NosTale Classes and 1st and 2nd SP [GUIDE]
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NosTale Classes and 1st and 2nd SP [GUIDE]
Swordsman
Specialty: High defense and hp
Main weapon: Swords
Secondary weapon: Crossbow
Most commonly used pet for beginners: Fox types
Pros:
- Very high defense and HP
- At an avg cooldown time of 11 sec, swordies have the shortest cooldown times for attack skills
- Good in close ranged attack
- Relatively simple class to start with, and works well with beginners
- As the first specialist class (lvl 36 one) is Warrior, which is fire type, you will have the advantage of having lvled a fire fairy since lvl 25.
- Tom and Kliff both use swordsman EQ, which you have.
Cons:
- Short range (most swordies don't use crossbow)
- Slow movement speed
- High HP = slower heal rate
- Pvp will be harder due to short range and movement speed
- Attack power is not as great as the other classes (excluding an archer in close combat)
- Bob use archer EQ. You will need to get extra eq for him. (but you won't be using Bob for long, so this won't matter much).
You should also consider the specialist classes for swordsman when deciding what to be. Remember: SP classes are just add-ons to your normal classes. Your swordsman’s defense, attack, MP, HP, etc remain the same when you are in your specialist form. (Unless modified by a buff) However, your skills and buffs from your normal class cannot be accessed while in specialist form. Because what sets specialist classes apart from each other are their skills rather than stats, I will focus a lot on skills (the skills are grouped together in the bullets according whether they are buffs, cause status effects, etc), particularly ones that are more unique or have high probability of causing status effects.
The 2 specialist classes for swordsmen are
Warrior (Lvl 36, Job lvl 20)
Fairy: Fire
Weapon: Sword
Pros:
- High defense and high hp
- Strong aoes with status effects (below)
- Shoulder Bash (Lvl 14 skill) has stuns with probability or 80%, Earthshock (Lvl 18 skill) disables enemies from attacking at probability of 70%, Lvl 20 skill removes all of the enemy’s defense at a probability of 80%
- Puree (Lvl 16 Buff) increases movement speed, defense, and attack all in one
- Provoke (Lvl 8 skill) and Shout (Lvl 12 skill) allow you to make monsters attack you or run away from you. This is useful for getting them within range of aoeing or shaking them off when there are too many.
Cons:
- Slow movement speed
- Still have shorter range compared to the other SP classes
- Due to high HP, it will take longer for you to heal
Special thanks to scape32xz for contributing.
Blade (Lvl 46, Job lvl 35)
Fairy: Water
Weapon: Sword
Pros:
- Has several skills advantageous to PVPing (see below)
- Blade Protection (Lvl 8 skill) blocks/absorbs damage and adds it to your next attack,
- Dancing Sword (Lvl 20 skill) can stop enemies from attacking at a probability of 70%, Sword Storm (Lvl 10 skill) can cause Bleeding at a probability of 50% and slow enemy’s movement speed at a probability of 70%, Attack of Light Speed (Lvl 12 skill) decreases enemy’s defense at a probability of 80%, Hit (Lvl 16 skill) reduces enemy’s MP by 70% and defense by 50%
- Recovery Breath ( Lvl 14 skill) recovers HP and MP
- Has increased movement speed
- Has a lot of surrounding target aoes
- Short casting time for attack skills
Cons:
- Most Lvl 4x mobs are dark element, which is strong against water
- Sharp Edge (Lvl 18 buff) has longer cooldown than effect time (effect lasts 3 minutes while cooldown lasts 5 minutes)
- Only one lasting self buff (Lvl 18 buff)
- Most lvl 4x mobs are darkness element, which is strong against water
Special thanks to scape32xz and 1zabest for contributing.
Archers
Specialty: Long range, high critical rate and dodge
Main weapon: Bow
Secondary weapon: Dagger
Most commonly used pet for beginners: Sheep types
Pros
- Has the longest ranged attacks
- Has a variety of status inflicting attacks (poison, slowing, etc. but only if you have enough CP to get these skills!)
