Eden Eternal Dungeon Roles Guide
Eden Eternal Dungeon Roles Guide by Daikoru
Table of Content
2. The basics
-2.2. Monster Information
-2.3. Miscellaneous Information
3. Defense Classes
-3.3. Templar (unavailable)
4. Melee DMG Classes
-4.2. Martial Artist
-4.3. Blade Dancer
-4.4. Samurai (unavailable)
5. Ranged DMG Classes
-5.3. Ranger (unavailable)
6. Healing Classes
7. Magic DMG Classes
-7.3. Warlock (unavailable)
8. Dungeon Strategies
9. Contact Me/Disclaimer
10. Version History
Salutations to you, possible readers!
Maybe you already do know what this is about, maybe you’re not sure, but still looked it up for curiosity, or maybe a compromise between the two, or perhaps it’s something entirely different. Well, this guide has multiple purposes.
The first purpose is to help people new players, or maybe even older player, choose what class or classes they want to mainly play, or aim for. Having reached the level cap (currently 50), I have ran every dungeon in the game, played and unlocked every class available, and thus have an idea of the pros and cons of every classes, as well as know how they must be played. Thus, I want to share this knowledge to everyone.
The second purpose is to make players actually know how to run a dungeon. Numerous times have I seen a player unable to do his or her job correctly, leading to a total wipe-out of the party, and such. This game has particular bosses that do require a real strategy. By writing this guide, I hope that more people will actually know what to do in a dungeon without others having to explain it.
The third purpose is actually just to write a guide, for the heck of it. The main thing that this MMORPG lacks is guides. Good guides. It’s fairly new, after all, so it’s not surprising.
2. The basics
There are some basics that must be apprehended by everyone, no matter what their class is. Basics that some high levels still haven’t apprehended, for some reasons or another.
Stats, like in pretty much every RPG, are an important factor in the outcome of any battle. It is good to invest in every stat, but depending on what your class is, you may want to focus on some of them. Stats are gained with multiple factors. Here’s a list of the factors:
–Level. Every level you gain, you gain stats. I believe you gain 1 point in every Core stats every level, and start at 20 points. Need confirmation.
–Class and Race. Depending on your Class and Race, you gain different multipliers. Those multipliers apply to HP, MP, and every Core stats. To give you an idea, a Zumi Hunter have a HP multiplier of 100%, while a Human Hunter’s HP Multiplier is 107%. Also, A Warrior’s MP multiplier stays around 70%, while a Mage’s MP multiplier stays around 125%. You can see those exact percentages for your race in your Class Roster.
–Equipments. The most important way to increase stats is equipments. Each piece of equipment usually increase 2 or 3 Core stats, and, depending on the quality, can increase 1 to 4 Secondary stat, without counting the Defense or Attack. They can also be upgraded in numerous ways to further increase the stats they give. Some Unique equips may also give passive effects.
–Class Talents. Every time you get a level in a Class, you gain a Knowledge Point for that class. Depending on what talent this class has, you may upgrade certain stats.
–Class Certificates. Every 10 levels you gain with one class, you gain a new certificate or upgrade a previously gained one. Every 10 Character level you gain, you may equip an additional Certificate (6 at level 50). They can add to certain stats. Also, if certificates of the same color are placed around the same square, this square can also give you additional stats.
–Class Score. You can gain Class Score by levelling up your classes. Each time you level up a class, you gain an amount equal to the level this class reached. Upon reaching specific amounts, you gain additional stats.
–Class Caracteristics. Each class has 4 caracteristics. One is fixed to the class, another is also fixed to the class, but also changes with the race. The first grey characteristic determines what kind of armor you may wear, and the last is fixed to the Race instead. The first two often increases one or two stat, and certain times, with a condition.
–Buffs. Many buffs increase your characteristics. On the opposite, some debuffs may also decrease them! Buffs may come from skills or from items, while debuffs come from skills the monster or player you are fighting uses.
–Heroic Trait. Depending of what Heroic Trait you chose at the beginning, you will gain additional points in some stats. You cannot change this without the use of a Heroic Trait Transform Book, an Item Mall item.
Here is a list of every stat and their effect. You can see all the stat information in-game by rolling your cursor over it. However, some are hidden, yet are really important to know:
-HP : Health Point. This is represented by the Red bar on the top-left. Every damage you take decreases your HP. If your HP falls to 0, you will die, as well as lose EXP and Durability if you’re outside a Dungeon.
-MP: Magic Point. This is represented by the Blue bar on the top-left. Every skill you use decreases your MP. If your remaining MP is lower than the required MP to use a skill, you will be unable to use it.
-STR : Increases P-ATK and Block
-AGI : Increases EVA, Parry, ATK SPD and Cast SPD
-INT : Increases M-ATK
-WIS : Increases P-Healing and G-Healing
-LUK : Increases CRIT Rate, M-CRIT Rate and ACC
-P-ATK: Physical Attack. This is what influences your Physical Damage.
-M-ATK: Magical Attack. This is what influences the damage of Magic Spells
-ACC: Accuracy. The more you have, the less likely you are to miss a target. This stat is compared to the target’s EVA
-ATK SPD: Attack Speed. The more you have, the faster your attacks will be. The Maverick Trait and the Ice Meteor’s buff increases by a fixed amount.
-CRIT Rate: Critical Rate. The more you have, the more likely Critical hits will happen.
-CRIT DMG: Critical Damage. The number shown is the multiplier to your critical hit’s damage. This cannot be increased by Core Stats.
-Cast SPD: Cast Speed. Similar to ATK SPD, but applies to Cast time of spells instead.
-M-CRIT Rate: Magic Critical Rate. Similar to CRIT Rate, but applies to Magic Spells instead.
-M-CRIT DMG: Magic Critical Damge. Similar to CRIT DMG, but applies to Magic Spells instead. Also cannot be increased by Core Stats.
-DEF: The more you have, the greater the reduction of damage. Has 3 times less effectiveness on Critical hits.
-EVA: The more you have, the more likely enemies will miss you. This stat is compared to the attacker’s ACC.
