The Analysis of Class Selection in AION:
Firstly, eight classes are classified according to function:
Close Combat: Templar, Assassin, Gladiator
Long-range Combat: Sorcerer, Ranger, Spiritmaster
Healing: Cleric, Chanter (Cleric is inclined to Long-range Combat, Chanter is inclined to Close Combat)
If one class can do things that other classes EQ2 Gold cannot, I believe this class is valuable.
We should reach an agreement on some issues:
I. As to the toughness of class, skills come first, armor second. The difference between Templar and Gladiator not only lies in “a shield”. The reason for Templar’s strong resistance to attack is that it owns too many skill, most of which are related to the shield defense. Also, the dodging skills of Assassin and Ranger permit them to avoid more attacks at a crucial time in actual combat, and it become the important survival means for high dodging classes.
II. DPS and DPH are two important factors in DPS class. Sorcerer is a typical DPH-typed DPS class. Assassin can cause considerable Maple Mesos DPH through critical hit. For professional team plays, the key to victory in PVP lies in whether your DPH is powerful. Therefore, DPH is regarded a strong deterrent effect in a team. The essence of PK among teams depends on the number of players called, and the explosive force of DPH is the measure factor.
III. The ability to control the battlefield differs in PVP and PVE. Sorcerer is the main force in PVE, while Spiritmaster just play a assisting role. But in PVP, Spiritmaster becomes the main force and Sorcerer is on the auxiliary position. The skill difference lies in how long one class controls the battlefield and whether controlled objects can take action to attack.
IV. In PVP, the function of Cleric and Chanter are different except for healing
After being aware of the above issues, next we will analyze the capacity of different classes.
Apparently in PVE, “The iron triangle” refers to Templar/Sorcerer/Cleric, which are the foundations of a team in PVE.
In PVP, there are many issues to study. We might as well analyze what each class can do.
Templar
I. Templar is the toughest cheap kinah class. Templar is the best class to fight against NPC in PVP, such as raid and massacre a village.
II. Templar is capable of capture. Templar is important to help the DPS class to lock the enemy cleric and kill it.
III. Templar can use his protective skill to add buff to his team member, so as to protect the key class member
IV. In terms of movement speed, Templar is one of the fastest classes. Templar’s capture skill can capture the enemy and slow down his speed. Therefore, Templar is the key class to hunt.
V. Generally, a professional team will not try to kill Templar firstly when they plays in PVP. In fact, Templar becomes a free class in battle. It can harass enemy, can defend attack, also can hunt enemy. Although Templar’s DPS cannot cause fatal effect, it can attract enemy’s firepower, continuously harass enemy, distract enemy’s firepower or let the enemy temporarily lose his function through various means.
Sorcerer
I. Sorcerer can silent Mage and is the crucial class to kill the cleric of enemy team.
II. Sorcerer can use instant skill to slow down enemy’s speed, and it is the key class to lock enemy.
III. Sorcerer’s 4000 DP skill can defeat all the classes (except for shield-wall activated templar) in a flash, and it provides deterrent security once every hour.
IV. The cool-down of Sorcerer’s 2000 DP is short. If the team keeps player killing, as long as DP is sufficient, Sorcerer’s DPS/DPH will show significant effect.
V. Sorcerer can assist to control the battlefield and participate in defense.
VI. Sorcerer can keep certain distance from enemy. It also can predicate how much magic power should release after enemy was decelerated. Sorcerer plays an important role in killing the key objectives of enemy at a time.
Ranger
I. Ranger can silent Mage and is the crucial class to kill the cleric of enemy team
II. Ranger can use instant skill to slow down enemy’s speed, and it is the key class to lock enemy.
III. The movement speed of Ranger is very fast, also can instantly slow down enemy’s speed. Therefore, Ranger is the key class to capture the enemy.
IV. Ranger can promptly control the battlefield. Compared with Sorcerer, Ranger can perform better in defense.
V. Fighting with Ranger, there is no chance for Mage to fight back. After Ranger killed the enemy Cleric, it will be able to suppress Mage in enemy’s team. And then it will try to begin the next killing.
Assassin
I. Well-equipped Assassin can defeat all the classes by its amazing critical skill, except Templar.
II. Even common Assassin can defeat fabric-wearing class.
III. Assassin’s combat mode belongs to Close Combat, and is almost like half Long-range Combat, because it spurt to enemy rather than walk up. Fighting in battle, it has strong ability to survive.
