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Because it's not complicated to use and is a 'Fixed Damage' class that doesn't rely upon good gear to be competative in late game content.
The Asura combines the classical D&D style fighter with lots (and LOTS) of blade waves to provide reach, a passive that restores his mana when struck and extremely simple to maintain self buff effect. (Literally, you keep swinging and the buff stacks on itself, providing more Str/Int with each stack)
A simple blade wave or two (Light, Fire, Frost, ect.) can clear most of a room for you or let you engage things 20+ levels above you effectively with some careful fighting. You can juggle well enough and you don't rely on a half dozen buffs like Priest/Crusader or complicated combos like the Theif/Rogue.
That being said, the Gunner (especially Mechanist or Launcher of either gender) as well as the Mage/Summoner and Knight/Chaos can be relatively effective with limited experience. Launcher provides room clear and Gunner is inherently a ranged class, Mechanist/Summoners/Chaos can bring enormous numbers of pets to the battle which for the most part fight autonomously. (to some degree)
Personally I've found (up to roughly level 30, and with my Asura I've fought level 53's sucessfully) that every class I've tried has worked well enough to be enjoyable so far. One thing to mind is the diffrence between 'Fixed' and 'Percentage' classes. A fixed damage class gets most of their damage from skill ranks in their abilities (Asura is one, both Launchers are another) as a result they don't rely on high grade equipment to deal damage. Meanwhile, a Percentage class (Elementalist is one, All Lancer's are another) really shines with upgraded gear because all of their damage is based on the weapon's damage.
But most of this seems to apply to endgame more than anything else in my limited experience. Frankly, Crusader seems wickedly self sufficent, a pile of self applyable buffs mean that his basic attacks hit like a (holy) pain train and his self heal ability and ability to lose health for mana means he needs nothing but a little bit of time in a dungon to recover from anything short of death itself.
You can make 2 charicter's a day (odd but whatever) so I suggest trying anything that looks like it might appeal and running them out of fatigue points (you'll likely end up around lv 20 or so) before stepping back and considering if you like their style.
Hope that helps.
It sure felt strong when I could hit one move and kill literally everything in reach on my level. But it's not unfun so far. (mind I've only dipped my toes into it.)
But you have to hold down the key for Flamethrower. :) Okay, in all seriusness Launcher is definitly fun times so far, made one last night, literally melts faces with lasers, flamer/hellfire not to mention the explosive shot and good old gattling gun fun times.
I'll have to try Summoner. I went elementalist and it's definitly fun once you get the teir 2 spells (Flame Pillar, because screw everyone in this general vecinity.) Plus the whole 'keep using all elements for buff' setup is intresting and Mage includes a solid mana recovery tool!
Theif/Rogue is very technical, perhaps too much for me to really handle, but I can see the terrific combo potential there.
Knight/Elven Knight is definitly a solid class, durable as hell (auto block chance for the win!) with a self clenze and some really powerful strikes.
Actually thus far, FFighter/Striker has been the least impressive class to me and considering I enjoyed that... yeah.
It's almost frustrating that you can only make 2 charicters a day and can't delete people for something like 24-48 hours after their made, because I really do want to try them all.
If you wanna be the most broken solo everything I'm a god I'm so ♥♥♥♥♥♥♥♥ good they don't even allow my character in pvp mode, go chaos......that it, nothing else to say...chaos in 1 dungeon, and you will see why.
Asura starts with using no element on a majority of his skills (except for blantly obvious ones like ice wave and fire wave). His abilities are room clearing though, which makes him fantastic for starters. Once he reaches his final class upgrade (2nd awakening), one of his skills turns his neutral skills into light, and can have his elemental waves deal light if he has more light damage than ice or fire; if you remove all points in the skill, all your skills will go back to dealing neutral damage.
Fixed classes like Asura, Creator, Launchers, get their damage from more than just their skills: they can be increased via independent damage, which exclusively boosts fixed damage on skills, and either str or int, depending on if they deal physical or magical. As asura becomes a light class near end game, that is also a very prominent way to increase your damage.
Other starting characters I can recommend are launchers, witch, and rogue. Despite what is often said, rogue is desceptively strong, and honestly her combos aren't "complicated" unless you're also aiming to pvp. Really, the main concern over playing rogue is if you can cancel decently.
The operative data is that the more stacks of Wave Manifestation you have up, the more powerful your attacks will be.
Huh. Neat to hear. nice to have a elemental/physical switch like that in late game.
Asura and Launcher have definitly gotten work done without having to care about gearing thus far in my experience. Plus the wide area clearing attacks help.
Wasn't aware of how the 'Independent Damage' stat worked out. Definitly going to see about picking some up for them then. Thanks for dropping by with the data on that.
Personally, I would consider Asura both a good starting class, and a good start into the very end game (anton normal and raid). The gear he requires is almost entirely free, both in cost and of RNG. The only problem is what he needs after (dark gothic), but no content -in our version- requires that...yet