-Parry: The more you have, the more likely received damage will be divided by two. Be warned that this only happens if you have a 2-handed weapon equipped.
-Block Rate: The more you have, the more likely you will nullify received damage. Be warned that this only happens if you have a Shield equipped.
-Move SPD: Increases the speed at which you run by this number in percentage. Only increased by buffs and unique equips.
Miscellaneous and Hidden stats:
-Elemental Resistances: Decreases by the number in percentage the damage of certain types. There are in total 6 Magic types and 3 Physical types.
-P-Healing: Personal Healing. Each point will increase by 3 the Direct heals that you receive. This stat is not shown.
-G-Healing: General Healing. Each point will increase by 3 the Direct heals that you cast. This stat is not shown.
-Malice: This is a hidden yet important stat that can only be increased/decreased by some rare buffs, by Class Talents and by Class Certificates. Every action you do generates Malice to affected or surrounding monsters, multiplied by your Malice multiplier. Whichever player has generated the most malice is the player this monster will target.
-Double Hit chance: This gives a chance for attacks, both Physical and Magical, to deal a second hit. This second hit will deal half the previous hit’s damage, but may also become a critical hit!
Please take note that secondary stats added are not direct. An item that gives 20 Cast SPD does not decrease Cast time by 20%, but by around 1% instead. You can know the real effect of secondary stats you add by rolling your mouse over the stat’s number in your Character Info Window (Hotkey: C). The only exceptions are the Maverick’s ATK SPD increase, the Ice Meteor’s ATK SPD and Cast SPD increases and few Cast SPD Class Caracteristics, which are direct.
2.2: Monster information.
Whenever you are fighting a boss, it is important to look for his informations. There are multiple things to look for:
Break Point is a unique feature in Eden Eternal. Normal monsters cannot be broken, but every Boss in the game can. How it works is simple: there are two or three damage type that this monster is vulnerable to. By vulnerable, I mean it does not increases the damage, but decreases its BP gauge. The speed at which this gauge decreases is relative to the damage dealt in its weak types, meaning a hit that takes out 90% of a boss’ health will instantly break him. This is an important information to know if you want to “unlock” the boss’ best drops, such as trophies.
Drop and Skill list.
You can click on the Question Mark at the top-right to see a list of a Monster’s Drops and Skills. Common Drops is what a Monster can drop anytime, while BP System Drop is what a Boss can drop if it has been broken.
The most important part is the skills. On the “Use Skill” tab, you will see the list of a monster’s skills. Common Skills are what this monster will use at the beginning of a fight, while Countdown Skills are what a boss will use once it has dropped down past a certain health. It is very important to watch out for those skills and elaborate a strategy before fighting a boss. Normally, the damage a skill deals is not a problem, it is the side effect it can deal. Many things to watch out for:
-Area of effect of the skill. Anything 30 feet and under will not affect players that fight in a distance (healers, ranged DPS and Magic DPS), while anything 40 feet and over will affect everyone.
-Debuff/buff applied. A debuff like “Decrease Parry rate” is not a problem. However, a debuff like “deal x damage when attacking” can kill any DPS and Tank that carelessly continues to attack. Watch out for everything that can potentially make the fight harder!
-Stacked or not, debuffable or not. Some nasty buffs or debuffs can be stacked for increased effectiveness, and some may or may not be debuffable. A troublesome effect that is not debuffable may be something that people in range may want to avoid by going out of the Area before the spell is cast.
-Cast time and Cooldown. Cast time isn’t as important to know. It’s mostly about knowing if it’s instant or not, and being able to identify the spell by its duration for a first time. Cooldown is something that may be needed to watched for. If Cooldown is lower than duration of the skill’s buff/debuff, then it means this buff/debuff can stay forever!
This isn’t as important either. You can see an amount of star over the monster’s name. This tells you about the type of monster you are dealing with.
-1 star: This is a Rare Monster or a Dungeon monster/boss. Rare monsters are found in fields and can be soloed fairly easily. Dungeon monsters and bosses are meant to be taken care with a party of 3 or 5, depending on the dungeon.
-2 stars: This is a regular monster. The kind you murder in massive numbers. Also includes Quest bosses, which are just a bit stronger than regular monsters.
-3 stars: This is a Guild Boss or a Trial Dungeon boss. Trial Dungeon bosses are meant to be much harder than a regular dungeon’s boss. However, watch out for those Guild Bosses! They are found in fields, and sometimes look like a Rare Monster, but they’re meant to be taken care with the strongest party. They are currently the strongest bosses the game has to offer. To give you an idea: A party of 5 level 50 is struggling to kill a level 30 Guild boss!
-4 stars: This is a Raid dungeon boss. They are meant to be taken care of with a party of over 5 people, thus requires a Raid party.
All bosses have a few Passive traits. They appear as buffs with no duration. Often, they can just be ignored, but sometimes, those traits can become a nuisance. Watch out for them!
2.3: Miscellaneous Information
Some information just don’t fit in any section. I’ll just stuff them here.
Identical classes: When gathering a dungeon party, there is something that you want to keep in mind. Whenever there is two people of the same class, they lose effectiveness on doing their role. Why? Every single class has some party buffs or some debuffs. However, a target cannot have twice the same buff or debuff. Also, if their two skill levels if different, whoever has the highest skill level will just erase the lowest skill level, removing in the same way the stack if any, while the lowest leveled will failed if the highest leveled buff is already present.
This is particularly important for Clerics and Bards. About half their healing potential comes from their personal Heal over Time skill, but since they will use the same stack, the lowest leveled will lose half his healing potential. So when recruiting, do remember this fact!
Leveling multiple classes: The main feature Eden Eternal has to offer is the ability to play multiple classes on the same character. Some people, despise this, choose to focus on only one class. Why could this be a bad idea? Many reasons:
-Loss of exp: Whenever your Class EXP is at 100%, every further kill’s Class EXP is wasted.
-Class Score: By leveling every class, you gain stats from Class Score that are useful for every class.
