Xopalaboniri
Xopalaboniri
Xopalaboniri
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Mehr Jobmania – Eternal Dungeon Icon Author: Administrator on June 13, 2020 Categories: Tags: No tags for this postJobmania - Eternal Dungeon Apk by Aubrey Puan Eden Eternal Dungeon Role Guide by DaikoruTable of Content 1. Introduction 2. Basics -2.1. Statistics -2.2. Monster Information -2.3. Miscellaneous information 3. Defensive class -3.1.
Warrior -3.2. Knight -3.3. Templar (not available) 4. DMG Melee Class -4.1. Thief -4.2. Martial Artist -4.3. Blade Dancer -4.4. Samurai (unavailable) 5. Dmg -5.1 classes fluctuate. Hunter -5,2. Engineer -5.3. Hunter (unavailable) 6. Healing Classes -6.1. Clergyman -6.2. Bard -6.3. Shaman 7. Magic classes DMG -7.1. Magician -7.2. Illusionist -7,3. Sorcerer (not
available) 8. Dungeon Strategies 9. Contact me/Waiver 10. Version 1 history. Introducingsalations for you, possible readers! Maybe you already know what's going on, maybe you're not sure, but you were still looking for it with curiosity, or maybe a compromise between them, or maybe it's something completely different. Well, this guide has many goals. The
first goal is to help people new players, and maybe even older players, choose the class or classes they mainly want to play, or strive for. After reaching the level limit (currently 50), I ran every dungeon in the game, played and unlocked every available class, and thus had an idea of the pros and cons of each class, and also know how to play. That's how I
want to share this knowledge with everyone. The second goal is to make players actually know how to run the dungeon. Many times I have seen a player who has not been able to do his job properly, which has led to a complete erase from the party and the like. This game has specific bosses that require a real strategy. By writing this guide, I hope that more
people will actually know what to do in the dungeon without having to explain it by others. The third goal is to just write a guide, heck it. The main thing that this MMORPG lacks is guides. Good guides. After all, it's quite new, so no wonder.2. BasicsI have several basics that need to be stopped by regardless of their class. Grounds that some high levels have
not yet been stopped, for certain reasons or StatsStats, as in almost any RPG, are an important factor in the outcome of any battle. It's good to invest in any statistic, but depending on what your class is, you can focus on some of them. Statistics are obtained from many factors. Here is a list of factors:-Level. Each level you gain, you gain statistics. I believe
you'll score 1 point in every Core statistic at each level and start with 20 points. You need confirmation. –Class and Race. Depending on the class and race, you gain different multipliers. These multipliers apply to HP, MP and all basic statistics. To give you an idea, Zumi Hunter has an HP multiplier of 100%, while the HP Human Hunter Multiplier is 107%. In
addition, the warrior MP multiplier remains at about 70%, while the MAGA MP multiplier remains around 125%. You can see these exact percentages for your race in your class composition. –Equipment. The most important way to increase statistics is equipment. Each piece of equipment usually increases 2 or 3 basic stats and, depending on the quality, can
increase from 1 to 4 additional stats, without counting defense or attack. They can also be improved in many ways to further increase the statistics they give. Some unique equipment can also give passive effects. –Class talents. Every time you get a level in a class, you earn a point of knowledge for that class. Depending on what talent this class has, you
can update some stats. –Class certificates. Every 10 levels can be obtained from a single class, you gain a new certificate or upgrade previously acquired. Each of the 10 character levels you earn can be equipped with an additional certificate (level 6 at level 50). They may add to some statistics. Also, if certificates of the same color are placed around the
same square, this square can also give additional statistics. –The result of the class. You can earn a Class Score by leveling your classes. Each time you level up a class, you gain an amount equal to the level achieved by that class. When you reach certain amounts, you gain additional statistics. –Caracteristics class. Each class has 4 caracteristics. One is
attached to the class, the other is also attached to the class, but also changes with the race. The first gray characteristic determines the type of armor you can wear, and the last one is attached to the race. The first two often increases one or two stat, and some times with the condition. –Buffs. Many reinforcements increase your characteristics. On the other
hand, some debuffs can also reduce them! Bonuses can come from skills or items, while debuffs come from skills you use as a monster or player you fight against. –Heroic trait. Depending on what heroic trait you chose at the beginning, you will earn additional points in some statistics. This cannot be changed without using the Hero Trait Transformation
Book, from the center of the items. Here is a list of each statistic and its effect. You can see all the stats in the game by hovering over it. However, some of them are hidden, but they are really important to know: Basic statistics: -HP : Health Point. This is represented by the red bar in the upper left corner. Any damage your HP reduces. If your HP drops to 0,
you will die, and you will also lose EXP and stamina if you are outside the Dungeon. -MP: Magic Point. This is represented by a blue bar in the upper left corner. Every skill you use reduces your MP. If your remaining MP is lower than the required MP to use the skill, you will not be able to use it. -STR : Increases P-ATK and Block -AGI : Increases EVA, Parry,
ATK SPD and Cast SPD-INT: Increases M-ATK-WIS: Increases P-Healing and G-Healing-LUK: Increases the speed of CRIT, M-CRIT Rate and ACCOffense Statistics: -P-ATK: Physical Attack. That's what affects your physical damage. -M-ATK: Magic Attack. This is what affects the damage of magic spells -ACC: Accuracy. The more you have, the less
likely you are to miss a goal. This statistic is compared to eva attack speed -ATK: Attack Speed. The more you have, the faster the attacks will be. Maverick's trait and Ice Meteor bonus increases by a fixed amount. -CRIT Rate: Critical Rate. The more you have, the more likely you will be to hit critical. -CRIT DMG: Critical damage. The displayed number is a
multiplier of critical hit damage. This cannot be increased by basic statistics. -Cast SPD: Cast speed. Like the ATK SPD, but it's about casting spells. -M-CRIT Rate: Magic Critical Rate. As with crit rate, but it applies to magic spells. -M-CRIT DMG: Magic Critical Damge. Like CRIT DMG, but it deals with magic spells. Also can not be increased by Basic
Statistics.Defense Statistics: -DEF: The more you have, the greater the damage reduction. It has 3 times less critical hit performance. -EVA: The more you have, the more likely enemies will miss you. This statistic is compared to an attacker's acc. -Parry: The more you have, the more likely you are to take damage by two. Be warned that this only happens if
you have a 2-hand weapon equipped. -Block Rate: The more you have, the more likely you are to take damage. Be warned that this only happens if you have a shield equipped. -Move SPD: Increases the speed at which you can run through this number as a percentage. Only increased by bonuses and unique equipment. Various and hidden stats: -Elemental
resistance: Decreases by a percentage of damage of certain types. There are a total of 6 types of magic and 3 physical types. -P-Healing: Personal Healing. Each point increases by 3 direct heals that you receive. This statistic is not displayed. -G-Healing: General Healing. Each point will increase by 3 direct heals that you throw. This statistic is not displayed.