IV. Assassin can throw off enemy with the speed advantage. After a certain distance, it can become invisible in pre-testing edition. In battle, Assassin can become invisible and then log out. Assassin is the only survivor in the team.
V. Only Assassin can detect its counterpart hiding trick.
VI. Assassin always tries to kill enemy Mage.
VII. Assassin may lurk beside its own key class. When a enemy assassin fly up to try to kill the important class such as cleric or mage, he will then show out and kill the counterpart.
Cleric
I. Firstly you should remember that only you can make yourself alive, rather than Cleric. You should prepare enough blood and the cool-down time of Immediate Life Potion in Abyss and PVE are different. In actual combat, Cleric can assist to heal when the two kinds of potion are alternately used.
II. Cleric’s healing skill is suitable for healing the first Mage in your team who is under attack.
III. Cleric’s 4000 DP is called “weapons of mass destruction”. In the latest version, although it can be cured by the healing potion. But this is just a playing issue. The healing potion have cool-down so this class still can work if two Clerics alternately use the DP skill. If the leader of a legion orders a great amount of legion member to push forward, This profession of Cleric is the opening show to promote PK among teams.
IV. Cleric is probably the first target in the eyes of enemy. In other words, Cleric is the key class to attract enemy’s firepower. Most teams’ defense proposals are operated directed against Cleric, including trap set. The more tough Cleric your team own, the longer time your team gain. It is difficult to kill Cleric. If enemy spends more time to fight against Cleric, they may be defeated soon.
Spiritmaster
I. Spiritmaster is indispensable member to PK among teams.
II. Single Fear and Range Fear of Spiritmaster is the key profession to fight against enemy’s first attack and also can be used to attack. When the two teams take the offensive to attack at the same time, whether they are Templar, Gladiator or Assassin, Range Fear can gain more time for your team after enemy’s first attack. Single Fear also can protect your key classes.
III. Spiritmaster’s 4000 DP is also called weapons of mass destruction. Unfortunately, the remedy cannot cure. Spiritmaster’s 4000 DP and Cleric’s 4000 DP are neck and neck in actual combat. Spiritmaster and Cleric are the key classes to promote PK among teams. It is said that 4000 DP is unpractical, because its cooling-time lasts one hour. But if there are six Spiritmasters, the cooling time will be only ten minutes. This is also a playing issue. If the site commander coordinates this, your team may advance and be absolutely irresistible.
IV. Spiritmaster’s summoned is quite powerful, at least not worse than Templar.
V. Spiritmaster owns a variety of DOT skills, which can make Assassin incapable of hiding until it fights to death. (not applicable in pre-testing edition)
VI. In pre-testing edition, Spiritmaster can call player on the same map, such as sorcerer. Without searching for specific space-time crack, the assassin team can enter any doors to transfer players, which will enhance the whole team’s strategic mobility. Therefore, Spiritmaster’s value goes without saying.
VII. In pre-testing edition, Spiritmaster can keep the whole team sneaking. In view of this skill, Spiritmaster tends to play function as Chanter. Although this skill does not present considerable effect, Spiritmaster is the key class to improve the whole team’s fighting strength.
Chanter
I. Chanter can heal, and also it is a DPS class in Close Combat.
II. Chanter’s halo and buff can comprehensively enhance the fighting strength of the whole team. Whatever it is Long-range Combat or Close Combat, they can benefit from Chanter’s buff. Chanter is a indispensable role for killing and anti-killing of every team.
III. The movement speed is one of the key factors in killing and anti-killing. The team’s mobility depends on the lowest not the fastest. In terms of movement speed, Sorcerer, Spiritmaster and Cleric is bottleneck of the whole chain. If a Chanter joins in the team, the movement speed of those three classes can be raised at the same level of Chanter. It is ideal that the bottleneck of movement speed lies in Chanter.
Gladiator
I. I am not optimistic about Gladiator, because of its medium attack and defence ability. Gladiator just is not easy to kill and can efficiently kill mobs. Accordingly, Gladiator is the first-choice class to use bots in AION (KR).
II. Double-Armed Gladiator is very popular. Equipped with plate armor, it presents well and generally its anti-hit capacity is stronger than that of Assassin.
