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Dungeon Fighter Online
Characters
(Images are probably up to date,
if arbitrary. Looks are separate from inventory and equipment in
this game, with the exception of weapons and little things which
visually identify a character's exact subclass, and I'm currently
using whatever random avatar appearance was available.)
DanaOtken
Lvl.19 Female Witch
Got over being paralyzed over deciding on a subclass - thematically
I best fit the Witch. I'll be taking my usual route of altitis with
similarly-named characters. Battle-Mage will likely be my next
subclass.
(Before July 2012, all
mages from the United States were female, and I haven't tried their
new spear counterparts yet. While in this game character
backstories, training styles, and thus precise skill sets do change somewhat with gender,
it's not something I care about much at this point.[1])
Finding me
DFO doesn't have named servers. It uses common storage for all game
accounts and characters, with separate play channels distinguished
by real-world geographical location and what in-game locations the
channel is intended for players in it to be focused on. You aren't
required to be in the "correct" channel for your activities. This
can make locating somebody a bit difficult unless you share a common
guild - and I'm not using them at present. As of Feb. 2012 I'd
likely be in a U.S. West channel, either Grand Flores or Sky Tower.
General Notes
- Many of the significant quest lines, including introduction
to your class trainer, aren't opened by speaking to NPCs. Be sure
to check your "Quest Book" under the tab "Epic" and scroll to
the bottom.
- When picking a subclass, you're warned that your currently
learned skills and abilities will be cleared to let you rebuild
from scratch. The very relevant information you aren't given:
anything you could learn before picking a subclass will still be
available to relearn afterwards. You needn't lose anything.
Notes - Mage - pre-18
- Don't be afraid to get in close. Your hand-to-hand skills may
be basic, but they're adequate with practice. And at very low
levels, your most reliable means of getting the ratings needed
to unlock dungeon difficulties and pass certain quests is stick
fighting. Projectiles are more likely to miss a moving target.
- Your defenses aren't bad either, abnormally good for a mage in
an MMORPG. Learn to backstep, learn to cancel your attacks.
Practice the dash attack to reduce the times you faceplant
missing with it. If you find you can usually spot a bad
situation developing on the ground with a second to spare,
consider learning the jump buff so you can quickly cast it and
float away to a clear spot.
- Make sure you can cast every spell you learn (Magic Missile
excepted) without using the hotbar - they're more efficient that
way, and monsters don't "read your input". Most spells producing
projectiles can be aimed somewhat by holding a movement key
during the casting animation - learn the differences.
- If you lean towards Elementalist, learn all four of the basic
spells. Even if you
plan to specialize in one element - or two - later. Each of the
four closes a different hole in your basic attack and defense.
- At the lower levels, your most reliable "cheap tricks" against
monsters (bot-class NPCs excepted) are:
- Magic Missile spam against anything lacking defenses
against magic or frontal attacks. (You've got plenty of ways
to deal with the latter, such as Shadow Cat Pluto or a high
Jack Frost.)
- A summoning contract with Panzor Hodor. Too slow to really
fight players or bot-class enemies by itself, and when using
summons you have to watch for indirect friendly fire from
them wrecking the battlefield, but summons can be
surprisingly disruptive to AI, well out of proportion to
their real threat.
Notes - Witch
- It isn't obvious, but the basic descending attack from the air
and your new aerial weapon uppercut can (at least sometimes)
each chain into the other if they hit. With the right
positioning of a launched opponent against an area border you
can get in a nasty aerial mini-rave.
Likewise, in the high-tech world directly above (high enough
above that it's not visible in the sky, and was at one time
considered a myth) where Gunners and mechanics come from, the
major empire happens to be something of a matriarchy, and it's
very hard to impossible to get into the elite branches of their
military if you aren't a woman. But as technical knowledge and
widespread inventions are impractical (and/or counterproductive)
for any large nation to keep secret, there are plenty of people
who own weapons, may have informally learned engineering, and
through wandering the world's lawless regions have honed the use
of either or both to equivalent levels. Most of whom, having had a
reason to isolate themselves from the predominant society, tend to
be male. And if you're going to be carrying around all your
equipment, upper-body strength somewhat makes up for not having
access to the few heavy weapon systems (usually energy-based)
still classified and restricted to military personnel.
From the average person's perspective in this setting (keeping in
mind the average person isn't a combatant or nobility), there's no
practical inequity between the sexes - certainly nothing approaching
gender warfare - and even for the above cases, the aristocracy of
talent and ability is still recognized. And I don't know yet how
much NPCs treat your character differently. Given that a game based
on a beat-'em-up engine pretty much was going to have at least
subtle differences depending on a character's gender, I'm actually
pleased they came up with interesting - and I don't feel offensive
to the real world - reasons for them.
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