-Malice: This is a hidden but important statistic that can only be increased/reduced by rare buffs, class talents, and class certificates. Every action you take malignancy to affected or surrounding monsters, multiplied by a multiplier of malignancy. Regardless of which player generated the most malice, he is the player this monster will target. -Double Hit
Chance: This gives you a chance to both physical and magical to deal a second hit. This second hit deals half the damage from the previous hit, but it can also become a critical hit! Note that additional statistics added are not direct. An item that yields 20 CAST SPDs does not reduce cast time by 20%, but by about 1%. You can see the real effect of the
additional stats you add by sizing your mouse over the number of stats in the Character Information Window (Hotkey: C). The only exceptions are increasing the ATK Maverick SPD, increasing the SPD and cast SPDs in Ice Meteor, and a few CAST SPD-class karacteristics that are direct.2.2: Monster Information. Every time you fight your boss, it's important
to look for his information. There are many things to look for:Break Point. Break Point is a unique feature in Eden Eternal. Normal monsters can not be broken, but any boss in the game can. How it works is simple: there are two or three types of damage to which this monster is vulnerable. By being sensitive, I mean it doesn't increase damage, but it reduces
its BP rate. This is important information to know if you want to unlock the best boss drops, such as trophies. Drop list and skills. You can click the question mark in the upper right corner to see a list of drops and monster skills. Common drops is what a monster can drop at any time, while the BP Drop System is what a boss can drop if it has been broken.
The most important part is skills. On the Use Skills tab, you'll see a list of monster skills. Common skills are what this monster will use at the beginning of combat, while countdown skills are what the boss will use after he has fallen next to some health. It is very important to watch out for these skills and develop a strategy before fighting the boss. Usually, the
damage dealt by skills is not a problem, but a side effect that can cope. Many things to look out for: -Skill effect area. Anything 30 feet and under won't affect players who fight in the distance (healers, DPS distance and Magic DPS), while anything 40 feet and above will affect everyone. -Debuff/buff used. Debuff like parry rate decline is not a problem.
However, a debuff such as deal x damage during an attack can kill any DPS and tank that carelessly continues to attack. Watch out for anything that could potentially make the fight more difficult! -Stacked or not, debuffable or not. Some nasty buffs or debuffs can be stacked to enhance performance, and some may or may not be debuffable. An embarrassing
effect that is not debuffable may be something that people within range might want to avoid by leaving the area before a spell is cast. -Time and cooldown. Throwing time is not so important to know. The main thing is to know if it is instantaneous or not, and to be able to identify the spell for its duration for the first time. First. is something you may need to
watch. If the cooldown is lower than the duration of the ability boost/debilitation, this buff/debuff can remain forever! A monstrous rarity. That's not so important either. You can see the number of stars above the monster name. It speaks of the kind of monster you are dealing with. -1 star: This is a rare monster or dungeon monster/boss. Rare monsters are
found in the fields and can be soloed quite easily. Dungeon monsters and bosses are supposed to be under the care of page 3 or 5, depending on the dungeon. -2 stars: This is an ordinary monster. The kind that you murder in huge quantities. It also contains quest bosses that are slightly stronger than regular monsters. -3 stars: This is the head of the guild
or head of Trial Dungeon. Dungeon trial bosses are supposed to be much tougher than a normal dungeon boss. But watch out for these guild bosses! They are in the fields and sometimes look like a rare monster, but they are supposed to be taken care of by the strongest batch. They are currently the strongest bosses the game has to offer. To give you an
idea: Level 50 Party 50 is trying to kill a Level 30 guild boss! -4 stars: This is the boss of dungeon Raid. They are supposed to be cared for with a party of more than 5 people and therefore require a raid party. Passive features. All bosses have several passive traits. They appear as buffs without duration. Often they can simply be ignored, but sometimes
these characteristics can become cumbersome. Watch out for them!2.3: Various informationSome information just doesn't fit in any section. I just stuff them here. Identical Classes: When collecting a dungeon party, there is something you want to keep in mind. Whenever there are two people in the same class, they lose their effectiveness in performing their
role. Why? Each class has several party buffs or several debuffs. However, a target cannot have twice as much as the same buff or debuff. In addition, if their two skill levels, if different, who has the highest skill level simply remove the lowest skill level by removing the stack in the same way, if at all, while the lowest level fails if the highest buff level is already
present. This is especially important for seminarians and bards. About half of their healing potential comes from their personal Heal over Time skills, but since they will use the same stack, the lowest leveled will lose half of their healing potential. So when recruiting, remember this fact! Leveling multiple classes: The main feature Eden Eternal has to offer is
the ability to play multiple classes on the same character. Some people, despise this, decide to focus on only one class. Why might it be a bad idea? Many reasons: -Exp loss: Whenever your EXP class is 100%, every subsequent EXP class kill is wasted. -Class Score: By leveling each class, you can get statistics from the Score class that are useful for each
class. -Flexibility: This is the main point of why it is better to align Classes. In other games, if you choose be a tank, you will remain a tank forever. In EE, you can level up your tank class, DPS class, and Healer class. Thus, you are sure that you will be able to fill any slot in the lot, no matter what you are looking for. Flexibility also allows you to counteract the
weaknesses of one class by changing to another depending on the monsters you are fighting. But it also goes back to the previous point: Identical classes. If you level up the Bard and the clergyman, you are sure that healing/buff potential is never wasted because you are both Bards.Choice of Weapon: Eden Eternal offers the ability to use any weapon of
