Fiesta Character Guide

Archer

Introduction

Archers are long-ranged attackers who are known for their speed. Their weak defense is made up for by their speedy attacks and pace. They wield a bow and an arrow. Besides mages, archers are very good at luring monsters due their very long range attacks. A very valuable member to any party the archer is the only character type that has damage over time skills. There are many different builds for the archer each with their own advantages and disadvantages and with 2 very distinct kinds of weapons they have the ability to deal with almost every situation. At level 20 Archers become Hawk Archers and at level 60 become Scouts



Aimed shot - max power
Poison and bone shot - max sp consumption

There are many different builds for archers skills depending on what you are setting out to acomplish. The main skill builds out there are as follows:


AOE Damage Dealer: Max points in Damage and Cooldown for Multishot, Natures Mist
Pure Damage Dealer: Max points in Damage on Aimed Shot, Power Shot. Points in damage on every other skill OR cooldown on Aimed shot and Power Shot
Damage over Time: Max points in Cooldown and SP cost on Fury Impact, Bone Shot, Venomous Shot, Natures Mist
Balanced: Max points in Damage for Aimed Shot, Max points in SP Cost for Fury Impact, Bone Shot

Stat Builds

By Drugie at http://www.fiestaonlinehq.com/forum/index.php/topic,618.0.html:

Here is a snapshot of the most common archer builds

Full Dexterity - Very high aim and evasion but lacks defense and damage
Spirit up to 25 then full Dexterity - A very good Critical rate, more SP and a good aim + evade. but very hard to raise early game
Full Spirit - Very high critical and a large ammount of SP
2 Strength:1 Dexterity - A high attack while keeping aim high
2 Stength:1 Endurance - High attack while trying to reduce damage taken

3 Endurance: 2 Strength: 1 Dexterity -High hp and Defence while keeping a reasonable damage and aim



Archer Tactics

The main way for archers to get their kills is by relying on thier range and thier powerful skills, there is no point in standing close to the target as you are reducing the ammout of "free" hits you are getting. The best way to attack a mob is stand far back, target the mob than attack with bone shot, then poison shot. Followed by aimed shot then bone shot. If done propperly all 4 of these skills will have been fired be4 the mob has even reached you and you will have done a large ammount of damage and the target may be poisoned and bleeding.

Kiting

Kiting is a term used for hiting the mob with all skills available then moving away before attacking it again. Kiting works very well as an archer due to its very powerful damage over time skills which ensure that the mob is taking damage even while the character is moving away. Kiting is best done when a Speed increse scroll is cast.

Shooting through objects..

Some see this as a bug, others see it as deliberate to give archers an edge over melee mobs. If you are on one side of a wall and the mob you are fighting is on the other, you can fire through the wall and hit the mob. The mob is then forced to walk the long way around to get to you which gives you the oppotunity to make a large number of hits be4 it can get to you.

Training Guide

By Simpson at http://www.fiestaonlinehq.com/forum/index.php/topic,338.0.html:

Level 1~3 Slimes
Level 3~5 Mushrooms
Level 5~8 Imps
Level 8~10 Fire Mushrooms
Level 10~13 Hungry Wolf
Level 13~15 Mini Greenkys
Level 15~20 Mara Pirates Or Mini Greensky (Pirates For Skill Spam Greenky for Normal Attacks)













Introduction

So you have chosen to become a Mage. The Mage is weak of body, but incredibly powerful in the arcane. The advantage of the Mage is the ability to strike down the enemy before they can reach him.

In addition, Mages are always casting spells. It's most busy class to press your keyboard.


Basic Combat Guide for Mages

Mages have to rely on their skills to fight as they have next to no melee ability. However they have a skill that is just like a normal attack, in fact mages are given this skill free at the start. This skill... Magic Missile. Add this skill (and any further skills you get) to the quickcast bar on a button you can get to easily.



('3' key is Magic missile)

Now the skill is ready and easy to use. To use the spell target the mob you want to kill, and press the button you set the spell as (in this example the cast button is '3'). All spells have a cooldown time (although it can be lowered using skill points) which means you cannot cast it until it is ready. While you are waiting for it to recharge, either use other spells to kill the mob or run away until the skill is available again.


Note: As magic missile is your main attack it is imperative that it has a low sp cost and cooldown. However one you start using level 2 you will realize that the cooldown and SP use jump up quite a lot. Most mages prefer to keep their magic missile at level 1, just to keep the sp/cooldown low.

