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MapleStory 2 Class Guide

This is a full guide about MapleStory 2 class, if you are a new player and have no ideas on which class to pick, you are in the right place, Maplestory2-Mesos will tell how to choose a suitable class for yourself, and you can also get MapleStory 2 Mesos from us too.


To begin with, the factor you have to complete when playing this game during closed/open beta test is always to explore the contents with the aid of more knowledgeable players and choose if you wish to stay in the hand game, listen to it casually, or simply not play this game whatsoever.


MapleStory 2 Class Guide


Newbie Guide 1 - Which Class?

Lots of newbies find out question a great deal, and so I can place out some specifics. First, there is not really any differentiation between "damage dealers" or "supportive figures" simply because they all could be performed to manage damage or provide some support for the teammates. The only real class that sort of has this difference a little more defined will be the Knight and Priest class, his or her supportive abilities really are a bit more powerful than your other classes, as well as their damage skills really are a bit less strong when compared to other classes too. There's a grand total of 11 different classes in MS2 to date, but rather of classifying them as "damage" and "supports," you need to really classify them when it comes to "short, mid, and lengthy range" classes.


Short distance classes: Knight, Berserker, Thief, Striker

Mid-range: Priest, Rune Blader

Long range: Wizard, Ranger, Heavy Gunner, Assassin, Soul Binder


The only real downsides fall on short distance classes because they suffer probably the most penalties and also have a large number of problems with dungeons, raids, and PVP afterwards. When fighting someone else in charge, you need to positively dodge boss skills and play the map. Lengthy distance courses are at much more of a benefit, because of the fact that they'll just try to escape a lengthy distance but still have the ability to damage in charge. Rapid range classes, however, canrrrt do this, because they mostly need to keep running after in charge to help keep in range and deal damage.


You will see occasions once the short-range classes take lots of damage while looking to get near to damage in charge. This will get especially harder the greater the raids you need to do because the bosses in individuals greater level raids have a tendency to use debuffs. This is not a problem for lengthy-range, once more, as they possibly can just kite around the boss and deal damage. Rapid range classes are affected 2 occasions the penalty, as they're not only taking lots of damage, they also suffer from the debuffs from all of these bosses. Because of these reasons, the quantity of players playing short range courses is diminishing, whether or not the short-range classes have several the greatest DPS hanging around.


Knight (short range, protects and shields allies, difficulty level: medium) A category which contains lots of buffs which will shield and safeguard allies. The Knight also relies on a skill known as "Tossing Shield" that you can use to tank aggro of monsters and bosses for the allies. They likewise have the greatest defence stat hanging around, with damage being their second. However, they're much more of a supporting class as opposed to a damage dealer class.


Berserker: (short range, their very own special trait and different skill gauge, difficulty level: mid-high) The Berserker's passive is known as "Power the Darkness," which makes you deal explosive quantity of damage the greater you stack this passive. It will get a little hard to keep your compares while fighting bosses, because of all of the playing around you need to do, however, if you simply will keep your compares, your damage is extremely strong. They likewise have the greatest HP stat hanging around.


Thief: (short range, damage depends heavily on their own skills, difficulty level: the greatest hanging around) They've 2 core damage dealing skills which are super short ranged, therefore it causes it to be hard to land your abilities on bosses or opponents if you don't take lots of damage. Even if you're an expert at dodging and evading, these kids continue to be very very difficult to play and position around. Theoretically speaking, if you're able to in some way land many of these core skills towards the enemy perfectly, you would then possess the greatest DPS hanging around. However, that's usually out of the question. Even though you screw up once with this particular class if you take undesirable damage, then you may be permanently destroyed or simply heavily destroyed for some time. These kinds may be the class for you personally if you feel your macro and micro control is impeccably good, however, with the present condition from the bosses as well as their damage, it can make it super challenging for thieves to remain alive in individuals dungeons. I don't recommend these kinds.


Striker: (short range, continuous chain combo skills for damage, difficulty level: high) The issue with this particular class is you wish to experiment one skill known as "Missile Knuckle," that is your primary supply of damage. Another issue is, as pointed out before, the bosses in greater levelled dungeons give lots of debuffs, as well as for strikers, this is a bad factor. It is because the majority of the striker's skills cause you to move toward the opponents to let you combo hit your talent. However, because of debuffs in the bosses, it will get more and more hard that you should deal damage. Additionally, you suffer lots of damage as you have to chase following the bosses or monsters rather of kiting around them like another class. These kids are really an unsuccessful class. I don't recommend these kinds.