any class. You can use Grimoire from the Dps Ranged class if you wish. But that would be a bad idea anyway. This is what you need to consider when choosing a weapon: -Weapons required: Many skills require a weapon type. Sometimes a certain type of weapon is required, sometimes it is not so precise. For example, an engineer requires the use of an
artillery gun, but can use any ranged weapon for other abilities. Make sure your weapon allows you to use all the skills you want to use. -Weapon Proficiency: Most classes give you a bonus for using a particular weapon. You can ignore this bonus! -Damage Type: If you want to break a boss, you need to consider the type of damage. Ranged weapons deal
pierce damage, blade weapons deal slash damage, and everything else (including magic weapons) deals blow damage. Having two weapons deals damage based on these two types! -Dual Wield: If you use a 1-hand weapon, you can equip everything in the second slot. You will gain 1/3 of his ATK stats and 100% of other stats, so you won't lose anything! In
addition, you can meet the requirements of a weapon from keeping that weapon in an off-hand, so nothing prevents you from using class weapons to meet skill requirements and stat bonuses, and use the best 1-handed weapons in the main hand. -Ranged Weapon: Ranged weapons allow you to attack using regular attacks, even when away. If you want to
keep your distance or attack motionless, consider using ranged weapons, which often disables skills for melee tank classes and dps3. Defense classesDeals are the core of the working group. They are also known as the Tank. Their role is to draw the attention of monsters and take all the damage. If they do not fulfill their role correctly, everyone dies. The
tanker's main statistic is STR, although this only increases the block speed. They use heavy armor, which is the type of armor that gives you the best def in the game. Pros: -May have multiple hits before death. -Often searched for at a party. Cons: -They have the most trouble in solo. -Often on the edge of DeathWhat must be a good tanker: -The best
defense equipment you can afford. Tanks are most dependent on armor to be effective. The higher the def, the more likely it will be able to take all the -A lot of malignancy increases. This is important as if the tank does not Malice, monsters will stop attacking him and kill other players. What the tanker must watch out for: -Debuffs that heal the boss or
damage every time you attack. You need to stop attacking right now. Provoke the moment when it ends, or provoke once in a while if it lasts too long or forever. -Buffs that reflect damage. Same as in the previous situation. -Knockback skills. If your boss has one, you're bound to put yourself against the wall so that your boss doesn't move around and
potentially get too close to the rest of the party. -Spells that evoke creatures. You need to pay attention to these creatures to avoid them attacking healers. -Additional monsters that join the fight. Again, pay their attention as soon as possible. -Your own health. When it gets dangerous, you need to use your own health potions to prevent a potential fatal blow! -
The goal of the monster. As long as it shows, you're fine. The moment you change your goal, do everything we can to change it back to you! How the tanker plays out: - You have to pay attention to each monster at all times. For this purpose, you get skills that increase malice by huge amounts, such as Provoking. -You get temporary buffs that can be used
when in difficulty. What an oil tanker can't do: -Move unnecessarily. If the equipment is not necessary to avoid damage, the tanker cannot move. The reason is that the move could bring the boss close enough to hit everyone in the back with his AoE. If you are required to move to avoid lethal AoE, move sideways rather than closer or further to healers. Main
General Skills: -Provoke: Forces a single target to attack you and increases damage by a fixed amount. -Anger Declaration: Increases the generated malice on each hit and reduces damage taken by a fixed amount.3.1: WarriorWarrior class is available from the start. The weapon they use best varies by race, but it is always better to use a shield. Pros: -Good
for single target (mainly bosses) -Has stun skills that can be used to break a spell or move immediately towards the target. -Immune to Fear -A lot of Defensive buffsCons: -No AoE Malice skill until level 50.Main skills: -Onrush (level 1): Immediately move towards the target and stun him. -Angry Punch (Level 25): Generates a lot of malice on a single target. -
Group Provoke (Level 50): Forces enemies within 20 feet to attack you. Main stats: -DEF -Block Speed -EVA3.2: KnightKnights require character level 25 and Warrior aligned to 20. The weapon they use best varies depending on the race and once again it is always better to use a shield. Knights are a bit of an agi version of the tank, which means they will
have EVA, Parry and Attack Speed than Warrior.Pros: -Get their AoE Malice skills at level 25, making them good for holding aggro groups. -Can deal more damage than warrior because of their speed-oriented lovers. -Hypnosis resistant. 'You're the one running the party. Cons: -Less defensive-orientedMain skills: -Judgment Storm Storm 25): Deal damage
over time around you and generate a lot of malice. -Fearless (Level 40): Increases acc and removes all debuffs on you. Main stats: -DEF -EVA -Block rate3.3: Templars (unavailable)Templars require character level 60, as well as a Knight and Cleric aligned to 55. For this reason, they are not yet available, and therefore it is only an analysis of the information
found on the wiki. Their main weapon appears to be the Mace, combined with the Shield. They are a mixture of tanker and healer, which means they can deal a lot of damage and healing, giving them the easiest time to solo. Pros: -Easiest time for solo. -Two roles in one class. -Effective in refueling magic monsters -Many skills AoECons: -Requires
equipment that is harder to find / stand -Weaker in every aspect of each role (weaker heals, not so many defensive buffs, skills that use M-ATK instead of P-ATK) -Most vulnerable to interruption Cast. Main Skills: -Influence judgment: Deals sacred damage to an area and generates malice. -Kingdom Cone: Instantly heal HP and give you str and wis bonus. -
Lightning Wave (Level 50): Deals sacred damage to an area and knocks out for 4 seconds. No effect on bosses. -Light Shield (Level 60): Reduces magic damage by 20% and by an additional permanent ammount. Main statistics: -DEF -EVA -P-Healing -Block Rate4. The DMG melee DMG classes are the classes with the best damage potential. Their role is
to make monsters die faster possible. They are also known as Melee DPS, DPS which means Damage per Second. Their main statistic is AGI, which means it's about attacking quickly and avoiding attacks. They can equip light armor, which often gives good AGI stats. Pros: -Highest SPD and EVA attack of all classes -Highest damage per second