III. The calculation of damage caused by Gladiator’s Critical Hit are different from that of Assassin. The damage caused by Assassin is two times as harmful as that of Gladiator. In terms of DPH, Gladiator is worse than Assassin.
IV. The viability of Gladiator is very poor. Basically it should endure the damage caused by hit, without other auxiliary skills. On the other hand, it cannot hide, let alone anti-hiding. It is not possible to compare Gladiator’s survival ability with that of Assassin.
V. The final highlight — Gladiator’s group attack comes. But other classes can realize this effect through other skills. Actually group attack is quite dangerous, Gladiator’s anti-hit capability cannot meet group attack. Only a herd of Gladiators can perform better.
VI. Gladiator is ordinary, because Gladiator can do things that other classes also can do. It will be more embarrassing in a team.
In conclusion, Everyone has their own positions, show their own existential value.
It is not necessary to build a single professional team, such as Ranger Team and Mage Team. In actual race combat, commander should coordinate to fight and there is no need to transfer some powerful players. If every member does their own things, the whole team will perform perfectly.
This is not quite rigorous to say Abyss is dominated by Long-range Combat. Now I only say one point (I will explain in detail later.) Close Combat to move close to Long-range Combat on land or in air under the same distance, which one is easy? Although walking and flying are not comparable, only shoes can raise the movement speed of walking (besides halo and various speedup buff scroll), and the rate is not allowed to exceed 22%. While hat, garment and pant can raise the movement speed of flying, and the speeds are different according to different items. So that Close Combat to move close to Long-range Combat will become complicated. In AION (KR), I encountered many cases that Flying Frenzy + Uncanny Close Combat. It is essentially a PK tactical issue.
It is advisable to select talented person for the core classes, such as Templar and Cleric, Because those two classes are the key to build a powerful team in PVE. Furthermore, the person who has strong sense of responsibility can be competent for a leader. The leader are done and also can select many commanders. This is just like chain with another chain. In my opinion, many tactical things need analyzing in PVP, which is a golden opportunity to train a commander for a guild.
The followings are team composition of Ranger of SPEED, just for reference.
Team 1: Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter
Team 2: Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter
Team 3: Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter
Team 4: Assassin, Assassin, Assassin, Assassin, Assassin, Assassin
In fact, only 3 teams comprise this 24-player team. The team 4 were divided into 3 branches to look after other three teams respectively if need be.
The followings are team’s actual composition:
Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter, Assassin, Assassin
Every team should grasp one point — catch the ball before the bound, and first killing is the key to victory. It is hard to save up someone who falls in battlefield. Because other players may be either fighting or defending. Even if the player is saved up, he/she still needs some time to return back, but he/she is too weak to be easily defeated.
Team-Tactics:
Offence -STEP 1:
Templar, Sorcerer and Ranger in your own team should firstly kill the enemy’s Cleric/Chanter. If they have many Clerics/Chanters, you should continually to do this next round.
Assassin in your own team should firstly try to kill the enemy’s DPS of Long-range Combat and Player killing follows the order – Spiritmaster, Sorcerer, Ranger. The Player Killing continues next round.
Offence -STEP 2:
If enemy’s all classes of Healing are done, Templar, Sorcerer and Ranger and Assassin should annihilate the remaining DPS classes. According to allelopathic effect, you should adjust the strategy (attacking on enemy’s weaknesses). Templar VS Assassin, Ranger VS the remaining mage or spiritmaster, Sorcerer VS Gladiator, Assassin and Spiritmaster do the assist attack if need be, finally your team should make enemy’s Templar die.
Defence:
Spiritmaster of your own team should defense the other side’s first attack. Single Fear should focus on Cleric unless he is killed by enemy’s Assassin. The importance is to harass enemy’s Assassin.
Cleric of your own team should be in charge of healing Sorcerer or Spiritmaster. Furthermore, it should also pay some attention to Templar.
Chanter of your own team should be in charge of healing for Assassin or Ranger. It also should pay some attention to Templar.
Additional:
If there is too much pressure on defending against first attacks, Sorcerer and Ranger should quickly get back and assist Spiritmaster to defend.
Two Assassins should detect the hiding trick in tandem.
If fight goes bad, Assassin should keep alive through hiding or withdrawing.
If own quests are done, all members should return to assist attack enemy’s dying classes
Team tactical coordination is worth studying.