-Flexibility: This is the main point of why it is preferable to level up multiple classes. In other games, if you choose to be Tank, you stay Tank forever. In EE, you can level up a Tank class, a DPS class and a Healer class. By doing so, you are certain to be able to fill any slot in a party, no matter what they are looking for. Flexibility also allows you to counter one class’ weakness by changing to another depending on the monsters you fight. But it also goes to rejoin the previous point: Identical classes. If you level Bard AND Cleric, you are certain to never waste Healing/Buff potential because you are both Bards.
Choice of Weapon: Eden Eternal offers the ability to use any weapon with any class. You could use, if you wanted to, a Grimoire with a Ranged DPS class. But that would be a bad idea anyway. This is what to consider when making a weapon choice:
-Weapon type requirement: Many skills have a requirement of a weapon type. Sometimes, it’s requirement a specific type of weapon, sometimes it’s not as precise. In example, an Engineer requires Artillery Gun to use Cyber Up, but can use any Ranged Weapon for his other skills. Make sure your weapon allows you to use all the skills you want to use.
-Weapon Profiency: Most classes gives you bonus for using a particular weapon. You can choose to ignore this bonus thought!
-Damage Type: When you want to break a boss, you have to consider the Damage Type. Ranged weapons deal Pierce Damage, Bladed weapons deal Slash Damage, and everything else (including Magic weapons) deal Strike damage. Holding two weapons will deal damage based of the two types!
-Dual Wield: If you are using a 1-handed weapon, you can equip anything in the second slot. You will gain 1/3 of its ATK stats and 100% of other stats, so you do not lose anything! Also, you can fulfill weapon requirements from holding this weapon in off-hand, so nothing prevents you from using the class’ weapon for skill requirements and stat bonuses, and use your best 1-handed weapon in main hand.
-Ranged Weapon: Ranged weapons allow you to attack using regular attacks even when afar. If you want to keep some distance or attack without moving, it is worth considering using a Ranged Weapon, thought they often disable skills for Tank and Melee DPS classes.
3. Defense classes
Defense classes are the very core of a working party. They are also known as the “Tank”. Their role is to draw all the attention of the monsters and take all the damage. If they fail to do their role correctly, everyone dies. The main stat of a Tanker is STR, although this only increases Block rate. They use Heavy Armor, which is the type of armor that gives the best DEF in the game.
-Can take a lot of hits before dying.
-Often looked for in a party.
-Have the most trouble in solo.
-Often on the verge of Death
What is required to be a good tanker:
-The best defensive gear you can afford. Tanks are the most Armor-dependant in order to be effective. The higher one’s DEF, the most likely he will be able to take all hits.
-A lot of Malice increase. This is important, as if a Tank does not produce enough Malice, monsters will stop attacking him and kill the other players.
What a Tanker must watch for:
-Debuffs that heal the boss or damage you everytime you attack. You must stop attacking at this moment. Provoke the moment it runs out, or provoke once in a while if it lasts too long or forever.
-Buffs that reflect damage. Same as previous situation.
-Knockback skills. If a boss has one, you are required to place yourself against a wall so that the boss does not move and potentially get too close to the rest of the party.
-Spells that summon creatures. You must draw those creatures’ attention to avoid them attacking the healers.
-Additional monsters that joins the fight. Again, get their attention as soon as possible.
-His own health. When it gets dangerous, you have to use your own health potions to prevent a potential fatal blow!
-The monster’s target. As long as it shows you, you’re fine. The moment it changes target, do whatever you can to make him change back to you!
How a Tanker is played:
-You must draw every monster’s attention to you at all time. For this, you get skills that increase Malice by huge amounts, like Provoke.
-You get temporary buffs that can be used when in difficulty.
What a Tanker must NOT do:
-Move unnecessarily. Unless kiting is necessary to avoid damage, a Tanker must not move. The reason is that moving can bring the boss close enough to hit everyone in the back with his AoE. If you are required to move in order to dodge a deadly AoE, move to the sides instead of closer or farther to the healers.
Main General skills:
-Provoke: Forces a single target to attack you and increases damage by a fixed amount.
-Declaration of Anger: Increases generated Malice by every hit and decreases damage taken by a fixed amount.
Warrior class is available from the very beginning. The weapon they best use vary depending of the race, but it’s always preferable to use a shield.
-Good for single target (mostly bosses)
-Have a stun skill that can be used to interrupt a spell or to instantly move toward a target.
-Immune to Fear
-A lot of Defensive buffs
-No AoE Malice skill until level 50.
-Onrush (level 1): Instantly move toward target and stun him.
-Angry Punch (level 25): Generates lot of Malice on single target.
-Group Provoke (level 50): Forces enemies within 20 feet to attack you.
Knights require a Character level 25 and the Warrior leveled to 20. The weapon they best use once again varies depending of the race, and still once again, it is always preferable to use a shield. Knights are somewhat of an AGI version of a Tank, meaning they will have more EVA, Parry and Attack Speed than a Warrior.
-Get their AoE Malice skill at level 25, making them good to hold aggro of groups.
-Can deal more damage than Warrior due to their Speed-oriented buffs.
-Immune to Hypnosis.
-You are the one that leads the party.
-Judgement Storm (level 25): Deal damage over time around you and generates lot of Malice.
-Fearless (level 40): Increases ACC and removes all Debuffs on you.
3.3: Templar (unavailable)
Templars require a Character level 60 as well as Knight and Cleric leveled to 55. Because of this, they are not available yet and thus this is just an analysis of informations found on a wiki. Their main weapon seems to be the Mace, coupled with a Shield. They are the mix of a Tanker and a Healer, meaning they can take a lot of Damage AND Heal, giving them the easiest time for soloing.
-Easiest time to solo.
-Two roles in one class.
-Efficient at tanking Magic monsters
-Many AoE skills
-Requires equips that are harder to find/afford
-Weaker in every aspect of every role (weaker heals, not as many defensive buffs, skills that uses M-ATK instead of P-ATK)
-Most suceptible to Cast interruption.
-Judgement Impact: Causes Holy Damage in an area and generates Malice.