Skill Empowerment

General Guidelines :

  • As the best damage dealing class, Damage increase is the most important stat to raise.

  • Although mage has the best skills, many of the skills have a huge cooldown and sp cost, a couple of points lowering these are well spent.

Recommended use and empowerment

image:Magic_missle_02.png

Magic missile

Recommended Use: Quick and damaging attacks, spam at will.

Recommended Empower: Cooldown, Attack power.

image:Ice_bolt_01.png

Ice bolt

Recommended Use: Longest range spell and slows enemy. Best starting skill.

Recommended Empower: Nothing

image:Fire_bolt_01.png

Fire bolt

Recommended Use: One of the 2 main damaging skills.

Recommended empower: Attack power

image:Lightning_bolt_01.png

Lightning bolt

Recommended Use: Another of the main Damage skills, hits more than once.

Recommended Empower: Duration time(2) .The longer the duration time, the more it hits, however there is no benifit from putting more than 2 points in duration.

(You can also acquire these skills listed below after upgrading to the level 20 WizMage class.)

image:Magic_burst_01.png

Magic burst

Recommended Use: This is the main AoE skill mages get, very effective at taking out large groups of mobs.

Recommended Empower: Decrease SP consumption

image:Magic_blast_01.png

Magic blast

Recommended Use: Very damaging skill, great for taking out tougher mobs.
Recommended Empower: Attack power

image:Ice_blast_01.png

Ice blast

Recommended Use: Another damage skill, use like any other.
Recommended Empower: Nothing

image:Fire_ball_01.png

Fire ball

Recommended Use: Yet another high damage skill.
Recommended Empower: Attack power

image:Chain_lightning_01.png

Chain lightning

Recommended Use: The final damage skill
Recommended empower: Unknown

image:Life_tap_01.png

Life tap

Recommended Use: Only useful in emergencies where HP can be sacrificed for a very small amount of SP

Recommended Empower: Nothing

image:Dispel_01.png

Dispel

Recommended Use: Use as soon as any curse it placed upon you or your friends.
Recommended Empower: Nothing

image:Mana_burn_01.png

Mana burn

Recommended Use: Only works in PvP, but drains a good bit of SP off the enemy, good against overactive clerics.
Recommended empower: Nothing

image:Purge_01.png

Purge

Recommended Use: Removes the last positive buff that was casted on a person, very good in Pvp
Recommended empower: Nothing


Skill Combinations

Combining your skills to get the greatest effect is essential to any mage. This is only using the beginning skills but the same applies to every skill mages can get. Magic missile (missile), Ice bolt (ice), Fire bolt (fire), Lightning bolt (lightning)

Combo(1): Missile [max] -> Ice [max] -> Lightning [max] -> Fire [max] -> Missile [max]

A basic combo, not greatly damaging but it will do large ammounts of damage to your standard mob .

Combo(2): Missile [01] -> Ice [max] -> Missle[01] -> Lightning [max] -> Missile [01] -> Fire [max] -> Missile [01]

An advanced version of Combo (1), by using the lower level of magic missile you can use it quicker and inflict more damage.

Combo (3) : Fire [01] -> Missile [01] -> Lightning [max] -> Missile [01] -> Fire [01] -> Ice [max] -> Missile [01] -> Fire [01] -> Missile [01] -> run around till Missile appears -> Fire [01] -> Repeat with other bolts

Combo (4 - Best) : Ice [max] -> Missile [01] -> Fire [Max] -> Missile [01] -> Lightning [max] -> Missile [01] Continue using magic missile and running until other bolts become available, use when you can.









Weapons

If you have chosen to become a cleric you have picked possibly the most powerful class in the game. Some builds are nearly indestructible against any mob while others concentrate on keeping party members and other people alive at all costs.



Stat Builds

According to Elfenlied at http://www.fiestaonlinehq.com/forum/index.php/topic,108.0.html:

1. Crit/Support Cleric = Pure/Full SPR
Pro: Often Crits , Much SP, Good Healer
Contra: Low HP, Low Def = Die Fast, need uber Def Equip
My Rate: 4/10 Points

This is the build to go if you are planning to be a savior of parties. By going full SPR you are ensuring that you always have a HUGE pool of SP to cast skills from which, when coupled with reducing SP usage, can mean a cleric can keep a whole party healed without having to rely heavily on SP pots/stones. The other advantages of full SPR are that you will have a VERY high crit rate and a very high Magic Defense.

