Selphea Posted July 30, 2021 Share Posted July 30, 2021 (edited) Trying to figure out what each class does. As in, not the concept but actual play, like if someone were to write a guide they’d need to cover these in-depth. Would be nice to compare notes and see if I missed anything. I didn’t cover the situations where a weapon works best in a specific scenario since that works better in a comprehensive class guide. Fortefighter Pros: Highest HP and DFP class, least likely to get interrupted. Hits hard and has S on many dual wield weapons (Twin Saber, Twin Claw, Knuckle) which tend to hit fast to offset its lack of speed boost. Cons: Limited ranged options. Has S Axe, Sword, Spear but they're shared with Fighmaster so damage will be 10 PA levels behind. Travel with Shusou Mob with Slicer, dual weapons or precast Anga Jabroga Boss with Knuckles, Axe or Twin Sabers Snipe with Handgun Support with Freeze Trap G Fortegunner Pros: Best class at Grenades; arguably the best class at Machinegun and Crossbow because the gap between A and S is small, and Machinegun is nice with PP discount. Cons: Has S Shotgun, Rifle and Laser but they're shared with Gunmaster so damage will be 10 PA levels behind. Mob with Laser or Grenade if the situation allows, otherwise strafe and pick off with Crossbow or Machinegun Boss with Shotgun or Grenade, or headshot with Rifle Snipe with Rifle or Machinegun Support with G Traps, Rifle SEs, Boma Maga Fortetecher Pros: Situationally the best class at Ra-techs if it can hit 5 targets. Paired with Longbow and Cards, it has a very “ranged caster” playstyle. Cons: 10 PA levels behind Masterforce, no speed boost and lower TP means most other offensive techs aren’t really it’s forte. Only A TCSMs and no speed boost means SE isn’t really it’s forte either. Not counting Limit Break, it’s tech damage is only 3% higher than Wartecher Mob with Line and Ra-techs typically, but Gi-techs and Cards may situationally see some use Boss with Diga, Foie, Grants or Ra-techs Snipe with Longbow or Cards or Nos-techs Support with buffs, debuffs, heals Fighgunner Pros: Tied for best class at Twin Sabers. Best ATA on a Lv40 Skills class. Combines dual-wielding melee control with ranged cleanup and bossing. Cons: Squishy for a melee class Travel with Tornado Dance Mob with Slicer or Twin Sabers, cleanup with Crossbow if needed Boss with Launcher, Double Saber, Twin Sabers Snipe with Twin Handguns or Machinegun Support with G Traps Wartecher Pros: Only class with two offensive categories at Lv40 (skills, attack techs). Highest Whip damage. Excellent solo ability with self-buffs and heavy melee weapons for control and AoE. Cons: No Slicer or LB Ra-techs means it needs to be up close to do most of its damage Travel with Tornado Dance Mob with Twin Claws or Whip or Gi-techs Boss with Knuckles or Whip or Gi techs Snipe with Longbow or Cards or Nos-techs Don’t bother with support, just kill stuff Guntecher Pros: Best at many single target weapons including Longbow, Card and Crossbow, making it the strongest single target gunner. Very wide support options. Cons: Weak AoEs, mostly Lv30 attack techs or A Lasers with no speed boost. Travel with Tornado Dance Mob with Lasers or Ra techs if the situation allows, otherwise strafe with Crossbow or Machinegun Boss with Ra techs if the situation allows, otherwise headshot with Longbow Snipe with Longbow or Cards Support with G Traps, buffs, debuffs, heals, rifle SE Protranser Pros: The only EX Trapper, unique combination of ranged and melee options. Cons: A lot of situational weapons Mob with Lasers, Sword, Spear, Axe, Grenades or precast Jabroga Boss with Grenades, Knuckles Snipe with Longbow Support with Boma Maga, EX and G Traps Acrofighter Pros: The only S Slicer user and with speed boost. Good with Exact Counter. Only class with speed boosted dual wield melee which makes it extra fast at launching and control. High TP for RCSMs. Good ranged options. Cons: Limited to As on many good weapons, though speed boost makes it decent at them Travel with Shusou Mob with Slicer, Claw, Twin Saber or Twin Claw Boss with Claw Snipe with Cards or Twin Handgun Support with G Traps Acrotecher Pros: Best support techs. The only S Whip user and with speed boost. Good with Exact Counter Cons: Offensive options all have some