- Has high dodge rate, high critical rate
- At an avg casting rate of .12 seconds for attack skills, archers have the advantage of casting skills faster than the other classes
- Fair amount of MP and Attack power
- Good for PVP due to high range and status inflicting attacks
- Bob uses archer EQ, which you have. (But you won't be using him for long)
Cons:
- Range penalty: If the enemy gets too close, the damage you deal will be lower (Archers like to run away a lot xP)
- Must constantly keep a good supply of arrows in stock
- At an avg cooldown time of 16 seconds, archers have the longest avg cooldown times for attack skills
- Fairly low HP and Defense
- As the first specialist class (lvl 36 one) is ranger, which is water type, you will have the disadvantage of needing to lvl a water fairy you just got at lvl 33. (lvling fairies is quicker than you think though)
- Tom and Kliff use swordsman EQ. You will need to get extra eq for them.
You should also consider the specialist classes for archers when deciding what to be. Remember: SP classes are just add-ons to your normal classes. Your archer’s defense, attack, MP, HP, etc remain the same when you are in your specialist form. (Unless modified by a buff) However, your skills and buffs from your normal class cannot be accessed while in specialist form. The range penalty for archers also applies to its SP classes. Because what sets specialist classes apart from each other are their skills rather than stats, I will focus a lot on skills (the skills are grouped together in the bullets according whether they are buffs, cause status effects, etc), particularly ones that are more unique or have high probability of causing status effects.
The 2 specialist classes for archers are
Ranger (Lvl 36, Job lvl 20)
Fairy: Water
Weapon: Bow
Pros:
- All attack skills except for one have status effects (blackout, stun, freeze, etc.)
- Wind walker (Lvl 6 buff) allows you to move faster than any other SP class. (also very good for running away when getting mobbed or in PvP)
- Rapid (Lvl 18 buff) gives you faster casting time, a great advantage in pvp
- You have the longest ranged attacks (Range Boost (Lvl 12 skill) has attack range of 12 cells, the longest of any SP class)
- Flash Bang (Lvl 8 skill) disable enemies from attacking you at a probability of 80%
Cons:
- Despite almost all of your attacks having status effects, the probabilities of them working are very low. (The exception being the Flash Bang (lvl 8 skill))
- Cannot really spam aoes. Out of all your aoes, 2 of them requires monsters to be lined up a certain way, 1 deals very low dmg, 1 is shorter ranged, and the last one has a whopping cooldown time of 2 min.
- Most lvl 4x mobs are darkness element, which is strong against water
Special thanks to Oblivia for contributing.
Assassin (Lvl 46, Job lvl 35)
Fairy: Darkness
Weapon: Dagger
Pros:
- Good skills for PvPing (see below)
- Shadow (Lvl 14 skill) allows you to go invisible, almost guaranteeing first hit in PvP
- Smog (Lvl 6 skill) decreases hitting rate of enemies at probability of 100%, Chain Hook (Lvl 8 skill) disables enemies from attacking at probability of 70%, Toma Hawk (Lvl 12 skill) has 70% chance of causing opponent’s HP to decrease according to the amount of MP they use (bad for sorcerers), Storm Slash (Lvl 16 skill) slows enemy’s movement speed at a probability of 80%, (Lvl 20 skill) has 80% chance of reducing enemy’s resistance and increasing they’re susceptibility to crit hits
- Tumbling (Lvl 10 skill) blocks/absorbs incoming damage and adds it to your next attack
- High crit rate (especially with Cri up (Lvl 2 buff) which gives 50% increased crit rate)
- Increased movement speed
- You attack twice in one shot (although daggers do lower dmg in general)
Cons:
- Assassins are made for closer ranged attacks but defense is still weak; Surviving while soloing is harder
- Chain Hook (Lvl 8 skill) does no damage and serves only to pull enemies towards you and stun
- Deep Smog (Lvl 6 skill) has a cooldown of 4 min
- Your weapon is the archer’s secondary weapon, the dagger. Whereas the other classes can focus only on their main weapon, you must now focus on both weapons. (Could be costly if you like upgrading a lot)
- Daggers do low damage (but you can attack twice in one shot)
Special thanks to 1zabest for contributing.
Sorcerer
Specialty: High attack and MP
Main weapon: Wand
Secondary weapon: Spellgun
Most commonly used pet for beginners: Sheep types
Pros:
- Huge dmg potential and MP
- Attack spells will never miss
- High magic defense (someone confirm this for me!)
- Have the ability to recover both HP and MP (don't need food all the time)
- Medium range, but no range penalty
- Pretty good in PVP due to high dmg and heal
- As the first specialist class (lvl 36 one) is red mage, which is fire type, you will have the advantage of having lvled a fire fairy since lvl 25.
Cons:
- Lowest HP and melee defense
- At an avg casting rate of .42 seconds for attack skills, mages have the disadvantage of having the slowest avg casting rate.
