Fighting Styles

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Bricks

Bricks train heavily in Detha and Balthus. They can go toe-to-toe with almost any creature and trades swings, often ending up with the creature dead and the brick barely scratched. Bricks can go practically anywhere in the planes with little fear of falling. Bricks are often used in parties to hold a beast steady while other fighters with less defense tag the beast until it's dead. Becoming a brick is a good path for people who don't have good reflexes or timing due to latency issues.

Being a brick may open up higher level hunting grounds for a fighter, but unless the brick has trained up sufficient atkus, they may find themselves unable to hit what they can brick.

The bricks biggest weakness is their inability to move quickly because of lack of practice. Also, because of luck hits and some creatures with amazing atkus, bricks can find themselves quickly out matched, without the skill to get away when confronted with a large number of fast moving lucky hitting creatures or one very powerful creature that they don't often run for their life.

Taggers

(Formerly Called "Dancers") Taggers tend to forgo Defense and Histia training and instead concentrate on Training Atkus and Regia. As a side effect they also must train Balthus, and end up with decent defense but on average not enough to solo what they hit if they have to go toe-to-toe. Thus they tend to run in and swing and quickly move away before being hit. These are excellent support fighters for a brick. Taggers must have excellent timing, thus a low latency connection is a advised.

Taggers are best in casual hunting groups, where there are a lot of monsters to tag for experience, or as good support fighters for bricks. The Survivability of taggers relies more on their clicking skill than their defense. Taggers can convert to high kill-rate (DPS) fighters in later levels.

High Kill-Rate (DPS)

High kill rate (DPS) fighters have high Darkus and Regia fighters benefit from being able to kill things fast. To do this you must have enough Atkus to hit the monster reliably, enough Balance to support your swings. These types of fighters take a bit longer to train, and they are very susceptible to creatures that also do a high amount of damage is a short amount of time.

Their survivability depends on them being able to out kill things between them and freedom, thus lower level one tend to die much more frequently, while higher level ones can outlast other fighter types of equal rank.

Tanks

Tanks are fighters that have trained in both defensive skills and offensive skills. The tend to be histia heavy, and can fight effectively even on red. Tanks are very similar to balanced fighters because of the wide range of training they use, but tend to have slower regia. They rely on their high histia to take blows and high atkus/darkus to out damage a creature before they can be killed. As a necessity their balance tend to be great, giving them brick-like qualities at full balance and many swings, but they are easily hit once they swing more than a few times. Thus, tanks can go toe-to-toe with high darkus creatures if they learn to time their swings right, and they can take the lucky hits from high darkus creatures because of their great histia. Tanks make excellent killing machines because they can mow through a herd of beasts with little healer support. Tanks do not require a low latency connection, but they do require attention to their status.

Because they have trained to take damage, it is not uncommon for them to have higher troilus than most other fighters.

Tanks are very rare because of the high value placed on Detha over Histia trainings, and the conception that Histia's slaughter rate is too high for the benefits Histia gives.

The biggest disadvantages of Tanks, beside their fairly high slaughter, is that if they over-swing when swarmed or surrounded, they can easily take more damage than they are designed to take. Thus tanks must be very adept at controlling their movements and not over-extend themselves.

Tanks excel in running through fields of lightning bolts and killing the bolters, Orga Warlocks, Hemlocks and Dredlocks quickly. They are also excellent as Runner?s in areas densely populated with both tough monsters and a lot of little monsters for a healer acting as a runner. In heavy combat situations with things tough for bricks to brick, Tanks have the best odds (of fighters) of surviving the encounter.

Balanced

Balanced fighters are always adjusting their training to eliminate any weaknesses, and tend to be able to do Bricking, Tagging and Tanking as the need arises. Because this method of training focuses on being well balanced, their are no physical weakness to this training regime. Balanced fighters make excellent companions in any situation because of their ability to play multiple roles.

Because of their flexibility, and skill at doing it all, balanced fighters tend to be among the last ones standing after a tough battle, were other fighters have fallen. The reason for this is that balanced fighters are very aware of their surroundings because of their familiarity with all the roles in a hunting group, and should always be able to plan an escape route. Thus, this training path is not for the impatient, nor those who don't want to use their mind as much as their brawn. (The most effective balanced fighters require very low latency connections.)

However, this training path is longer and slower than others because the time it takes to build up all the fighting skills equally. Because of this many balanced fighters are weaker rank-wise than people who started about the same time and clan as much as they do.

Bloodblade

Bloodbladers (BBers) are now a subclass of fighters. Only third circle fighters and above can train in the blade. Old style Bloodbladers, once sufficiently trained, deal out great amounts of damage, with one powerful, and possibly last, attack. Their style is to run in quickly while a monster is distracted, and kill or seriously wound the monster with one hit. The big disadvantage to this style is that in order to be truly effective BBers have to be injured into the red zone of their health bar, and often end up falling with the monster. Because of their power however they don't stay fallen long because the second they are raised they are at peak fighting efficiency. So group often scramble to get a BBers raised in situations where the monsters are very hard to hit, and there's a lot of them.

BBers must be very fast on their feet to avoid being caught while attacking a monster and avoid getting killed. People with latency issues should avoid being Bloodbladers, because the prerequisite to become a good one is fast reflexes.