to the high crit rates bandits can do making them do a ton of high damaging crits over even fighter trying to use heavy weapons or mystic using a bell (they easily reach 25-30% crit rates when fighter and mysic using their best enchants only reach 8%). They also have the best dodge rate in the game easily reaching 25-30% endgame, and their mobility is great. They have the best stun in the game due to it working on all melee weapons and it being a dash you can hit multiple enemies to stun em all. They can also use 2x defense downs. They also can run katars decently well thanks to their good crit rate (just use the charged attack when it is safe) it will crit like crazy) and the jump attack with lv2 katar mastery allows to reposition. Their biggest weakness is sadly they are the worst divine users in the game (even the fighter does it better then bandit thanks to the rage buff) and with divine being the best move in the game, that kinda stinks, but being the best at all weapons in the game is a perk i love.
Last edited by Atomic Kid; Jan 11 @ 4:44pm
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Date Posted: Jan 10 @ 11:55pm
Posts: 4