Mercenary
From Soloralwiki
m |
m |
||
Line 16: | Line 16: | ||
===Abilities=== | ===Abilities=== | ||
- | *Tackle | + | *Tackle moves |
- | ** | + | **Tackle (0 MP, range 1) deals about 80% of a normal physical hit but has a 75% chance to push the enemy back like a critical |
- | ** | + | **Ram (0 MP, range 1) deals 100% of a normal physical hit and has a 90% chance to push the enemy back |
- | ** | + | **Rushing Charge (0 MP, range 2 straight lines only) deals 100% of a normal physical hit and has a 100% chance to push the enemy back |
- | *Throw | + | *Throw moves |
- | ** | + | **Throw Rock (0 MP, range 3) a ranged attack that deals about 40% of a normal physical hit |
- | ** | + | **Throw Dart (0 MP, range 4) a ranged attack that deals about 70% of a normal physical hit |
- | *Evasion | + | *Evasion moves |
- | ** | + | **Dodge (0 HP, personal) increases evasion for the rest of the battle by +5 |
- | ** | + | **Disguise (0 HP, personal) increases evasion for the battle by +5 and has 50% chance of giving one-turn invisibility |
- | ** | + | **Play Dead (0 HP, personal) gives one-turn invisibility |
*Other | *Other | ||
**Mercenary Sprint (10 MP, personal) get two move phases on your next turn (essentially allowing you to move double distance, and also move, attack, and move again) | **Mercenary Sprint (10 MP, personal) get two move phases on your next turn (essentially allowing you to move double distance, and also move, attack, and move again) | ||
Line 50: | Line 50: | ||
=Mercenary as a Main Job= | =Mercenary as a Main Job= | ||
- | Mercenary offers an attractive balance of statistics, though its lack of focus in any area makes it hard to acomplish certain tasks. Without a very useful sub job | + | Mercenary offers an attractive balance of statistics, though its lack of focus in any area makes it hard to acomplish certain tasks. Without a very useful sub job Mercenary may be a bit too diverse and underpowered to perform effectively in late game. [[Soldier]] or [[Rogue]] can give Mercenary some of the advanced combat tactics it needs to perform well. |
=Mercenary as a Sub Job= | =Mercenary as a Sub Job= | ||
- | The | + | The Mercenary's flexibility is much more useful in the less critical sub job role where it can fill in gaps in the fighting styles of other jobs. It gives Soldiers a ranged attack, lets [[Archer]]s knock threatening melee fighters off of their high spots, or allows a [[Medic]] to go invisible for a time while it moves to a safer position. The stat balance gained at level up also ensures that the main job's primary statistics will be cared for. |
+ | [[CoDT Job List|Back to List of Jobs]] | ||
[[Category:Control of Destiny Tactics]] | [[Category:Control of Destiny Tactics]] |
Current revision as of 16:27, 28 December 2006
|
Contents |
Job Origin Backgound
Mercenaries come from a number of places. Some are soldiers that deserted the army to fight for themselves. Others are bandits that became known enough to be hired professionally. Wherever they come from, they have struck it out on their own during this time of world crisis for profit and recognition. Their training is mostly self taught and lacks discipline, but they are adaptive (if somewhat underhanded) on the battlefield.
Stats
- Good stats: Strength, HP
- Bad stats: Magic resist, Evasion
Equip-able Weapons
- Swords
- Knives
- Axes/Hammers
Skill Tree
Abilities
- Tackle moves
- Tackle (0 MP, range 1) deals about 80% of a normal physical hit but has a 75% chance to push the enemy back like a critical
- Ram (0 MP, range 1) deals 100% of a normal physical hit and has a 90% chance to push the enemy back
- Rushing Charge (0 MP, range 2 straight lines only) deals 100% of a normal physical hit and has a 100% chance to push the enemy back
- Throw moves
- Throw Rock (0 MP, range 3) a ranged attack that deals about 40% of a normal physical hit
- Throw Dart (0 MP, range 4) a ranged attack that deals about 70% of a normal physical hit
- Evasion moves
- Dodge (0 HP, personal) increases evasion for the rest of the battle by +5
- Disguise (0 HP, personal) increases evasion for the battle by +5 and has 50% chance of giving one-turn invisibility
- Play Dead (0 HP, personal) gives one-turn invisibility
- Other
- Mercenary Sprint (10 MP, personal) get two move phases on your next turn (essentially allowing you to move double distance, and also move, attack, and move again)
Support
- Equip Axe/Hammer - Can Equip Axes and Hammers
- Even JP - Main job receives less JP, sub job receives same amount of JP as main job.
Reaction
- Counter Tackle - Counters attack with tackle that may push enemy back.
Masters
Affects all normal attacks with the weapon or abilities that directly use the equipped weapon
- Sword mastery
- Knife mastery
- Axe/Hammer mastery
- Level 1: accuracy +3
- Level 2: fight/ability speed +5%
- Level 3: damage +5%
Notes
A balanced job stat-wise, though on low side on average and learning more towards melee. Has a varety of useful if not overly powerful skills and the basic weapon masters. Most of the mercenary skills are unrefined versions of other job skills but if it's between "use a weak skill or do nothing this round" a mercenary's flexibility is quite useful.
Mercenary as a Main Job
Mercenary offers an attractive balance of statistics, though its lack of focus in any area makes it hard to acomplish certain tasks. Without a very useful sub job Mercenary may be a bit too diverse and underpowered to perform effectively in late game. Soldier or Rogue can give Mercenary some of the advanced combat tactics it needs to perform well.
Mercenary as a Sub Job
The Mercenary's flexibility is much more useful in the less critical sub job role where it can fill in gaps in the fighting styles of other jobs. It gives Soldiers a ranged attack, lets Archers knock threatening melee fighters off of their high spots, or allows a Medic to go invisible for a time while it moves to a safer position. The stat balance gained at level up also ensures that the main job's primary statistics will be cared for.