Albion Online: Each Class Is Defined By A Range Of Weapons
It might be time to take stock of the different classes of Albion Online. What a weapon orientation will change to your role in a group, you should make a quick point about the functioning of the classes in itself.
Many of those who play Albion have already tried the adventure MMORPG. The great classics are distinguished and all offer the possibility to choose a class to incarnate, in addition to a breed for some. In Albion Online, unlike other games of the same kind, you do not choose a class when creating your character. Your class will be defined according to the equipment you are going to wear, but more precisely the weapon you will choose. Thus, each class is defined by a range of weapons, and each weapon in this range offers unique possibilities, bringing your character to a defined but evolving role.
When we talk about evolution in Albion Online, we think of level up, equipment, weapons, etc. It is true, but to evolve on this game is also to know one thing: you can do everything! But then really everything. This will cost you a little money, and for the lucky ones, a good guild and long hours of play available. For as we said, you do not choose your class at the time of character creation, you choose your class when you choose your weapon. So if you want to go to care, you will have two possible paths: the Druid, in the Hunter branch or the Priest in the Magicians branch. You may decide to be only Priest or Druid, but you may also decide to mount both, because both are healers, but each of these roles have a different orientation.
In order to do this, it is obviously necessary to go up the path of the Priest and the path of the Druid in your Tree of Destiny, which can take time, but is not impossible.
Your equipment is independent of your weapon, and therefore your role. Although some combinations are less optimized than others, you can decide to play it freestyle by being a Druid in armor, because it is your weapon that defines your role and not the category of equipment you wear. In short, you can definitely decide to be a Warrior, with a good 12-ton club that shamelessly crushes your opponent's skull, all with a superb fabric robounette, refined designs and everything. Certainly it will be far from optimized in a group, but you can do it!
And now that we have gone around the subject, let's see together the different classes as well as the different roles that can be attributed to them.
The Mages
The first Mage is the flamboyant Pyromancer, this class of the most warm is played mainly in group. His devastating spells allow him to burn enemies with his sticks each possessing a different characteristic: the great fire stick, the infernal stick and the fire stick to face the small groups of enemies, while the stick and the stick Sulphurous groups will be there to face larger groups.
The most powerful of the Mages is surely the one who can not kill his enemies, but save his friends. It is the case of the Priest thanks to these regenerative capacities; The Priest is a class that will always be appreciated. These different sticks allow him, according to the situation, to give a great monocible care (very useful in Guild War for example) or to be able to ascend the bars of lives of a whole group.
Always in order to save his allies, the Arcanist is a class that allows to put shields to the members of his group or to manipulate the opposing players by inciting a black hole allowing to regroup them At the center of it. However, the Arcanist is not strong enough to walk alone, because he tends to have to rely on his allies to exploit his full potential.
The Frost Mage, here is a class that is freezing blood! Especially that of his opponents. You will have guessed it, unlike the Pyromancer, this Mage controls the power of winter. The Wizard of Frost is not a Mage whose goal is to do colossal damage (although he does not lack), but a very powerful Mage in the art of freezing his enemies on the spot and thus allow To his group not to take damage and turn them into flakes.
Witchcraft is good, to damn the soul of his opponent is better! For this there is the Sorcerer (or the Damned). This powerful Mage of Darkness bases his damage on his curses and dowry effects (damage over time). Well controlled, this power can prove devastating on a group and give a lot of twists to the healers who will not know what to do to save heads!
The Hunters
The bow is one of the most used weapons in the Hunter family, indeed, this class "dps at a distance" unleashes its arrows at a speed so fast that it is almost never immobile. Very useful for the farm and the open world, the Hunter has a set of spells based on survival. Moreover, the bow is very appreciated in group, whether of small number or gigantic, thanks to its broad spectrum of models.
The spear is a versatile weapon that can be played in two ways: in tank with a plate armor or dps with a leather armor, in all cases the spear is a murderous weapon as well alone thanks to its damage and its capacity To slow down its enemies, only in group thanks to its control of crowd.
In Albion there are 2 healers. The first seen previously is the Priest, and the second the Druid. This guardian of nature uses his powerful magic to be able to provide care over time. The Druid is particularly powerful in restoring the health of several targets in a PvP group.
Dagger fighters are the proudest assassins of Albion. These act in the shadow, and when they appear, it is often too late. Daggers favor small group play so that the situation can be reversed as quickly as possible.
Very similar to the spear, long sticks can be played in 2 ways. However, like the lance, long sticks are not marked by their damage, but by their ability to inflict almost permanent crowd controls.
The Warriors
The only Remote Warrior is equipped with a crossbow. The power of this class unfolds with its ability to inflict damage and crowd control, all at a distance. Nevertheless, the crossbow is more adapted to small groups, because, unlike some others, it misses zone damage.
The mass! Here is a name that says heavy, this weapon is played mainly with a plate stuff to maximize the controls of crowd to help his group to inflict damage. The weakness of the mass is the lack of damage, especially in the open world.
The club is another tank weapon in every respect similar to the mass. The only difference between the two is revealed when one dwells on the spells: the mass uses mainly the stuns while the club uses the immobilizations and the silences.
The ax uses its powerful ability to bleed its target and thus sufficiently weaken it to be able to complete it. Thus the ax is a versatile weapon and can be used in almost all types of PVP encounters.
And finally, what would be the Warrior class without a good sword of families? Swords are often associated with monocible, and for good reason, poorly suited to multi-combat, they allow to use capacities to confront the adversary head on. Very effective in small groups, however, we will prefer other weapons for a Warrior as soon as the group grows and that the zone damage and crowd controls will be necessary.