huge drawback (E.g. Whips are slow, skill PAs max at 20, Daggers and Whips blow away mobs before they die etc) Support with buffs, debuffs, heals, TCSM speed boosted SEs, G Traps Mob with Whip or Gi techs, cleanup with Dagger Boss with Whip or Gi techs or Dagger Snipe with Cards or Twin Handgun Fighmaster Pros: Only class with Lv50 skills, best Sword, Spear, Axe, Double Saber user. Speed boost really helps as it's weapons are usually slow. Cons: Not many options if things fly away Travel with Tornado Dance Mob with Sword, Spear, Axe Boss with Axe, Double Saber Snipe with C Handgun Support with G Traps Gunmaster Pros: Only class with Lv50 bullets, best Rifle, Laser, Twin Handgun, Shotgun user Cons: Situational mobbing and bossing options, fairly squishy Mob with Laser or Shotgun Boss with Shotgun, notably Barada Zagenga, or headshot with Rifle Snipe with Rifle Support with G Traps, Rifle SE Masterforce Pros: Only class with Lv50 offensive techs, best offensive techer especially on Line, Single, Gi and Nos techs Cons: Squishy but needs to go close range sometimes Mob with Line, Gi, Single, situationally Ra techs Boss with Single or Gi techs Snipe with Nos techs Support with TCSM speed boosted SE spam Edited August 11, 2021 by Selphea Quote Link to comment Share on other sites More sharing options...
Seority Posted July 30, 2021 Share Posted July 30, 2021 Awesome overview @Selphea! 10 hours ago, Selphea said: Acrotecher Pros: Best support techs. The only S Whip user and with speed boost. Good with Exact Counter Cons: Offensive options all have some huge drawback (E.g. Whips are slow, Ra-techs only hit 3 targets, no 3rd part on Twin Daggers, Daggers blow away mobs before they die etc) Mob with Whip or Gi techs, cleanup with Dagger Boss with Whip or Gi techs or Dagger Snipe with Cards or Twin Handgun Support with buffs, debuffs, heals, TCSM speed boosted SEs, G Traps Support with G Traps Very accurate from what I can tell! Of course, I could write a novel about the details of playing the best way possible for AT, but I'll stick to small tid-bits. Priority is healing+SE removal>SE>buffs/debuffs>mobbing. It's rare for an AT to normal mob unless soloing/duoing. Why? As Selphea already stated, whips are slow and, along with daggers, have blow-back during the 2nd combo of their PAs that screw up mobs more than not. The best bet is to pick off stragglers or work your way from the outside-in with mobs so they stay together as much as possible. Gi-techs are the best at this. Take this list as what AT is intended for, main support for a group, not a solo class. Single target single enemies use sabers/cards/single techs (foie/diga/zonde/barta). Multi-target single enemies use daggers+2nd combo/gi-techs. Mobbing use daggers(1st combo only)/whips(1st combo only) and only for SE/gi-techs/cards. (Don't use PA's 2nd combo to blow back unless 100% certain you can one shot said mob, or the mob can not be blown back.) Bossing use daggers+2nd combo/whips***/gi-techs/cards/twin hanguns. (Use whips at bosses with caution. Resta/reverser must be available at any moment and the 2nd combo of a whip PA locks a character for awhile.) I also think it's great that Selphea added in traps to every class as well. People, please use your classes traps!! It's not just for PT! Specially if you can use Freeze G, which AT can! Drop traps down during difficult mobs, like ones that always tend to spread out too quickly, or ones that SE constantly (knockdown/blowback/freeze/stun/megid/etc). Anyway, great job Selphea! Here's what I would change to the list: Quote Acrotecher Pros: Best support techs. The only S Whip user and with speed boost. Good with Exact Counter Cons: Offensive options all have some huge drawback (E.g. Whips are slow, not all PAs are available, skill PAs max at 20, Daggers+Whips blow away mobs before they die etc.) Support with heals, buffs/debuffs, Whips(1st combo only) for SE, and G Traps Cleanup with Saber/Cards/single tech Mob with Gi techs, Daggers(1st combo only) Boss with Whip(1st combo only,) Gi techs or Dagger (Only attack when safe to do so.) Snipe with Cards or Twin Handgun I understand that restructuring the list throws off your format, so feel free to switch it back if you prefer. Quote Link to comment Share on other sites More sharing options...