potentialCons: -Exposed to any AoE, which often makes them the first to die in boss battles. What is required to be a good melee DPS: -The best melee weapon(s) you can afford. The better the weapon, the more damage it can deal. -Decreased malignancy. If the tanker is good, you should never steal the monster's attention, you thought. What a downright
DPS must be wary of: -Every AoE. If you may run out of AoE, this may be the best. -Debuffs that heal your boss or deal damage every time you attack. You don't want to heal your boss back to full health or kill yourself. -Buffs that reflect damage. Same as above. How dps plays out in melee combat: -Spam all your skills. It's really about dealing the best
damage. As for melee, DPS can't do: -Attack when under the influence of a debuff that heals your boss every time you attack. It is worth mentioning this twice, because bosses become impossible if someone treats him. -Tank. Dps are not tankers. They have nothing to pay attention to, they don't have as much DEF, they only have EVA to keep alive. You can
draw the attention of a monster or two, but that's it! Main General Skills: -Sonic Cut: Deal great damage over time.4.1: ThiefThieves require character level 15 to unlock. Their best weapon is It is also better to carry two weapons instead of one, as this increases the damage. Pros: -May become invisible to avoid monster attention. -They have a natural huge
boost to ATK SPD and EVA. -Can stun to interrupt AoE.Cons: -Most vulnerable to damage. -Badly kill hidden force will most likely kill you. Main Skills: -Ambush (Level 10): Doubling the next physical damage received. -Quick Attack (Level 15): Deal 3 hits, and each subsequent hit deals half the damage. -Hidden Force (Level 20) + Deadly Containment (Level
30): Hidden Force allows you to go in secret and increase the critical speed of the next attack. Deadly containment can be used in conjunction with target stuns. Be careful, because Hidden Force also increases damage during the invisible for 4x! Main stats: -P-ATK -ATK SPD -EVANote: To exit Sneak without attacking anyone, you can right-click the Buff
icon in the upper right corner and select Remove Status.4.2: Martial ArtistMartial Artists requires level 40 character and Thief aligned to 35. Their best weapon is Cestus, who is some kind of Fist weapon. Again, it is better to carry two weapons for increased damage. They are a bit of a str version of the downright DPS, which means that they will deal a lot of
damage with every hit they do. Pros: -Can increase by crazy amounts its ATK SPD, P-ATK, EVA and DEF for a short time. -Many debuffs that work on bosses. -It has several ways to stun. Cons: -Easily punished by anything that prevents attacking. (inability to maintain the stacking fee) Main Skills: -Charge (Level 5): Every time you hit, you gain P-ATK and
ATK SPD. It can stack up to 10 times. -Defender's Strenght (Level 10): Every time you hit, you gain EVA and DEF. It can stack up to 10 times. -Charging Attack (Level 25): Immediately go to the target and stun it. Main stats: -P-ATK -ATK SPD -CRIT Rate4.3: Blade DancerBlade Dancers require character level 50 and Bard aligned to 45. Their best weapon is
a 1-handed sword. It is best, once again, to use two weapons. Blade Dancer focuses more on AoE attacks, which means it's best to take care of a group of mobs. Pros: -Ability to kill multiple targets very quickly. -Many multi-hit skills, making it ideal for use with fixed damage boosts such as Provoke or Elemental Guardian. -More damage increases when in a
party with Bard, who uses the right songs. -Gets the smallest penalty from AoE of all DPS melee due to their defensive buffs and their heal. -Can charm the monster, making it easier to fight difficult groups of monsters in the dungeon. Cons: -Worst damage with one goal -No stun in addition to an unbelievable Slam -May pay too much attention due to AoE
hitting targets on which the tanker may not focus. Main Skills: -Superstar (Level 5): Ask 2 the second hit deals ~50% damage from the previous hit. Increases to ~90% if under the influence of war row. -Song of Patience (Level 10): Reduce damage for all teammates by a fixed amount. -Dancing Blade (Level 15): Deal 3 hits Monster around, each hit does
~40% damage from the previous hit. Increases to ~75% if under the influence of The Kidnapped Melody. -Slow Dance (level 50): Heal over time and reduce the malice generated -Firebird Dance? (Level 60): Damage in AoE and deal double damage if under the influence of Burning Metal. I can't say its effectiveness because it will mostly depend on cooldown
has. Main stats: -P-ATK -ATK SPDNote: This class is my current master. It is also a class that requires the current level limit to unlock. Many people wonder how good a Blade dancer is. In addition, many people are disappointed with this class, while others, like me, love it. All this makes Blade Dancer the most controversial class. It's really just a matter of
taste if you're going to like it or not.4.4: SamuraiSamurais require a character level of 60, as well as martial artist and warrior classes aligned to 55. This is the latest class added in a different version and is the only class that is not shown anywhere in our version, so it will most likely be released after Ranger. Since they are not available, this is an analysis of
translated skills found elsewhere. Their best weapon is Katana. In addition, like the Bard, they don't wear their type of armor: they wear heavy armor instead of light armor! This is a class with a unique style, because it works with Combos and uses AoEs from a completely different Shape.Pros: -Has a huge amount of debuffs -Each attack deals damage
except enlightenment -unique style of gameplay. -Can resist hits better due to debuffs and Heavy Armor.Cons: -Must use skills in a specific order -Very CP dependent -Lower SPD and EVA due to inability to wear Light Armor.Main Skills:-Diving Swallow: Deals damage over time and reduces evasion. Required for many other skill debuffs -Eagle: If you are
affected by swallow diving, it reduces all resistance -Stab: If hit by an Eagle, it causes a knockdown. -Clean: Deals damage in a straight line and reduces DEF and ACC. -Asura Slash: Deals damage in a straight line. If it is touched by a deceigator, it deals a second hit and scatters the buff. Main statistics: -P-ATK -CRIT Rate -CRIT DMG -ACC (Misses are
troublesome here!) 5. DMG Classes Distanced DMG Classes is, like dmg classes in close-up, a role that focuses on dealing damage and thus killing monsters the fastest. They are also known as Ranged DPS, DPS means Damage per Second. Their main statistic is LUK, which means they will deal with multiple critical hits and will usually never miss their