Priest: (mid-range, a really supportive class, difficulty level: low) These kinds may be the only true "healing class" for the allies within this game (although soul binder comes with some healing skills, they rarely utilize it). The priest class doesn't have lots of damage dealing skills, as well as the harm dealing skills are pretty lower in damage. However, they compensate for this insufficient damage with many different special buffs which make your allies super strong and guarded. The priest's primary skills are "Heal," which heals allies, and "Angel Ray," which does some damage. However, the buffs that really makes these kinds effective are "Heaven's Blessing, Holy Symbol," which supplies incredible buffs for allies, and "Holy Spirit's Energy" which tremendously increases allies' damage. These kids aren't intended for just anybody, and when you want you had more damage, then don't take part in the priest class.


Rune Blader: (mid-range, simple to control and it has a crit buff for allies, difficulty: low-mid) An easy to experience kind of a category. Rune Bladers can switch backwards and forwards, mid and lengthy range, and all these skills enable you to possess a flashy combo for visual. The most powerful reason for Rune Bladers is always that there is a buff known as "Rune Square" which enables you to definitely increase both you and your allies' critical damage. These were heavily nerfed previously, therefore the current quantity of Rune Bladers in KMS2 is extremely low.


Wizard: (lengthy range, super easy to manage and it has ally buffs, difficulty level: mid-tier) They're super easy to experience and control, much simpler compared to Rune Blader. They likewise have lots of long-range damage abilities which are quite strong this combined with the fact they possess a buff that boosts the magic harm to your talent, as well as your allies, means they are a really ideal class for most of us. Highly suggested.


Ranger: (lengthy range, high damage and it has some critical damage buffs for allies, difficulty level: low) Should you desired to match it up a class to a different game's character, it's most likely most much like Soldier76 in Overwatch (season 1). They're pretty simple to play and control and they have a continuing stream of reliable damage. However, they're just far too simple and easy, boring to experience. Even though you have excellent control, much of your abilities are simply single targeted, which makes them a really "simple" class to experience. Additionally, they lack some mobility. The very best factor about the subject is the critical damage buffs.


Heavy Gunner: (lengthy range, high cooldown nuking class, difficulty level: mid-high) They're a huge and slow class but possess a lengthy range. They likewise have high cooldowns, but many of these skills are extremely effective and nuke lower your opponents fast. These kids are tough, in because you need to comprehend how you can correctly cycle your damage, by knowing whenever your skills are up, and when you use certain skills, and just how you need to use certain skills. These kinds are fairly difficult to play against bosses, cuz when the bosses aren't remaining within the same position, it will get challenging your damage in. Additionally, they lack some mobility. This is exactly why I don't recommend these kinds.


Assassin: (lengthy range, the very best Nuker in MS2, difficulty level: high) They don't have any buffs for allies. These kids are simply a straight damage-dealing class. It's tough to experience simply because they lack lots of armour when compared with other classes. This will make it allowing you to have to actually dodge and evade all the bosses' attacks perfectly. There is a skill known as "Fatal Blow" which turns all your attacks to crit damage for 25 seconds. Understanding how to cycle and keep skills for damage is extremely easy with assassins, these types of the meta being about crit damage at this time in KMS2, it can make these kinds super strong for damage dealing.


Soul Binder: (lengthy range, nuking class. their very own unique skill gauge, and provides extensive debuffs, difficulty level: high) Similar to the Berserker class, their very own unique skill gauge is known as "Gate of Mantra" and "Liberation of Nirvana." This charge a distinctive skill known as "Mantra Core" which buffs all your attacks to manage lots of effective damage. Additionally, it applies debuffs towards the enemy, passing on a supporting effect. Although there is a large amount of mobility, the animation cast is extremely lengthy, therefore it will get very frustrating to experience these kinds sometimes. If you're able to cope with this frustration, the rewards are wonderful, and so I recommend these kinds.


Whatever class you want to play in MapleStory 2, you will always need more MS 2 Mesos in the game. So you'd like to buy some mesos from maplestory2-mesos.com - an online store that offering MapleStory 2 money to all players.

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