FlyFF Guides Beginners
FlyFF Guides Beginners
In the land of Madrigal, there are many options for your character. The characters that you create will become your own personal avatars. You’ll be able to choose their name (be warned that the character name may already be taken by another player) and customize their appearances.
Once you create your character, you start out on your adventure as a Vagrant. Once you reach level 15, you will then progress onto your first job, and after that (at level 60) you will undertake your second job change to acquire a more advanced version of your first job choice. Starting the game as a Vagrant allows you get a good grasp of how the game is played. When you reach level 15 as a Vagrant, you may choose from the following first job classes:
- Assists use INT and STA to cast their buffs if they are support. Assist also uses STR and DEX if they are Battle.
- Acrobats use DEX and STA to speed up their attacks and strengthen them if they will use bows. Acrobats that will use Yoyo’s need STR to deliver more damage to a monster.
- Mages use INT to cast their spells and they also tend to use STA for more HP and Defense to survive more.
- Mercenaries use STR to place power in their strikes.
The assist is the priest or medic in Flyff. Two primary builds are FS, Full Support, the healer or BP the fighter. Both have the same skills to chose from. Where the FS will need a partner to level the BP build may self-buff and fight on there own. The Assist is the first class the get and AoE attack. The assist may chose from Ringmaster and Billposter at second job. The Assist can use a Stick and Knuckle ,when Knuckle is equipped, may use Shields.
The Acrobat is the most recent of the four first classes in the game, having been added to FlyFF during an update on December 21, 2005. Acrobats depend heavily on ranged melee attacks to fight, utilizing both Bows and Yo-Yos to combat enemies. Bows consume Arrows with each use, and Yo-yos have a slight chance to knock the target backwards. Since their weapons require both hands to wield, Acrobats are unable to equip a Shield. However, Acrobats have a wide array of skills geared towards stealthy and cunning maneuvers like Dark Illusion, which allows the user to turn invisible temporarily, and Crossline, which has a chance to stun the target.
Acrobats make use of every stat except for Intelligence, which doesn’t influence their damage, defense rate, or any aspect of their character except for their MP pool. Many players will advise against adding points of INT only to increase an Acrobat’s MP, since the points are better spent in Strength, Stamina, or Dexterity. For Acrobats, Strength increases the attack power of Yo-yos, and Dexterity increases the attack power of Bows. To offset the Critical Rate, Accuracy, Evade/Block Rate, and Attack Speed bonuses that Dexterity provides, Dexterity does not add as much attack rate to Bows as Strength does to Yo-yos. When an Acrobat reaches level 60, they can change classes into either a Jester or a Ranger.
Magician is not a class that depends dexterity. Thus speed breaks are more or less useless for Magicians. Unless you plan on hitting your opponent with your Staff.
The Mercenary class is normally the first choice of newer players. These hack and slash characters are easy to level and don’t require much money to raise. Being basically just click and wait they make it easier to learn the game mechanics. There are many types of Mercenaries those going for Blade on second job would go mostly Dexterity. If you see someone who is but a blur as they hack away then most likely you have just encountered a Blade. Those going Knight would go more for Stamina. The Knight class is what most players fondly refer to when they speak of the human meet shield. These guys can take a hit.
One Response to “FlyFF Guides Beginners”
Leave a Reply
You must be logged in to post a comment.