Post by Tenshu on Nov 28, 2008 22:00:41 GMT -4
I felt bored so I guess I'll type this up to give general info on all three classes:
HUNTER
The Hunters aren't just the attackers, the males can be effective tanks while the females can be good support.
HUmar: These characters are quite balanced, while they can't empower themselves for an extended period of time, they can weaken groups of enemies instead with Jellen and Zalure as well as provide a bit of support with his Resta. Not as strong as the HUcast, they can be a good asset to the team, depending on your playstyle. (Remember, it's a team effort, so HUmars running around Charging/Spirit/Berserking everything can be frowned upon).
HUcast: These are the powerhouse of the Hunters and pretty much the strongest character in the game in terms of ATP. They have high HP and not too bad in Defense. However being an android, he cannot use techniques and with that cannot support the other characters other than using items. He's the most inaccurate of the Hunters but he can still get a few good whacks in. If you're aiming for using Berserk or Charge however, you'll need Hit % on your weapons. With the availability of S-RED'S BLADE since Version 2, this android can empower himself for a short period of time. BB's Twin Kamui also serves a similar purpose, being able to Zalure enemies but it's tougher to create. As with the other androids, HUcast can use traps that can be useful for a team if you know how to use them well.*
HUnewearl: These are pretty much an early melee Force. The HUnewearl has access to S/D/J/Z and her J/Z is maxed at a higher level than HUmar. She's a little low on the accuracy and power side as well as HP but she can hold her own quite well. You'll find yourself supporting more than actually fighting if you're in a group, and with your Lv.20 technique level limit, you can do it well.
HUcaseal: The most accurate and quick of the Hunters, she has the least defense however and her trap growth is the lowest of all androids. Her attack animations are exceptionally well but playing close quarter combat with them isn't so good unless you have high level equipment, you'll find yourself running around enemies and playing keep away. The only non-ranger able to use Last Swan, the HUcaseal can provide Ranger-like assistance as well from her selection of guns to use. Not an able guardian for the other characters, you'll find yourself being more of a diversion for enemies to stay away from your teammates.*
[/li][li] = These character have access to traps which can be put to good use when having a handgun equipped and as soon as you lay the trap, shoot immediately to detonate it. This saves the time for it to actually detonate.
RANGER
The Rangers are good for picking off enemies at a distance, but they can also get a few good hits in with close-range weapons. The rifle, Frozen Shooter can provide good support for a team going up against a powerful enemy from its freezing capability. The Rangers as a whole can make use of the special attacks available in the game from their high ATA.
RAmar: The HUmar of the Ranger class. RAmar is balanced being a human and is also the most accurate of the Rangers but is however the frailest (but not by much). Like the HUmar he is able to support with Resta but is now able to empower himself with Shifta and Deband. Because of his high accuracy, you can equip and make use of guns better than anyone else and can equip and be assured to land hits with melee weapons as well. As can be assumed, the high accuracy also allows you access to special attacks like Freeze and Paralysis.
RAmarl: A more accurate version of HUnewearl and is what is known as the best solo character to use. She can take a few more hits than RAmar, has some nifty ATA of her own, higher MST (which can make use of Divine Punishment) and her power isn't too bad either. She is able to use all four of the stat techniques to support and like RAmar, can make use of weapon special attacks.
RAcast: Mr. Clunky himself, the RAcast. Being the most inaccurate Ranger isn't a very good title to have but he's at least more accurate than the other classes. The most powerful of the Rangers, and the character with the highest HP in the game, the RAcast serves as a tank. You can play the RAmar role but in a group you'll find yourself acting as a shield with your high HP to defend your lower HP'd allies unless they know how to use their character well. Being an android, losing HP isn't that big of a deal either since you can replenish it just by sitting still. Your traps will also be a good asset to your group, so you can call RAcast a walking battle tank of sorts.*
RAcaseal: One of the rarest characters used for some odd reason. The RAcaseal oddly has more defense than the RAcast, as well as ATA, but of course has lower HP. You can defend allies to an extent but you'll be acting more like a lesser RAcast as RAcaseal, even though she has more accuracy than him which can be handy if you use your guns' special abilities.*
[/li][li] = These character have access to traps which can be put to good use when having a handgun equipped and as soon as you lay the trap, shoot immediately to detonate it. This saves the time for it to actually detonate.
FORCE
The Forces are the Mages/Wizards/Sorcerers of PSO. They have higher MST and lower ATP than the other classes but have access to Grantz, Megid, Reverser, Anti Lv.7, and Lv.30 Attack and Support Techniques making them very versatile with how they can help a group they're in.
