Dungeon Fighter Online

Dungeon Fighter Online

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kknd Sep 2, 2016 @ 11:52am
Why play this class?
So, as silly as some might find the topic: I think we could use a thread talking about why someone should try/play a class. So here we are. (presented in order created)

MSlayer/Asura: It works. It's not as flashy or complex as other classes. (which considering it's 'blind magical blade wave specalist' is amazing really.) It doesn't have the endgame potential of an all in combo centric % damage class and that heartbeat sound from Wave Manifestation will start to pound behind your ears after a while. But I can't deny that Asura is durable as hell and does truely solid damage without needing sophisticated tactics, high quality gear or some complicated skill interactions. You pop wave, you turn on the destructive aura and you just go to town on things. The only real drawback I've found is a lack of reactions to being juggled. I picked it as my starter/resourcing charicter and damn if Kaim isn't pulling more than his weight.

FSlayer/Sword Master: Options without too much complexity. A solid contrast to the Asura, she brings four elemental blades and the ability to swap between them along with a solid verity of techniques to use them. The versatility is welcome after Asura's 'one road'. Want maximum elemetnal mayhem? Short Sword lets you effectively duel wield elements. Slow and powerful? Bludgon, with comes with epic shadow attacker benefits. Tired of being interrupted? Zanbato gives super armor to a bevy of moves along with more damage on full charged attacks. Love the cancel mechanic? Katana my friend. The cancel mechanic also gives some real depth of skill potential there. Combined with the ability to essentially dump your entire mana supply into a whirlwhind of Imperial Swordsmanship and basic attacks (canceling into each other while the attack itself goes through fully) means you can burst a tough target down crazy fast. Runs with the % attacks.

Theif/Rogue: Speaking of fast. Fast attacks, lots and lots of hits, huge bursts of damage from Hit End mechanic (combos get you points you can dump into enhanced attacks seamlessly) and a choise between relatively fast high power strikes (Twin Blade) and blurry fast attacks (Good god daggers!) Combined with excilent mobility, Rogue is technically deep and challanging to master, but jawdropping to watch in action. (Also has insane dodge potential.) Relies on % damage.

Lancer/Skirmisher: The speedy, stab centric version of the new hotness. A solid evasive ability, some wide area strikes and enormous reach on the X axis hold appeal to me. Plus I'll admit the event has made leveling him smooth. It helps the second awakening is in the pipeline here. Few skills (being new that's not a suprize) but a solid kit to work with. Core bread and butter skills are mixed damage, but heads to % terratory.

FGunner/Ranger: Welcome to % damage land. The reliance on specific chain techniques, short range fighting and running on % damage has made this a 'hard to use but fun' charicter. Three words: Death By Revolver. Constantly dancing in and out of close range, combining techniques for maximum impact and minimum cooldown. If you could master the command imputs and get her a good gun she's an unholy terror. (at least that's my impression. I'm likely never going to reach that level of skill.)

Knight/Elven Knight: Indestructable (auto block passive), unstoppable (super armor with 100% uptime anyone?) skill chaining melee machine. The whole 'time your chain' gives some real depth of mastery to an otherwise very humdrum (if flashy) charicter. Plus she brings a self clense and some group buff ability. (nothing on a real support but hay, its still nice.) attacks suprizingly fast for a Zanbato user. Goes all in % damage.

FFighter/Striker: Street Fighter, if you had moves from Zangif (grapples) Ryu (uppercut, fireball), Chung Li (spin kick, kick spam) and Balrog/M.Bison (Punches of true impact.) Oh, and she can cancel her moves into each other as well as into and out of her basic attacks. Top it all off? Super Armor ability for the times you just want to beat face. Yeah. I've found her very enjoyable to play. God help anyone if she shows in a crossover fighting game though. Core of mixed damage but heads into % over time.

FMage/Elementalist: Big booms. Big fancy AoE spells that vaporize people. It's why you mage. The whole 'stack self buffs by using diffrent elements' with a bevy of visually and mechanically impressive spells and I can see the appeal here. That said, MMage kinda soured me on her for being clunky when soloing. (Mind if enemies werent entirely focused on me, they'd be vaporized before they could blink.) Pretty much all in % damage.

