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Sky Heroes
This is a RP community for the video game Aion. But since aion game does not have Role Players we moved to game Neverwinter Nights 2. To have live chat/talk with us join us: http://www.xfire.com/communities/mysticalf/
Warriors specialize in close combat. Fearsome and hulking, a Warrior's way is found more through brute force, grit and great resilience. They use their great physical strength and prowess to pound the enemy and provide cover for allies.
However, do not be fooled into thinking Warriors are only brainless, or simple-minded. A Warrior bears the brunt of the attack and can reply with tremendous force and power.
Once a Warrior reaches level 10, they they must choose to specialize in one of two distinct and new routes: those of the Gladiator and of the Templar.
Some Warriors choose the path of the Gladiator and march headlong through the front lines of the battlefield to destroy their enemy. Other soldiers, destined to follow the path of the Templar, use swords and shields to force back the front lines of battle and to protect those not as sturdy as themselves. 1.1. GLADIATOR
Short Description:
Gladiators live and die by the sword. They are skilled in a variety of weapons and can master a mixture of fighting techniques tailored to the characteristics of their weapons.
They pride themselves on prowess in melee combat and, unlike the Templar, the skill to wield Polearms. This heavy weapon allows Gladiators the ability to attack multiple foes with sweeping attacks that can take enemies off their feet. Important Statistics: Power, Health, Agility.
Detailed Description:
Class Summary
The Gladiator is the weapons master of the Aion world and boasts excellent tanking and damage dealing capabilities. As such, Gladiators can fill either the tanking or dps role in a group. This class also has the widest variety of weapons available to them, being able to wield any physical weapon with the exception of the staff.
Play Style
The Gladiator is the close range, AoE damage dealing class of Aion as it has more AoE skills than any other class. As the Gladiator is a hybrid tank/dps class they have many different types of weapons to choose from. Most Gladiators generally tend to use two-handed weapons such as the greatsword or the polearm, given that two-handed weapons are required for their AoE skills and have a chance to knockdown an enemy when dealing a critical strike. Some Gladiators may opt to use a dual wield approach, wielding two one-handed weapons in each hand. While dual wielding does increase the Gladiator's single target dps, the Gladiator cannot use AoE skills without first equipping, or switching to, a two-handed weapon. A Gladiator can also choose to wield a sword or mace and a shield if their plate armor alone will not suffice. This gives the Gladiator a chance to block and mitigate some damage, though this combination is rarely seen as Gladiators can tank most mobs or bosses just fine without the use of a shield.
PvE
In solo play, Gladiators can dispatch many mobs in succession as they are protected by the same heavy plate armor as Templars and also deal high damage, bringing down their targets quickly. As such, there is little to no rest time between mobs and Gladiators can grind for long periods of time relying solely on their few healing skills.
In group play, Gladiators make excellent main and off tanks even at low levels and can bring down groups of enemies, using their AoE attacks in conjunction with the high damage of a polearm. As main tanks, Gladiators use their passive skills to increase aggro generation as well as a single target taunt. As off-tanks, Gladiators can use AoE skills to hold aggro on multiple mobs while a templar holds aggro on the main target.
PvP
In solo PvP, a Gladiator can stand toe to toe with any of the melee classes. The Gladiator also has many buffs that specifically increase his damage to players. However, as Gladiators have little in the way of magical damage mitigation as well as ranged attacks, this class is often kited easily by caster classes. While Gladiators do have an excellent ranged root ability (Ankle Snare) and have the ability to attack with a bow, ranged classes will often be able to easily dispatch Gladiators, unless the Gladiator is very well equipped and/or is played very skillfully.
In group PvP, a Gladiator can wreak havoc on enemy ranks as they have a variety of high damage, single target skills (Precision Cut being one) and AoE skills at their disposal. Being a plate class, Gladiators are not often targeted in group PvP and as such, have very high damage potential, provided that they have a cleric to dispel any CCs that may be placed on them by enemy casters. Their powerful AoE skills combined with the knockdown ability of their weapons makes Gladiator very useful in any group PvP situation.
Ending Note
The gladiator is a hybrid tank class. They have many skills that increase their aggression on mobs and have a good amount of defensive capabilities, though not comparable to a templar's. In exchange, gladiators boast a much higher attack and consequently do much more damage than a templar.
Gear
In PvE, gladiators can achieve varying degrees of success with mediocre gear in most cases. However, if main tanking in end game instances, good armor is a must as gladiators do not have access to the many damage negating skills of a templar. As far as armaments are concerned, procuring an attack speed boosting weapon is a priority for this class to make up for the slow attack speed of two handed weapons.
In PvP, gladiators require excellent gear to be viable as having any subpar gear will have devastating consequences. While gladiators do wear plate type armor, they are lacking in damage reducing skills and can go down quickly if not well geared. Also, as this class has little in the way of magical resistance, gladiators require excellent damage to quickly end any fights against casters by dispatching them before they get a chance to react. To achieve this, an excellent armsfused weapon (polearm, greatsword, and bow) fully socketed with attack manastones will be of great benefit.
Synopsis
- Good tanking capability - Excellent AoE / single-target damage output - Wide variety of weapon choices - Highly susceptible to magical attacks
Video
1.2. TEMPLAR
Short Description:
Templars act as guardians, defending with a sword in one hand and a shield in the other. Templars can use a chant or incantation to protect and heal themselves and allies, but they serve most often as front line fighters.