-Kingdom Cone: Instantly heal HP and gives bonus STR and WIS.
-Lightning Wave (level 50): Deals Holy damage in an area and Knockdowns for 4 Sec. No effect on Bosses.
-Light Shield (level 60): Decreases Magic damage by 20% and by an additionnal fixed ammount.
4. Melee DMG Classes
Melee DMG Classes are the classes with the best Damage potential. Their role is to make monsters die the faster possible. They are also known as “Melee DPS”, DPS meaning “Damage per Second”. Their main stat is AGI, meaning they are all about attacking fast and avoiding attacks. They can equip Light armor, which often give good AGI stats.
-Highest Attack SPD and EVA amongst all the classes
-Highest Damage per second potential
-Exposed to every AoE, making them often the first to die in a boss fight.
What is required to be a good Melee DPS:
-The best melee weapon(s) you can afford. The better the weapon, the more damage he can deal.
-Malice reduction. If the Tanker is good, you shouldn’t ever steal a monster’s attention, thought.
What a melee DPS must watch for:
-Every AoE. If you can run out of an AoE, it may be best to do it.
-Debuffs that heal the boss or damage you every time you attack. You don’t want to heal a boss back to full health or to kill yourself.
-Buffs that reflects damage. Same as above.
How a Melee DPS is played:
-Spam all your skills. It’s really all about dealing the best damage.
What a Melee DPS must NOT do:
-Attack when under the effect of a debuff that heals the boss every time you attack. This is worth mentioning twice, because bosses become impossible if one keeps healing him.
-Tank. Melee DPS are NOT Tankers. They do not have anything to take back attention, they do not have such a great DEF, they only have EVA to keep them alive. You can take a monster or two’s attention, but that’s all!
Main general skills:
-Sonic Cut: Deal great damage over time.
Thieves require a character level 15 to unlock. Their best weapon is the Dagger. It is also better to wear two weapons instead of just one, since it increases the damage.
-Can become invisible to avoid monster’s attention.
-Have a natural huge boost to ATK SPD and EVA.
-Can stun to interrupt an AoE.
-The most vulnerable to damage.
-A badly timed Hidden Force is most likely to kill you.
-Ambush (level 10): Double the next Physical damage taken.
-Swift Attack (level 15): Deal 3 hits, each further hit doing half the damage.
-Hidden Force (level 20) + Deadly Containment (level 30): Hidden Force allows you to go in Stealth and increase the critical rate of the next attack. Deadly Containment can be used in conjunction to stun a target. Be careful, because Hidden Force also increases damage you take while Invisible by 4x!
Note: To go out of Sneak without attacking anyone, you can right-click the Buff icon on the top-right and select Remove Status.
4.2: Martial Artist
Martial Artists require a character level 40 and the Thief leveled to 35. Their best weapon is the Cestus, which is some kind of Fist weapon. Again, it is better to wear two weapons for the damage increase. They are somewhat a STR version of a Melee DPS, meaning they will be dealing lot of damage with every hit they do.
-Can increase by insane amounts his ATK SPD, P-ATK, EVA and DEF for a short amount of time.
-Lot of debuffs that work on bosses.
-Has a few ways of stunning.
-Punished easily by anything that prevents you from attacking. (unability to keep stacking Charge)
-Charge (level 5): Every time you hit, you gain P-ATK and ATK SPD. Can stack up to 10 times.
-Defender’s Strenght (level 10): Every time you hit, you gain EVA and DEF. Can stack up to 10 times.
-Charging Assault(level 25): Instantly move to a target and stuns him.
4.3: Blade Dancer
Blade Dancers require a character level 50 and the Bard leveled to 45. Their best weapon is the 1-Handed Sword. Best, once again, to use two weapons. The Blade Dancer focuses more on AoE attacks, meaning they are best at taking care of a group of mobs.
-Ability to kill multiple targets very fast.
-Lot of multi-hit skills, making it ideal to use with Fixed damage increases, such as Provoke or Elemental Guardian.
-Greater damage increase when in a party with a Bard that uses the right songs.
-Takes the least punishment from AoE of all Melee DPS due to their defensive buffs and their heal.
-Can Charm a monster, making it easier to fight tough groups of monster in a dungeon.
-Worst single-target damage
-No stun besides the unreliable Slam
-Can draw too much attention due to AoE hitting targets the Tanker may not be focusing on.
-Superstar (level 5): Deal 2 hit, the second hit doing ~50% damage of the previous hit. Increases to ~90% if under the effect of War Rhyme.
-Song of Patience (level 10): Reduce damage taken for all party members by a fixed amount.
-Dancing Blade (level 15): Deal 3 hits on every monster around, each hit doing ~40% damage of the previous hit. Increases to ~75% if under the effect of Spirited Melody.
-Slow Dance (level 50): Heal over time and reduces Malice generated
-Firebird Dance? (level 60): Damage in an AoE and deal double damage if under the effect of Burning Metal. I can’t tell its effectiveness, since it would mostly depend on the Cooldown it has.
Note: This class is my current Main. It is also the class that requires the current level cap to unlock. Many people wonder how good Blade Dancer actually is. Also, many people are disappointed by this class, while some others, like me, love it. All this makes the Blade Dancer the most controversed class. It is really just a matter of taste if you’re going to like it or not.
Samurais require a Character level 60 as well as the Martial Artist and Warrior classes leveled to 55. It is the most recent class added in another version, and is the only class not shown anywhere in our Version, thus will most likely be released after Ranger. Because they are not available, this is an analysis of translated skills found elsewhere. Their best weapon is the Katana. Also, like the Bard, they do not wear the armor of their Class type: they wear Heavy Armor instead of Light Armor! It is a class with unique style, as it works with “Combos” and uses AoEs of a whole different Shape.
-Has a huge amount of debuffs
-Every attack deals damage except Enlightenment
-Unique style of gameplay.
-Can resist hits better due to debuffs and Heavy Armor.
-Must use skills in particular order
-Very CP dependant
-Lower SPD and EVA due to unability to wear Light Armor.