Priest/Crusader: Behold the buff lord, god of blessings! To put his sheer ability in perspective, I have basically no ranks in my attacks and only a few of them. After all the buffs are running (its 6-7 atm) I still wreck face with basic attacks and level 1 skills. Imagine what I could do buffing someone with some actual attacks to use! Limited (but generous) self heal and mana recovery means nothing outlasts him. Once I can manage to get a group going, we will face roll whole dungons by weight of raw power. He's got buffs for EVERYTHING. Physical attack, stats, magic attacks, independent attacks, defensive stats, max HP/MP, elemental bonus effects, and a clense for any nasty statuses. I've basically memorized his entire buff command list because it's not complicated. Which when I'm soloing translates to buffing myself and then breaking faces with his bare hands. Uses mixed and flat damage attacks.

FGunner/Launcher: Doomguy wishes he had my selection of guns. Solidly fixed damage means equipment is nice but not desperately needed. Entire rooms vanish under Flamethrower, Grenades, laser rifles, cannons, miniguns, hellfire, cluster missiles even! Sure she carries 'Hand Cannons' but they're just stat sticks for the real guns. I kill people before their even on screen here. Loads of fun and relies on flat number s for damage.

FSlayer/Vegabond: All the flashy sword techniques you could ever want, blurry fast attack speeds second only to Rogue and god's honest Lightsabers for off and main hand. (if you like.) Built on % damage. Also you have some Jedi style 'totally not magic' techniques backing it up. The fastest attacker possible with a Zanbato in main hand (or even Bludgon, you don't use a weapon mastery so you can do whatever you like here.) Swapping the off hand form via the ability lets you trade speed for stun,(bludgon) Bleed,(katana) Hold,(ShortSword) electric shocks (lightsaber) or raw killing power. (Zanbato) Frankly it's over the top swordplay 'without magic' in the most grossly obscene way and I love it. Assuming you find something with enough health (or use duel lightsabers for maximum cooldown reduction) you can basically turn a fight into one of those stick figure animations done in beautiful pixel art.

Lancer/Vanguard: The bigger, slower, meaner Lancer subclass. Passively shrugs off hitstun that isn't for large chunks of his health and has a limited (but fast refilling) skill cancel into powerful attack system. Not as mobile as Skirmisher but wearing heavyer armor and bringing terrible reach to back up huge damage hits. Big, screen filling strikes with huge numbers popping up, right here. Notably has more Y axis options then the Skirmisher and more Super Armor moves (plus the psudo super armor passive) Even gets stronger when lower on health somewhat at later levels. I look forward to seeing where the 2ed awakening takes it. Some early mixed moves but becomes pure % later.

FFighter/Nen Master: Retains some of the close combat ability like the Striker, but instead has some sweet group buffs (applys to self too) stronger defensive abilities, cround manipulation and ranged power. Later on focuses on fully charged abilities for maximum effect, including that lovely Kamahamayha technique. (Nen Implosion) Definitly a more defensive and group friendly take on the FFighter I like, plus more ranged options makes for more rounded fighting. has a few mixed moves but is mostly %.

Theif/Kunoichi: Freaking Ninja. Changes entire fighting style from melee to ranged, complete with auto attack projectiles, backdash in the attack string if you like it and the ability to literally fill a screen with flames or projectiles. Fully charging skills reduces their cooldown to boot. Eventually brings in an entierly new pair of levels of spam by both canceling with a shadow clone doing the rest (for near full damage) and then having one do the last six moves (up to three of a given one) you did. Yeah, it keeps doing it while you can do things yourself and your normal 'cancel but let clone do the rest' still works by the look of it. Is a % class, so good equipment is a boon. Sometimes you just want to spam something.

FSlayer/DemonSlayer: Make them bleed at range. Long distance, multi-hit shinnanigans. Literally laughing as she bleeds enemeis to death. There's some hilarius fun to be had purely from that style of 'and now everyone is dotted, the more the better for me.' Seems to be a pure % class, so with the right invest ment, that's a lot of blood on the floor. (not too deep into this class yet of course.)

MMage/Elemental Bomber: Ranged. Auto. Attack. Now that I have your attention, Homing ranged auto attack, backed by elemental spells you are encouraged to chain cancel into each other for shorter cooldowns. The ability to literally swap your basic attack into an element at will (along with several spells) combines with this and a passive to cover your prodigious mana consumption to make me soured on the FMage/Elementalist.

FMage/Battle Mage: Defunct because I realized I was not going to enjoy it. The reason to pick one however is the ability to rapidly build up and use Chasers to tag an extra (powerful) hit onto your combo strings. But having to manually hit a button each time immediately turned me off the class. Looks stylish though.