The Templar’s focus is using Shields to hold back the enemy in an effort to protect its comrades. However, the shield is not just for mere defense; in the hands of a skilled Templar it becomes an effective weapon dealing moderate damage and can be used to stun or knockdown opponents.
Important Statistics: Power, Health, Accuracy.
Detailed Description:
Class Summary
The Templar is the main tanking class of Aion with many defense increasing skills that allow for the Templar to achieve a nearly invincible state for a period of time.
Play Style
The Templar is the main tank based class in Aion and as such, most Templar skills are focused on increasing defense, controlling aggro, and mitigating damage. Due to this, the Templar is lacking in high damage skills and is considered to have one of the lowest DPS rates in Aion. Templars are very limited in the weapons they can wield and usually wield a sword or mace and shield combination with a greatsword as backup. The choice to use a sword or mace is often decided by a Templar's stigma skill set. If a Templar is equipped with magical skills (Magic Smash or Divine Justice), a mace is used, as the magic boost provided by a mace can usually double the damage dealt by magical skills. If a Templar does not use magical skills, a sword is usually used, as swords have a higher critical hit chance and have a slightly faster attack speed. A greatsword is usually found in a Templar's weapon set as well, as Templars, much like gladiators, have little trouble in tanking mobs without the use of a shield. While greatswords do more damage than a sword or mace and shield combination, many of the Templar's shield skills are only usable with a shield and as such, the weapon used is usually left to the player's preference.
PvE
In solo play, Templars are usually very slow to kill mobs. At lower levels, every other class has higher DPS than a Templar. However, as a trade off, the Templar usually takes very little damage from the mobs as well. So while a Templar can grind very well, they do it very slowly.
In group play, Templars excel at holding aggro and positioning mobs with their use of the Doom Lure skill. Templars have the most aggro generation skills, active and passive, of all classes and are very effective in holding aggro against any kind of DPS. This, coupled with their plate armor and skills that allow for high survivability, make the Templar a worthy tank for any of the bosses in the game.
PvP
In solo PvP, the Templar wins by outlasting their opponent. With the ability to completely regenerate all their HP instantly, Templars can get something of a "round 2" chance at their opponents. Templars also have many skills to mitigate or even negate physical and magical attacks against them, which make any battle against a Templar a long and hard fought one. However, being the sturdiest melee class, Templars are often kited by all of the other classes when their defensive skills are up. While they can fight very well against melee classes, Templars do have some problems with ranged classes as they can be kited until the duration of their defensive ability runs out.
In group PvP, Templars apply pressure on an enemy group by harassing enemy back-lines. Templars can use Inescapable Judgment to pull in enemies which can then be easily focus fired by his group. Also, in group PvP scenarios, Templars are generally left ignored, or if possible CC'd, as it would take too much time to focus down a Templar. Using this behavior to their advantage, Templars are then free to overextend in group engagements, as their repertoire of survival skills usually allow them to survive even the worst of focus fire from the entire enemy team and successfully apply pressure to enemy healers or casters, by either interrupting their abilities through the use of various shield stuns or by using a greatsword to damage and knockdown their targets. If need be Templars can also serve a defense role in group PvP through the use of their Bodyguard stigma skill, which allows the Templar to take all of the damage taken by a single group member.
Ending Note
The templar is a tank with incredible survivability but very low dps relative to other classes. It is recommended that you group up as much as possible when playing a templar.
Gear
In PvE, acquiring a good weapon is recommended before acquiring good armor, as templars can usually get by with their naturally high HP pool and their many skills to supplement their armor and negate damage. Having a good weapon will also increase the amount of aggro gained and allow templars to hold their targets more easily, while at the same time increasing their very low dps. In most PvE situations, templars can easily tank while wielding a greatsword to increase their dps.
In PvP, Templars require excellent gear to be viable, as having any subpar gear will have devastating consequences. Having a subpar armor set will ultimately make the templar a much softer target that is prone to focused fire. However, having a subpar weapon and accessories will result in the templar being unable to apply pressure or do any significant damage which will lead to them being ignored or CC'd.
Synopsis
- Extremely high survivability - Excellent tanking capability (pulling / holding aggro) - Very low damage output
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2. SCOUT
Scouts concern themselves with speed, camouflage, agility and awareness. They dress in light armor, making them vulnerable... when they can be hit. Scouts are complex creatures requiring a delicate touch and measured approach, and once their inherent strengths and weaknesses are understood, they are formidable opponents.
Scouts provide a wide variety of play styles compared to the other basic classes. They benefit from great agility and can make speedy attacks, though how well they perform varies depending on the player. The scout is an extremely versatile class.
At level 10, a Scout will be able to choose one of two sub-classes to specialize in: the Ranger, or Assassin.
Some Scouts choose the path of the Assassin, use swords and daggers to attack from the shadows. Others are destined to follow the path of the Ranger and learn more to attack their foes at range with the use of bows and traps. 2.1. RANGER
Short Description:
Rangers are expert archers, utilizing bows from long range with great accuracy and power. They have an array of skills that can do damage to not only single foes but can strike out at several. With their preset traps hidden in front of their opponents, Rangers can slow and damage the enemy at a distance, all the while inflicting more destruction with well-aimed shots. They are also well trained in the use of daggers. While not as able with a blade as an assassin, a Ranger can inflict crippling damage to a foe even in close proximity.