target. They wear light armor that will give them a good LUK, but also AGI to attack faster. Pros: -Can attack from a safe distance continuously. -You can easily kill regular monsters without taking multiple hits. -Likes making a screen shake with their critical hits. immobilize monsters. Cons: -Has only distance to defend (without defensive reinforcement) -
Usually have only one type of damage (each ranged weapon is Pierce)Which must be a good DPS-em ranged: -Good ranged weapon. Spacer. Dps melee, their damage is mostly dependent on their weapons. -Decreased malignancy. This is more important as ranged DPS because you can't take as many hits as DPS in melee combat, but also because it
will keep the monster out of range of the tanker. There should still be no problem if the Tanker generates enough thoughts of malice. What ranged DPS must watch out for: -Each AoE with a range of 40 feet and above. These will hit you at maximum distance, so watch out for their effects! -Any reflect buff damage or debuffs that heals your boss or hurts you
on every attack. Most of these debuffs are AoEs 30 feet or below, so they are often not a problem. How dps distance plays out: -Spam all your skills. As with DPS in melee combat, it's about dealing the best damage. What ranged DPS can't do: -Get too close to monsters. They should attack with maximum range to avoid being hit with AoEs. -Attack under the
influence of debuff, which heals the boss for attacks. This should not be a problem, once again -Lure enemies. This is fine when doing an AoE party outside the dungeons. However, in the dungeon, the tank is the one that must lure, otherwise all enemies will be directed directly to you or healers. Main General Skills: Perforation: Deals MP damage and
damage over time. Keep in mind that MP damage is usually useless because bosses always have a seemingly infinite supply of MP. -Kneecapped: Immobilizes a non-boss target and increases by a fixed amount each set.5.1: Hunter Hunters require character level 10 to unlock. Their best weapon is the Bow. They have many skills that weaken the target as if
they were poisons. Pros: -Huge amount of debuffs and damage during skill time. -Can summon a tiger to help take damage and deal additional damageCons: -Most Debuffs don't work on bosses. -Tiger dies easily to bosses, or can heal them too! Main Skills: -Summon: Tiger (Level 5): Summon a tiger to help you -Piercing Wound (Level 25): Deals damage
over time and reduces DEF in the area. -Poison Arrow Rain? (level 60): Deals time damage underMain Stats: -P-ATK -CRIT Rate -CRIT DMGNote: Tiger can be affected by boss AoE. For this reason, they can heal the boss if he is affected by healing during the attack debuff. If the boss has it, unsummon it. You can do this by right-clicking the bonus in the
upper right corner and pressing Remove Status5.2: Engineers require a Level 30 mark and the Hunter leveled to 25. Their best weapon is an artillery gun. Engineers are a special class. They have two mode. In normal mode, all attacks they have are a single target. In Cyber Up mode, all attacks are AoEs and become more difficult. This class is currently best
for dealing damage in an area. Pros: -Effective skills against any kind of goal, be it a group or bosses. -Best class for damage in the area. -You get to look out of place with futuristic armor. Cons: -CP-hungry for overall effectiveness (all skills are useful in a way that another!) -Not many different skills to use (no skill is useful in both modes)Main skills: -Heavy
artillery (level 1): Stuns the target. -Cyber Up (Level 20): Transforms into Mecha, giving you extra weight and the ability to use all your AoE. However, it disables the ability to attack from a distance and use the skills of a single target. -Abscess Bomb (Level 20): Deal damage over time in an area. It can stack up to 3 times. -Super Ironman (Level 60): Increases
all of its basic stats and doubles the damage from Black Explosive and Slimy ExplosivesMain Stats: -P-ATK -M-ATK (Some Mech spells use M-ATK instead!) -CriT Rate -M-CRIT Rate5.3: Ranger (unavailable)Rangers require character level 65, as well as Hunter and Combat Artist classes aligned to 60. This is the last class to unlock. Since they are not yet
available, this is only an analysis of the information found on the Wiki. Their main weapon is, like the Engineer, an artillery gun. It is currently unavailable and will be the last class to become available. Ranger appears to be an AGI version of distance characters. In fact, they got almost everything for Kiting! Pros: -Excellent for Kiting -Can dodge with ease
AoEs with 40 Feet rangeCons: -Requires the most time to unlock -No debuff ownMain Skills: -Concussive Shot: Knockbacks enemy 10 meters away -Dodge Leap: Leap backwards with 15 Feet -Hunter Eagle: Summons Hunter Egle to help. It can slow enemies by 30%. Main statistics: -P-ATK -CRIT Rate -ATK SPD6. Healing Classes Class Deviations are
classes that focus on healing and support. They are also known as healers. Their role is to keep the party alive, especially the tank. This makes them the second most important role in the party. Their main statistic is WIS for increased healing effectiveness. They wear armor, which makes them fragile, they thought they could heal the damage they deal, as
long as they're not too big. Pros: -Often searched in a lot. -Can heal the damage they take back. -They have the slightest soloing problems, as long as they can take the damage. Cons: -Worst damage to any role -The most difficult role to play due to the need to pay attention to many things. -Loses a lot of effectiveness when two healers from the same class
are in the same batch. What is required to be a good healer: -High skills. Healers are most dependent on skill level. Their healing and buffs are not, in fact, not affected by many equips and stats. -Decreased malignancy. This is very important as a healer. You are fragile, but heals do not generate malice. You are a role that keeps everyone alive. So, if
monsters start attacking you, you won't be able to provide further support until they stop attacking you. If you die, everyone dies. What the healer must watch out for: -Health The goal is to always keep your tank as healthy as possible. Keep it furthest from death, because if it happens, chances are you'll have to retreat so you don't die. -The health of your
teammate. You will be want to keep other people alive. However, if you are already fighting to keep the tank alive, it would be best not to treat others. -Any debuff that can be dispelled. You want to dispel the most embarrassing ones as soon as they are applied. If you have time, you can also dispel the debuff DPS got. -Any spell that removes buffs. Half of
your healings come from reinforcements, which means the tank will be the weakest when it is dispelled. -Any AoE that is 40 feet or more and that can prevent casting skills. These are also the moment when the tank will be the weakest, you must reapply your Heal spells with time just before using it. -Your buffs. Especially heal with the time buffs you apply.
