Fighter: Difference between revisions

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=Which Class to Use?=
=Which Class to Use?=


This day in age, things are mostly equivalant and you can use whatever you want. I wouldn't put too much stress onto this.


If a mob has a certain prog/limitation, then that will obviously dictate what you use. Otherwise... try whatever.  
 
If a mob has a certain prog/limitation, then that will obviously dictate what you use. Otherwise... these days things are mostly equivalent and you can use whatever you want. I wouldn't put too much stress onto this unless the mob has a specific prog or you have one char that is far better eq'd than others.  


Some general things of note between fighter classes:  
Some general things of note between fighter classes:  

Revision as of 03:46, 3 March 2026

Fighter Classes

Stat Comparison

Max Fighter Stats
CLASS Str Int Wis Dex Con Cha Lck
Warrior 25 18 20 22 20 20 20
Ranger 25 20 22 22 20 18 20
Paladin 25 18 22 20 20 20 20
Barbarian 25 18 20 20 22 20 20


Combat Comparison

Weapons and shared combat skills comparison:

Shared Skills:
CLASS Weapons (95% Adept) 2nd Atk 3rd Atk 4th Atk 5th Atk Enhance Dmg Dodge Parry Grip Rescue Disarm
Warrior Bludgeons, Long Blades, Pugilism 95 95 90 85 95 70 85 90 80 85
Ranger Talonous Arms, (Missile Weapons) 95 90 70 - 75 85 90 75 95 90
Paladin Bludgeons, Long Blades, Polearms 95 90 75 49 90 75 90 95 80 -
Barbarian Bludgeons, Long Blades, (Bare Handed) 95 95 95 85 95 80 85 95 80 95


Style Comparisons
CLASS Defensive Evasive Standard Aggressive Berserk
Warrior 95 95 95 95 95
Ranger 60 70 90 90 55
Paladin 70 70 95 95 40
Barbarian - - 95 95 95

Utility Comparison

What is a "utility" spell/skill?

  • Functional - 'does something'
  • Not a buff/debuff -- does not result in an affect being applied to player or mob
  • Not an attack or a passive combat skill

For common skills 2 or more of the classes get, I have tried to make that visually obvious toward the top.

After those, each column just lists utilities of that class, without respect to the other classes/columns.

I have also replaced "thematic names" with functional names here for clarity. (For example, I've listed Paladin's "expurgation" as 'cure poison')


Utility Skills/Spells:
Warrior Ranger Paladin Barbarian
track track - track
scan scan - scan
aid aid aid -
doorbash - - doorbash
- identify identify -
- create spring fountain of faith dowse
- continual light continual light -
- cure poison cure poison -
pick lock cure blind sharpen
detrap dispel evil trance healup
locate object remove curse skive
word of recall group recall
refresh heal 30hp (self)
fashion torch heal 25hp (others)
extract moisture heal 80hp
call familiar heal 100hp
snare
fletch
heal 25hp
heal 35hp
heal 8hp x 13rds


Which Class to Use?

If a mob has a certain prog/limitation, then that will obviously dictate what you use. Otherwise... these days things are mostly equivalent and you can use whatever you want. I wouldn't put too much stress onto this unless the mob has a specific prog or you have one char that is far better eq'd than others.

Some general things of note between fighter classes:


  • Stat Differences:
    • Warriors/Rangers get higher dex. That can held avoid melee damage, quaff more efficiently, etc.
  • Passive Combat Skill Differences:
    • Rangers don't get 5th attack, and have a lower Enhanced Damage and Grip amounts. Less melee, less damage, more disarms.
  • General Differences:
    • Barbs cannot style down below Standard, so make sure you can take the heat at Standard or greater!
    • Paladins must be tanking in order to shieldbash, mobs that switch tanks can be a problem.
    • Paladins suck at navigation, no track/scan - make sure you know the way to the mob!
  • Gear Differences:
    • Mobs that require certain weapon types will dictate what class you may want to use
      • Ranger's gash skill will evade most mobs that require magic/nonmagic weapon damage, since gash is neither.
      • Barbs typically don't wield weapons, so negate a frequently disarming mob or mob that requires magic/nonmagic weapons.
    • Smash Arms (warrior) make a huge difference, without them you're kinda meh
    • Hunter prestige make a huge difference to gash damage, as a regular Ranger you're kinda meh
    • Crufifier's make a large impact to gash mana cost, without them you'll have to stock more mana's, less heals.
  • Gameplay Differences:
    • Rangers get a lot of 'survival' based skills/spells, and some buffs. More magical conveniences.
    • Warriors & Rangers get a lot more navigation based skills than Pally/Barb.
    • Pally's get some nice buffs, cures, and have high HP and AC, but are limited in ability otherwise.
    • Barbs not wielding a weapon will cause you to eat more melee