2. Tank Cleric = Pure/Full END
Pro: High HP, High Def, Always survive =) and good Tank
Contra: Low SP, Need consume much pots
My Rate: 7/10

This is the build you go for when you are the kind of person that likes to stand there and go toe to toe with the enemy. Full END means you will have a very good defense and a large amount of HP, when you think that a cleric can heal any hp lost this build means you will be very hard to build. However due to having a lower pool of SP you will find you will need many more SP pots/stones to keep up the heals.

3. and 4. 2/1 End/SPR - 3/1 END/SPR
Pro: Good HP, Good Def, some Crits
Contra: Little lower SP
My Rate 9/10 [My fav too, but I do own build]

This is the balanced cleric build, but leans towards having more defense and hp. Being more balanced than the other 2 builds means that this cleric is suited to almost every situation that it goes into. The only problems that you might encounter is that SP might be a little short a times.

Cleric Tactics

There are 2 main tactics for cleric: Tanker cleric and the 'Hide and Heal'

Tanker Cleric: This is where the cleric will stand there and just lets the mob (or mobs, tanker clerics don't mind taking on quite a few mobs at once) hit them, and just heal every time their health drops low. This really resembles how a fighter goes about things, but with the addition of healing. However, it seems a side effect of this tactic is the infamous 'I can Tank' cleric. These clerics are the scourge of KQ's as they always think they can tank all the bosses, but seem to forget that they cannot hold the agro when archers and mages are hitting the boss.


Hide and Heal: This, in essence, is the cleric that will just sit back and let his party do all the fighting. This may sound like a very unhelpful tactic but they perform a function much more important than fighting. They keep the party members alive. By staying out of the fighting the cleric can monitor the rest of his party and heal them when they are hurt, cure their poison, revive anyone that has died. These are the clerics that form the backbone of any successful KQ by making sure everyone else can focus on the fighting, not their own health.

Job Change

Like all the classes in Fiesta, there will come a time where it is possible to complete the 'Job Change' quest. For more information see the Level 20 Job Change quest guide.









Introduction:

The fighter is the most physically powerful class in the game. They are able to wield a variety of weapons each helping the fighter to accomplish a specific objective e.g. Tank a boss or deal more damage. Fighters have the most powerful amour of any class and are well suited to be in the middle of a battle.


Class Upgrades:

- Fighter [Default]
- Clever Fighter [Level 20]
- Warrior [Level 60]

Weapons

- 1 Handed Swords - Allows the use of a shield and has the most aim and best attack speed. Must have for any tanker
- 2 Handed Swords - The in-between weapon. Has good damage, attack speed, critical and aim. The best all-round weapon
- 2 Handed Axes - Best weapon for pure damage although it is rather slow. Must have for any damage dealer

Until level 20, fighters have a very good set of core skills, many of them serving the fighter well even in later levels. The best example of this is Snearing Kick, this is the skill fighters' use to keep aggro of mobs to stop them attacking other people.

Fighter Training

Training Locations:

Level 1 to 4: Roumen/Forest of Tides.

Level 5 to 6: Forest of Tides

Level 6 to 7: Quests and Forest of Tides.
Level 7 to 16: Keep doign KQs, While not in KQ train at Sand Beach.

Level 17 to 20: Sea of Greed. Train on Mara Pirates, then Mara Pirate Soldiers, and Mara Pirate Elites. Do any possible Quests.

Level 21 to 23: Do the Mara Kingdom Quest, Grave Diggers in the Burning Hills.
Level 23 to 25: Train at the Flying Baby Bats in the Burning Hills. Kingdom Quest.

Fighter Tactics:

This section can be split into 2, Solo and Party but different builds of fighters will have different rolls in the party.

Solo

Fighters are well suited to soloing, their high defense and good damage dealing means that they can go up to any mob at their level and fight it, even if it will cost them a couple of potions. Fighters come unstuck however when they come up against a group of mobs, they could run straight in but they might have problems when it comes to healing back the damage they're taking. However they have a special skill, that was once thought only useful for parties, that solves this issue. That skill is snearing kick. Snearing kick is a slightly ranged skill which means it can be used to pull 1 mob at a time towards them, solo it, then bring out the next one.

Partying

There are 2 main types of fighters in a party. The main tank who is usually 1 Hand sword with shield (and possible full end) who will take the aggro of all the mobs that you encounter. The other is the Damage fighter/Reserve Tank. The reserve tank serves an important purpose, if there is a mob moving towards the other members of the party, it is easier for the reserve tank to move and intercept it. The most important skill for any party fighter is the Snearing kick as it keeps all mobs away from their party mates.



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