You want to keep these buffs at any time. Convert them as they start flashing. How the Healer is played: -Keep each healing in time and defensive reinforcements at any time, transforming them as soon as they start flashing. -Spam Cure. If the monsters are not too strong, you can only use the Medicine if the tank's health starts to drop slightly low (e.g. 50-
75%). Keep in mind, however, that each monster's simultaneous hits and critical hits can bring the tank to low health immediately, so always prepare Cure for throwing! What a healer can't do: -Use Cure only. You have to use what Heal during your class has to offer and keep it at any time to be able to heal effectively. -Fight. Healers are not good at dealing
damage, you need to focus on healings and avoid putting yourself in danger. The exception is when monsters are unable to deal damage to multiple targets and cannot deal damage to their boosts over time, but still avoid wasting mana uselessly. -Panic. If the monster is aiming at you, don't run in the opposite direction of the tank. If you can deal damage, do
not move and continue healing. If you can't deal damage, run away from enemies without giving in too far away from the tank and not approaching other enemies too much. Main general skills: -Cure: Heals for a certain amount. No matter which healer class you play, you'll be spamming Cure. Especially on bosses! -Prevention: Dispels debuff and reduces
damage taken by a fixed amount. You can level it to increase damage reduction or not level it to minimize mana spent. -Revive: Resurrects a dead player. Since it can only be used outside of battle, it doesn't matter if you level it up or not.6.1: ClericClerics requires a Level 5 character. Their best weapon is the Mace. They are better at treating one target and
G-Healing items are more effective with this class than with others because they most often use Direct Heals.Pros: -Many buffs that last 15 minutes -Good at treating a single target -Have AoE DispelCons: -Have problems treating multiple goalsMain Skills: -Life Cure (Level 1): Heals over time. You can up to 5 times and instantly cast, so you can focus more
more Cure. -Purifying Wind (Level 10): Dissipates the debuff in the area and increases healing effectiveness. -Healing Radiance (Level 30): Heal in your area. -Divine Light (Level 60): Instant Healing. Main stats: -G-Healing -M-Crit Rate -Cast SPD6.2: BardBards require character level 20 All their skills require the use of a guitar, so you hardly have much
choice but to wear one to be effective. Bards most often uses short duration page buffs. Bards are also unique: they wear light armor instead of armor, allowing them to wear more AGI-oriented equipment. Pros: -Best Healer AoE. -Huge selection of buffs -Better most than other healers due to the ability to wear Light Armor. -Very few statistics really matter to
them. Cons: -Very ineffective to level 30 -Buffs last very little time and require you to be converted regularly. -Very few statistics really matter to them. -Too popular class, added to the fact that they are very ineffective in the same batch. Main Skills: -Songs of Illusion (Level 20): Increases EVA and DEF all by a great amount (almost double def with it!) -Music
of Life (level 30): Heal over Time applied to everyone. It can stack up to 3 times. -Musical Encouragement (Level 60): Reduces damage by a fixed amount and gives you sleep resistance (!!!). Main stats: -Cast SPD -G-Healing (not so important because you'll rely less often on Cure)Note: Bards are often used because of their ability to kill Veninfang solo
monsters easily at a high level, using kite strategy. This method gives you a lot of experience. However, this makes it possible for people to treat with a fully aligned Bard without knowing how to use this class correctly.6.3: Shamanshamans requires a character level of 45, and the Clergyman aligned to 40. Their main weapon is the Headquarters. However,
during the solo it is worth using a bow or a gun. The reason is that shamans use Totems that are stationary and heals/damage to a limited extent. With the help of an arc, you can always stay close to the totem and keep attacking. Shamans also tend to be more offensive than two other classesPros: -He has buffs that increase basic stats and it takes 15
minutes. -More offensive than other healers -Has a talent that can greatly increase the resistance to the element to survive the AoEs more easily. -Does not lose so much effectiveness when two shamamen are in the same batch. -Good for AoE Healing.Cons: -Uses Totema for treatment over time, which, unfortunately, heals less, must be closer than 30 feet
and can be very easily destroyed. -Useful effects only happen with little chance of certain skills. -It is not certain what increases the effectiveness of Totems. 'I thought it was going to be more offensive than other healers, it's still very weak on offense. Main Skills: Thorn Shield (Level 10): Increases defense and damage back to attacks. -Totem of Grace (Level
20): Summons a totem that heals every 3 seconds and has a chance to dispel any healing. -Drops of Heaven (Level 30): 30): heal, with a chance of healing later. -Callback? (Level 60): Brings the player back to life. You may apparently be able to be cast in battle (!!!) Main statistics: -G-Healing (unknown if it affects the Totem of Grace) -Cast SPD -M-CRIT
Rate7. Magic DMG ClassesMagic DMG class uses magic spells. They are also known as Magic DPS, DPS which means Damage per Second. Their role is, like the two previous DMG classes, to kill things the fastest. Their main statistic is INT, because they all use M-ATK. They wear Cloth Armor, which makes them a kind of glass cannon. Pros: -Highest
damage per single hit. -The ability to use many elements that make them good for breaking bosses. -Most skills don't have a cooldown, making spamming easy. Cons: -Very mana hungry. -The most fragile class, with their poor DEF and their inability to treat. -Most spells have cast time. What is required to be a good Magic DPS: -Good Magic weapon.
