Difference between revisions of "Combat:Jester"

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Class Summary

Jesters are acrobatic pranksters who rely on trickery and innovation to succeed. The variety of tactics contained in Pranks, Tarot, and Puppetry allows for skill combinations that can keep their opponents wary and guessing. They focus on hindering their opponent in short bursts to secure a surprise kill or crafting a full puppet of their target to lock them down no matter where they run.

Skills

Tarot - Magically charged cards to aid yourself and hinder your enemies.

Pranks - It's only funny until someone gets hurt. Then it's hilarious.

Puppetry - Total control over a foe through a puppet in their likeness.

Recommended Learning Order

Learn Pranks until Bop for hunting. You will be able to wish for your blackjack at this stage at a cost of 500 gold. This is the only way to obtain a blackjack.

While Pranks contains some of your most important skills, Tarot contains the other most important skills. You will want to learn the Hermit Tarot for both easier traveling and quick escapes. You will also have Priestess and Magician Tarot for health and mana protection, and the Fool Tarot for emergency healing. Unfortunately, without Supercharge your card flinging will be slow, but emergencies may call for these basic skills regardless.

You should next work toward Acrobatics in Pranks, acquiring most of your bombs and allowing you to dodge attacks from physical damage and prep classes as well as gaining some evasion skills.

At any time during your learning, you might decide to Transcend either Pranks or Tarot before learning further in the other, as both are more efficient at Transcendent than in segments.

Learn Puppetry last, as a jester's survivability is decreased without Pranks or Tarot, making fashioning useless. If you do decide to learn any Puppetry, the first useful skill is Reckless.

Stats

Jesters have very little combat use for Intelligence or Strength, which only fuel their damage attacks, and jesters aren't designed for heavy damage.

Your goal is survivability.

  • Dexterity - This is the preferable statistic for a jester. Combined with Acrobatics, your dodging will be high enough that physical damage classes and prep classes will struggle, and burst damage is the greatest threat to a jester. Constitution will help in enduring all forms of damage, but with higher dexterity you'll have frequent chances of avoiding the damage or limb prep entirely.
  • Constitution - Dexterity being considered the statistic with the least use, you may opt for a tankier jester route, attempting to withstand damage and fashion without a care.

Traits

The following traits are considered desirable for Jesters:

  • Nimble - This trait allows the bearer to regain balance approximately 10% quicker.


Jester Equipment

You will find that Jesters are somewhat equipment-heavy.



Basic Combat Strategy

Jesters are a hindering class.


Artefacts for Jester Combat

Recommended

  • Elm/Cinnabar pipe
  • Shield of Absorption
  • Belt (con) -OR- Boots (dex)
  • Health sip ring

Class specific

  • Blackjack

Viable

  • Collar (damage output)
  • Sash (damage output)

An artefact pipe is required for all serious combatants, to cure aeon without lighting the pipe, using elm or cinnabar.



Fighting Against Jesters

Knowing your enemy will increase your chances of defeating them. Jesters are most successful when their opponents do not understand their tricks, but understanding them will render many obsolete if you are vigilant.

No two jesters fight alike.

The versatility of jester combat means that there is no one thing you can expect and therefore no single counterstrategy to employ. What you can typically expect is a puppet.

Your primary goal is to kill the jester before they reach 50 fashions or more, indicated by the puppet's eyes flying open and it coming alive. By this stage, they are ready to execute a weak slow lock at least, a force restore combo, or a bleed-out.