Class Strategy

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Warrior

-A class that fills any role. Sword and shield give you decent damage dice and effects to work with, your ability to cover for others using both 'Taunt' and 'Safeguard' allows you to ensure the stronger DPS's can do their thing, and you have tools to escape out of bondage and bad spots with both Breakfree and Adrenaline Rush.

  • Depending on team size, and foe's, it is best to pick out a player with AoE skills and attacks (such as Ranger and Sorceress ) and Safeguard them on your first turn. Doing this will allow them more time to get off their attacks and help thin out the enemies number as a result.
  • If working with classes like say the Dark Mage or Ranger, try to 'Taunt' their targets to attack you, letting them get their bonuses to attack with.
  • Even if 'Shield Bash' might be your weakest attack, and gets no bonus to hit, the chance to stun your target for a round makes it VERY useful when fighting things with lots of HP, disabling them from using otherwise powerful attacks that could bind your entire team or worse.
  • If things are starting to look bad for you bondage wise (and still have arm access), make good use of 'Parry'. Doing this can not only save you from taking more, but can also (rarely) disable the attacking enemies for a turn. 'Parry' also works well to negate attacks when you have taunted and are relying on your ally's to do the damage.
  • Otherwise when the numbers are low, and the battle more controlled, go on ahead and go onto the attack at this point. 'Impale' is a good way to finish off weakened targets, and 'Sword Slash' with +2 to hit gives you more room to score your damage (including if lacking a Fairy Princess or Priestess to buff/debuff your foes).

---Good Feats---

Tanking: Evasive, Surge of Effort, Desperation, Protector, Tank

DPS: Strong, Follow-up, Counterstrike, Sharp Tongue

Tamer

-A tricky DPS class to play as. You give orders towards your pet to have them do mostly everything for you. The main draw with this is that with 'Pet Shield' you can avoid taking most bondage attacks outright, and you have a few disabling options, leaving you in an interesting spot.

  • Your pet is your lifeline. They can disable a foe, undo others bondage from a distance (leaving you still moving), and take attacks for you. While it IS overall weaker then you, it does on the other hand give you many options to approach a situation.
  • Your whips are your damage and debuff source. 'Entangle' will chances are becomes your most used attack, as it can lead towards the disabling 'Drag' to let your ally's pound on your target, or 'Slam' when looking to finish someone off. 'Entangle' also gives you faux tanking, forcing the bound opponent to attack you, or suffer a chance of being disabled for a turn (and with your pet, able to block said attack as well).
  • 'Pet Tackle' is a great way to disable a big HP target, as a successful hit can lead towards 'Pet Pin'. Doing such will leave them taking passive damage, more less unable to do anything but struggle, with everyone (including yourself) getting a bonus to hit. Just remember your pet cannot use 'Pet Shield' doing this time, leaving yourself open towards attacks.
  • As noted, thanks towards how your pet and 'Entangle' works, it is actually quite viable to be a tank as well. Even more so when you are allowed feats to make use of.
  • If your pet becomes too bound up, you'll be unable to make use of them anymore. Remember this doing breather times to perhaps undo anything they took for you.

---Good Feats---

Dps: Accurate, Horsepet, Coordination, Strong, Focused


Tank: Evasive, Roar, Bunnypet/Dogpet/Catpet, Desperation

Ranger

-A very powerful DPS class, the ranger is one of the few classes that can score hits repeatably, and dish out good damage ether towards single targets, or the entire group. They also have tools to make it a bit easier to avoid more melee based foes.

  • 'Sniper' is a great passive and should be made use of for as much as you can. If need be ask for a Warrior to 'Safeguard' you, or use the time of a Dressmaker using 'Sensual Dance' to abuse it's bonus.
  • 'Rain of Arrows' can make short work of large group, low HP mobs. When outnumbered, try to make use of this doing every turn it's on cooldown, remembering that 'Sniper' gives you a bonus to hit with this for every target that turn(need conform?).
  • When fighting enemies that relay heavy on melee attacks, make good use of 'Caltrops' and 'Point Blank' to prevent them from doing much of anything.
  • 'Bolas' is a wonderful attack on bosses and large HP targets. Try to keep your stacks on them when you can, including when setting up for your kill attacks.
  • 'Piercing Arrow' is a VERY good opening attack due towards it needing you to move. Try to start every round with this for some easy damage.
  • When you are ready to take out a target outright, attempt a 'Swiftness', and then spamming 'Headshot' using every action is the best route to go. Try to ensure you have the best chance of scoring your hits with good pre-use of 'Bolas', and ally's assisting to debuff as your 'Sniper' will only count for the first attack hit, and not your other attempts (as those are not the same attack).
  • 'Swiftness' is also a very good skill to use when bondage starts to get out of hand!