FOmar: An odd fellow, this Force is the most powerful of the Forces, but has the lowest ATA of everyone. While he does get an increase in Gi-techs and Grantz by 30%, he also has double Shifta and Deband range. One of the easiest Forces to make into a Hybrid because of his high ATP and ability to empower himself as well as weakening enemies he can be both attacker and supporter at will.
FOmarl: The more supportive form of her male counterpart. FOmarl can also become an attacker of sorts while also healing her allies with her double Resta/Anti range as well as her S/D range. Her Grantz is also boosted and she has a bit more defense than FOmar but lower MST and lower ATP. She is another easy Force to create into a Hybrid.
FOnewm: The nuker of this class. FOnewm gains an increase in Ra-techs and has the ATP to take care of himself while also having higher ATA than FOmar or FOmarl. Be careful when using this character however, while you are good at stunning enemies with your techs, damage canceling can interfere with defeating all enemies in a timely manner.
FOnewearl: The highest in MST, EVP and TP of all the classes. This little girl gains an increase in the strongest techniques, your Simple techs so going one on one with an enemy with your techniques can be fun. She however has the lowest defense as well as ATP, so she's a difficult character to handle in melee combat but it isn't impossible to excel in it as her. Her piercing Megid also has a use for trying to take out multiple enemies at once. She also gains a double Resta range and being a Numan, she can replenish TP by just standing still.
MODES
I've observed different Modes of each class and so I'll list them here, as well as their Effectiveness for the player and Charisma for their party members in general terms (Very Low, Low, Moderate, High, Very High, Excellent):
HUNTER
Guardian: The Guardian Hunter would be a Hunter that will stay with the weakest ally in order to use their higher HP/DFP to shield them from enemy attack or to keep them from dying by attacking approaching enemies.
Effectiveness: Moderate (They can defend other characters and will most likely defeat enemies more)
Charisma: High (Lower Level Forces without a high level Jellen/Deband user around would have a weight lifted off their shoulders with a person who can take a hit for them)
Berserker: You could say these are the opposite of the Guardian Hunters. These types of Hunters rush into battle with a sacrificial special'd weapon in tow without any concern for the other members of the group. They get more exp because they'll defeat enemies faster but are frowned upon by other players.
Effectiveness: High (You're just killing, killing, killing. More exp for you right?)
Charisma: Low (In teams this one usually isn't liked because they can defeat enemies before the others can even tag them)
RANGER
Follow-Up: These Rangers are those who use their guns' physical or special abilities to follow up on a Hunter's or Force's attack. You could say as soon as a Hunter's three hit combo ends, a Ranger's bullet can cause the enemy to flinch again long enough for the Hunter to recover from the combo animation and attack again.
Effectiveness: Moderate (You may be tagging more but you may also get the killing hit as well at times)
Charisma: High (Some battle units like Heavenly/Battle and V101 are hard to delay to make an enemy flinch again with your weapon, a Ranger aware of this can just shoot and allow you to combo again if you're a Hunter or a close-range Ranger)
Rambo: These Rangers instead focus their damage on close range weapons similar to a Hunter, but with a bit more focus on special attacks like Hell.
Effectiveness: Moderate (If you have a good gun with the Hell or Demon special ability you can pretty much clean house yourself aside from your own ATP)
Charisma: Moderate (Low level teams may welcome this Ranger, Ultimate high level teams may probably not if this Ranger doesn't come with a Frozen Shooter or other adequate gun)
Lone: No not the Moderator Lone lol. A Lone Ranger will tend to use cheap special attacks in a manner similar to the Berserker Hunter, often times not caring that their Divine Punishment abuse is in fact doing more harm than benefit because of damage cancel. Often times they can be useful for handy special effects such as paralysis, freeze, and hell but these Rangers tend to look out for themselves only.
Effectiveness: Very High (Similar to the Berserker Hunter, they're in this only for themselves in a nutshell)
Charisma: Low - Moderate (Lower level groups, this one may be hated as much as the Berserker Hunter for the same reason, but a high level team with some sort of goal in mind like Time Attacking could use it)
Disabler: These Rangers make use of status inflicting weapons such as Spread Needle, Holy Ray, and the ever popular Frozen Shooter. Think of these Rangers as a slight modification to the Follow-Up Ranger. The only problem I personally have with this kind of Ranger is it doesn't really give most enemies a fighting chance ^^;. But all that aside, a handy party member to have around sometimes. The RAmar and RAmarl sections above should explain their benefits to this mode as well, having access to support techniques.
