Beginner's Fighter Guide


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Contents

Intro:

Fighters are the master of melee weapons. They serve as the best tanks in the game, but are not limited to just tanking (others may choose to become DPS).
This guide holds some of my personal opinions of the fighter class and yours may differ. If you do not like/agree with my guide, do not bother to flame me...simply write your own guide.
Corrections and Suggestions are always welcome! Especially since this guide was written around 4-6AM x_x.

--Cinderally 05:55, 10 October 2007 (CDT)

Stats:

Let's review what each stat does.

STR: Increase Damage. Bonus Damage at every 5 stats.(+1 bonus damage, eg: str : 60+5=+6 more damage)
DEX: Increase Aim and Evasion
END: Increase Defense, HP, and Shield Defense
INT: Increase Magic Damage, Bonus damage at every 5 stats
SPR: Increase Magic Defense, Critical Rate, and SP

From this info, we can conclude that INT will be completely useless for us because we are melee and not a caster. Also, the usefulness of DEX is currently unknown to me...that is a build I will have to try out and will write about later.


It feels good when you are able to avoid strong attacks from monsters and be able to hit back almost without fail. DEX help sometimes to avoid these attack, kill monsters accurately, and on the long run save few HP stones and potions.

Fighter Builds:

The fighter class can be pretty much broken up into 3 categories:
Tank
DPS/DD (Otherwise known as Damage Dealers)
Hybrid

People usually choose their build based on two factors:
1) Because you enjoy being a Tank, DPS, or Hybrid
2) And others will decide based on looks whether they want to wield a 1 hand sword + shield, 2 hand sword, or an axe.

Tank

This build is just pure END. You will more than likely end up as the MT (Main Tank) with this build assuming you are the appropriate level. However, do not expect to do much damage. That would be the only downside to this build if you are soloing. Expect to use lots of consumables (HP/SP stones and pots) if you do not have a Cleric to party with. As with all other mmorpgs that I have played, the MT focuses on damage mitigation and keeping the aggro/hate of mobs. Basically, your role in parties and KQs would be to keep everyone safe - NOT dpsing.

DPS

An alternate fighter build for those who choose to become melee DPS will go for pure STR. Your damage may not be as high as a mage, but you'll be more useful in other ways. Although your def and hp are lower than pure END tanks, you can still OT (Off Tank) or even MT in some cases. Some people will argue that DPS fighters are useless. I say don't listen to them and play however YOU want to play. Personally I think that DPS fighters can be of good use if played correctly. When DPS is lacking from a group, DPS fighters can pick up some of the slack that Pure END fighters can't. When there is an extra mob that the MT can't pick up, the DPS fighter can pick it up and OT it.
Your role in parties and KQs:
- Pick up loose mobs.
- Keep up stuns and debuffs on MT's mobs.
- DPS DPS DPS!!

Hybrid

This is most often the chosen build for people that like to solo more than grouping. There are also many types of hybrids - DIY ratio types.

Some common ones:
1:1 STR:END
1:2 STR:END
2:1 STR:END
Basically, you can do whatever ratios you like, but I don't suggest doing something completely different if you don't know what exactly you are doing. I'm sure you wouldn't want to reach level 30+ and realize your stats suck because you spread them out too far and you'll have to re roll.

Also note that if you are going for more crit with spirit, 25 added points is the ideal. After 25 points, you will get diminishing returns for crit %. To better explain: Normally you would get .2% crit until you reach 25 SPR...after you reach that amount, you will then get .1%.
I say if you know what you are doing, then DIY!


Image:Activeskill.jpg

Active Skills: [Levels 3 - 17]

Skills that use SP to damage and defeat enemies. They sometimes require specific weaponry.

Image:Slicendice.jpg

Slice and Dice

Level
3
Weapon
One Hand
SP Consumption
5
Casting Distance
1.5m
Cooldown
6 Seconds
Description
Hit an opponent with three strong single-hand weapon attacks dealing 34 - 38 additional Damage.
Level
13
Weapon
One Hand
SP Consumption
13
Casting Distance
1.5m
Cooldown
6 Seconds
Description
Hit an opponent with three strong single-hand weapon attacks dealing 92 - 108 additional Damage.