FMage/Summonor: Swapped from Battlemage for above reasons. Definitly a diffrent gameplay then anything else, your minions fight for you... kinda. it becomes a game of picking the right summons for the job and positioning. Sorta death chess with more magic flying around. Plus it's just amusing having the little buggers on my side for once!

Good lord that was long. Yeah, going to be trying out everyone eventually (It's in my nature to try it all.) I realize looking back on it that it went from gushing to some more technical details (the Fixed/% damage thing) but I can only shrug at that.

So why do you play who you play? :raven:
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Showing 1-13 of 13 comments
Sterling Sep 2, 2016 @ 3:13pm 
Launcher: Biggity boogity boom weapons.

Striker: Everyone likes Bruce Lee.

Ranger: Mom, look at my combo.

Grappler: I'm gonna beat a ♥♥♥♥♥♥♥♥♥♥♥♥ with another ♥♥♥♥♥♥♥♥♥♥♥♥.
Nolo Contendere Sep 2, 2016 @ 4:36pm 
Originally posted by Captain:
Grappler: I'm gonna beat a ♥♥♥♥♥♥♥♥♥♥♥♥ with another ♥♥♥♥♥♥♥♥♥♥♥♥.

Bro and I used to run a grappler and a brawler through dungeons. Can confirm, saw lots of ♥♥♥♥♥♥♥♥♥♥♥♥♥ beaten with ♥♥♥♥♥♥♥♥♥♥♥♥♥.
Wham Sep 2, 2016 @ 5:46pm 
Necromancer: you get a stand
Valence_Drive Sep 2, 2016 @ 7:03pm 
Glacial Master: A mage that decks people across the jaw. With ice.

Also, he can freeze almost anything, and what he can't freeze naturally, he gains a move after 2nd awakening that force-freezes literally everything. That means you can unleash unholy amounts of damage as they just sit there. Stuck. At your mercy.

Vagabond: It's Starkiller. The Apprentice from Star Wars. If that doesn't sell you, I don't know what will.
Keelah Sep 2, 2016 @ 7:45pm 
F.Grappler - Super fun to combo with, and they just play very smoothly once you get the hang of them. They don't have as high of damage potential as some, but they have holds for days, and i-frames out the butt. Having played a lot of classes in DFO going back to the Nexon days, I can say that they are the most survivable class in my own experience. Because of this I find them to be one of the better solo classes in the game. They are great beginner characters as well, since they don't require as much funding to get to good shape, and they are pretty in demand for high level parties due to their holds. Excellent all around class.

F.Striker - As far as my personal taste goes, they are among the flashiest classes around. Very fun to play, combos are super smooth thanks to muscle shift and they can dish out very respectable damage numbers. They have some mp problems, but it isn't a huge issue if your gear is good enough to clear rooms fast. Thanks to fatal aim passive they are very easy to reach 100% crit rate on as well, which is just kind of a nice bonus. Also, Stampede, who doesn't want to have purple energy waves splash out behind you as you run?
kknd Sep 2, 2016 @ 9:52pm 
Originally posted by Captain:
Launcher: Biggity boogity boom weapons.

Striker: Everyone likes Bruce Lee.

Ranger: Mom, look at my combo.

Grappler: I'm gonna beat a ♥♥♥♥♥♥♥♥♥♥♥♥ with another ♥♥♥♥♥♥♥♥♥♥♥♥.
heh. Love the sussinct ones like this.

Originally posted by Wham:
Necromancer: you get a stand
Thats a point I hadn't even thought of. Jojo style beatdowns...



Originally posted by UnKnown_Drive:
Glacial Master: A mage that decks people across the jaw. With ice.

Also, he can freeze almost anything, and what he can't freeze naturally, he gains a move after 2nd awakening that force-freezes literally everything. That means you can unleash unholy amounts of damage as they just sit there. Stuck. At your mercy.
Be mercyless, be what Mr. Freeze could have been? I like i!
Originally posted by UnKnown_Drive:
Vagabond: It's Starkiller. The Apprentice from Star Wars. If that doesn't sell you, I don't know what will.
Why didn't I see that before!? My god it all makes sense now!