Effectiveness: High (similar to the Lone Ranger, by yourself you'll be just fine if not better off)
Charisma: High (Time Attackers will welcome you with open arms, just be careful when you're not doing that, such as with lower level players who are still getting used to the difficulty they're in)
FORCE
Nuker: The FOnewm would best match this mode. Using your techs only to cause damage, damage, and more damage and to as many enemies as possible.
Effectiveness: Very High (This is when you solo, and on Ep4. The enemies in Ep1 and 2 can have more tech resistance that it wouldn't be worth it to go in there unless you had technique boosting items on hand)
Charisma: Moderate (The ability to stun enemies with some techniques are welcomed. The downside of Damage Cancel can be a bother though)
Supporter: These Forces use S/D/J/Z as their way of earning exp, keeping their allies alive with Resta and Anti, as well as promptly reviving fallen allies with Reverser. These Forces don't get as much exp because they'll rarely defeat an enemy, rather tagging them.
Effectiveness: Low (By yourself you might be grabbing a weapon or using techs to defeat an enemy, but it could take a bit)
Charisma: Excellent (Depending on your awareness, you'll be a great asset to your team)
Melee: These Forces act the Hunter role, taking advantage of their S/D/J/Z and whatever ATP they can raise for using melee weapons. However these Forces tend to forget about the other party members.
Effectiveness: Moderate (You're getting in close to do your damage an exp, so you'll be defeating enemies more, than just tagging them)
Charisma: Moderate (Some parties are in need of the Support Force more than the Melee Force)
Hybrid: These Forces can become potentially the most dangerous or the most beneficial of the Forces, they combine not only characteristics of the Melee and Supporter Force, but can also combine the general uses of all three classes, a HURAForce you can say. While not as effective as a full Hunter or Ranger (or Force for that matter), these Forces are alert, and well adept at supporting allies as well as taking it to the enemies with the Hunters and Rangers.
Effectiveness: Very High (You try to have the best of all three, that can help)
Charisma: High (This becomes a problem, if you're not aware enough to drop what you're doing to help an ally if you can or reuse S/D in a timely manner you may as well call yourself a Melee Force. The reason it's High is because you can support and attack very well, even the FOnewearl, but you may be overshadowed by a Hunter or Ranger, placing you more on the support side of things)
HUNTER
The Hunters aren't just the attackers, the males can be effective tanks while the females can be good support.
HUmar: These characters are quite balanced, while they can't empower themselves for an extended period of time, they can weaken groups of enemies instead with Jellen and Zalure as well as provide a bit of support with his Resta. Not as strong as the HUcast, they can be a good asset to the team, depending on your playstyle. (Remember, it's a team effort, so HUmars running around Charging/Spirit/Berserking everything can be frowned upon).
HUcast: These are the powerhouse of the Hunters and pretty much the strongest character in the game in terms of ATP. They have high HP and not too bad in Defense. However being an android, he cannot use techniques and with that cannot support the other characters other than using items. He's the most inaccurate of the Hunters but he can still get a few good whacks in. If you're aiming for using Berserk or Charge however, you'll need Hit % on your weapons. With the availability of S-RED'S BLADE since Version 2, this android can empower himself for a short period of time. BB's Twin Kamui also serves a similar purpose, being able to Zalure enemies but it's tougher to create. As with the other androids, HUcast can use traps that can be useful for a team if you know how to use them well.*
HUnewearl: These are pretty much an early melee Force. The HUnewearl has access to S/D/J/Z and her J/Z is maxed at a higher level than HUmar. She's a little low on the accuracy and power side as well as HP but she can hold her own quite well. You'll find yourself supporting more than actually fighting if you're in a group, and with your Lv.20 technique level limit, you can do it well.
HUcaseal: The most accurate and quick of the Hunters, she has the least defense however and her trap growth is the lowest of all androids. Her attack animations are exceptionally well but playing close quarter combat with them isn't so good unless you have high level equipment, you'll find yourself running around enemies and playing keep away. The only non-ranger able to use Last Swan, the HUcaseal can provide Ranger-like assistance as well from her selection of guns to use. Not an able guardian for the other characters, you'll find yourself being more of a diversion for enemies to stay away from your teammates.*
[/li][li] = These character have access to traps which can be put to good use when having a handgun equipped and as soon as you lay the trap, shoot immediately to detonate it. This saves the time for it to actually detonate.
