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Old 10-23-2010, 10:11 PM   #1
blood-raven
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Default RO class differences

hi,

I see a lot of new players asking 'what's the best class' or 'what class whould i pick' so i'll put the subclasses here and in my experience the positive and neg sides, i'll try to be as detailed as possible.

Archers:

Hunters:
Purpose: scouts, back stabbers and debuff enemies (this should be light infantry)
Strong against: support conjs and warjurers
Weak against: marks, locks, knights and barbs

Preferable terain: woods and open space

Advantage: fast, able to tame pets or go in camo and sneak up on enemies, scouting (eyes of the army), can take allies in camo (stalker suroundings).
Disadvantage: low defence, low attack.

Marksman:
Purpose: weaken the enemy before they charge, snipe out mages and cc them (these would be heavy infantry).
Strong against: warlocks, hunters, support conjurers, warjurers and if they are at long range barbs.
Weak against: knights, close ranged barbs

Preferable terain: fort or open spaces

Advantage: longest range in game, good defence and attack buffs, a lot of crowd controle spells.
Disadvantage: medium damage, short bursts of damage (not that good in long lasting battles, spells have long cooldown), area's are next to useless, no ally buffs.

Warriors

Barbarian
Purpose: ramming gates, smashing enemies, these are the real juggernauts in game.
Strong against: anything that comes to close.
Weak against: marksmen with full range, locks and warjurers.

Preferable terain: woods, rocky area's, fort.

Advantage: massive damage, very powerfull area's, very powerfull skills, fastest class in game.
Disadvantage: melee class, medium armour.

Knights
Purpose: tanking, protecting conjurers and the rest of the army
Strong against: hunters, marksmen, support conjurers and warjurers
Weak against: locks and barbs

Preferable terain: woods, fort and rocky area's

Advantage: highest defence in game, good cc resists, usefull skills
Disadvantage: melee class, low damage.

Mages

Warlocks
Purpose: nuking enemies, weakening the enemy before charge
Strong against: anything in range
Weak against: marksmen, barbs (when they are to close)

Preferable terain: fort, open spaces

Advantage: very powerfull spells, lot's of ranged area's, high damage DOT's (damage over time).
Disadvantage: low defence, medium range, long cast times and cooldowns.

Conjurers

This class has 2 sides of the coin: support conjurers and warjurers.
Support conjurers: heal allies and supports them in anyway they can
Warjurers: put a lot of points in the mental tree and/ or the staff mastery tree and have there for more offencive powers.

Preferable terain: support conjs: forts, woods, rocky area's
warjurers: everywhere
Advantage: very versatille (either healing or killing), can summon creatures, good defencive spells
Disadvantage: medium range, support conjurers can not defend themselves against attacks.

Note on conjurers
A spell named "confuse" in the archer tricks tree is especially dangerous, it doesnt allow non-damaging spells to be cast.
Because all heal and support spells are non damaging (obviously) it makes you uther useless, make sure to have a second conjurer to either dispell or cast devine intervention on you or a knight with protect ally.


Side note: it's not because the classes are put like this that they can not defeat a class they are weak against, it's all about setup and skill, what i tried to put here is that one class has an advantage over the other, but then if for example a marks comes to close to a lock or he's spells get resisted he's dead meat. A smart marks will never let a knight get to him, i putted "weak against knights" in because a marks needs a lot of time to kill the knight, in which time reinforcements may have arived.

What a good:

Hunter must do: scout the area around the army, sneak attacks

Marksman must do: kill cupport conjurers, dizzy locks, weaken barbs

Barbarian must do: know when to rush (it's no use when there is 50m between you and the enemy and you have no ranged support), when you get close, kill anything in your path.

Knight must do: defend conjurers, cast protective aura's, absorb incomming damage.

Conjurer must do: most people will love you when you are support conjurer since you can resurrect them and heal them and you can expect declarations of love when you dispell a knocked or heavely debuffed ally, you need to be able to handle some stress tough.

For warjurers: know how to place your cc's and how to keep the enemy from you, this class can be a killing machine if played right.

Warlocks must do: nuke the devil out of the enemy with the area's, stay clear of marksmen fire, since they will dizzy you so you can't do a thing, ppl will love you for a well placed sultar's terror or frozen storm.

Some explanation:
Cc's: crowd controle this means: knock down, can not attack, dizzy, freez and stun

Knock down: you knock the enemy to the ground so he can not move nor attack

Can not attack: the enemy can not attack but can still move

Dizzy: the enemy can not cast spells

Freez: the enemy is frozen, not able to attack or move but can not be attacked

Stun: the enemy is not able to attack nor move but when you attack him the effect vanishes.

Debuff: lowering the enemies status

For example: lowering speed, lowering attack damage etc

Buff: boost your own or you allies status
For example: more attack damage, more speed etc

A list of short names for classes and often discussed spells in game and on the forum:

Marks: marksman
Lock: warlock
Conj: conjurer
Barb: barbarian
Knarb: this is a knight without or with very few support spells and his/her setup is based on damage dealing. The word is a contraction of "KNight" and "bARBarian"
Warjurer: a contraction of "WARlock" and "conJURER"


RA: Recharged Arrows (marks spell)
DS: or Distracting shot or Dead sentence (in most cases it's distracting shot because dead sentence isn't whidly used anymore) (dead sentence is an archer spell, dead sentence a hunter only spell)
UM: Unstoppable Madness (barb spell)
SOTW: Son Of The Wind (archer spell)
AoO: Army of One (knight spell)
DI: Divine Intervention (conjurer spell)

SM: staff mastery (mage tree to improve normal damage done by the staff)
CD: cooldown (the time a spell needs to be reusable again)

In general: people tend to use an abbreviation with the first letters of each word.

Think that's all, so i hope it can serve as somekind of help


regards
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Last edited by blood-raven; 08-19-2011 at 09:00 AM. Reason: Update short names
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