Image:boneslicer.jpg

Bone Slicer

Level
5
Weapon
-Any-
SP Consumption
5
Casting Distance
1.5m
Cooldown
15 Seconds
Description
Slice an opponent's bones to decrease its attack rate by 30% for 20 seconds and also causes 19 - 23 additional damage.
Level
17
Weapon
-Any-
SP Consumption
21
Casting Distance
1.5m
Cooldown
15 Seconds
Description
Slice an opponent's bones to decrease its attack rate by 35% for 20 seconds and also causes 62 - 73 additional damage.


Image:fatalslash.jpg

Fatal Slash

Level
7
Weapon
-Any-
SP Consumption
11
Casting Distance
1.5m
Cooldown
15 Seconds
Description
Charge a target with a deadly wound to decrease its defense by 13 for 20 seconds and also causes 15 - 18 additional damage.
Level
17
Weapon
-Any-
SP Consumption
27
Casting Distance
1.5m
Cooldown
15 Seconds
Description
Charge a target with a deadly wound to decrease its defense by 26 for 20 seconds and also causes 40 - 47 additional damage.


Image:concussivecharge.jpg

Concussive Charge

Level
11
Weapon
-Any-
SP Consumption
16
Casting Distance
1.5m
Cooldown
20 Seconds
Description
Bum rush target with extreme force which stuns target for 5 seconds.


Image:snearingkick.jpg

Snearing Kick

Level
9
Weapon
-Any-
SP Consumption
10
Casting Distance
6m
Cooldown
5 Seconds
Description
Taunt an enemy (increases your threat level).



Image:passiveskill.jpg

Passive Skills: [Levels 7 - 16]

Skills that enhance your character and do not require the use of SP.

Image:bravemastery.jpg

Bravery Mastery

Level
13
Description
Increase strength and damage.


Image:swordmastery.jpg

One Handed Sword Mastery

Level
7
Description
Upgrade One Handed Sword Mastery and Increase Damage.
Level
16
Description
Upgrade One Handed Sword Mastery and Increase Damage.


Image:alchemy.jpg

Alchemy: [ Hmm what to choose right? ]

Whatever 2 alchemy skills you choose will be PERMANENT. It can NOT be undone/changed/etc.(New SparkCash item, it allows you to re-do your alchemy skill). Personally I would recommend the following:

Potion Production

For me, this was VERY easy to level and will save you money from having to buy HP/SP potions. Also since I like to torture myself by grinding for long hours, it was very convenient to just be able to make pots while out of town instead of having to go back and forth.

Scroll Production

Okay this is a bit harder to level than Potion Production because getting "Summoned Beast Leathers" is just a pain in the arse. If you are too lazy to farm, you can resort to opening up a "Buy Shop". I've seen the price range for buying SBLs somewhere from 8 copper - 25 copper, or you can go to Forest of Tides set up a shop and buy for 3c from the noobs.

Having these production skills on your fighter will be more useful than any other production skills. As I've stated in Potion Production, it is very convenient to be able to make these things on the go instead of going back and forth to town. You can always make other characters with the other production skills (stone, decomposition, composition) since all characters share the same bank anyway. It's no biggy whatever you want to do, but these are just my "suggested".

Weapons:

Although each build has a weapon better suited for it - it would be a good idea to eventually carry around all three or at least two of the three. For myself, I like the 1 Hand Sword and the 2 Hand Sword. 1 Hand + Shield for when I have to tank and the 2 Hand for when I'm soloing or there is another MT.

One Hand Sword

If you are a tank, this will obviously be your main weapon alongside having a shield (yay more def!). Your attack speed will be faster, but your damage output will be weaker than if you used a 2 Hand Sword or an Axe.

Two Hand Sword

With this weapon, your attack speed will be faster than an axe, but slower than a 1 Hand Sword. This weapon is recommended for pure STR fighters.

Axe

This is the slowest of the 3 weapons, but also has the highest base damage. More preferred by people who have a crit build (skill crit + weapon with higher base dmg = why). The axe is also the better choice for PvP. I can't recall any game I've played where crit wasn't good for PvP.