However, the skill level is more important here than that of DPS classes. -Decreased malignancy. Once again, it is important not to pay attention to any monster, especially since you are the most fragile class. What magic DPS must watch out for: -Any AoE 40 feet or more. They will hurt you, so watch out for their effects! -Any reflect reinforcements or
injuries/heal on attack debuffs. Especially reflect bonuses, because if you finish casting a spell with this boost, the damage will be very huge! Press escape key or any motion key to break the spell. How to play with Magic DPS:-Spam skills. Once again, it's about dealing the best damage. However, here, you'll have to keep your MP potions ready because
when you're with an MP, you can't attack anymore! What Magic DPS can't do: -Stand too close to enemies. You don't want to hit any AoE, keep the best possible distance! -Attack under the influence of Heal on debuff attack. Again, you don't want to treat your boss. -Lure enemies. Just like DPS distance, unless you're in an AoE party, you don't want every
monster to aim at you and the healer. The tank's task is to lure, using Provocation.Main general skills: -Winter coolness: Deals damage over time and reduces movement speed. It accumulates up to 3 times. -Fireball: Deals fire damage and a chance to stun. -Dimensional Jump: Teleports forward and increases EVA. If used correctly, you can get away with
AoE.7.1: MagicianMagicians are available from the start. Their main weapon is the Headquarters. This class focuses on Fire, Lightning, and Ice spells, and thus has many options for choosing spells to use. Pros: -Along with general abilities, they have at least one single target spell and one AoE spell for all 3 items - they can become invisible, like a Thief. -It
has a lot of damage during spells as well as a lot of AoEs -It has some spamerable spells with a good chance of stun. -No defensive skills except Ice ShieldMoin skills: -Lightning Bolt (level 1): Instant lightning damage. Also can knock down if under the influence of winter winter -Snow Storm (Level 5): Deals ice damage in AoE and immobilizes targets. -Fusion
reaction? (Level 60): Deal massive damage + short damage over time in an area. He will need to confirm its effectiveness as soon as it can be learned. Main stats: -M-ATK -M-CRIT Rate -M-CRIT DMG7.2: IllusionistIllusionnists require character level 35, and Mage aligned to 30. Their main weapon is Grimoire. Illusionists are more unique because they have
only two offensive skills, but they have a good amount of debuff choices and reinforcements, helping the party in so many ways. Pros: -Often welcome in the party due to their overall usefulness. -Can regenerate the MP of everyone in the party, including himself. -Have a pet to smoke additional damage, thought sometimes unsealing to take the damage. -It
can stop monsters from attacking in many ways. Cons: -Only two damage skills, the other is earned at level 60. -No AoE damage ability up to level 60.Main skills: -Deadly Icicle (Level 5): Take 3 hits. Main Offensive Skill - Ancient Call (Level 10): Summon Mecha Jinn to help you. -Mind Surge (Level 20): Heal mp at a time all close to you -Hypnotic Eye (level
30): Puts everyone in the area to sleep. Wakes up after a direct hit. Main stats: -M-ATK -Cast SPDNote: Like the Hunter Tiger, Mecha Jinn can become troublesome and actually heal the boss if he is affected by Healing for hitting the debuff. If the boss has it, unsummon mecha Jinn. You can do this by right-clicking the buff in the upper right corner and then
clicking Remove Status.7.3: Sorcerer (unavailable)Sorcerers require a character level of 55, and magician and shaman aligned to 50. The information is available on Eden's Wiki, but the class is not available in the game, so the information I say may be inaccurate because I haven't tested it with an IG and earned a general feeling. Their main weapon is
written as Tomes, but I'm not sure if it would be just a matter of translation and meant Grimoires instead. These are magic classes that focus on dark magic and thus are the only class able to deal folding dark damage in the game. Pros: -Only dark dealer damage in the game. -It can heal your own health in two different ways. -Can summon the Magic Eye and
sacrifice it for reinforcement if it is useless in battle or dies soon. -Is it apparently possible to remove boss buff? Or maybe it was forgotten to mention that it has no effect on the bosses? Cons: -No AoE own (thought they seem to have indirect AoE) -Absolutely nothing to recover MP, even when out of battle. -The plague can generate a lot of malice? Main
Skills: -Parasite (Level 5): Deals damage over time and can remove buff. It can be stacked up to 3 times and also gives side effects to some other spells. -Dark Pact (Level 15): Summons the Magic Eye to help you. -Plague 50): Use for a friendly purpose. Every time this target is attacked, the attacker is affected by the parasite (convenient intermediate AoE, if
used in the tank!) Main statistics: -M-ATK -Cast SPD -M-CRIT Rate8. Rate8. Strategy. In this game, about strategy is often important. When making a dungeon, it is important to first take into account the number of people allowed. There are currently three options. Here is the optimal team for all 3 of them: -3-seater dungeon: 1 Tank, 1 Healer, 1 DPS -5-
seater dungeon: 1 Tank, 2 Healers (best different classes), 2 DPS -8-man dungeon (raid): 1 or 2 Tank, 3 or 4 Healers (different classes best), the rest of the DPSRaid dungeons require a completely different team. You usually have one tanker that deals all the damage. However, in dungeon raid, damage can sometimes be so massive that it may be
necessary to split the damage into two tanks to avoid any of them dying of full health in less than half a second due to simultaneous hits from each monster. Then there is formation. It's almost always the same that it can't be considered a strategy. Simple: DPS and tanker in close proximity remain next to monsters, while each other class continues to perform
their role at the maximum possible distance. Dps in melee may have an easier time getting out of AoE by standing on the opposite side of the tank, as AoE use the tank as the center of the area, giving them extra distance to dodge. However, by doing this, you can get out of the range of healer. Finally, there are many situations and strategies to respond to
them. Most of the situation has already been mentioned before, but it will be repeated here. Kite: Kiting means attacking and escaping at the same time. Alone, you need a little extra movement speed to get a distance from the monster and be able to attack as many times as possible without being hit. In a team, you can have a tank in a circle and often use