They are solitary figures with finely honed survival skills and the ability to endure even in the harshest environments. While versatile and highly functional, Rangers are strikingly anti-social figures and never seem at peace among the masses of Atreia.
Detailed Description:
Class Summary
The Ranger class is the ranged weapon expert of Aion and deals extensive damage from afar by using his or her bow to launch deadly arrows to destroy their victim. The Ranger is a ranged dps class with one or two skills of CC ability.
Play Style
The Ranger excels at long range burst type dps and is exclusively considered a dps class. While Rangers do have a variety of skills that provide debuffs and snares on a target, the main focus of the class is to inflict high damage very quickly from afar. To aid in this focus, Rangers also have a variety of survival skills and traps that can keep enemies at bay and allow for the Ranger to quickly put distance between them and their target. Once at optimal distance, the Rangers then burst their target down quickly and efficiently. While Rangers do have the ability to use melee weapons such as a dagger or sword (and have minimal skills to match), their main power comes from the use of a bow, as a Ranger can keep a target snared indefinitely and also has a chance to stun a target on each critical bow attack.
PvE
In solo play, the Ranger can kite any target while still maintaining a high rate of dps. As mobs are kited and do not actually get into melee range, a good Ranger will almost never get hit by an enemy mob. Not only does this allows Rangers to kill mobs non-stop very quickly, it also allows for Rangers to solo kill elite mobs, which provide much more experience than normal mobs.
In group play, Rangers make a good addition to the party as they can provide good long range dps, can provide minimal CC with the use of their traps or Sleep Arrow, and interrupt enemy skills by silencing enemies with their Silence Arrow. Rangers also get a basic hide skill as well as stealth detection skills (Hunter's Eye or All-Seeing Eye) to scout ahead and point out any hidden mobs for their group.
PvP
In solo PvP, Rangers can take down other players very quickly as they can get the element of surprise with the use of their hide skill. Their buff skills also allow them to increase both their evasion and accuracy to deal with higher level players with more ease. Should things turn sour for a Ranger, traps can be laid down or Tactical Retreat can be used to run and hide into safety. Another thing to note is that Rangers also get a buff skill (Mau Form) which increases attack speed, movement speed, and damage significantly. All of these advantages, combined with the ranger's high burst dps, allow for Rangers to quickly dispatch a target then retreat into safety.
In group PvP, Rangers usually target the back line of the enemy group. With their far range and quick, high damage skills, Rangers can burst down targets that are unprepared very quickly. Also, with a high critical rate, a Ranger can keep a caster locked down by continuously stunning their target, ensuring that the target cannot cast any skills or even move at all. However, it should be noted that Rangers have one of the lowest HP pools and do not have much in the way of direct damage mitigation. As such, if snared, stunned, or otherwise immobilized by an enemy, Rangers can be killed very quickly.
Ending Note
In summary, Rangers require a high degree of skill level to play effectively. Mastering techniques such as the "jump shot" and learning how to perfectly position yourself can mean the difference between achieving a flawless kill, or getting snared and dispatched by an enemy. Excellent situational awareness and on-the-fly thinking are what makes or breaks this class in PvP scenarios.
One thing to note is that all skills and attacks that use a bow require arrows to use. Arrows can be bought at any general store for a negligible cost (1 kinah each).
Gear
In most scenarios, be it PvE or PvP, most rangers exclusively focus on maximizing their attack. This is done by armsfusing their bow and enchanting it to a high level as soon as possible. While rangers do require a few manastones to hit the soft cap for critical rate, the rest of the slots are devoted to raising attack. Excellent armor is beneficial but not absolutely necessary to excel with this class. However, it is imperative that all rangers acquire armor that boosts both their movement speed on the ground and flight speed in the air to ensure that they can stay at optimal range from their target while bursting it down.
After 1.9 and the introduction of Strike Resist, it has become less important to optimize attack. Rangers now have to boost their crit stat to between 500 and 600 (including food and scrolls) to overcome strike resist stats against opponents with enchanted armor. After meeting that crit range, socketing HP instead of attack is preferred. A 10k health glass-cannon is worth more than a 3k health glass cannon. With a larger health pool, you can take down more targets, and with potions and recovery stones you are able to handle a vast majority of the other classes. Armor and weapon choices should prioritize manastone sockets over minimal statistic changes. In the end, manastone sockets are much more beneficial.
Synopsis
- Excellent burst damage capability - Excellent mobility - Excellent solo play capability (PvE + PvP) - Good utility skills - Extremely low survivability - Difficult learning curve
Video
2.2.ASSASSIN
Short Description:
Assassins are a mysterious class, with the ability to become totally invisible to their opponents. This technique makes these gifted killers valuable allies. A skilled Assassin strikes silently with devastating consequences to their vulnerable prey. This approach can effectively neutralize the functionality of a unit with the elimination of a single target. It is whispered that they follow no god, preferring to follow the star of death for instruction.