SHOTGUN Posted July 30, 2021 Share Posted July 30, 2021 Wow! Thanks for the useful information. I'm looking forward to the topic "how different types use healing items" and "how different types sell trash to the vendor", because everyone likes to read the obvious things in long lists so much. Isn't it so? Quote Link to comment Share on other sites More sharing options...
Fruzsina Posted July 30, 2021 Share Posted July 30, 2021 @SHOTGUN Ehh look it with the way, what they're currently doing ^_^ Each to their own ^_^ 13 hours ago, Selphea said: Acrofighter Pros: The only S Slicer user and with speed boost. Good with Exact Counter. Cons: Limited to As on many good weapons, though speed boost makes it decent at them Travel with Shusou Mob with Slicer, Twin Saber or Twin Claw Boss with Twin Saber or Twin Claw Snipe with Cards or Twin Handgun Support with G Traps A little disagree i going to feel about this class.... I'd say.... once you have a good gear, then with the same thing you said about wartecher... 13 hours ago, Selphea said: Don’t bother with support, just kill stuff That is because, you can use specific weapons, to use as support anyways. For example: Knuckles = easy stunlock (DMG wise better with large targets, CC wise better vs small-medium targets) 13 hours ago, Selphea said: Gunmaster Pros: Only class with Lv50 bullets, best Rifle, Laser, Twin Handgun, Shotgun user Cons: Situational mobbing and bossing options Mob with Laser or Shotgun Boss with Shotgun or headshot with Rifle Snipe with Rifle Support with G Traps, Rifle SE Also squishy (Especially early game), and has no way to steal health, making solo characters use only healing items. Luckily you only go melee if you shotguning one target. 13 hours ago, Selphea said: Fortegunner Pros: Best class at Grenades; arguably the best class at Machinegun and Crossbow because the gap between A and S is small, and Machinegun is nice with PP discount. Cons: Has S Shotgun, Rifle and Laser but they're shared with Gunmaster so damage will be 10 PA levels behind. Mob with Laser or Grenade if the situation allows, otherwise strafe and pick off with Crossbow or Machinegun Boss with Shotgun or Grenade, or headshot with Rifle Snipe with Rifle or Machinegun Support with G Traps, Rifle SEs, Boma Maga Yay! A rank machinegun is fun, but there's much better S rank machinegun, available. for S. And since your equiped guns reload, you can have 2 machinegun at hand, so you shoot with one, while the other is charging. But i do know what can we do with a Psycho gun as forte so.... i take my comment here, as a little poke :3 But i must say, your list is well made Deserves a cookie! Quote Link to comment Share on other sites More sharing options...
Aelphasy Posted July 30, 2021 Share Posted July 30, 2021 Shotgun post is hilarious, but that said, it might be useful for those who have never played the game to get the big picture. Although I think there was already a topic like it and/or an "how to start" on wiki with classes overview. Could be wrong, dont remember. Ty anyway. Quote Link to comment Share on other sites More sharing options...
packor Posted July 30, 2021 Share Posted July 30, 2021 Since you guys didn't notice, it's more of a question than a guide. Some things to note: GT: it's the bow class, and having xbow means it's the strongest single target gunner GM: the advantage comes more from the rapid fire rifles that allow you to lock targets and "strafe" with rifle, laser locks, and being able to dodge after firing shotgun. FG: some people liek it because it can melee. AF: has very good control due to their single attack speed, which allow them to JA and cc much better than other classes, and they also get additional support in this area with RCSM's. A lot of people actually want it for blade destruction and assault crush tho. FM: really useful because they can actually JA and pull off photon arts with slow f-in weapons. -should note that the fighters don't feel the best atm with the current flinch mechanics, and they SHOULD feel better when they manage to fix it. Quote Link to comment Share on other sites More sharing options...
Selphea Posted July 31, 2021 Author Share Posted July 31, 2021 1 hour ago, packor said: Since you guys didn't notice, it's more of a question than a guide. -should note that the fighters don't feel the best atm with the current flinch mechanics, and they SHOULD feel better when they manage to fix it. YES I didn't play every class so I'm guesstimating for some of them that's why I had to confirm! 6 hours ago, Aelphasy said: Shotgun post is hilarious, but that said, it might be useful for those who have never played the game to get the big picture. Although I think there was already a topic like it and/or an "how to start" on wiki with classes overview. Could be wrong, dont remember. Ty anyway. The Getting Started page takes you here but that's just the generic Sega description. It doesn't really tell you what's the meta, what's the noob traps and so on. Also thanks @Seority @packor @Fruzsina for your comments! I didn't intend for this to be a guide but I can edit it to look more overview guide-like. Quote Link to comment Share on other sites More sharing options...
