Friday 11 November 2011

viedogame: PC | Dragon Nest SEA: Sub-Classes Galore Hands-On Preview

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PC | Dragon Nest SEA: Sub-Classes Galore Hands-On Preview
Nov 11th 2011, 07:27

We analyze the pros and cons of each subclass of the already-out massively multiplayer online game from Eyedentity and Shanda Games.

With the Saint Haven update out and the level cap increased to 32, gamers new to Dragon Nest may be perplexed as to which subclass they should be after hitting level 15. Here's a breakdown of all the subclasses available for the game's main four classes.

Swordmaster: One of the subclasses from the warrior's side, the swordmaster's forte is performing quick strikes onto enemies. He has a good mix of melee and ranged attacks; his crescent cleave hits enemies from a good midrange, while the frenzied charge is, well, just a glorified charging stab that knocks a group of foes into the air. We were fans of his two unique stances: the parrying stance and hacking stance.

Though the former is suitable when you're backing away from a mob while waiting for the cooldown for your other skills, the latter is good for juggling clustered enemies for a small amount of time. Basically, you stand in a sword-drawing position for a few seconds; clicking the attack button makes you do rapid slashes.

If you favor using the sword more than the other weapons while applying hit-and-run tactics and pressure on foes, the swordmaster subclass is the way to go.

Mercenary: Another subclass of the warrior, the mercenary specializes in taking hits while performing crowd-control attacks so that mobs and enemies take notice of him first. His high tolerance for damage is due to his many buffs and upgrades like iron skin (super armor buff and immune to stun), empowering howl (party gets super armor and defense bonuses), and battle howl (attack ratings and critical chances are increased).

The mercenary can dish it out without much reprisal because a majority of his melee attacks have a good chance of interrupting other enemy's attacks. Examples include the midrange bombs away that sends enemies flying, the circle swing, and the demolition fist. If surrounded and anticipating the worst, he can use the roll attack to get out of a jam while also dealing damage to whoever is foolish enough to be on his landing path. His whirlwind attack travels a good distance, but it's better as an offensive crowd control tool and should be used to press forward toward the enemy.

Pick this class if you love accepting requests for being the group's tank for both player-versus-player and player-versus-environment sessions and if you favor using hammers and axes. After all, the majority of this class's skills require the aforementioned weapons.

Paladin: Most fantasy world paladins have a mix of heavy hitting and healing; Dragon Nest's paladin takes one for the team, thanks to its assortment of spells. A subclass of the cleric class, the paladin allows you to buff up your party with conviction aura and elemental aura, as well as strengthen itself with the counterattack stance called stance of faith and the damage-reducing iron will.

Even so, the paladin can still dish it out, though not as effectively as the other classes. Lightning spells like smite zap make the paladin leap up and strike down anyone within his path, while sacred hammering charges up your flail and makes two hammers come out during your normal attacks. The latter skill was good at raking up the combos for a better dungeon completion grade during PVE when complemented with the paladin's lightning spells.

While the developers officially state that the paladin's mana pool is limited, we didn't find it much of a detriment as long as the right buffs were applied and you left the main attacks to the heavy hitters of the four-person party. You may find the mana pool a problem if you're going solo; our choice of tactic was to go offensive with the lightning and attack spells on the regular mobs while saving up the buffs against the dungeon bosses.

Priest: While the paladin has buffs, the priest can summon giant cross things called relics onto the battlefield that can both help the party and hinder opponents nearby. Bind relic put nearby mobs at a standstill and makes them ripe for a party beatdown, while lightning relic seems self-explanatory (relic comes down, shoots out bolts that fry enemies). Do keep in mind that when any sort of relic pops down, it produces its own agro and will make enemies cluster to it.

The priest seems more effective at healing because the healing relic and cure relic can help turn the tide of battle in both PVE and PVP scenarios. For that bit of offensive touch in case your priest is cornered, the area-of-effect holy burst can get you out of a crowd while chain lightning is a great surprise attack for approaching enemies in a small group.

We don't recommend putting your skill points on grand cross; the attack comes out slowly and ineffectively when compared to the rest of his arsenal and relic attacks. Much like some spellcasters in the game, the priest is a good choice if you play well with others and don't mind staying at the sidelines to keep your party members in tip-top shape.

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