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13 September 2013

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7 Effective Flyff Classes in Guild Sieges

Seven FlyFF (Fly For Fun) Classes that work best in Guild Sieges.

I am currently addicted to playing an MMORPG (Multi-Massive Online Role Playing Game) right now which is called FlyFF or Fly For Fun. The game has been in the market for quite some time and was published by Gpotato. The game is dubbed Fly For Fun because it is actually the first MMORPG that featured the flying system which is an awesome addition to the MMORPG world. I have tried all classes and have found the game really amazing. The graphics might not be as awesome as the current MMORPGs in the market, but it’s still quite very popular to gamers of any age. Basically, there are 8 playable classes, but everyone starts as a Vagrant. The latter is your starting identity in which you will need to level up to 15 to start your 1st job. At the same time, there are 4 playable jobs and these are the Mercenary, Acrobat, Assist and Mage. Each job gets to choose 2 different classes when they reach level 60; making it a total of 8 classes and these are the 2nd jobs. Then, when you reach a certain level, you can now be your advanced class which is the 3rd job. If you're wondering why I only mentioned seven (7) classes, which are very useful and effective in Guild Sieges, when in fact there are eight (8), you will know the answer later.

Now, when it comes to Guild Sieges, here are the appropriate classes ranked according to its performance:


Top 1 Ranked Class

force-master-flyff



The infamous Force Masters is one of the 3rd job of the Assist class. You can be a Force Master at level 130 when you choose the path of the Billposters when you reach level 60. These guys pack a punch, and by that I mean a strong 1 hit punch that can kill almost all classes in the game. With buffs that give them added bonuses when they were still in their Assist class, this class surely is the very popular amongst players. Their weapon of choice are knuckles equipped with shields for added defense.












2nd Ranked Class

harlequin-flyff



The tricky Harlequins are one of the 3rd job of the Acrobat class. Equipped with skills that eludes enemy attacks and invisibility to attack without them even realizing it. Thee high damage output they have is due to their very high critical hit rate. This the type of class that rivals the Force Masters in guild siege, and a pure player versus player character.  Weapon of choice are yoyos that allows them to attack without having to get close to the enemy.













3rd Ranked Class

arcanist-flyff



The destructive Arcanists are one of the 3rd job advancement of the Mage class. Able to control the 5 elements of Madrigal, they bring massive hurt to a single enemy and even to a group in a wide AoE (Area of Effect). They bring hell to the battle field not only with fire, but also with electric, water, earth or wind attacks. They use staves to bring great magic damage and status effects to enemies who cross their paths.














4th Ranked Class

seraphs-flyff



The kindred Seraphs are the other 3rd job advancement of the Assist class. The healers of the game and a very useful character to have in a guild. Able to heal and buff other players, they bring advantage to your guild and are highly in demand. They use sticks to cast their magic, and believe me, they can hurt you with it, but not really that much, however, it still hurts.














5th Ranked Class

crackshooter-flyff



The Crackshooters are the other 3rd job advancement of the Acrobat Class. Their spot on accuracy from a distance and their ability to hide from sight can take any player by surprise. With bow or crossbow in hand they dish out arrows from a far with fast attack speed that can kill you any time. Why is it only ranked as 5th? It’s because of their low Health Point rate while their Attack rate is not as much as other classes. Nevertheless, they make up for it with their range, accuracy and evasion rate due to their high dexterity.












6th Ranked Class

mentalist-flyff



The Mentalists are the other 3rd job advancement of the Mage class. Able to control the mind of other players, they can refrain you from moving. And if you fight back, their 200% reflect damage will help you kill yourself.  Not so high magic damage output together with high Health Point rate will ensure a kill in guild siege. Wielding a wand to give you your doom and a shield to take off a bit of your damage, they indeed are a force to reckon with. Blades and Crackshooters should better avoid hitting these people or else it will be suicide. But why 6th? Well, people can just avoid hitting them, and if the Mentalist do attack them, it’s not enough to kill them in 1 blow. They are an easy target for Force Masters because their HP won’t be enough to stand against an Asal.










7th Ranked Class


slayers-flyff



The Slayers are one of the 3rd job advancement of the Mercenary class. Very high damage output and their HP rate is not really that low. Critical Hits that hurt like hell and  buffs to make him dish out even stronger hits. They use swords or axes on each hand and attack speed as fast as lightning, a true plate full of hurt. But why are they ranked 7th? It’s due to the fact that their accuracy is not that high to hit players instantly, and they have to get close first to serve you that world of hurt. Putting up dex (dexterity) and giving up str (strength) for more accuracy will end up with a low Attack rate, not unless your equipped with ADOCH awakes. Also a very easy target in guild siege, not able to hide like the Harlequins and Crackshooters, only dependent on hack and slash. They will have a hard time killing players with high block rates, and no status effect attacks to give them an edge. Sure, they have the ability to refrain you from moving, but you can still fight back when they do.





So, there you go, the 7 classes that are appropriate and useful in guild sieges. Although some of them might sound like their weak on my descriptions, it’s not really always the case. It depends on how you develop your character, and the equipment you have really matters a lot. The ranks may change, but this is how it is most of the time. There is only 1 character not worth mentioning in guild siege, though, and that is the Templar. Not really a player versus player type, but is very useful in boss hunting. High HP rate, Block rate and defense rate, but low Attack rate, Critical hit rate and hit rate. If you would utilize a knight in guild siege, you will just stand there taking hits and wasting a lot of those precious HP potions or remantis or dyukdyuks. And there is still a chance that a Force Master can still 1 hit you. Your damage won’t do shit and you’ll just watch other people have fun. You can try to have fun by annoying people with your skill, ‘Net,” but really, no one likes an annoying person. You’re just going to bury yourself in a deep shit-hole.

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