Although my spearman (mule) not as well equipped as my fighter, I feel the attack speed is too slow Probably better DPS with spear - maple impaler
Room 3/4 max rombs n spd Fighter > bucc/dk/page > dit or op I/L > the rest Sometimes i go on my dit instead of fighter just to 1 hit those rombs. Feels good tbh.
Have you tested how much CP your Bandit can get under perfect scenario? Max Rombots in 2.5 minutes and no stuns
cpq2 bucc with moderate funding is quite good, can 2 hit vikings in quick succession. With funding, can most likely 1 shot multi vikings with corkscrew.
I'm gonna be the first to mention that both bow classes are absolutely terrible in MC1 and not super great in MC2. I played my Crossbowman through both for the majority of levels and MC1 was the worst since I couldn't ever get away from Toy Trojans to be able to shoot. MC2 was a little better since the mobs are slower and hit you from a range, but still hard to hit the vikings on the top red platforms when they cover it. Room 2 is really good but no one likes playing on it. Even on Room 2 though Crossbow was kind of bad since iron arrow can't go diagonally, so I could only hit 1 at a time with arrow blow.
I did a brawler for CPQ1 and I feel like a fighter would do much better tbh. Corkscrew is a good mob tool but the charge function on it causes such a delay. However I do feel like brawler has the faster hits. I haven't finished my CPQ2 mules yet but I'll let you know how I/L does in it.
Heads down Fighter are the best in BOTH cpqs. Reasons ? Got Rage which gives you a good atk boost. If you start off with 1H sword with high speed, you are gonna hit mobs faster then any class. I have a fighter that I lvl in CPQ and I manage to lvl it from 30 to 71 in 2 days.. (I did not HP wash because I don't feel the need to). Here is my recommandation : CPQ1 : ROOM 3/4 = Full rombots + Speed = 1 lvl every round (even w/o winning if you TW), For CPQ2 : Get a Zhelm first or you gonna miss until lvl 58+. Go ROOM 1/3 and take Vikings (7 spawn max) + Speed = 1.5 lvl every round (with or w/o winning). It's quick and easy and you just need to find good parties. Enjoy !
I played the following classes Hunter, Crossbowman, i/l wizard, page, spearman, swordman and gunslinger. My experience shouldn't be taken as a fact, as I was able to comfortably fund and semi-scrolled or purchase decently scrolled Maple Weapons (50m or below) for these classes. Monster Carnival 1 S-Tier Swordman The most optimal of all the classes I played, they greatly shine in room 3/4 with max rombots with speed. Their combination of large natural health, rage skill and a wide range of swords makes them a formidable teamplayer or opponent! Having a fast weapon attack sword will greatly help to improve a swordman damage. My weapons progression: Aluminum Baseball -> Lionheart -> Maple Soul Singer + 12 wa Maple Shield A-Tier i/l wizard: (Funded) With max/near thunderbolt, magic guard and level 1 teleport at level 40, an i/l wizard can comfortablely hold their own ground againist stronger and higher level opponents. But you need to be decently equipped in order to counteract the lack of elemental weakness for most mobs here. B-Tier Spearman: Spearman are C/D-tiers in the beginning, they have difficulty controlling mobs like trojan. Despite having a high health pool, using slash blast can be sometimes dangerous as it not only takes their MP and but also HP. Their potential is better realise once they are able to have decent amount of points in hyper body, spear mastery and spear boost. Which is happens to be around mid to late 40s. Hunter: While they lack mobility and health, they are decent attackers post level 43 once they are able to equip Maple Soul Searcher. Their Arrow Bomb's stunning effect is a huge advantage to any teams, offering great mob control as long as they are able to keep their distance from the mobs. Are they are decent for room 3/4, and great for room 5/6 due their attack range. Page: Weaker than swordman because the lack of rage. I really remember any strong/weak appeal to them. C-Tier Gunslinger: While they have better mobility than archers, their invisible shots are kinda weak at it only attacks 3 mobs are compare to archer who can attack 6 mobs here. Sometimes