- In the middle of casting, you can be "interrupted" by enemies, stopping you from casting your skill ... This is really annoying because you're going to have to start over and cast again
- You can not crit when using attack spells
- Bob, Tom, and Kliff use archer and swordsmen EQ. You will need to get extra eq for them.
Special thanks to rello and 1zabest for contributing.
You should also consider the specialist classes for sorcerers when deciding what to be. Remember: SP classes are just add-ons to your normal classes. Your sorcerer’s defense, attack, MP, HP, etc remain the same when you are in your specialist form. (Unless modified by a buff) However, your skills and buffs from your normal class cannot be accessed while in specialist form. Interruption in spell casting for sorcerers also applies to its SP classes. Because what sets specialist classes apart from each other are their skills rather than stats, I will focus a lot on skills (the skills are grouped together in the bullets according whether they are buffs, cause status effects, etc), particularly ones that are more unique or have high probability of causing status effects.
The 2 specialist classes for sorcerers are
Red Magician(Lvl 36, Job lvl 20)
Fairy: Fire
Weapon: Wand
Pros:
- This class has a lot of aoe spells, making it an ideal aoe class
- Has some of the highest damaging skills of any class
- Attack range increases
- Fire Breath (Lvl 4 skill) has Burn probability of 80%, Meteor (Lvl 20 skill) has Blackout probability of 80%
Cons:
- Lose the ability to heal
- Despite being made for aoeing, you still have the lowest defense and hp
Special thanks to Yellowdog for contributing.
Holy Mage (Lvl 46, Job lvl 35)
Fairy: Light
Weapon: Wand
Pros:
- Fast leveling at 50+ (confirm this someone? o.O)
- Lots of buff and heal skills (practically all of which are aoe buffs) benefiting both you and your partners (see below)
- Healing (Lvl 1 skill) and Group Healing (Lvl 14 skill) recovers HP
- Heaven Song (Lvl 8 skill) makes enemies leave you alone for a certain time
- Blessing (Lvl 18 buff) increases defense
- Cure All (Lvl 10 skill) removes status effects
Cons:
- Low HP and Defense still
- Does have attack skills but not many (only 4?)
- Will more likely run into buff/heal beggars xP have fun with that!
[i]
Specialty: High defense and hp
Main weapon: Swords
Secondary weapon: Crossbow
Most commonly used pet for beginners: Fox types
Pros:
- Very high defense and HP
- At an avg cooldown time of 11 sec, swordies have the shortest cooldown times for attack skills
- Good in close ranged attack
- Relatively simple class to start with, and works well with beginners
- As the first specialist class (lvl 36 one) is Warrior, which is fire type, you will have the advantage of having lvled a fire fairy since lvl 25.
- Tom and Kliff both use swordsman EQ, which you have.
Cons:
- Short range (most swordies don't use crossbow)
- Slow movement speed
- High HP = slower heal rate
- Pvp will be harder due to short range and movement speed
- Attack power is not as great as the other classes (excluding an archer in close combat)
- Bob use archer EQ. You will need to get extra eq for him. (but you won't be using Bob for long, so this won't matter much).
You should also consider the specialist classes for swordsman when deciding what to be. Remember: SP classes are just add-ons to your normal classes. Your swordsman’s defense, attack, MP, HP, etc remain the same when you are in your specialist form. (Unless modified by a buff) However, your skills and buffs from your normal class cannot be accessed while in specialist form. Because what sets specialist classes apart from each other are their skills rather than stats, I will focus a lot on skills (the skills are grouped together in the bullets according whether they are buffs, cause status effects, etc), particularly ones that are more unique or have high probability of causing status effects.
The 2 specialist classes for swordsmen are
Warrior (Lvl 36, Job lvl 20)
Fairy: Fire
Weapon: Sword
Pros:
- High defense and high hp
- Strong aoes with status effects (below)
- Shoulder Bash (Lvl 14 skill) has stuns with probability or 80%, Earthshock (Lvl 18 skill) disables enemies from attacking at probability of 70%, Lvl 20 skill removes all of the enemy’s defense at a probability of 80%
- Puree (Lvl 16 Buff) increases movement speed, defense, and attack all in one
- Provoke (Lvl 8 skill) and Shout (Lvl 12 skill) allow you to make monsters attack you or run away from you. This is useful for getting them within range of aoeing or shaking them off when there are too many.