-Diving Swallow: Deals damage over time and decreases Evasion. Required for many other skills’ debuffs
-Eagle: If afflicted by Diving Swallow, reduces all Resistances
-Stab: If afflicted by Eagle, causes knockdown.
-Purgatory: Deals damage in a straight line and reduces DEF and ACC.
-Asura Slash: Deals damage in a straight line. If afflicted by Purgatory, deals a second hit and dispels a buff.
-ACC (Misses are troublesome here!)
5. Ranged DMG Classes
Ranged DMG Classes are, like the Melee DMG Classes, a role that focuses on dealing damage and thus killing the monsters the fastest possible. They are also known as “Ranged DPS”, DPS meaning “Damage per Second”. Their main stat is LUK, meaning they will be dealing lot of critical hits and will usually never miss their target. They wear Light Armor, which will give them good LUK, but also AGI to make them attack faster.
-Can attack from a safe distance continuously.
-Can easily kill regular monsters without taking much hits.
-Likes making the screen shake with their critical hits.
-Can immobilize monsters.
-Only has the “distance” for defense (no defensive buff)
-Mostly have only one Damage type (every ranged weapon is Pierce)
What is required to be a good Ranged DPS:
-A good ranged weapon. Like Melee DPS, their damage are mostly dependant to their weapon.
-Malice Reduction. This is more important as a Ranged DPS, since you cannot take as many hits as a Melee DPS, but also because this will make the monster go out of the Tanker’s range. Still shouldn’t be a problem if the Tanker generates enough malice thought.
What a Ranged DPS must watch for:
-Any AoE with a range of 40 feet and over. Those will hit you at your maximum distance, so beware of their effects!
-Any Reflect damage buff or debuffs that heals the boss or hurts you on every attack. Most of those debuffs are AoEs of 30 feet or under, so they’re often not a problem.
How a Ranged DPS is played:
-Spam all your skills. Like Melee DPS, It’s all about dealing the best damage.
What a Ranged DPS must NOT do:
-Stand too close to the monsters. They should be attacking at maximum range to avoid getting hit from AoEs.
-Attack while under the effect of a debuff that heals the boss on attacks. This shouldn’t be a problem, once again
-Lure enemies. This is ok to do when doing an AoE party outside of dungeons. However, in a dungeon, the Tank is the one that needs to lure, else all enemies will head directly for you or the healers.
Main General skills:
-Perforation: Deals damage and MP Damage over time. Note that MP damage is usually useless, since bosses always have a seemingly endless supply of MP.
-Kneecapped: Immobilizes a non-boss target and increases by a fixed amount every damage it takes.
Hunters require a Character level 10 to unlock. Their best weapon is the Bow. They have a lot of skills that debuffs the target, like they were poisons.
-A huge amount of Debuffs and Damage over time Skills.
-Can summon a tiger to help take damage and deal additional damage
-Most Debuffs do not work on bosses.
-Tiger dies easily to bosses, or may heal them too!
-Summon: Tiger (level 5): Summons a tiger to assist you
-Piercing Wound (level 25): Deals damage over time and reduces DEF in an area.
-Poison Arrow Rain? (level 60): Deals damage over time in an area
Note: The Tiger can be affected by a boss’ AoE. Because of this, they can heal a boss if it’s affected by a heal on attack debuff. If a boss has this, unsummon him. You can do that by right-clicking the buff on the top-right, and pressing “Remove Status”
Engineers require a character level 30 and the Hunter leveled to 25. Their best weapon is the artillery gun. Engineers are a particular class. They have two “mode”. When in normal mode, all attacks they have are single target. When in Cyber Up mode, all attacks they have are AoEs and they become tougher. This class is currently the best for dealing damage in an area.
-Effective skills against any kind of target, be it group of mobs or bosses.
-The best class for damage in an area.
-You get to look like out of place with your futuristic armor.
-CP-hungry for overall effectiveness (all skills are useful in a way or another!)
-Not a great variety of skills to use (no skill is usable in both mode)
-Heavy Artillery (level 1): Stuns a target.
-Cyber Up (level 20): Transforms into a Mecha, giving you extra bulk and the ability to use all your AoEs. Disables, however, you ability to attack from a distance and to use your single-target skills.
-Oil Bomb (level 20): Deal damage over time in an area. Can stack up to 3 times.
-Super Ironman (level 60): Increases all your Core stats and doubles the damage of Black Explosive and Slimy Explosives
-M-ATK (Some of Mecha spells use M-ATK instead!)
5.3: Ranger (unavailable)
Rangers require a character level 65 as well as the Hunter and Martial Artist classes leveled to 60. It is the very last class unlockable. Because they are not available yet, this is just an analysis of informations found on a Wiki. Their main weapon is, like the Engineer, the Artillery Gun. Currently, it is unavailable, and will be the last class to become available. The Ranger seems to be an AGI version of Ranged characters. In fact, they got almost everything for Kiting!
-Excellent for Kiting
-Can dodge with ease AoEs with 40 Feet range
-Requires the most time to unlock
-No debuff of their own
-Concussive Shot: Knockbacks an enemy 10 feet farther
-Dodging Leap: Leap backwards of 15 Feet
-Hunter Eagle: Summons an Hunter Egle to assist you. It can slow enemies by 30%.
6. Healing Classes
Healing Classes are classes that focus on healing and support. They are also known as “healers”. Their role is to keep the party alive, especially the Tank. This makes them the second most important role in a party. Their main stat is WIS for increasing the effectiveness of Heals. They wear Cloth Armors, making them a fragile class, thought they can heal back the damage they take, as long as it’s not too huge.
-Often looked for in a party.
-Can heal back the damage they take.
-Have the least trouble soloing, as long as they can take the damage.
-Worst damage of every role
-Hardest role to play due to having to pay attention to a lot of things.
-Loses a lot of effectiveness when two healers of the same class are in the same party.
What is required to be a good healer:
-High leveled skills. Healers are the most dependant on skill level. Their heals and buffs are, in fact, not affected much by equips and stats.