---Good Feats---

DPS: Bob and Weave, Explosive Arrow, Miracle Shot, Accurate

Debuff/Crowd Control: Net Arrow, Landmines, Mortars, Focused


Sorceress

-One of the most diverse DPS classes in the game. They can deal direct, passive, and group damage, only to then add onto such many debuffs to curse their foes into easier targets. They also have one of the only attacks that helps reduce everyone's bondage at once.

  • 'Silent Spell' is a nice passive due towards the fact that EVERYTHING you do is spell's. You have NO melee, nor normal ranged attacks, so becoming 'Gagged' shuts you down hard. This passive still allows you to function even while under such, thought the chance of it failing is high. If anything else, ask for a 'Safeguard' from a Warrior as a single gag can disable you hard.
  • 'Arcane Sphere' is a great battle opener, allowing a passive attack to deal damage while still giving you freedom to attack yourself. Keeping it up will greatly help dropping groups fast. Using 'Chain Lightning' in combination with this even more so.
  • 'Melt Armor' and 'Fire Blast' are two very good attacks to help chew down high HP/Defense foes quickly. The first to make them take more damage and turn them into an easier to hit target, and then the second to give them consent damage.
  • 'Ice Lance' is VERY good on Bosses, disabling their ability to score hits on anyone at all. Once you have them down to -4, start to finish them off with 'Lightning Bolt'.
  • Never use 'Fire Blast' and 'Ice Lance' on the same target. Once you get one of the two on someone, try to then stick with 'Lightning Bolt' and 'Chain Lightning'.
  • 'Tornado' is quite the attack, and due towards it's high damage numbers, and hitting everyone, you should make use of it's attacking side as soon as possible. Just remember you still have a single use as a 'Get out of Jail' option to undo everyone's bondage when it starts to add up.
  • 'Invisible' is good to use when things are starting to get out of hand fast. While under such, try to go and undo ether your own, or other players bondage as much as you can before it wears off.

---Good Feats---

DPS: Mnemonic Spellcast, Arcane Sentinel, Fire Affinity, Evasive

Debuff: Mnemonic Spellcast/Hidden Tricks/Sanctum, Water Affinity, Fire Affinity, Focused (Options due towards ether garentee casting, more options to remove gags, or to support your tanks)

Priestess

-A very heavy support class, making use of their 'Blessings' to give teammates a much needed edge on taking down their targets. Thought a lack of dealing damage, and low defense, makes them best used in a full group.

  • 'Vorpal Blessing' and 'Truesight Blessing' are very good stating moves to boost your ally's with, giving them more damage, and better chances to score hits in general. If you have anyone tanking, it might also be of interest to cast 'Freedom Blessing' on them to lower the bondage they take.
  • Due towards how the Priestess works, most of the time you will be helping remove bondage from others and keeping them still in the fight. Make good use of 'Agile Hands' on hard and higher bondage to ensure you can break people out ASAP. If your HP get's too low from this, 'Aftercare' can help perk you back up. Remember to also use 'Aftercare' on people struggling with foes with Exhaustion Marks of any kind to not let them pile up.
  • 'Retribution' will chances are be your main damaging attack and works wonders when someone is tanking for you, as it deals extra damage based off of how much damage the opponent did first. 'Holy Mace' is more of a last resort type of attack, and should only be used when a battle is pretty much won ( or if a foe have VERY low HP and everyone else is doing other things ).
  • Both 'Restore' and 'Sacrifice' are very powerful, but also very situational skills. 'Restore' is the ONLY skill in the game to get someone back on their feet after their HP hits zero/they submit. While 'Sacrifice' gives you an option to completely free someone from bondage and heal them up, only in turn putting yourself into their placement. Using 'Sacrifice' on a DPS when they start hitting extreme or impossible is a very valid maneuver, and remember that this is an Ability, not a spell, and as such can be used while gagged.