I feel I can take down more mobs using double shot than invisile shot. F-Tier Crossbowman: Crossbowman is the worst class I have ever played for CPQ. When majority of classes start hold their own ground in late 30s to early 40s, as they have max their core skills. Playing a crossbowman, especially in room 3/4 is still an absolate challenge. The combination of lack of mobility, weak mobbing skill (Iron Arrow has no stunning effect), low health and unable attack effectively in close range, makes them a chore to play with. Monster Carnival 2 S-Tier i/l wizard: While they can be slow in begining trying to assumlate points, the ball truly starts to roll when the opposition team slowly summoning vikings for them. Once that happens, i/l wizard just need hold thunderbolt key and stay on the highest platform. (Field 3) A-Tier Gunslinger: Despite their low natural HP and weaker mobbing skills, gunslingers are the dark horse in CPQ2, they do not need to greatly worry about accuracy issues unlike warriors and positioning like archers. They can just stand at the same platforms as an i/l wizard and hold down the invisible shot key, as this attack is able to directly the hard hitting vikings below without getting a scratch. Their a force to be reckoned, especially if they are decently equipped. Spearman/Page: While they have a large pool of natural HP, allowing them to go head on with vikings, Spearman and Page will greatly struggle hitting viking due around 51 to 62, I very highly recommended is they should get a scrolled dex Zakum Helmet to combat the accuarcy issues. Spearman have the added advantage of having hyperbody, boosting your team's survivabilitytoward vikings. B-Tier Hunter: Playing a hunter in CPQ 2 has become more challenging now, especially when most players prefer the more ''cramp'' room 3 with max vikings, monsters that can knock you out within 2/3 shots. But it doesn't mean is not do-able, you still have your trusty and more flexible Arrow Bomb skill with you, stunning them is the key. F-Tier Crossbowman: Life is hard for a crossbowman, there is little decent spots to stand in room 3, you are not only slow and have low natural health, iron arrow doesn't share the same flexiblity as Arrow Bomb. The only respite you get, is the first 2 - 3 minutes of the round, where you have to accumlate points to summon vikings for your team. Without a cleric to heal you, you are expected to die many times in the upper platforms of room 3.
I was reading your post with maybe some different insight, but you're just spreading misinformation. Warriors for second job literally use the same attacks, they get different masteries and different support skills, 3rd job they get new attack skills. So when you list fighter as this S tier monster, and try to downplay spearman as "oh well their attack takes hp AND MP", fighter has the same consequence, in fact I'd argue you worse, since you don't have HB. Even more frustrating when most players invest into spears in their second job, when polearm is significantly better. Rage is not going to have a significant difference as a warrior pot from NLC can last the entire round, but even if you take that off the table, warriors, even with max mastery, aren't going to consistently going to one hit rombots, not sure what gear you would need for that though. You also don't mention brawlers which are significantly good at CPQ as they literally are the only class with mob control. They get a rush skill and a back elbow hit that cleanly pushes 6+ rombots together and requires significantly less travel. I/L mage I'm iffy about because the beginning robots have ele resistance from what I can tell and makes gaining early points kind of a hassle. I haven't experimented with fighter yet but the only reason I could see it significantly better than spearman is being 1 handed and getting those attacks out much faster. However I don't think fighter is better than brawler since you can't group mobs together, effectively limiting you to a constant refresh of 4-5 rombots, vs the 6-7 you could gently push together.
with low funding i think brawler beat fighter. fighter might win if all spawn are in same area, but have a hard time if they not have max speed to catch up to monster.