Cons:
- Slow movement speed
- Still have shorter range compared to the other SP classes
- Due to high HP, it will take longer for you to heal
Special thanks to scape32xz for contributing.
Blade (Lvl 46, Job lvl 35)
Fairy: Water
Weapon: Sword
Pros:
- Has several skills advantageous to PVPing (see below)
- Blade Protection (Lvl 8 skill) blocks/absorbs damage and adds it to your next attack,
- Dancing Sword (Lvl 20 skill) can stop enemies from attacking at a probability of 70%, Sword Storm (Lvl 10 skill) can cause Bleeding at a probability of 50% and slow enemy’s movement speed at a probability of 70%, Attack of Light Speed (Lvl 12 skill) decreases enemy’s defense at a probability of 80%, Hit (Lvl 16 skill) reduces enemy’s MP by 70% and defense by 50%
- Recovery Breath ( Lvl 14 skill) recovers HP and MP
- Has increased movement speed
- Has a lot of surrounding target aoes
- Short casting time for attack skills
Cons:
- Most Lvl 4x mobs are dark element, which is strong against water
- Sharp Edge (Lvl 18 buff) has longer cooldown than effect time (effect lasts 3 minutes while cooldown lasts 5 minutes)
- Only one lasting self buff (Lvl 18 buff)
- Most lvl 4x mobs are darkness element, which is strong against water
Special thanks to scape32xz and 1zabest for contributing.
Archers
Specialty: Long range, high critical rate and dodge
Main weapon: Bow
Secondary weapon: Dagger
Most commonly used pet for beginners: Sheep types
Pros
- Has the longest ranged attacks
- Has a variety of status inflicting attacks (poison, slowing, etc. but only if you have enough CP to get these skills!)
- Has high dodge rate, high critical rate
- At an avg casting rate of .12 seconds for attack skills, archers have the advantage of casting skills faster than the other classes
- Fair amount of MP and Attack power
- Good for PVP due to high range and status inflicting attacks
- Bob uses archer EQ, which you have. (But you won't be using him for long)
Cons:
- Range penalty: If the enemy gets too close, the damage you deal will be lower (Archers like to run away a lot xP)
- Must constantly keep a good supply of arrows in stock
- At an avg cooldown time of 16 seconds, archers have the longest avg cooldown times for attack skills
- Fairly low HP and Defense
- As the first specialist class (lvl 36 one) is ranger, which is water type, you will have the disadvantage of needing to lvl a water fairy you just got at lvl 33. (lvling fairies is quicker than you think though)
- Tom and Kliff use swordsman EQ. You will need to get extra eq for them.
You should also consider the specialist classes for archers when deciding what to be. Remember: SP classes are just add-ons to your normal classes. Your archer’s defense, attack, MP, HP, etc remain the same when you are in your specialist form. (Unless modified by a buff) However, your skills and buffs from your normal class cannot be accessed while in specialist form. The range penalty for archers also applies to its SP classes. Because what sets specialist classes apart from each other are their skills rather than stats, I will focus a lot on skills (the skills are grouped together in the bullets according whether they are buffs, cause status effects, etc), particularly ones that are more unique or have high probability of causing status effects.
The 2 specialist classes for archers are
Ranger (Lvl 36, Job lvl 20)
Fairy: Water
Weapon: Bow
Pros:
- All attack skills except for one have status effects (blackout, stun, freeze, etc.)
- Wind walker (Lvl 6 buff) allows you to move faster than any other SP class. (also very good for running away when getting mobbed or in PvP)
- Rapid (Lvl 18 buff) gives you faster casting time, a great advantage in pvp
- You have the longest ranged attacks (Range Boost (Lvl 12 skill) has attack range of 12 cells, the longest of any SP class)
- Flash Bang (Lvl 8 skill) disable enemies from attacking you at a probability of 80%
Cons:
- Despite almost all of your attacks having status effects, the probabilities of them working are very low. (The exception being the Flash Bang (lvl 8 skill))
- Cannot really spam aoes. Out of all your aoes, 2 of them requires monsters to be lined up a certain way, 1 deals very low dmg, 1 is shorter ranged, and the last one has a whopping cooldown time of 2 min.
- Most lvl 4x mobs are darkness element, which is strong against water
Special thanks to Oblivia for contributing.