Fruzsina Posted July 31, 2021 Share Posted July 31, 2021 5 hours ago, packor said: Since you guys didn't notice, it's more of a question than a guide. Excuse me? On 7/30/2021 at 5:17 AM, Selphea said: Trying to figure out what each class does. I can only talk in my name here, but i believe if the very first thing in the post clearly specify this line, (Especially after, they list pros/cons on Every class) that whey would like to know if their opinion about a class is about right. So i believe it's more of a "Did i understood this class?". The blunt answer would be "About almost" If my expression made you think i would rate a guide, i'd say you're wrong. I'm just simply share a personal experience of mine ^_^ And finally, just to make things clear :3 The pros and cons shows the experience, you'd except from someone tested the every class class. Probably, someone whom aim on one class alone, could correct more things, But @Selphea seem to understood the basics of the classes. So got a cookie :3 Quote Link to comment Share on other sites More sharing options...
Sakarisei Posted August 1, 2021 Share Posted August 1, 2021 First of all, I appreciate that initiative from yours, @Selphea. However, I'd like to write here some things which you've forgotten, just for adding it to your post: In first place, Daggers and Twin Daggers in PSUc aren't a joke in comparison with the official version of the game, and, when I see all the details of the classes in your post, basically you've mainly focused in the Twin Claws because Renzan Seidan-ga when we aren't in that age when that PA were the buster of the others since the ridiculous damage which gave that PA with the right hands. Even I'd like to invite you seeing how Jess Victorix plays with single daggers with AF, seeing about how for example Shunbu is basically your main PA for CCing and shredding multipart enemies, with the exception of Hikai which is mostly used for single target purposes and/or enemies with till two parts. In terms of Twin Daggers, Moubu Seiren-zan is a killer machine for single target or enemies with two hitboxes, overcoming to basically Bukuu Rensen-ga in terms of Twin Claws' PA highest DPS against single targets while Hishou Jinren-zan can make a better substitute of Renzan Seidan-ga since the CC can give you more survival rate than you could imagine. Of course my intention of this thing is not understimating the Twin Claws, and much less when, for example, FF cannot use it in their S-Rank version. However, Twin Claws are, for now, an ok weapon which can be used if the user does want to combine with the movement of the character with certain PAs of the Twin Claws. In second place, since I mainly play FF... well, Bogga Robado is basically your single target PA and/or your PA for two hitboxes, unless you're talking about bosses, so, in that case, you'll mostly prefer Bogga Danga, excepting you're dealing an enemy with 4 hitboxes', prefering Bogga Zubba for that case. For me, questioning the efficient of knuckles is the meaning of little to no-knowing that weapon. Of course i'm not telling that that's the best weapon. But, Bogga Robado, for example, can be used as a wall PA for some enemies which can overcome you quickly for then, CCing them and, finally, aoeing to all of them with a CC which can be critical to the party. In third place, the true pro of the WT is that that class is the only one with the ability to have two offensive fields at lvl40, which means melee and offensive techs, and not the deffensive stats (Unless soloing/duoing) since a FF with AT buffs can overcome a WT with the exception of the MST. The main cons of the WT is that that class doesn't have a featured weapon (yeah, even with A-Rank whips, there are another options for it unless, you want to use it as a Tornado Break for cleaning a mass of mobs) because other classes can overcome (at least in melee) in terms of damage to the WT class. Then, add that the class that, if not used with human and/or newman in terms of using both, melee and offensive techs, then the class... not necessarily is a bad one, but you won't be able to use fully the versatility which offer the class because... WT is used for versatility, not for max dmg, even it's true that WT does have the highest damage with whips. In forth place, the true con of FI is that defenses sucks a lot of. Even AF can resist better than FI, not only because the higher evp. It's because it starts with lower defenses, making it a class which maybe you'll require to choose to attack between melee or guns depending of yours. In fifth place, in terms of FF, the main cons of that class is not if FM overcomes FF in terms of swords, spears and axes since FF has always another options for it; it's the lack of a good attack range outside of Mayalee Hit + Heaven Avenger, even if the SE Override of the handguns helps the FF class to get some help while soloing/duoing. Quote Link to comment Share on other sites More sharing options...