Assassins themselves are fairly weak, and when prematurely discovered, rarely survive the inevitable consequences. The Assassin will use Daggers in expert ways to destroy their enemies in the blink of an eye. When ranged combat is necessary, though lacking the skill of a ranger, an assassin can still turn to a bow to continue their assault. Detailed Description:
Class Summary
The Assassin is the master of the shadows of Aion and has the best stealth and burst damage capabilities of all the classes. These abilities go hand in hand, as an expert Assassin can sneak up on his target and burst it down before his target can even react.
Play Style
The Assassin is arguably the highest DPS class of Aion. This combined with the fact that an Assassin can go anywhere unnoticed, makes the Assassin extremely deadly in both PvE and PvP. Assassins are proficient in the use of daggers, swords and bows. However, at higher levels, most Assassins exclusively dual wield swords. This is because while daggers do provide a much better critical hit rate, by mid level most Assassins have already hit the soft cap for critical hit rate, and thus opt for swords for more damage. A bow is generally not used by Assassins as they have few bow skills and are the most mobile class through the use of their Sprinting skill, which easily allows them to catch up to any moving target. However, an Assassin may opt to switch to a bow while closing the gap between them and their target.
PvE
In solo play, an Assassin will usually kill a target mob in seconds. However, as their buffs run out and are on cooldown, the Assassin will take some damage as they engage mobs and will have to rest to regenerate shortly. As such, their solo grinding ability is mediocre when compared to a ranged class. With the use of life potions however, an Assassin will have no problems continuously killing mobs with ease.
In group play, Assassins are sought after as they provide excellent DPS. It is possible for a well geared Assassin to "steal" a mob's aggro from even a Templar through sheer DPS ability. Also, in end-game, well geared Assassins can provide excellent main tanking, provided that their group can CC or hold aggro on multiple targets. One thing to note is that if there are two Assassins in the same group, they share the runes they carve on a single mob, meaning that if one Assassin uses the runes, the other Assassin will not be able to use a rune skill.
PvP
In solo PvP, an Assassin is unmatched by any other class. With the use of Shadow Walk, an assassin can stay in advanced hide state indefinitely, making them undetectable to all other classes except Rangers and other Assassins, who can only detect them once every ten minutes. With this being the case, the Assassin can usually be assured that no one will detect them as they sneak up on their target. Also, as the Assassin has a plethora of stun and incapacitation skills, once an attack has been initiated, it is safe to assume that the target will never even get a skill off before the assassin kills them. If at any time, things begin to look badly for them, Assassins can simply outrun their enemies with the use of their Sprinting skill. Usually, everything is decided within the first ten seconds of an engagement and will end with one of three outcomes: The target is either dead, the target is attempting to run, or you should sprint away, hide, then try again as the attack has failed.
In group PvP, an Assassin will usually help focus down the target of a group by locking them down and killing them. The Assassin can also provide advanced scouting through the use of their hide skills and can flank an enemy group as the main group attacks from the front.
Ending Note
In summary, the Assassin is a surprise attack class that requires a high degree of skill and situational awareness to effectively manage positioning, stun timing, aetherhold timing, and the use and choice of runes. This becomes all the more true in PvP, where mastering the timing on a stun/skill rotation may be the difference in a failed attack or a dead target. In PvE, the difficulty is much more lax, as a failed attack just means the Assassin will be attacking for a bit longer.
Gear
In most scenarios, be it PvE or PvP, assassins usually have one thing to optimize; attack. As assassins already get excellent buffs that raise their damage, critical rate and attack speed, the only thing left to improve is the actual damage dealt. As most assassins by endgame socket only attack manastones in all their gear, acquiring gear with lots of manastone slots will quickly and drastically improve an assassin's rate of dps. Also, using swords (atleast one with an attack speed boost) over daggers will ultimately result in higher damage dealt, as swords deal more damage and assassins can easily hit the attack speed cap with the use of their Flurry skill.
Mages, incredibly powerful and yet exceptionally vulnerable, are able to deal out terrifying, awe-inspiring levels of damage, while taking little in return. They have command over the elements, summoning raging fireballs and chains of the coldest ice to wreak havoc over ranks of the enemy. They can even speak to our shattered planet, calling forth roots to bind enemies in place. However, Mages are also extremely weak, and so must learn to evade whenever possible.
As with all classes, knowing when to fight and when to flee is vital, but this is only accentuated when the defenses of the subject are so very limited. It is useful for a Mage to invoke the protection of a high armored companion during adventures, as, teamed up with the a tank they are able to cast without disruption.
Once a Mage has survived the fragile existence of their first few levels, they will find themselves able to choose one of two areas of expertise: the path of the Sorcerer or that of the Spiritmaster.
3.1. SORCERER
Short Description:
The Sorcerer is in many ways the natural successor to the Mage. While Mages spit out fireballs, Sorcerers are able to summon raging infernos, and when a Mage casts chains of ice, a Sorcerer can reply with freezing blizzards and blinding snowstorms. Their talents have single-handedly turned the tide battle before; such is the power they possess.
A Sorcerer is not resilient however, and is one of the most defenseless classes in Atreia. In order to ensure they are kept alive it is often necessary to assign others to protect them, a cost that most are able to accept. The Sorcerer will wield a magical Tome as weapon to increase their magical damage and incinerate the opponents with magical spells.