How To:

Tank

It feels weird writing a "How To Tank" guide, but wow I'm amazed by all the fighters out there who just suddenly proclaim themselves as the MT, but can NOT hold the mob(s) just from one hit from an archer/mage. If you do not know how to tank, then please do not do something stupid like that - it will piss people off (the clerics and dps are a scary bunch to piss off o.O). Anyway, assuming that you are saving your skill empowerment points for the better AoE skills you get later, my skill cycles goes something like this for a boss at lower levels:
[1]Snearing Kick (= taunt)
[2]Concussive Charge
[3]Bone Slicer
[4]Fatal Slash
[5]Slice and Dice x2
Rinse and Repeat starting from Concussive Charge. Throw in Snearing Kicks every once in awhile especially right after you get stunned. Very SP consuming BUT I gaurantee 100% that you will never lose aggro (assuming you are doing it correctly). Not only that, but stunning + reducing its attack rate + decreasing its def will help alot. You can choose to leave out slice and dice if you want to try conserving more SP, but since I'm loaded with pots I like to throw in that added DPS while my main tanking skills are on cooldown.

Clearing the way to a boss is a bit different. It is not considered wise to go head on when there is a group of 5 mobs or more. You can pick them off one by one pulling with your Snearing Kick. Then I like to use Bone Slicer so I will be a bit less of a burden for healers. I save my concussive charge for when my kick is down and somebody pulls something thinking they can handle it and end up running around like a dummy screaming for heals. After that mob is stunned, throw a kick to ensure that you have aggro. I like to go as fast as I can thru KQs so I will usually pull the next mob when the current mob is at half health. Be SURE to watch over your group.

DPS

Just kidding!...but seriously...I hope no one is wondering how to DPS...it would make me cry.


Side note : Damage dealers can still tank. Just be brave enough, step out front and confront the monster. Be sure to use HP potions / HP stones and you'll do well

Level 20 Job Change

Fighter to Clever Fighter. I don't think I need to get into this since there is already a well written guide here:
Job Change Quests

Do's and Don'ts

I have seen my fair share of annoyingly dumb people (sorry for lack of better words).
If this section of my guide helps to create one less of these type of people in Fiesta, then I will be very happy!

First off, come prepared. This means bring your scrolls, HP/SP Stones, and Potions. I've been threw so many Kingdom Quests where there are only two healers and because there are fifteen other people to heal including themself, people will resort to calling them "stupid n00b clerics" when in fact they are trying to keep up with the healing. You can be the better person by thanking them for their heals (if they get around to healing you)...trust me, you'll get focused on more for heals than those people that bash them. I absolutely can't stand people who demand heals because they didn't come prepared. Sometimes you will get even more unlucky and get 6 clerics in your group....that tank and don't heal anyone but themself. I have done at least 3 Kingdom Quests [King Slime's Counterattack] as the Main Tank where I have barely gotten by just healing myself with HP Stones and Pots while the clerics try to tank and die. Even though its aggravating, don't blow up on them. You have to remember that some of these people are new to the game and haven't figured out what exactly they have to do. Also, some of these players are innocent kids that could be younger than yourself. And if you are the youngest player and you show the maturity level I've been talking about, people will enjoy playing/partying with you more often.

Letting people die...is it okay? That depends. At a low level, you only have two sure ways to save people. Snearing Kick and Concussive Charge. Each has its cooldown. If someone pulls another mob and both are on cooldown, let them run around a bit and then kick/charge if your cooldown is finished. If they continue to do this, then don't bother with them...its better when people learn the hard way. You can't expect to be able to do everything.

The clerics keep tanking and aren't healing me at all! What should I do? It's okay to ask for a heal every once in awhile, BUT do not spam "OMGZ HEAL ME NUB" or something similar of the sort. If they don't want to heal you, then you don't have to tank - simple as that. Just sit in your house if you don't want to pot. Be mentally prepared that the chance of this kind of group being successful is slim to none. It sucks, but you can't really do anything about it. You can't make other people play exactly how you want them to. I've been in one Kingdom Quest where a cleric said he would be Main Tank because he had the most health...the others agreed. Sooo I let him tank the boss and then picked it up after he had used all 3 of his lives and went back to town. Even though half of the group died because the cleric couldn't hold aggro, the KQ still became a success after my super taunt.

HAVE FUN! This is just a game after all.

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