---Good Feats---

Penance, Healing Touch + Masseuse, Evasive, Fast Recovery

Warlock

-A powerful DPS mage that fully centers around their passive 'Energy Drain', when made good use of has utterly destructive results. While they lack options outside of dealing damage, the amount they churn out is almost second to none. Out of the spellcasters, they end up the most melee focused.

  • Everything a Warlock does is to gather charges for 'Energy Drain' to then spend on their attacks. 'Latex Lash' is your most balanced option of gaining such in damage and to hit, but only at 1 mark per turn. 'Latex Surge' can net you 2 marks, but suffers from a -2 to hit. 'Latex Dive' is the most risky, letting you damage up towards 3 foes, and gaining 3 marks, but the suffering an easier time to be hit. Your last option is 'Inner Power' that should be kept up always for the bonus to hit, when cast also giving you 1 mark.
  • Unlike other Spellcasters, you can still fight and deal damage even while gagged. This makes them very strong picks when fighting things that have a heavy head focus.
  • 'Absorb Energy' can easily turn you into a powerhouse very quickly. It being used to boost your 'Latex Lash' can do between 6~11 points of damage per turn for 3 turns after casting.
  • 'Energy Blast' in turn is a VERY good boss or large HP finisher, with max charges spend able to deal upwards towards 22 damage in a single blow, and if under the effects of 'Absorb Energy', even more. Just remember that you are stunned the turn after such.
  • 'Energy Burst' can be a great crowd control attack, getting rid of a ton of mods at once dealing up towards 20 damage maxed. It's almost recommended to ALWAYS use this the first second you get unless lacking in marks.
  • 'Absorb Will' is odd to say the least, and almost no one will ever use it. Due towards it being a spell, you can't use it while gagged, and due towards it burning all of your marks, you chances are wouldn't want to use it anyway outside of VERY dire and already rather bound up situations. If at the end of a battle thought and are low on HP, it does let you spend what marks you DO have to keep yourself going.


---Good Feats---

Inner Strength, Energy Collapse, Latex Tide, Encouragement, Strength

Rubbermage

-A very tricky spell focused class, the Rubbermage works their magic using 'Clinging Rubber' to apply marks, and then alter the playing field how they see fit. This class is chances are very hard to play as due towards it's mass amount of options, and it's need for 'Clinging Rubber' marks on it's foes, yet has the ability to respond towards any situation when played right.

  • Like the warlock, you need to first build up 'Clinging Rubber' marks onto your foes before you can get started, and you have a few options on doing this. 'Rubber Ball' is a good way to get marks on a single target fast, while 'Rubber Fountain' can get up towards 3 things marked at once. 'Rubber Strike' is just a general attack to use when looking to both build marks and damage at the same time.
  • 'Rubber Skin' can be a very useful buff towards anyone tanking for the party, and only takes up one mark for 4 turns of aid. 'Rubber Doll' on the other hand will chances are become your buff of choice, doubling your actions for up towards 4 turns, and can also work as a one time shield.
  • When fighting many foes at once, making good use of 'Rubber Bubble' can easily shift the tide of a fight into your hands once again. If need be, use 'Rubber Fountain' to apply marks to many foes, and then 'Rubber Bubble' them to give players breathing room.
  • 'Rubber Wave' and 'Rubber Backlash' are your 'kill' moves, and as such should only be used when you are ready for such. 'Rubber Wave' is VERY good after a few turns of 'Rubber Fountain's to mark as many foes as possible, while 'Rubber Backlash' is a great high HP/boss finisher.

---Good Feats---

Geyser, Dollmaster, Rubber Armor, Concentrated

Dressmaker

-Unlike the Warrior, the Dressmaker is a full time tank, taking blows and making foes attack them outright, all while having skills and uses to null bondage, and to disable opponents left and right. What they get in mitigation thought, they lose in damage, and have to reply on their team to dish out the numbers.