-Malice reduction. This is very important as a healer. You are fragile, yet heals do generate Malice. You are the role that keeps everyone alive. Thus, if monsters start attacking you, you will be unable to provide further support until they stop targetting you. If you die, everyone dies.
What a healer must watch out for:
-The Tank’s health. The goal is to always keep your tank at max health. Keep it the farthest possible from death, because if it happens, chances are you’re gonna have to retreat in order to not die.
-Your teammate’s health. You will also want to keep other people alive. However, if you are already struggling to keep the tank alive, it would be best to not heal others.
-Every debuff that can be dispelled. You want to dispel the most troublesome ones as soon as they are applied. If you have the time, you can also dispel the debuff the DPS got.
-Every spell that removes buffs. Half your heals come from buffs, meaning the Tank will be the most vulnerable the very moment he is dispelled.
-Every AoE that has 40 feet or more and that can prevent you from casting skills. Those are also the moment the Tank will be the most vulnerable, you will need to reapply your Heal over time spells right before it is cast.
-Your buffs. Especially the heal over time buffs you apply. You want to keep those buffs on at every moment. Recast them the moment they start flashing.
How a healer is played:
-Keep every Heal over time and Defensive buffs on at any moment by recasting them the moment they start flashing.
-Spam Cure. If the monsters are not much strong, you can use Cure only when the Tank’s health starts to drop a bit low (like 50-75%). However, keep in mind that simultaneous hits and critical hits of any monster can still bring a Tank instantly to low health, so always keep Cure ready to be cast!
What a healer must NOT do:
-Use only Cure. You NEED to use whichever Heal over time your class has to offer and keep it on at anytime in order to be able to heal effectively.
-Fight. Healers are not good at dealing damage, you have to focus on heals and avoid putting yourself in danger. Exception being if the monsters are unable to deal damage to multiple targets and can’t out-damage your Heal over time buffs, but still avoid wasting your mana uselessly.
-Panic. If a monster is targeting you, do not run away in the opposite direction of the Tank. If you can take the damage, don’t move and continue healing. If you can’t take the damage, run away from the enemies without getting too far away from the tank and without getting too close to other enemies.
Main General skills:
-Cure: Heals for a certain amount. No matter which healer class you will be playing, you WILL be spamming Cure. Especially on bosses!
-Prevention: Dispels a debuff and reduces damage taken by a fixed amount. You can choose to level it up in order to increase the damage reduced or to not level it up in order to minimize the mana spent.
-Revive: Resurrects a dead player. Since it can only be used outside of battle, it does not matter if you level it up or not.
Clerics require a character level 5. Their best weapon is the Mace. They are better at healing a single target and G-Healing items are more effective with this class than with others since they mostly use Direct Heals.
-Multiple buffs that last 15 minutes
-Good at healing a single target
-Have an AoE Dispel
-Have trouble healing multiple targets
-Life Cure (level 1): Heals over time. Can stack up to 5 times and instant cast, thus allows you to focus more on Cure.
-Purifying Wind (level 10): Dispels a debuff in an area and increases effectiveness of heals.
-Healing Radiance (level 30): Heal in an area.
-Divine Light (level 60): Instant heal.
Bards require a character level 20 All their skills requires the use of a Guitar, so you pretty much don’t have much choice but to wear one to be effective. Bards mostly uses short-durations party buffs. Also, Bards are special: they wear Light Armor instead of Cloth Armor, allowing them to wear more AGI-oriented equips.
-The best AoE healer.
-A huge choice of Buffs
-A better bulk than other healers due to the ability to wear Light Armor.
-Very little stats actually matter to them.
-Very ineffective until level 30
-Buffs last very little time and require to be recast regularly.
-Very little stats actually matter to them.
-Too popular class, added to the fact that they are extremely ineffective in the same party.
-Songs of Illusion (level 20): Increases EVA and DEF of everyone by a great amount (I almost double my DEF with it!)
-Music of Life (level 30): Heal over Time applied to everyone. Can stack up to 3 times.
-Musical Encouragement (level 60): Reduces damage by a fixed amount and gives Sleep Immunity (!!!).
-G-Healing (not as important, since you’ll rely less often on Cure)
Note: Bards are often used due to their ability to kill Veninfang monsters solo easily at high levels, using the Kite strategy. This method gives great experience. However, this makes people have the ability to heal using a fully leveled Bard, without knowing how to use this class correctly.
Shamans require a Character level 45 and the Cleric leveled to 40. Their main weapon is the Staff. However, when soloing, it is a good idea to use a Bow or a Gun instead. The reason is that Shamans use Totems, which are stationary and heals/damages in a limited range. By using a bow, you can always stay close to your totem and keep attacking. Shamans also seem to be more offensive than the two other classes
-Has buffs that increases the Core stats and that lasts 15 minutes.
-More offensive than other healers
-Has a talent that can greatly increase element resistance, in order to survive AoEs more easily.
-Does not lose as much efficiency when two shamans are in the same party.
-Good for AoE Healing.
-Uses Totem for Heal over time, which, unfortunately, heals less, needs to be closer than 30 feet, and can be destroyed very easily.
-Useful effects only happen with a small chance on certain skills.
-It is uncertain of what increases the effectiveness of Totems.
-Thought it is meant to be more offensive than other healers, it is still very weak on the offensive.
-Thorn Shield (level 10): Increases defense and reflects damage back to attacks.
-Totem of Grace (level 20): Summons a totem that heals every 3 seconds and has a chance to dispel on every heal.
-Drops of Heaven (level 30): Area heal, with a chance to heal over time afterwards.
-Callback? (level 60): Brings a player back to life. May apparently be able to be cast in battle (!!!)
-G-Healing (unknown if it affects Totem of Grace)
7. Magic DMG Classes
Magic DMG Classes uses Magic Spells. They are also known as “Magic DPS”, DPS meaning “Damage per Second”. Their role is, like the two previous DMG classes, to kill stuff the fastest possible. Their main stat is INT, since all they use uses M-ATK. They wear Cloth Armor, which makes them sort of a “glass cannon”.
-Highest single hit damage.
-Ability to use multiple elements, which make them good for breaking bosses.