RANGER
The Rangers are good for picking off enemies at a distance, but they can also get a few good hits in with close-range weapons. The rifle, Frozen Shooter can provide good support for a team going up against a powerful enemy from its freezing capability. The Rangers as a whole can make use of the special attacks available in the game from their high ATA.
RAmar: The HUmar of the Ranger class. RAmar is balanced being a human and is also the most accurate of the Rangers but is however the frailest (but not by much). Like the HUmar he is able to support with Resta but is now able to empower himself with Shifta and Deband. Because of his high accuracy, you can equip and make use of guns better than anyone else and can equip and be assured to land hits with melee weapons as well. As can be assumed, the high accuracy also allows you access to special attacks like Freeze and Paralysis.
RAmarl: A more accurate version of HUnewearl and is what is known as the best solo character to use. She can take a few more hits than RAmar, has some nifty ATA of her own, higher MST (which can make use of Divine Punishment) and her power isn't too bad either. She is able to use all four of the stat techniques to support and like RAmar, can make use of weapon special attacks.
RAcast: Mr. Clunky himself, the RAcast. Being the most inaccurate Ranger isn't a very good title to have but he's at least more accurate than the other classes. The most powerful of the Rangers, and the character with the highest HP in the game, the RAcast serves as a tank. You can play the RAmar role but in a group you'll find yourself acting as a shield with your high HP to defend your lower HP'd allies unless they know how to use their character well. Being an android, losing HP isn't that big of a deal either since you can replenish it just by sitting still. Your traps will also be a good asset to your group, so you can call RAcast a walking battle tank of sorts.*
RAcaseal: One of the rarest characters used for some odd reason. The RAcaseal oddly has more defense than the RAcast, as well as ATA, but of course has lower HP. You can defend allies to an extent but you'll be acting more like a lesser RAcast as RAcaseal, even though she has more accuracy than him which can be handy if you use your guns' special abilities.*
[/li][li] = These character have access to traps which can be put to good use when having a handgun equipped and as soon as you lay the trap, shoot immediately to detonate it. This saves the time for it to actually detonate.
FORCE
The Forces are the Mages/Wizards/Sorcerers of PSO. They have higher MST and lower ATP than the other classes but have access to Grantz, Megid, Reverser, Anti Lv.7, and Lv.30 Attack and Support Techniques making them very versatile with how they can help a group they're in.
FOmar: An odd fellow, this Force is the most powerful of the Forces, but has the lowest ATA of everyone. While he does get an increase in Gi-techs and Grantz by 30%, he also has double Shifta and Deband range. One of the easiest Forces to make into a Hybrid because of his high ATP and ability to empower himself as well as weakening enemies he can be both attacker and supporter at will.
FOmarl: The more supportive form of her male counterpart. FOmarl can also become an attacker of sorts while also healing her allies with her double Resta/Anti range as well as her S/D range. Her Grantz is also boosted and she has a bit more defense than FOmar but lower MST and lower ATP. She is another easy Force to create into a Hybrid.
FOnewm: The nuker of this class. FOnewm gains an increase in Ra-techs and has the ATP to take care of himself while also having higher ATA than FOmar or FOmarl. Be careful when using this character however, while you are good at stunning enemies with your techs, damage canceling can interfere with defeating all enemies in a timely manner.
FOnewearl: The highest in MST, EVP and TP of all the classes. This little girl gains an increase in the strongest techniques, your Simple techs so going one on one with an enemy with your techniques can be fun. She however has the lowest defense as well as ATP, so she's a difficult character to handle in melee combat but it isn't impossible to excel in it as her. Her piercing Megid also has a use for trying to take out multiple enemies at once. She also gains a double Resta range and being a Numan, she can replenish TP by just standing still.
MODES
I've observed different Modes of each class and so I'll list them here, as well as their Effectiveness for the player and Charisma for their party members in general terms (Very Low, Low, Moderate, High, Very High, Excellent):
HUNTER
Guardian: The Guardian Hunter would be a Hunter that will stay with the weakest ally in order to use their higher HP/DFP to shield them from enemy attack or to keep them from dying by attacking approaching enemies.
Effectiveness: Moderate (They can defend other characters and will most likely defeat enemies more)
Charisma: High (Lower Level Forces without a high level Jellen/Deband user around would have a weight lifted off their shoulders with a person who can take a hit for them)
Berserker: You could say these are the opposite of the Guardian Hunters. These types of Hunters rush into battle with a sacrificial special'd weapon in tow without any concern for the other members of the group. They get more exp because they'll defeat enemies faster but are frowned upon by other players.