  • 'May I have this Dance?' along with 'Sensual Dance' are your main 'tanking' skills to force foes to attack you. Due towards such, it's best to activate your passive on high bondage/damage attacks, and due towards 'Sensual Dance' only usable once per battle, best only after you 'set up'.
  • 'Sparkle Armor' should be your main buff of choice as long as 'Sensual Dance' is ether up, or able to be activated. Afterwords, making use of 'Mannequin' is viable for a more damaging counter, but try to only use this once foes numbers have dwindled. Also, when you can, apply 'Battle Dress' towards two ally's as soon as possible, namely your DPS classes to let them score their hits as needed.
  • 'Ballet Defense' is a WONDERFUL nulling skill that should be used almost every time you get a chance. If your opponent rolls a 17+ thought, you might want to take into account that failing the roll adds more bondage towards you.
  • Both 'Transformation Sequence' and 'Dressmaker's Power Unlock!' are your 'Get out of Jail' skills when things start to become too much. 'Transformation Sequence' lets you skirt out of bondage as needed, and should be used by the time stuff starts to become 'hard' bound. While 'Dressmaker's Power Unlock!' is chances are best when things TRULY get out of hand, needing better escape rolls and the like. Just remember that these skills CAN fizzle out, more less even backfire on a bad roll.

---Good Feats---

Limber, Ballerina, Shiny, Magical Shockwave, Transformation Flash

Fairy Princess

-Much like the Priestess, the Fairy Princess is a very support heavy class, thought instead of focusing on boosting their ally's, they aim more at inhibiting their foes to make them easier targets.

  • 'Royal Outrage' is a very interesting passive, letting you ether escape bondage easier, or apply more damage at a later time. Thought you can only pick one or the other, and not both. Escaping bondage is far less risky and more of safe bet, while the dealing damage first requires to to be taking damage, and as most foes can not deal damage till you are bound up, this makes it VERY risky to use. Both only also last for a single use before resetting, so overall it is your best bet to focus on the bondage half.
  • 'Fae Circle' can be a very good 'first turn' buff for yourself and the party, including when then followed up with 'Royal Poise' giving you an edge with bad rolls. If you can have someone block attacks for you, it even works as a long term buff for the entire match as you never HAVE to move to do anything.
  • 'Flower Chains' can easily stop something in it's tracks fast, making them a perfect target for everyone to pound on. While 'Royal Compulsion' can cause foes to in-fight, stopping them from attacking one of you, and instead adding more damage onto another opponent! Combining the two to chain someone in place, and then direct the other to attack them is a VERY sound strategy!
  • 'Pixie Swarm' is a situational skill, letting you ether help undo someone's bondage, or make something have a harder time hitting. For the most part, use this for the bondage removal, and the debuff on large targets/bosses. 'Fairy Lands' is different thought, you wanting to use this to thin out numbers for a time far more then needing to recover player HP. Ether use this right away to make a fight easier to deal with, or hold onto it if teamed with a 'Priestess' or a tank who might need a quick reheal and time to undo bondage.
  • 'Royal Court' is an attack that should ONLY be used when things are truly out of hand. Everyone has bondage towards some degree, and the foes are getting you only worse and worse. Using this gives you all a SINGLE turn to hopefully undo bondage and get back onto your feet, and you only get to use this ONCE. As such do make it count when ready, and do note that all buffs/debuffs vanish/can not be used on that turn.

---Good Feats---

Royal Grace, Saving Face, Hospitality, Pixie Direction, Concentrated


Technomancer

-The Technomancer makes good use of it's Drones to ether dish out damage, or give them quite a way in tanking options. While not as diverse as the 'Warrior', and far more reliant on their drones, they do have higher damage output.

  • 'Drone Factory' is what will ether make, or break you for the most part. When it works, you'll have a ton of drones at the ready and have all of your attacks open at any time. When it fails you'll be wasting turns to make up for it's slack with 'Build Drone' and hoping you don't get over ran.
  • 'Come at me, bro!' is a decent tanking skill, including if you can keep your drones up and running for such. Add onto this with 'Do not want!' and you can fence off foes from ever landing a hit.
  • Try to get an 'AFK' up and running as soon as possible on any large HP targets. The consent stun can make a massive different for others able to score hits, more less avoiding more damage/bondage.
  • If able to take a more up front attacking role, try to make good use of 'Kamikaze!' and saving up for 'Mah Lazor' for a kill. Thought don't overdo it or you'll find yourself out of options quick.
  • As odd as it sounds, try to use 'Double Time' as soon as possible, stocking up on your drones to give you as many options as you can.

---Good Feats---

Around the World, Harder, Stronger, One More Time

Dark Mage

-A class that controls the dark elements itself, able to bend shadows and a phased world towards their will. The Dark Mage is a class that disables their foes with no relent, weakening them till they have no other option but to pass out.

  • 'Forced Phase' is a wonderful starting attack to lower foes numbers by 1 right from the get go. Try to get this on something as soon as possible and let the passive damage weaken them.