The Novice class is the starting class for every new Norman player. It has the ability to advance to the other classes and offers new players a chance to learn the game and decide what course they want to take before committing to a class. They are generally a weak and short-lived playing class, with players advancing after reaching a job level of 10. They have no notable skills for damage dealing and likewise for abilities or advantages. In RO1 the novice had the ability to learn skills to fake death and first aid, but it is unconfirmed if these skills will carry over into RO2. It is also unconfirmed if the Super Novice, an advanced form of the Novice with the ability to learn the basic skills of every 1st job class, will be carried into RO2 as well, though it is estimated Gravity will implement this class in a later update instead of having it available on release.
iF u make a swordman d stat just full str Swordman in Ro2 use Shield and Long sword.
The identified “tank” of RO2, the Swordsman class is a melee class dependent on close range battles. They are generally the first person to take damage and deliver damage in a battle, fighting on the frontlines of a battle. A Novice can become a Swordsman after a certain requirement, at this time unknown, is met. The Swordsman relies on damage skills, though it also has several powerful defensive skills. It can successfully fight high level monsters much higher than its level due to its high HP and damage ratio. Most of its attacks center around dealing damage, though some are geared towards dealing damage towards more than one target at the same time. It is severely limited in ranged attacks, however. In RO1, a swordsman could advance to either a Knight or Crusader at job level 40-50. The Knight, which is an improvement on the Swordsman’s damage dealing ideal, relies on high damage skills. A Crusader, who is more of a battlemage, relies on a balance of both damage skills and buff skills. It is unknown at this point if the Knight or Crusader will be introduced into RO2.
Thief Stat: full str^^
So, you have decided to join the thieves guild. While we don’t have a true guild (yet), being a thief means being part of a unique and challenging class that little people know how to use. Like in any good rpg, thieves are one of the most elaborate and promising classes but also one of the hardest to play and here are the reason behind it:
Fast attack speed, relatively good dodge, good critical rates, good skill combos, able to intercept/counter magic
Low defense, extremely low hp regeneration rate at higher lvls, gear dependent, vulnerable to magic attacks
Every thief skill is a useful one, if not on the field of battle then in the pvp duels. Manhood breaker is one of those skills you will love to use, it is an instant cast skill that you can combo with your regular attacks for double attacks, it gives you 1 LP and it has a good chance to critical hit for a lot of damage. An other essential thief skill is one you get from a novice and its quickblow, it is the most accurate skill you can have but only attacks for 75% of your Short attack on the other hand it gives you one LP and just like the Manhood breaker is an instant cast skill so you can do more double attack literally doubling your DPC (damage per combat). Insight strike is your powerhouse move, it is an other skill you get from the novice but combining this with your capability of gaining LP faster then any other class makes it a devastating tool when it crits, the downfall with this skill is that it it not instant cast and thus you will lose precious attack time during its animation leaving your vulnerable for a couple of seconds. This skill is best used to start and end a combat, ending a combat with it also gains you extra XP. Mastery of kings, venom coating, fatal contact will be a must for every combat in order to greaten your DPC. Other skills like tearing wound and armor slash are used to fight other players more then monsters and are both musts in PVP as they incapacitate your opponent form casting spells and abilities.
Tips and tricks:
-The best trick with the thief is the possibility to double attack, swordsman can do it to but not nearly as efficiently. The trick is to hit the skill button such as Manhood breaker or quick attack a fraction of a second after your regular attack has started, this way your character will double attack and your regular attack cooldown will not be influenced resulting in you dealing almost twice as much DPC. This will take some skill so don’t rush into it but once you get the hang of it, monsters will fall much faster and players will praise you for your attack speed.
-Keep your gear up to date, thieves are gear dependent and the stronger your gear is the stronger you will be. Grinding is a good way to keep your weapon lvl high and your opponents dead.
-Thives heal slow, allways have a load of red potions to use after combat.
The Thief class in RO2 specializes in causing chaos and disorder for their enemies, as well as stealing items and money. Unlike their RO1 counterparts, which were a more direct attack class, the RO2 Thief is more centered around confusion-type skills designed for silent strikes and mayhem. Thief skills will revolve around causing problems with their enemies. Attacks that poison or inflict other aliments are said to be their main way of attacking, though they can also use skills to hide or disorient the enemy. Abilities such as the double attack ability from RO1 may also make a transition into RO2. The Thief is weak in long-range attacks, like the Swordsman, due to it not having any long-range abilities to counterattack with. It is significantly less able to defend itself, but balances itself out with high agility, making them a hard target. The Thief advanced classes, Assassin and Rogue, are undetermined as to being in RO2. The Assassin improved on killing moves, while Rogues move into more mayhem causing skills or even using a bow. There is good support for their existence, however, as the official description makes a note of citizens employing Thieves to use their skills.