rage doesn't really matter, any serious cpqer will use an energizer or other real attack pot. fighter is better than spearman because not having swing/stab problems mean you 2 hit the rombots more consistently as a fighter, in addition of having a fast 4 end-cpq weapon in a japanese map while the best spearman weapons is the fast 5 fishing pole
While I do appreciate a healthy discussion, I do feel somewhat attacked, especially considering you ignored this when I open my post, when I have placed this intentionally in the beginning. Furthermore, this can easily answer your enquiry, why didn't I mentioned brawlers in my post. Let's see, I have never mentioned playing a Brawler in CPQ, hence I am unable to comment about brawlers. I also mentioned '' My experience shouldn't be taken as a fact'' Which, we know how gearing and funding can greatly affect how viable a class is. I didn't know to have a different opinion or perspective as someone is considered spreading misinformation. Again, you are distorting while I said about playing a swordsman. When I said: When have I ever said I fighters were a S-Tier monster? I just describe them as formidable. I have also double-checked below on your behalf, that maybe the word formidable has the same meaning as monster or at least monstrous. That there was a chance, the word I choose happens to communicate an entirely different meaning, and you pick up on that. Spoiler: Meaning of formidable I have also tried searching synonyms of the word, just in case, you comprehend the word differently. I'm fine with this statement. Here we have something productive to talk and discuss Yeah, if only I have mentioned and address about it somewhere.
I ignored it because you literally just tier'd character's you've played and spoke with authority throughout the post. Most of the information was just flat out invalid and didn't take into consideration to very basic things, or just didn't make sense. Yes but none of those reasons differentiate to any other warrior. Another user posted the actual reason why fighters/spearman have a difference, which is the slash/poke ratio and weapon speed disadvantage. Both classes have massive health pools(spearman actually larger), both have the same attacking skill, and rage is a poor positive that really won't affect much. You literally have them in an S tier category for reasons that to a player trying to figure out the advantages, wouldn't make sense. Hence the misinformation point I'm making. S tier would imply best, which honestly any placeholder of "OP" would be appropriate in that context, so I don't know why you're trying to argue semantics with me? Based on the numbers I saw betweeen robo/trojans I assumed they had an ele resistance but double checking they have a much higher magid def than trojans and slightly more HP. My original point is that lack of elemental advantage is not the same as elemental resistance, which tbh the higher magic defence kind of creates anyway.
CPQ1: Brawler > Fighter=Page=Spearman > I/L > Cleric CPQ2: I/L > Brawler > Fighter =Page=Spearman> Bandit This is assuming funded, buffed, energizer. With bad gear or base int I find all classes struggle to break 1.2k
Is that so? I did CPQ1 & 2 on all mage classes and I distinctly remember roms taking very low damage from lightning, around 900 at level 50. While torjans / robots took regular damage. However, on my F/p fire arrow was hitting for 2.4k for both rombos and torjans yet the robots took 1/2 damage from fire arrow Side note; if you want to truly suffer play crossbow at both CPQ 1 and 2. During CPQ1 you'll spend all your time running around meleeing rombos that spawn on top of you while hunter can just afk spam bomb arrow from the top. please don't say "just spawn MC" the exp they give is so bad even if half the time you run around in roms you will still prob get more xp than MC. Also, at CPQ2, while hunter has to stay on the top left corner to hit his arrow bomb. Crossbowman's iron arrow doesn't AOE as you're slightly too low, neither does it hit on the top platforms (like mages spamming magic claw) Both classes are playable and can get good amount of points if you go to room 2 (CPQ2) but people vehemently refuse although it's the superior room for unfunded / weak mobbers (they ended up getting far more points at room 2). Inside of Room 2 You don't have to tank vikings (unless you're bandit) as typically mobs spawn on a corner you can just snipe 2-3 mobs while not paying attention. Bonus points: not even in room 2 iron arrow does anything ; Crossbowman = big mistake. Although I haven't played fighter rage seems to me very useful, (like meditation) as long as you're not chugging energizers. The last 2 minutes are quite important XP wise; considering its pure mowing down roms / vikings.