-Most skills do not have a cooldown, making them easily spammable.
-Very mana hungry.
-The most fragile class, with their poor DEF and their unability to heal.
-Most spells have a Cast time.
What is required to be a good Magic DPS:
-A good Magic weapon. However, the skill level matters more here than with the physical DPS classes.
-Malice reduction. Once again, it is important to not bring any monster’s attention, especially since you are the most fragile class.
What a Magic DPS must watch out for:
-Any AoE of 40 feet or more. They will hurt you, so watch out for their effects!
-Any Reflect buff or damage/heal on attack debuffs. Particularly Reflect buffs, since if you finish casting a spell with this buff, the reflected damage will be very huge! Press Escape or any Movement key to interrupt a spell.
How a Magic DPS is played:
-Spam skills. Once again, it’s all about dealing the best damage. However, here, you’ll have to keep your MP potions ready, since once you’re out of MP, you can’t attack anymore!
What a Magic DPS must NOT do:
-Stand too close to enemies. You do not want to get hit by any AoE, keep the best distance possible!
-Attack while under the effect of a Heal on attack Debuff. Again, you do not want to heal a boss.
-Lure Enemies. Like the Ranged DPS, unless you’re in an AoE party, you do not want any monster to target you and the healer. It is a Tank’s job to lure, with the use of Provoke.
Main general skills:
-Winter Chill: Deals damage over time and reduces Move Speed. Stacks up to 3 times.
-Fireball: Deals fire damage and chance to stun.
-Dimensional Jump: Teleports forward and increases EVA. If used correctly, can allow you to escape an AoE.
Magicians are available since the very beginning. Their main weapon is the Staff. This class focuses on Fire, Lightning and Ice spells, and thus have multiple choices of spells to use.
-Along with the general skills, they have at least one single-target spell and one AoE spell for all 3 elements
-Can become invisible, like the Thief.
-Has multiple Damage over Time spells, as well as multiple AoEs
-Has a few spammable spells with a good chance of stun.
-No defensive skill besides Ice Shield
-Lightning Bolt (level 1): Instant Lightning damage. Also can knock down if under the effect of Winter Chill.
-Snow Storm (level 5): Deals Ice Damage in an AoE and immobilizes targets.
-Fusion Reaction? (level 60): Deal huge damage + short Damage over Time in an Area. Going to need a confirmation on its effectiveness once it can be learned.
Illusionnists require a Character level 35 and the Magician leveled to 30. Their main weapon is the Grimoire. Illusionnists are more special, as they only have two offensive skills, but have a good amount of choices of debuffs and buffs, helping the party in so many ways.
-Often welcomed in a party due to their overall usefulness.
-Can regenerate the MP of everyone in a party, including themselves.
-Have a pet to deal additional damage, thought sometimes unreliable to take the damage.
-Can stop monsters from attacking in multiple ways.
-Only two damage skills, the second one being obtained at level 60.
-No AoE damage skill of their own until level 60.
-Deadly Icicle (level 5): Deal 3 hits. Main offensive skill
-Ancient Call (level 10): Summons a Mecha Jinn to assist you.
-Mind Surge (level 20): Heal MP over time of everyone close to you
-Hypnotic Eye (level 30): Puts every in an area to sleep. Wakes up upon taking a direct hit.
Note: Like the Hunter’s Tiger, Mecha Jinn can become troublesome and actually heal a boss if affected by a Heal per hit debuff. If a boss has this, unsummon your Mecha Jinn. You can do this by right-clicking the buff on the top-right, then clicking “Remove Status”.
7.3: Warlock (unavailable)
Warlocks require a Character level 55 as well as the Magician and Shaman leveled to 50. Information is available on Eden’s Wiki, but the class is unavailable in-game, so information I say may be inaccurate due to me not having tested it IG and gotten a general feeling. Their main weapon is written as “Tomes”, but I am unsure if it would just be a translation issue and meant Grimoires instead. They are a Magic class that focuses on Dark magic, and thus is the only class able to deal consistant Dark damage in the game.
-Only Dark damage dealer in the game.
-Can heal their own Health in two different ways.
-Can summon a Magic Eye and sacrifice it for a buff if useless in a battle or about to die.
-Can apparently remove a Boss’ buff? Or maybe it has been forgotten to mention it has no effect on bosses?
-No AoE of their own (thought they seem to have an indirect AoE)
-Absolutely nothing to recover MP, even when outside of battle.
-Plague may generate a lot of Malice?
-Parasite (level 5): Deals damage over time and can remove a buff. Can be stacked up to 3 times, and also gives secondary effects to some other spells.
-Dark Pact (level 15): Summons a Magic Eye to assist you.
-Plague (level 50): Use on a friendly target. Whenever this target is attacked, the attacker is afflicted with Parasite (a convenient indirect AoE if used on the Tank!)
8. Dungeon strategies.
In this game, having a strategy is often important. When doing a dungeon, it is important to first take note of the amount of people allowed. Currently, there are three possibilities. Here is the optimal team for all 3 of them:
-3-man dungeon: 1 Tank, 1 Healer, 1 DPS
-5-man dungeon: 1 Tank, 2 Healers (different classes preferably), 2 DPS
-8-man dungeon (raid): 1 or 2 Tank, 3 or 4 Healers (different classes preferably), rest DPS
Raid dungeons do require a fairly different team. Normally, you have one tanker that takes all the damage. However, in a Raid dungeon, the damage may sometimes be so huge that it may be necessary to split the damage on two tankers to avoid any of them to die from full health in less than half a second due to simultaneous hits from every monster.
Then, there’s the formation. It’s pretty much always the same it can’t be considered a “strategy”. Simple: Melee DPS and Tanker stays next to the monsters, while every other class keep doing their role at the maximum distance possible. Melee DPS may have an easier time getting out of an AoE’s by standing at the opposite side of the Tank, since AoEs use the Tank as the center of the Area, giving them extra distance to dodge. However, by doing that, you might go out of the Healer’s range.
Finally, there are multiple situations and strategies to react to them. Most situations have been already mentioned previously, but will be repeated here.