Assassin (Lvl 46, Job lvl 35)
Fairy: Darkness
Weapon: Dagger
Pros:
- Good skills for PvPing (see below)
- Shadow (Lvl 14 skill) allows you to go invisible, almost guaranteeing first hit in PvP
- Smog (Lvl 6 skill) decreases hitting rate of enemies at probability of 100%, Chain Hook (Lvl 8 skill) disables enemies from attacking at probability of 70%, Toma Hawk (Lvl 12 skill) has 70% chance of causing opponent’s HP to decrease according to the amount of MP they use (bad for sorcerers), Storm Slash (Lvl 16 skill) slows enemy’s movement speed at a probability of 80%, (Lvl 20 skill) has 80% chance of reducing enemy’s resistance and increasing they’re susceptibility to crit hits
- Tumbling (Lvl 10 skill) blocks/absorbs incoming damage and adds it to your next attack
- High crit rate (especially with Cri up (Lvl 2 buff) which gives 50% increased crit rate)
- Increased movement speed
- You attack twice in one shot (although daggers do lower dmg in general)
Cons:
- Assassins are made for closer ranged attacks but defense is still weak; Surviving while soloing is harder
- Chain Hook (Lvl 8 skill) does no damage and serves only to pull enemies towards you and stun
- Deep Smog (Lvl 6 skill) has a cooldown of 4 min
- Your weapon is the archer’s secondary weapon, the dagger. Whereas the other classes can focus only on their main weapon, you must now focus on both weapons. (Could be costly if you like upgrading a lot)
- Daggers do low damage (but you can attack twice in one shot)
Special thanks to 1zabest for contributing.
Sorcerer
Specialty: High attack and MP
Main weapon: Wand
Secondary weapon: Spellgun
Most commonly used pet for beginners: Sheep types
Pros:
- Huge dmg potential and MP
- Attack spells will never miss
- High magic defense (someone confirm this for me!)
- Have the ability to recover both HP and MP (don't need food all the time)
- Medium range, but no range penalty
- Pretty good in PVP due to high dmg and heal
- As the first specialist class (lvl 36 one) is red mage, which is fire type, you will have the advantage of having lvled a fire fairy since lvl 25.
Cons:
- Lowest HP and melee defense
- At an avg casting rate of .42 seconds for attack skills, mages have the disadvantage of having the slowest avg casting rate.
- In the middle of casting, you can be "interrupted" by enemies, stopping you from casting your skill ... This is really annoying because you're going to have to start over and cast again
- You can not crit when using attack spells
- Bob, Tom, and Kliff use archer and swordsmen EQ. You will need to get extra eq for them.
Special thanks to rello and 1zabest for contributing.
You should also consider the specialist classes for sorcerers when deciding what to be. Remember: SP classes are just add-ons to your normal classes. Your sorcerer’s defense, attack, MP, HP, etc remain the same when you are in your specialist form. (Unless modified by a buff) However, your skills and buffs from your normal class cannot be accessed while in specialist form. Interruption in spell casting for sorcerers also applies to its SP classes. Because what sets specialist classes apart from each other are their skills rather than stats, I will focus a lot on skills (the skills are grouped together in the bullets according whether they are buffs, cause status effects, etc), particularly ones that are more unique or have high probability of causing status effects.
The 2 specialist classes for sorcerers are
Red Magician(Lvl 36, Job lvl 20)
Fairy: Fire
Weapon: Wand
Pros:
- This class has a lot of aoe spells, making it an ideal aoe class
- Has some of the highest damaging skills of any class
- Attack range increases
- Fire Breath (Lvl 4 skill) has Burn probability of 80%, Meteor (Lvl 20 skill) has Blackout probability of 80%
Cons:
- Lose the ability to heal
- Despite being made for aoeing, you still have the lowest defense and hp
Special thanks to Yellowdog for contributing.
Holy Mage (Lvl 46, Job lvl 35)
Fairy: Light
Weapon: Wand
Pros:
- Fast leveling at 50+ (confirm this someone? o.O)
- Lots of buff and heal skills (practically all of which are aoe buffs) benefiting both you and your partners (see below)
- Healing (Lvl 1 skill) and Group Healing (Lvl 14 skill) recovers HP
- Heaven Song (Lvl 8 skill) makes enemies leave you alone for a certain time
- Blessing (Lvl 18 buff) increases defense
- Cure All (Lvl 10 skill) removes status effects
Cons:
- Low HP and Defense still
- Does have attack skills but not many (only 4?)
- Will more likely run into buff/heal beggars xP have fun with that!
[i]
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