Detailed Description:
Class Summary
The Sorcerer is the CC specialist of Aion and also a fearsome dps class with the hardest hitting spells in the game. Sorcerers use their powerful CC abilities to control the flow of a fight while also casting devastatingly powerful spells to dispatch their targets quickly. This class is primarily a DPS class with excellent CC capability.
Play Style
The sorcerer is the main CC class in Aion as no other class has access to such a wide variety of ways to temporarily remove targets from a battle. This alone makes the sorcerer a worthy asset to any team as they can simply CC any major threats to their party, while their party focuses on the task at hand. While a sorcerer can easily CC multiple targets, they also have access to a few AoE CC skills as well, which can easily save their party from disaster or ensure the victory of their group. In addition to this excellent utility value, sorcerers have access to the hardest hitting, direct damage skills in the game and are known to easily dispatch a target in both PvE and PvP with one or two spells. For armaments, sorcerers, like spiritmasters, are limited to choosing either a tome or an orb to wield while on the battlefield. While orbs provide more magic boost, increasing magical damage done, tomes provide a higher degree of magical accuracy, which reduces the chance that a spell will be resisted by the target. While at lower levels the difference between the two weapons are negligible, in the endgame, most sorcerers exclusively wield tomes to ensure that their powerful spells always hit their mark.
PvE
In solo PvE, sorcerers simply raze through anything set in their path. With powerful spells, such as Inferno, at their fingertips, sorcerers rarely spend much time actually taking down a target. However, should things go badly for sorcerers, they can simply use any of the many snares or CC's at their disposal to instantly make a fight more favorable for them.
In group PvE, sorcerers are often sought after for their ability to make any battle go more smoothly. As most, if not all, instances feature grouping of multiple elite mobs, sorcerers can simply CC one or more of them while aiding their party in focusing down the main target. This helps to relieve pressure on both the healer and tank in their group making for a much smoother run. Also, as some instances and areas of Aion feature mobs that are more susceptible to magical attacks, sorcerers are sought after to finish runs in these areas quickly and efficiently.
PvP
In solo PvP, sorcerers are infamous for their ability to instantly incapacitate their targets with a single spell. If by some chance, their targets actually manage to survive their first few spells, sorcerers can simply snare or CC their targets indefinitely or continue their barrage of high damage spells. Sorcerers are also equipped with many utility skills that can keep them alive even through their weak armor. In addition to the shielding Stone Skin spell available to both mage classes, sorcerers also have access to Blind Leap, which enables them to instantly put distance between their target while removing any snares or movement restrictions that have been placed on them. At higher levels, they also have access to Illusion, which allows them to evade physical attacks.
In group PvP, sorcerers provide the heavy spiking ability to quickly dispatch the designated targets of their party. Their CC ability can also be used to great effect on enemy healers or plate classes by ensuring that their party's focus targets cannot be healed during a spike or by ensuring that the enemy plate classes can effectively be ignored. If a group is well organized, a sorcerer can cast AoE CC's to instantly incapacitate an enemy group and thus allowing their party to quickly and painlessly take down their enemies one at a time..
Ending Note
In summary, the sorcerer is an excellent DPS class with amazing CC capabilities. While sorcerers can be fairly straightforward and easy to play in PvE, their low HP pool and fragile armor ultimately makes for a soft target in PvP. Even with their Robe type buffs, Stone Skin, and instant escape skills, sorcerers do not mitigate damage well and can be taken down quickly if not played skillfully or if caught by surprise. Proper timing on spell rotations, excellent spacing, and excellent use of CC's, snares, and silence are required to excel in PvP settings. One thing to note is that even with the highest mana pool in the game, sorcerers burn through mana very quickly as their mana mangement skills are subpar. As sorcerers cannot do any significant damage without the use of mana, they are left to either choose between sitting to regen mana or using mana potions very frequently.
Gear
Sorcerers wear cloth type armor.
Synopsis
- Excellent damage output (burst and sustained) - Excellent CC capability - Good utility skills - Low survivability - Low mana mangement ability
Video
3.2. SPIRITMASTER
Short Description:
Spiritmasters are a unique class, in that much of their power is actually derived from the abilities of the elementals they have learned to summon. The power they wield is not really their own, however that is not to say that Spiritmasters are weak - indeed the extra protection granted by their summons makes them far more durable than Sorcerers.
By all accounts, the path of the Spiritmaster is one of the more testing paths to journey down. While they start out with limited ability, their potential is great and is only unlocked as are granted full command over all four elements - earth, fire, wind, and water.
The Spiritmaster is assumed to use an Orb as a weapon, but their main weapon will be the strength of their summoned elementals.
Detailed Description
Class Summary
The Spiritmaster is the debuff specialist and the only class that utilizes pets in Aion. Spiritmasters use their powerful summons to damage and keep enemies at bay while they themselves inflict massive damage through the use of their damage over time skills. The Spiritmaster is considered to be a secondary dps and secondary CC class.