Effectiveness: High (You're just killing, killing, killing. More exp for you right?)
Charisma: Low (In teams this one usually isn't liked because they can defeat enemies before the others can even tag them)
RANGER
Follow-Up: These Rangers are those who use their guns' physical or special abilities to follow up on a Hunter's or Force's attack. You could say as soon as a Hunter's three hit combo ends, a Ranger's bullet can cause the enemy to flinch again long enough for the Hunter to recover from the combo animation and attack again.
Effectiveness: Moderate (You may be tagging more but you may also get the killing hit as well at times)
Charisma: High (Some battle units like Heavenly/Battle and V101 are hard to delay to make an enemy flinch again with your weapon, a Ranger aware of this can just shoot and allow you to combo again if you're a Hunter or a close-range Ranger)
Rambo: These Rangers instead focus their damage on close range weapons similar to a Hunter, but with a bit more focus on special attacks like Hell.
Effectiveness: Moderate (If you have a good gun with the Hell or Demon special ability you can pretty much clean house yourself aside from your own ATP)
Charisma: Moderate (Low level teams may welcome this Ranger, Ultimate high level teams may probably not if this Ranger doesn't come with a Frozen Shooter or other adequate gun)
Lone: No not the Moderator Lone lol. A Lone Ranger will tend to use cheap special attacks in a manner similar to the Berserker Hunter, often times not caring that their Divine Punishment abuse is in fact doing more harm than benefit because of damage cancel. Often times they can be useful for handy special effects such as paralysis, freeze, and hell but these Rangers tend to look out for themselves only.
Effectiveness: Very High (Similar to the Berserker Hunter, they're in this only for themselves in a nutshell)
Charisma: Low - Moderate (Lower level groups, this one may be hated as much as the Berserker Hunter for the same reason, but a high level team with some sort of goal in mind like Time Attacking could use it)
Disabler: These Rangers make use of status inflicting weapons such as Spread Needle, Holy Ray, and the ever popular Frozen Shooter. Think of these Rangers as a slight modification to the Follow-Up Ranger. The only problem I personally have with this kind of Ranger is it doesn't really give most enemies a fighting chance ^^;. But all that aside, a handy party member to have around sometimes. The RAmar and RAmarl sections above should explain their benefits to this mode as well, having access to support techniques.
Effectiveness: High (similar to the Lone Ranger, by yourself you'll be just fine if not better off)
Charisma: High (Time Attackers will welcome you with open arms, just be careful when you're not doing that, such as with lower level players who are still getting used to the difficulty they're in)
FORCE
Nuker: The FOnewm would best match this mode. Using your techs only to cause damage, damage, and more damage and to as many enemies as possible.
Effectiveness: Very High (This is when you solo, and on Ep4. The enemies in Ep1 and 2 can have more tech resistance that it wouldn't be worth it to go in there unless you had technique boosting items on hand)
Charisma: Moderate (The ability to stun enemies with some techniques are welcomed. The downside of Damage Cancel can be a bother though)
Supporter: These Forces use S/D/J/Z as their way of earning exp, keeping their allies alive with Resta and Anti, as well as promptly reviving fallen allies with Reverser. These Forces don't get as much exp because they'll rarely defeat an enemy, rather tagging them.
Effectiveness: Low (By yourself you might be grabbing a weapon or using techs to defeat an enemy, but it could take a bit)
Charisma: Excellent (Depending on your awareness, you'll be a great asset to your team)
Melee: These Forces act the Hunter role, taking advantage of their S/D/J/Z and whatever ATP they can raise for using melee weapons. However these Forces tend to forget about the other party members.
Effectiveness: Moderate (You're getting in close to do your damage an exp, so you'll be defeating enemies more, than just tagging them)
Charisma: Moderate (Some parties are in need of the Support Force more than the Melee Force)
Hybrid: These Forces can become potentially the most dangerous or the most beneficial of the Forces, they combine not only characteristics of the Melee and Supporter Force, but can also combine the general uses of all three classes, a HURAForce you can say. While not as effective as a full Hunter or Ranger (or Force for that matter), these Forces are alert, and well adept at supporting allies as well as taking it to the enemies with the Hunters and Rangers.
Effectiveness: Very High (You try to have the best of all three, that can help)
Charisma: High (This becomes a problem, if you're not aware enough to drop what you're doing to help an ally if you can or reuse S/D in a timely manner you may as well call yourself a Melee Force. The reason it's High is because you can support and attack very well, even the FOnewearl, but you may be overshadowed by a Hunter or Ranger, placing you more on the support side of things)