![]() ![]() If only the roles of each starting class have been clearly established, things wouldn't have ended up so messy. but NO, Swordsmen's DPS were and are stronger than Thieves and Merchants when I think they're supposed to take the role of Tanks (which ought to have inferior DPS compared to the actual DPS classes). Gravity could've just simplified RO into: Tank, Healing and Support, Physical Melee DPS, Magic DPS, Physical Ranged DPS. The job class complexity present in Savior makes me think that this was what they were going for with RO's classes before they left and handed everything over to current kRO.Įdited by ZeroTigress, 30 August 2016 - 10:26 PM. Yes, the percentage is more to get a general idea of what kind of roles the developers were going for back then. Trying to deduce the proportion of each role in each class is even more complex, but getting a general understanding can be really useful, specially if you get which part was more present in the early classes, which was probably what you wanted to do. I think we've had plenty of threads dedicated to trans and 3rd Classes anyhow, so I don't think more discussion on them is needed.Īlso, there are variations in skills that permit different builds, which make it even more complex. I believe trans is what started the unbalance issue with the 100 extra stat points, buffing skills far beyond what the monster levels were meant for. Some other classes got "bad identification" from transcending which didn't help them much but still didn't really "break the game" Though continuing on the Alchemists note, if you notice how before renewal/3rd they didn't have much of a strong AoE (Yes I know Bomb exists lol) which demanded them being another member of a party where others would buff/heal them and others would be more focused on clearing the MvPs summons while they focus on handling the MvP itself ![]() I don't think transcending messed much up it just gave each class some extra stuff to either strengthen its definition or simply give it one (For example Alchemists were basically a class for making potions, there was almost no reason to play them in combat besides having a "cute pet that fights with you" before giving them more into their identity as an MvPing focused class) Well blacksmith is basically a knight but much tankier, much better at 1v1 fights, and much cheaper to fight with.i find it amusing though that axe mastery was given to alchemist over blacksmith ?_?Īlchemist is basically a better healer both hp, and sp but you pay for what you get, as well being the 2nd best tank of pretrans along with blacksmith I agree with mathspy that those roles and identities were nicely carried onto most (all, IMO, though some better than others) Transcendent Classes, and that they just got better tools to do the exact same job. ![]() Also focused in PVP.īlacksmith - Melee DPS by using money (High ASPD Mammonite? Not very effective otherwise. Rogue - ST Melee DPS/Debuffer FOCUSED IN PVPĪlchemyst - Jack of All Trades, Master of None by using money (Heal with potions, Debuff with Acid/Bomb, DPS with Acid/Bomb, Hell, he was the original Summoner of Ragnarok!!! Everything was very costy, though, and this identity was passed on). Monk - Melee DPS or Melee/Ranged Damage or Melee Nuke Damage Priest - Support or Melee/Support (Battle) or AoE Magical Damage/Support (ME) Knight - AoE Melee DPS/Tanker (Spear) or ST Melee DPS (2H Sword)Ĭrusader - Tanker/Support or AoE Magic Damage/Tanker (Grand Cross) or ST melee DPS/Support (Spear Quicken/AGI Holy Cross builds) Mage - Single Target/AoE Magic Damage (focused in burst damage rather than DPS) Merchant - Vendors( )/Melee DPS by using money", which is an identity that is passed onto future classes, specially the "by using money" part I will try to put what seems to be the principal role first, and other roles after a "/". Also, there are variations in skills that permit different builds, which make it even more complex. ![]()
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