Play Style
The Spiritmaster is the main debuffing class in Aion in that most of the skills in a Spiritmaster's repertoire consist of debuffs in the form of damage over time skills. To offset this lack of direct damage, Spiritmasters also have the ability to summon and command many different elemental entities that can fill a variety of roles to match any situation. But while their many different damage over time skills can be combined with their summons to inflict considerable damage, what makes this class truly unique lies in their ability to remove buffs from their enemies and their ability to cast fear status on their targets. A Spiritmaster's buff removal abilities can make any battle much easier, in both PvE and PvP situations, which becomes clear very quickly as they can remove buffs that shield their target or remove buffs that make their target much stronger. While all this makes a Spiritmaster a worthy addition to any party, a Spiritmaster's most feared and well known ability is, appropriately enough, their ability to cast fear on their targets. The Spiritmaster is the only class in Aion that can cast an unbreakable fear status on an enemy target. As such, with proper positioning, a Spiritmaster can keep a target feared continually while their summons, damage over time spells, and party members can quickly dispatch the enemy while taking no damage whatsoever. For armaments, Spiritmasters, like Sorcerers, are limited to choosing either a tome or an orb to wield while on the battlefield. While orbs provide more magic boost, increasing magical damage done, tomes provide a higher degree of magical accuracy, which reduces the chance that a spell will be resisted by the target. While many Spiritmasters start off the game with an orb and switch to a tome in the late game, both weapons are viable at all levels and is generally left to user preference.
PvE
In solo play, Spiritmasters are one of the best solo classes available in Aion, in that they are never truly alone. Many of their summons can fill both the tank and dps roles while the Spiritmaster can aid in DPS while providing minor healing to their summon. Spiritmasters also have the ability to kill elite monsters alone, as they can simply kite an enemy while their summons and damage over time skills eat away at the monster's health. When fighting normal monsters, Spiritmasters can easily fight multiple monsters at the same time by letting their spirits take care of one mob while the Spiritmaster takes care of the others.
In group play, Spiritmasters are a welcome addition to any party, as their Spirit Erosion ability can increase the drop rate of rare items. Spiritmasters are also sought after for many higher level instance areas, as bosses in those areas usually have many buff abilities that can only be removed by a Spiritmasters' buff removal abilities.
PvP
In solo PvP, Spiritmasters are a force to be reckoned with and most battles with a Spiritmaster usually end up with their target continually being feared away from them while being whittled down by summons and damage over time skills. As targets that are feared cannot cast any skills or use any items, any feared target is helpless for the duration of the fear. Also, any buffs that their targets may use, including any item buffs, can easily be removed a Spiritmaster's Ignite Aether skill and has a secondary effect of also doing damage while removing multiple buffs.
In group PvP, a Spiritmaster is a game changer in that he can instantly lockdown any class through the use of his fear abilities. A well placed Fear Shriek can lock down an entire enemy party at once, leaving the Spiritmaster's group to freely dispatch enemy players with no fear of retaliation. Also, any buffs that the enemy team may have had will only serve to serve to hurt them when facing a Spiritmaster. In addition, a Spiritmasters' AoE damage over time skills and the use of their summons to apply pressure to enemy casters, makes the Spiritmaster an incredible force to be reckoned with in any group PvP scenario. With so much potential to wreak havoc on an enemy group, Spiritmasters are usually targeted and dispatched first, even before clerics, as even one well placed fear spell can instantly end the battle for the team on the receiving end.
Ending Note
In summary, the Spiritmaster is a class with high potential to be effective in all types of play. However, this class does require a certain degree of multitasking ability, as the player needs to be in complete control of both the Spiritmaster and his summon at all times to be effective. Proper positioning of both the Spiritmaster and his summon is crucial to many PvE and PvP scenarios and a complete understanding of the many different types of skills available as well as the current summons' skills is required to excel at this class. It is important to note that the Spiritmaster is still a Mage type class and is limited to wearing cloth armor. Although Spiritmasters have access to a shield spell and the powerful Spirit Substitution skill, if caught unprepared, they can be dispatched very quickly.
Another thing to note is that two casts of the same debuff skill do not stack in Aion. This means that if a party has two Spiritmasters, the effectiveness of their damage over time spells will be limited as only one can be in effect on one target at a time.
Spells
Their spells enable them to summon different elementals, and boost their powers in combat. Spiritmasters also have damaging spells to ensure they aren't fully reliant on their summoned elemental.
Summons
The main weapon of the Spiritmaster will be their summons. Each summon is tied to one of the four elements and each has its own special abilities. You can only have one of the elements out at a time, so the summon you pick will be vital to what situation you are presented with. The majority of skills will include, but not be limited to, buffing and healing the summoned pet. The Spiritmasters' arsenal also includes abilities which fear, root, deal direct damage, and deal damage over time to their enemies.
The summoned classes are:
* Fire Spirit - Solo Melee Offensive * Water Spirit - Magical Ranged Offensive * Wind Spirit - Magical Melee Offensive * Earth Spirit - Tanking Type * Tempest Spirit - Spell Ranged Offensive (Elyos Only) * Magma Spirit - Melee Offensive (Asmodian Only)
Gear
Spiritmasters wear cloth type armor.
Synopsis
- Excellent utility skills - Excellent solo play capability - Good survivability - High learning curve
Video
4. PRIEST
The Priest is arguably the backbone of any successful party. Their ability to keep Daeva battle-ready, even in the direst of circumstances, cannot be underestimated, and is absolutely vital in ensuring groups survive against the more pressing challenges in Atreia. Ailing comrades can be brought to full health in a heartbeat, and deadly poisons can be cured just before victims would be snatched away from their friends and family, all by the fair hand of a kind and benevolent Priest.