Selphea Posted August 1, 2021 Author Share Posted August 1, 2021 (edited) 1 hour ago, Sakarisei said: First of all, I appreciate that initiative from yours, @Selphea. However, I'd like to write here some things which you've forgotten, just for adding it to your post: In first place, Daggers and Twin Daggers in PSUc aren't a joke in comparison with the official version of the game, and, when I see all the details of the classes in your post, basically you've mainly focused in the Twin Claws because Renzan Seidan-ga when we aren't in that age when that PA were the buster of the others since the ridiculous damage which gave that PA with the right hands. Even I'd like to invite you seeing how Jess Victorix plays with single daggers with AF, seeing about how for example Shunbu is basically your main PA for CCing and shredding multipart enemies, with the exception of Hikai which is mostly used for single target purposes and/or enemies with till two parts. In terms of Twin Daggers, Moubu Seiren-zan is a killer machine for single target or enemies with two hitboxes, overcoming to basically Bukuu Rensen-ga in terms of Twin Claws' PA highest DPS against single targets while Hishou Jinren-zan can make a better substitute of Renzan Seidan-ga since the CC can give you more survival rate than you could imagine. Of course my intention of this thing is not understimating the Twin Claws, and much less when, for example, FF cannot use it in their S-Rank version. However, Twin Claws are, for now, an ok weapon which can be used if the user does want to combine with the movement of the character with certain PAs of the Twin Claws. In second place, since I mainly play FF... well, Bogga Robado is basically your single target PA and/or your PA for two hitboxes, unless you're talking about bosses, so, in that case, you'll mostly prefer Bogga Danga, excepting you're dealing an enemy with 4 hitboxes', prefering Bogga Zubba for that case. For me, questioning the efficient of knuckles is the meaning of little to no-knowing that weapon. Of course i'm not telling that that's the best weapon. But, Bogga Robado, for example, can be used as a wall PA for some enemies which can overcome you quickly for then, CCing them and, finally, aoeing to all of them with a CC which can be critical to the party. In third place, the true pro of the WT is that that class is the only one with the ability to have two offensive fields at lvl40, which means melee and offensive techs, and not the deffensive stats (Unless soloing/duoing) since a FF with AT buffs can overcome a WT with the exception of the MST. The main cons of the WT is that that class doesn't have a featured weapon (yeah, even with A-Rank whips, there are another options for it unless, you want to use it as a Tornado Break for cleaning a mass of mobs) because other classes can overcome (at least in melee) in terms of damage to the WT class. Then, add that the class that, if not used with human and/or newman in terms of using both, melee and offensive techs, then the class... not necessarily is a bad one, but you won't be able to use fully the versatility which offer the class because... WT is used for versatility, not for max dmg, even it's true that WT does have the highest damage with whips. In forth place, the true con of FI is that defenses sucks a lot of. Even AF can resist better than FI, not only because the higher evp. It's because it starts with lower defenses, making it a class which maybe you'll require to choose to attack between melee or guns depending of yours. In fifth place, in terms of FF, the main cons of that class is not if FM overcomes FF in terms of swords, spears and axes since FF has always another options for it; it's the lack of a good attack range outside of Mayalee Hit + Heaven Avenger, even if the SE Override of the handguns helps the FF class to get some help while soloing/duoing. Yes this is what I was looking for! It's a bit hard to find PSUC videos so there's not much to go by. It'll be quite a bit of time for me personally to get a bunch of classes and PAs and weapons nicely set up to test things too that's why I gotta ask and confirm. Agree on Twin Dagger, most of the PAs are like, stand in one spot and make small hitboxes in front of you so they're quite situational, but when they're good they're really good. About Bogga Robado, I was looking at a few recent Fortefighter TAs in #clem-flex Discord and on 2 target enemies, they seem to use Assault Crush. Looking at Lostbob's spreadsheet, Assault Crush seems to be faster and higher DPS too, but Bogga Robado isn't super far behind. What are the specific situations where you recommend it over Assault Crush? I was trying FI and agree it feels squishy for a melee and good point about two Lv40 attack types as WT! Also agree FF has limited options for range. Handgun seems stronger than official but well... it's a Handgun. Edited August 1, 2021 by Selphea Quote Link to comment Share on other sites More sharing options...
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