Kite: Kiting means attacking and running away at the same time. Alone, you need some extra Move Speed in order to gain distance from the monster and be able to attack as many times as possible without getting hit. In a party, you can have the Tank run in circle and use Provoke frequently, while having the Healers heal any hits he may take while the DPS kill him, preferably with distance. This is a useful strategy for monsters that can deal huge amount of damage with every hit they deal, crippling Tanks easily. It does not work on bosses, since they can just reset after running too much.
Anticipate: Like said previously, you need to know the boss’ spells in order to be able to react accordingly. You need to always consider that a boss can use any spell at any moment, so always keep counter-measures ready to be used any-time. You’re a healer and the boss is casting a small AoE? Keep the Prevention buff button ready! You have stuns and you know the boss have troublesome spells? Keep your stuns ready to interrupt! Knowledge is power, so know your targets before taking them on!
DPS Rush: At one point, everyone uses all their buffs to maximize damage over a short duration. This can be useful for quickly ending a particular part of a boss’ fight when it can use particularly deadly skills. It can also be used to out-damage a particularly strong heal, like Queen Abby’s stackable Heal over Time. When out-damaging a heal is necessary and the boss does not deal much damage, it can be ok for the Tank to change to a DPS class.
Stop Attacking: Bosses start using particularly annoying buffs and debuffs mid-level. Such is the case of the skills Roar and Fatal Wound. Roar dispels everyone in a short AoE and make them heal this Boss if they attack. Fatal Wound makes you take huge damage everytime you attack. At this point, you have to stop attacking in a way or another. You can press Escape or move to stop attacking (best to spam Strafe left and right to stay in place, default Q and E). Tanks be careful: if you decide to move, be sure to still stay close enough to the boss so that it does not move! Also, you need to continue generating Malice, so if it lasts too long, use Provoke, even if it will hurts you or heal the boss. You may start attacking again the moment the debuff or debuff (if Reflect damage) runs out or is dispelled.
Dodge the AoE: Another strategy is to simply go out of the AoE to avoid a troublesome debuff. When you’re Melee DPS, there is no problem in doing that, as long as you have the time to do it. As a Tank, this is a different matter. This strategy must be used as a Tank only when this skill is not debuffable, yet still deadly (usually an effect that multiplies the next damage taken by a great amount). Ranged DPS, Magic DPS and Healers could technically use the same strategy for AoE of 40 feet.
Interrupt the Cast: Another strategy is to interrupt a boss’ Spell by using anything that will stop it: Stun, Knockdown, Sleep, etc. They gain immunity afterwards for a certain amount of time, so this is a strategy that means keeping the interrupt skills for this very precise time, and won’t be available for reuse for some time. You may also need to identify the spells, so that you don’t interrupt a useless skill instead of the troublesome skill.
Increase EVA: Some classes have access to EVA increase buffs. EVA increases the chances a monster misses you. When they miss, the whole skill misses, thus you do not receive the Debuff it may have given. Thus, by increasing your EVA, you increase the chances to not get the Debuff and continue attacking like you went out of the spell’s Area.
Restack: Many skills deal damage over time or heal over time and can be stacked. If you stop casting it, you need to reuse it as many times as necessary to fill the stack, wasting in the process lot of heal/damage potential as well as lot of MP. Simple strategy: reuse this skill everytime the boss casts a spell that can prevent you from using it (stun and such). Also, if you are a DPS class, you can reuse the skill even when under the effect of Fatal Wound or Roar and other skills alike in order to keep dealing damage without hurting yourself or healing the boss.
Damage over Time: Skills that deal damage over time are not affected by anything. If you are under the effect of a skill that damages you or heals the boss whenever you attack, you can still deal damage without worry with Damage over Time skills. Some boss’ buffs may even reduce damage or give them immunity, Damage over Time skills will not be affected by those reductions!
Lure: Luring means bringing a monster or group of monster to a desired location. It is sometimes a good idea to lure dungeon mobs out of another dungeon monster’s patrol area, since monsters that patrol often deal huge amount of damage and are meant to be taken on alone. It is also good to lure monsters that stand close to a boss to avoid having to take care of them at the same time as the boss. Bosses do not attack if a nearby dungeon monster is attacked, fortunately.
Retreat: Sometimes, retreating is a good strategy. When the Tank dies, the rest of the party risks dying too. Regular monsters follow anyone inside the dungeon until they are stuck, the target dies or leaves the dungeon, so it would usually be best to attempt to finish them or Stall until the Tank comes back. Bosses, however, stop following after a short distance, so healers can easily resurrect Fallen players after it has reset.
Attack from behind the wall: This is a strategy very rarely possible. Basically, you get ranged DPS, Magic DPS and Healer classes hide behind a wall that still allows them to hit the boss (like a non-passable height difference). You can still get hit by AoEs, however any monster summoned or even the boss itself will have to run a much longer time before getting to them, buying in the process some time.
Secondary Tank: This is a strategy that shouldn’t be normally used outside of Raids. However, it is possible to have a Secondary Tank to either take turn taking the boss’ hits, or that can pick the boss’ attention should the Main Tank dies, and stall until the Main Tank comes back. Against normal monsters, it can be used to split damage, but it also splits the effectiveness of single-target heals.
Kill at entrance: This can be used on both Trial dungeons. You can lure any regular enemy to the entrance of the dungeon, constantly revive and deal the best damage you can deal while you’re alive until it is dead. However, chances are if you require such strategy, you will be unable to kill bosses, so it’s best to use that strategy only to finish a particular enemy that was almost dead but that managed to deal a lethal blow to the Tank.
Break the Stack: Some bosses have nasty spells that stacks. Spells that Heal over time or Damage over time normally. And worst of all, they may also be Instant cast! Once, no problem, twice, it starts getting troublesome, thrice, it’s too powerful! The goal here is to look for the Cooldown and Skill duration, and estimate the moment it will reuse it. And the moment you feel it will, stun the boss. If the timing is good and the Stun works, the Boss will be unable to keep the stack going and will go back to one.