The School of Priests hosts some of the most demanded players. Seeing one on an enemy's team means that the ensuing battle will be difficult.
Once a Priest has learned and fully understood the intricacies of their class, they will be given two new paths to choose from at level 10: that of the Cleric, and the Chanter.
Some Priests choose the path of the Chanter, becoming deft at both melee combat and ranged spell casting while using other powers to buff their comrades. Others are destined to follow the path of the Cleric, using incantations to keep their friends alive with cures and healing power.
4.1. CLERIC
Short Description
The path of the Cleric is a natural progression from the Priest, as they will be granted the ability to cure even deeper wounds and protect ailing friends from cruel enemies. Legend has it that most powerful Clerics can even bring humans back from death.
The Cleric has also learned a degree of self-defense and can stand their ground when equipped with mace and shield. They also have access to a range of fortifying and weakening spells, as well as a number of powerful attack spells that can inflict substantial damage on unsuspecting foes.
Clerics are, of course, the masters of recovery. They possess many healing skills to aid their kin. In addition, they are equipped with a solid set of skill combinations and a number of melee skills.
Detailed Description
Class Summary
Clerics are the main support class in Aion and they utilize powerful healing spells to keep their allies standing through even the worst of conditions. This class is primarily a support class.
Play Style
The Cleric is the main support class of Aion and is practically a requirement for many areas of the game. The Cleric is the only class that can actively dispel both physical and mental debuffs and is the main class for single target and AoE healing capabilities. Their extensive list of healing skills covers practically all of the different types of recovery spells one could hope for, containing: high powered single target heals, wide range group heals, single and multi-target debuff removal, shielding spells, healing over time spells, spells that increase elemental resistances, and resurrection spells. All of these abilities come together to make the cleric a must in any kind of PvE or PvP scenario. Clerics are also armored with chain armor (the second most resilient armor type) which, when coupled with their healing ability, make the Cleric a sturdy, almost insurmountable target. When it comes to weapons, Clerics are proficient in wielding maces and staves. Most Clerics can usually be found wielding a mace and shield combination as this increases the survivability of the class by giving them a chance to block incoming physical attacks. Some clerics may opt to use a staff for the slightly greater magic boost and physical attack it comes with. However, a staff wielding Cleric is a rarity in PvE situations and is almost never seen in any sort of PvP situation.
PvE
In solo PvE, Clerics do little better than templars. While their survivability is increased through their healing skills, their dps is considered to be on the low end of the spectrum which makes killing mobs a long and tedious endeavor. However, as their damage is ranged and they can heal themselves very efficiently, Clerics are able to take down some of the hardier mobs that melee classes would not be able to.
In group PvE, Clerics are one of the most important additions to any party. Most if not all of the PvE instanced areas require a Cleric for their impressive healing ability. In smaller parties where dps may be lacking, a Cleric can provide limited dps through the use of his Summon Holy Servant and damage over time abilities, while still effectively healing his party. Also, should a situation go badly and lead to the entire party being killed, a Cleric can use his Rebirth skill to resurrect himself in the location where he died. He can then resurrect the other members of his party and continue where the group left off, rather than starting at the beginning of the area.
PvP
In solo PvP, Clerics are arguably the hardest class to take down. Clerics that are socketed with magic resist manastones can effectively resist most magical spells that come their way, including any CC spells, while any physical damage can be healed through with powerful instant-cast healing. A Cleric becomes even more difficult to defeat in aerial combat, as they cannot be knocked down or put into an aether hold state. While on the offense, Clerics win by outlasting, as they simply use damage over time spells to damage their foes while healing any damage they take. Should a target attempt to flee, a Cleric can use his Root ability once every ten seconds to keep his target from doing so.
In group PvP, Clerics become indispensable as they are the only class that can keep other classes that are under focused fire alive. Clerics are also the only class that can remove debuffs which usually means the difference between victory or defeat. However, Clerics are also usually the first or second to be targeted by the enemy group, which means that proper positioning and good gear is required to survive the initial attack and continued onslaught of the enemy group.
Ending Note
In summary, the Cleric is a very sought after class due to its importance in all aspects of the game. As far as gear is concerned, this class is viable in PvE while wearing all levels of gear, however, excellent gear is required for good results in PvP situations, as this class is most often targeted and focused down before any other class. While playing a Cleric, it is important to keep in mind both the actual battle situation and the group health bar window simultaneously, as knowing which attacks are coming and which party members will get hit will help you to preemptively start to neutralize the damage done.
Synopsis
- Excellent support ability - Extremely high survivability - Moderate damage output - Required for most aspects of the game
Video
4.2. CHANTER
Short Description:
As a priest, Chanters can also heal to a certain extent, but their specialty are in mysterious chants that boost the morale of nearby players. They are also known for effective melee skill combinations and all-around usefulness.
While their abilities may cross into several more specialized roles, the Chanter still has unique skills that any group of adventurers would be grateful for.
Detailed Description:
Class Summary
The Chanter is a unique class combination in that it is a support and dps hybrid class. As such, Chanters can fill any gap in a party, whether it be support healing and buffing, or using their formidable dps skills to help bring down a target.