Recruit Stats:Full Con and Int
The Recruit is the supposed replacement of the Archer from RO1. Yet, from the official description, its role varies from the Archer and more like the Hunter class from World of Warcraft. Regardless, the Recruit is the long-range attack master, with many of its skills using long-range attacks to deal damage. The Recruit more closely resembles the Gunslinger, a new class released in RO1. Unlike the Archer, the Recruit uses weapons similar to modern day guns, rifles, and gatling cannons. This weaponry is known as a “Dampf Flinte” in the RO2 world. The Norman race advanced heavily in technology to attain guns to make up for their shortcomings in their physical and mental abilities. A large difference from the RO1 Archer is that Recruits can also engage in melee effectively. Footage has been released of a Recruit attacking an enemy using their gun as a melee weapon, hitting them with the butt end of the gun. The advanced Archer classes, Bard/Dancer and Hunter, are again unknown of continuance in RO2. The Hunter advances on the abilities of the Archer, increasing use of damage skills with long-range attacks and enabling the player to use traps to trick enemies. It has been concluded that Bards and Dancers will not journey to RO2, as the Clown class will receive their abilities.
Enchanter Stats:INT, Other
Strong Points: Very high damage, Fast kill, Heals Self and Others
Weak Points: Weak melee defense
Leveling Guide:Enchanters can take on almost any mob due to its high very high damage. But there are mobs that are faster to kill than others even if they have the same level, so focus on these mobs. You can use this Ragnarok Online 2 Leveling Spot guide provided to us by Mazarrin.
Useful Skills: Call lightning is the strongest skill of enchanters early on the game. Get it as soon as you reach JLVL 5. Second most useful skill is your ice arrow. Why? It decreases the walking speed of your enemy by 75%! Imagine that! Make it your first spell to cast and your enemy will be dead before it even reaches you.
Tips and tricks: I personally do not use Enchanter armors early on the game. Why? Aside from the fact that it looks gay, well the armor gives you additional magic defense, meaning you will take less damage from mobs casting spells. That is quite cool actually coz magic spells is a pain in the *&^ if you’re on the receiving end. The problem is, you will only meet a very very few mobs that deals magic damage. Most mobs do melee damage and you can’t avoid mobs getting close and hitting you physically. So it would be wiser to use armors that gives additional physical defense instead of additional magic defense. Just bring your enchanter armors with you though. You’ll never know when you’ll meet spell-casting mobs.
The main healer and buffer in RO2, the Enchanter supports the other players in battle to maximize damage and keep players alive. They have access to very powerful healing abilities, as well as resurrection skills to bring life back to a dead combatant. Their skills also allow them to buff, or power up, a player in the game to increase his skills or status. They can even debuff, or sabotage, an enemy by slowing them down or making them weaker to specific elements. Enchanters are not damage dealers. Though they have a few damaging holy spells, their main purpose is to support the other players. The only high damage an Enchanter can inflict is by using holy on an undead, such as a Heal spell. They are well known for their ability to train easily on undead type monsters. It is currently unknown as to what the advanced classes of the Acolyte, the Priest and the Monk, would be in RO2. In RO1, the Priest furthers the skill line of healing and support, while a Monk learns more combat effective skills to deal more damage. It is worth noting that a few players believe the Enchanter to be the RO2 version of the sage since it could also buff and debuff. The official description, however, contradicts this idea by stating that the Enchanter’s powers are more religious, like the Acolyte, than scientific, which would be the Sage.
The Clown class is mainly derived from the Bard and Dancer in RO1. Their skills are in the same general area: Singing songs and supporting in combat. Though the official description is very vague, the idea is that the Clown will relax and increase players’ stats for battle. They will sing during battle too, “soothing” front line fighters. The Clown’s combat abilities are not defined well, though there is an example of the Clown employing deadly poison on its enemies when they least expect it. In RO1, bows are the weapon-of-choice for the Bard and the Dancer, using the skills they learned as an Archer to supplement their damage. They also need a musical instrument in order to use their bardic skills. Because their description is so vague, not much can be said for the Clown class until more announcements are made.