Provocation, while healers heal any hits that can kill them, preferably from a distance. This is a useful strategy for monsters that can deal a huge amount of damage on every hit they easily deal, paralyzing tanks. It doesn't work for bosses because they can just reset when you start too much. Predict: As he said earlier, you need to know your boss's spells to
be able to react accordingly. You must always be careful that the boss can use any spell at any time, so always keep the remedies ready for use at any time. Are you a healer and the boss throws a little AoE? Keep the prevent boost button! Do you have stuns and know your boss has embarrassing spells? Keep your stuns ready to break! Knowledge is
power, so know your goals before you take them! DPS Rush: At some point, everyone uses all their reinforcements to maximize damage in a short time. This can be useful for quickly completing a specific part of a boss fight when it can use particularly deadly abilities. It can also be used to out-damage a particularly potent cure, like Queen Abby's Heal
stacks over time. When it is necessary to smoke the shin and the boss does not deal much damage, it may be ok to changed to DPS class. Stop attacking: bosses start especially annoying buffs and medium-level debuffs. This is the case with the Roar and Fatal Wound skills. The roar distracts everyone in a short AoE and will make them heal this boss if
they attack. A fatal wound causes massive damage every time you attack. At this point, you need to stop attacking one way or another. You can press escape or move to stop attacking (preferably spam strafe left and right to stay in place, default Q and E). Tanks be careful: if you decide to move, stay close enough to the boss not to move! In addition, you
need to continue to generate malice, so if it takes too long, use Provocation, even if it will hurt you or heal your boss. You can start attacking again when the debuff or debuff (if the damage is reflected) runs out or is dispelled. Dodge AoE: Another strategy is to just get out of AoE to avoid an embarrassing debuff. When you're dps outright, there's no problem
with that, as long as you have time to do it. As a tank, it's another matter. This strategy must be used as a tank only if this skill is not debuffable, but still deadly (usually an effect that multiplies the next damage taken by a large amount). Ranged DPS, Magic DPS and Healers can technically use the same strategy for AoE 40 feet. Interrupt cast: Another
strategy is to break the boss's spell with everything that stops him: stun, knockdown, sleep, etc. They gain immunity later for some time, so this is a strategy that means keeping the interrupt skill for this very accurate time and will not be available for reuse for some time. You may also need to identify spells so as not to interrupt a useless skill instead of an
embarrassing skill. Increasing EVA: Some classes have access to eva increase buffs. EVA increases the chances that the monster will miss you. When you miss, the whole skill misses you, so you won't get debuff that you could give. Thus, by increasing eva, you increase the chances of not offending the debuff and continuing the attack as if you were out of
the Area.Restack spell: Many skills deal damage over time or heal over time and can be stacked. If you stop throwing it, you need to reuse it as many times as necessary to fill the stack, wasting in the process a lot of heal/potential damage as well as a lot of MP. Simple Strategy: Reuse this skill every time the boss casts a spell that may prevent you from
using it (stun and such). In addition, if you are a DPS class, you can reuse the skill even when under the influence of mortal wound or roar and other skills and other skills to continue to deal damage without injuring yourself or healing your boss. Time Damage: Skills that deal damage over time are not at risk of anything. If you are influenced by a skill that
damages you or heals you Every time you attack, you can deal damage without worrying about damage skills over time. Some boss buffs may even reduce damage or give them resistance, damage during skill time will not affect these Luring means bringing a monster or group of monsters to the desired location. Sometimes it's a good idea to lure crowds of
dungeons from another dungeon monster's patrol area, because the monsters they patrol often deal massive damage and are to be taken alone. It's also good to lure monsters that stand close to your boss to avoid having to take care of them at the same time as your boss. Bosses don't attack if a nearby dungeon monster is attacked, fortunately. Flip:
Sometimes withdrawal is a good strategy. When a tank dies, the rest of the party risks dying. Ordinary monsters follow anyone in the dungeon until they get stuck, the target will die or leave the dungeon, so it's usually best to try to complete or stop them until the tank returns. Bosses, however, stop following him a short distance, so healers can easily
resurrect fallen players after resetting. Attack from behind the wall: This is a very rare strategy. Basically, you've fluctuating DPS, Magic DPS and class healer hide behind a wall that still allows them to hit the boss (like an impassable height difference). You can still be hit by AoEs, however, any monster summoned or even the boss himself will have to run
much longer before it happens by purchasing in the process some time. Secondary Tank: This is a strategy that should not normally be used outside of raids. However, it is possible for the secondary tank to either rotate with the boss's hits on itself, or to attract the boss's attention if the main tank is killed and stop until the main tank returns. Against normal
monsters, it can be used to split damage, but it also divides the healing effectiveness of a single target. Kill at the entrance: It can be used in both test dungeons. You can lure any regular enemy into the dungeon, constantly revive and deal the best damage you can deal while you're alive until it's dead. However, if you need such a strategy, you will not be
able to kill bosses, so it is best to use this strategy only to complete a specific enemy that was almost dead, but managed to deal a fatal tank blow. Break stack: Some bosses have nasty spells that stacks up. Spells that heal over time or deal damage during normal times. And worst of all, they can also be instant cast! Once, no problem, twice, it starts
embarrassing, three times, it's too powerful! The goal is to search for the duration of the renewal and skill and to estimate when it will be reused. And the moment you feel that you will, stun your boss. If the time is good and the stun runs, the Boss will not be able to hold the stack and will return to one. One.
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