Originally posted by Keelah:
F.Grappler - Super fun to combo with, and they just play very smoothly once you get the hang of them. They don't have as high of damage potential as some, but they have holds for days, and i-frames out the butt. Having played a lot of classes in DFO going back to the Nexon days, I can say that they are the most survivable class in my own experience. Because of this I find them to be one of the better solo classes in the game. They are great beginner characters as well, since they don't require as much funding to get to good shape, and they are pretty in demand for high level parties due to their holds. Excellent all around class.
Hadn't thought about the fact all grabs are basically Hold+I-Frame. I'ma have to try me some of that!

Originally posted by Keelah:
F.Striker - As far as my personal taste goes, they are among the flashiest classes around. Very fun to play, combos are super smooth thanks to muscle shift and they can dish out very respectable damage numbers. They have some mp problems, but it isn't a huge issue if your gear is good enough to clear rooms fast. Thanks to fatal aim passive they are very easy to reach 100% crit rate on as well, which is just kind of a nice bonus. Also, Stampede, who doesn't want to have purple energy waves splash out behind you as you run?
You know when one is coming. It won't save you, but at least you know the class of who beat you, right?:raven:
White Kim Jong Un Sep 26, 2016 @ 11:31am 
MNen: Balls. Balls everywhere.

SD: Because who doesn't love ripping out hearts and cutting people in two?

DT: Complete control of Darkness with plate/heavy armor and a ton of holds? Yes please.

Avenger: Literally a Demon.

Chaos: You have a small army that you can sacrifice for damage.


That aside, anyone know any REALLY GOOD multi hit classes? A lot of Multi Hits.
Nolo Contendere Sep 26, 2016 @ 12:44pm 
Originally posted by Drummy:
MNen: Balls. Balls everywhere.

SD: Because who doesn't love ripping out hearts and cutting people in two?

DT: Complete control of Darkness with plate/heavy armor and a ton of holds? Yes please.

Avenger: Literally a Demon.

Chaos: You have a small army that you can sacrifice for damage.


That aside, anyone know any REALLY GOOD multi hit classes? A lot of Multi Hits.

skirmishers have a LOT of multihit.
BOT Eric Sep 26, 2016 @ 9:12pm 
M. Grappler: U need extreme love to play this class...
BOT Eric Sep 26, 2016 @ 9:14pm 
F. Spitfire = You need to throw a lot more grenades to see dat girls white underwear
PlebExMachina Sep 27, 2016 @ 9:45am 
I'd like to point out that while Skirmisher's "Get Out Of Jaill Free Card" is quicker and easier to use than the Vanguard's it has a 3 second cooldown.
The Vanguard can freely engange and disengange from any confrontation so long as he has a stack as any cancel can go into backstep -> smash -> backstep loops.(Not viable in the early game, but essentially free later on due to MP constraints.)
Last edited by PlebExMachina; Sep 27, 2016 @ 9:45am
kknd Sep 27, 2016 @ 10:06am 
Originally posted by SSBM Freak:
I'd like to point out that while Skirmisher's "Get Out Of Jaill Free Card" is quicker and easier to use than the Vanguard's it has a 3 second cooldown.
The Vanguard can freely engange and disengange from any confrontation so long as he has a stack as any cancel can go into backstep -> smash -> backstep loops.(Not viable in the early game, but essentially free later on due to MP constraints.)
Huh... I always saw it as the other way around, since with Skirmisher you could cancel into the forward spear or ground sweep moves then backstep (Down Down Jump by default) on top of the after image backstep. Meanwhile the Vanguard is at the mercy of the recharge rate of smash.

Plus where the Skirmisher's attack would keep going while the after image keeps it up, potentially letting you just walk away, your attack stops with Vanguard.

course Vanguard's mini-super armor is a great defensive tool as well.:raven:
Last edited by kknd; Sep 27, 2016 @ 10:07am
PlebExMachina Sep 27, 2016 @ 12:02pm 
I never really worry about not having a stack to consume, though my Van's build is rather trolly(DREAD BORE ALL DAY EVERY DAY). To me atleast the stacks are about ending after-lag or getting out of danger.
Impact Smash -> Inferno Charge/Surround Break if it's safer behind the enemy or Impact Smash -> Backstep Loop if it's better for me to get away.

With Skirm if I'm faced with equivalent danger (1-2 shots) I tend to just use hit and run tactics. Maybe I just haven't figured out all of its nuances yet.
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Date Posted: Sep 2, 2016 @ 11:52am
Posts: 13