I scribed reels of information for you, but... closed my browser. x3 Here it goes again.
I recommend you play Bera because most of us are there, I have a pretty wide knowledge of the game and am ready to help, so if you decide to play there, just add Configured, I'm sure you'll do fine and dandy.
As for the classes. I'll blurb about them in a note-ish form, that comes to me as I type, and make a conclusion at the end.
Without further ado:
Warriors, split into the spearman, fighter and page. Spearman use spears and polearms, very strong, have a skill that raises max HP and MP by x1.6, are very useful in parties and will always be welcomed. Are quite weak and unstable in the second job, but are considered one of the best in the 3rd job. Later, will always be seen with a cleric for the healing benefits, massive HP, Clerics love the x1.6 while you kill. Fighters, very strong, stable too. Great class in both second and third jobs, will serve you well, get Final Attack move, which adds the oomph over Spearman in the second job. Hits high numbers, are welcome in parties, but not needed. Page, elemental attacks, the page can freeze, with ice elements, have have electric and fire too, but, alas, many consider them quite weak, sadly. Quite stable, but not one for the big numbers, not a highly recommended class.
Parties love Spearman, Fighters are a sound choice too.
Onto the thiefs, the thiefs split into the assassin and the bandit. The assassin attacks with throwing stars, but many consider them much too expensive as they have to buy stars, and the best thieves have well scrolled gloves and equipment, essential if you want to be up there with the best. Very fast and good damage, some say they are unstable, but I personally consider this a rather flawed arguement. Very good class, but you'll probably need decent funding from a magician, lots of mesos needed to start these. The bandits, attack with daggers, quite weak until about level 40, but it pays off. They're never the strongest class, but many consider them to be one of the most fun. They have a plethora of attacks, learning new ones every advancement, and are also very stable. You may need to fund them too, as they can get expensive with potion, but hopefully, you'll cope. Both classes get haste, a very fun skill, increase speed to 140%, and jump to 120%, you'll love it.
So, either one will be great, but they eat the mesos!
The magician, the class of spells and enchantments! The split into clerics, and wizard, lightning and ice, and fire and poison. Clerics are designed for parties, though they can solo, your main focus will be partying, no matter what people say, that's what they're meant for. You'll be using heal as your main attack in the second job, healing undeads, and also, healing yourself, too! I find Holy Arrow pointless, stick with Magic Claw. Everyone will want to party if you get into it in the later game, which I'm sure you will, with skills that increase experience vastly, allow team mates to access you from town, and to heal! The Wizards are similar, I had an Ice/Lightning Wizard, but was put off after a while, after knowing that the training is limited, it can get rather boring. Not a class if you aren't prepared to stay at the same spot, sometimes, for over 20 levels. Solo classes over party characters, many say wizards are much weaker in the third job, while, Clerics accelerate in the party field.
Wizards are more into solo, but clerics are a party class.
Finally, the bowmen, my class, going into the hunter, with bows, and the crossbowman, with... crossbows. Bows have speed, but are slightly weaker, the crossbows have powers, but are slightly slower. They are very similar, the hunter's do well in second job, while crossbowman are said to be better in the third. It's really up to your playing style, but, the gap will always grow bigger, because of the Crossbowman's damage formula. It's all up to your choice really, but, both classes spoil you with a variety of skills that you'll love. Infinate arrows, hawks that stun and attack, a puppet to divert the enemy's attention and absorb damage... shots that freeze and stun. It goes on!
Archers are great solo, or in a party. Huge choice of skills to aid them in battle. Fun, too.
And now, AP/SP builds for each class.
When you decide on the one you want, I'll add in a 2nd job for that one.
Okay.
Warriors:
AP: Roll a 4 in LUK, and a 4 in INT when making your character.
Add dex to twice your level, the rest in strength, until dex is 60.
Make sure your strength is 35 by level 10, when you make the job advancement.
SP: For all warriors in the first job.
5 Improving HP Recovery
10 Improving Max HP Increase
10 Slash Blast
20 Power Strike
20 Slash Blast
3 Endure
3 Iron Body
Thieves:
AP: Roll a 4 in STR and a 4 in INT when making your character.
DEX should be twice your level, but at level 10, should be 25, so pump it up to make the advancement, and LUK should have everything else.
You only need 90 DEX at level 50, 100 DEX at level 60, etc. The ratio changes from 3 LUK to 2 DEX and becomes 4 LUK to 1 DEX.
SP:
If you want to become an assassin:
1 Lucky Seven
3 Nimble Body
8 Keen Eyes
20 Lucky Seven
3 Disorder
1 Dark Sight
20 Nimble Body
10 Dark Sight
If you want to become a bandit:
20 Double Stab
3 Disorder
3 Dark Sight
20 Nimble Body
18 Disorder
Magicians:
AP: First, roll a 4 in STR, and a 4 in DEX, while you make you character, then, LUK is level +3, all rest in the INT! Never changes. You make your advancement at level 8.
SP:
1 Energy Bolt
5 MP Recovery
10 MP Increase
10 Magic Claw
16 MP Recovery
20 Magic Claw
20 Magic Gaurd
Archers:
AP: Roll a 4 in INT, then a 4 in LUK. For hunters, using bows, level +5, for crossbowmen, level, for STR. All the rest goes into DEX, you need at least 25 for the advancement at level 10.
SP:
1 Arrow Blow
3 Blessing of Amazon
8 Eye of Amazon
20 Critical Shot
20 Double Shot
9 Focus
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Wow, that took me some time. Hope it helps, read it all! Haha.
Click the wonderful signature. You know you want to.
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