Play Style
The Chanter is a unique class in that it is the combination of a heal and dps role. Chanters have many supportive abilities which include some of the best buffs in the game as well as having access to the best heal over time spell, Recovery Spell. In addition to this, the Chanter has a special buff system known as the mantra system. Mantras can be cast instantly at any time and stay in effect until the chanter decides to either cancel it, replace it with another mantra, or the chanter is incapacitated. Up to three normal mantras can be used simultaneously at any time and as each mantra has a unique effect, there are many different combinations that can be used to support a party. A caster heavy party make up would benefit greatly from magic boosting and MP regenerating mantras while a melee heavy one would benefit from the attack power and critical rate increasing mantras. All mantras affect all group members in the vicinity of the Chanter. While all these supportive skills may seem to firmly place the Chanter in a supportive role, Chanters are also excellent dps classes and have the skills and weapons to aid them in this focus as well. Chanters are proficient with staves and maces. Most Chanters usually choose to wield a staff as this increases both their magical and physical damage over a mace and shield combination. It is important to note that as a staff is considered a two-handed weapon, all critical strikes done with a staff have a chance to knock down a target. This aspect, combined with the fact that the staff has a naturally high critical hit rate as well as the fastest attack speed of the two-handed weapons, turns the Chanter into a very effective lockdown class. However, should a Chanter need to tank or should he come under fire, a Chanter can wield a mace and shield combination to mitigate some damage while their powerful heal over time spells keep them alive.
PvE
In solo play, Chanters are easily the most effective solo class in Aion as they can effectively fill the roles of a dps and healing class and can also tank to some degree. Chanters can easily dispatch mobs with their above average dps and can have all of their heal over time skills active at the same time, which will effectively keep them at maxed health all the time. Also, through the use of mantras, a Chanter can quickly regenerate their mana spent and augment their already impressive dps skills.
In group play, a Chanter serves to fill in any gaps left in a group's composition; if a bad pull is made, the Chanter can immediately switch to a support healing role to help a Cleric in healing their party; if everything is going smoothly, a Chanter can significantly increase the dps of a group by dpsing with the rest of the dps. As such, any party can easily be rounded out by having a Chanter in their ranks.
PvP
In solo PvP, Chanters are very well rounded and do fairly well against most classes. Using their decent healing skills, Chanters can ward off most melee classes. Against ranged classes, Chanters can close the distance gap fairly well by using one of the best ranged stuns in the game, Soul Strike. With it's long 25m range and very short cooldown period (12 seconds), Soul Strike further augments the chanter's already impressive lock down capabilities. However, it should be noted that while a Chanter's healing ability is significant, it is not nearly as powerful as a Cleric's, which means that Chanters are susceptible to high damage bursts.
In group PvP, Chanters often find themselves switching from healing to dps quickly and frequently. Should a team member come under focused fire, a Chanter can immediately cast powerful healing over time spells to aid a Cleric's heals. If a target is pulled in by a Templar teammate, a Chanter can hold the target in place with their powerful knockdowns and dispatch them.
Ending Note
In summary, the Chanter is an effective solo class and a welcome addition to any party. One thing to note when playing a Chanter is that it is important to keep the mindset of both it's healing and dps roles. While a Chanter can be played as either a pure dps class or a pure healer class, an effective Chanter will keep both in mind while switching to the one that is most beneficial to the party.
Gear
The mana stones which should be socketed into the items should be critical strike until the soft cap, then following the next few steps in rasing the stats Crit > Attack > Magic Resist > Hp
Staff should be used majority of the time, however a mace and shield can become a good back up for situations where you need that little piece of extra defense when you're attacking.
Synopsis
- Excellent solo play capability - Good lockdown capability - Good support ability (Mantras) - Can substitute or supplement all party roles
Video
light69
Posts : 45 Experience : 73 Respect : 1 Join date : 2010-11-05 Age : 30 Location : In my Bed (Timaru NZ)
Their Will be a new race in 3.1 called Fist Fighter
Cllyx The Battlemaster
Posts : 350 Experience : 450 Respect : 13 Join date : 2010-10-23 Age : 35 Location : Serbia
Subject: Re: AION CLASSES GUIDE (from wiki) Thu Dec 02, 2010 12:38 am
that sound like class not a race
light69
Posts : 45 Experience : 73 Respect : 1 Join date : 2010-11-05 Age : 30 Location : In my Bed (Timaru NZ)
Subject: Re: AION CLASSES GUIDE (from wiki) Thu Dec 02, 2010 12:56 am
Ohh opps yeah i mean class i will try to find the video again and post it so everyone can watch it, you think the graphics and the detail is good atm you wait till it releases/See it
Cllyx The Battlemaster
Posts : 350 Experience : 450 Respect : 13 Join date : 2010-10-23 Age : 35 Location : Serbia
Subject: Re: AION CLASSES GUIDE (from wiki) Thu Dec 02, 2010 1:06 am
I heard that on 3.1 there will be multiclass system, two classes in one character
light69
Posts : 45 Experience : 73 Respect : 1 Join date : 2010-11-05 Age : 30 Location : In my Bed (Timaru NZ)
Subject: Re: AION CLASSES GUIDE (from wiki) Thu Dec 02, 2010 1:10 am
i Hope so that would change the whole game to the max