melee-class

Latest

  • Elsword announces new Raven character

    by 
    Jef Reahard
    Jef Reahard
    08.03.2011

    Aside from having one of the cooler names in the MMO space, Elsword Online also has some pretty interesting characters. The manga-flavored brawler added a new face to that roster in today's update, and the dark and deadly Raven joins Rena, Aisha, and the titular Elsword as playable characters ready to adventure their way through Kill3rCombo's side-scrolling opus. Raven is a human fighter with giant metal claws and considerable skill with a variety of blades, and he brings a "quiet, cold, and distant" vibe to the game's brightly colored canvas. In terms of gameplay, Raven is a fast melee attacking class, and he possesses the ability to dual wield, easily chain combos, and fire off heavy attacks without consuming much MP. He also boasts great evasive skills, and you can learn more about him -- as well as download the game -- on the official Elsword website.

  • The Light and How to Swing It: A class full of irony

    by 
    Zach Yonzon
    Zach Yonzon
    03.05.2008

    I have once again managed to steal the Light for another week, as regular columnists Chris and Elizabeth are off on their own epic quests while I am left to tend to the shop, so to speak. For today, we'll take a closer look at how the class is designed and its inherent ironies. When I first rolled a Paladin, I didn't know what I was getting into. I rolled it mainly as a companion toon for my playing partner, my wife, who was elated at the Horde finally getting a 'pretty' race and promptly rolled a Warlock. As I leveled with her demon-enslaving new main, the experience challenged and frustrated me and it soon became apparent that Blizzard had designed the Paladin under a completely different design perspective. I was hooked. If there are any perceived failures about the class, it is largely because Blizzard had a vision for the Paladin class that was different from traditional class designs.Blizzard worked hard at defining each class with a clear directive to make each one feel different from the others. Rogues had Energy, combo points and finishing moves; Warriors had Rage, a sort of reverse Mana bar; and Shamans had the totem system. Paladins are designed largely around the interesting Seal system. Everything that a Paladin does revolves around Seals, Blessings, and Auras, with Seals being the primary mechanic for dealing any sort of damage. For the most part, class design has worked for many classes while others, like the Shaman, have had more than its fair share of issues. Personally, I love the Paladin class. My main is now a Blood Elf Paladin, with my Troll Shaman getting a little less love than it used to. I also used to play a Troll Hunter and an Undead Rogue. While I enjoyed all of them as I played them, it was the Paladin that appealed to me the most. To be honest, I still have no idea why. Maybe it was the challenge. Maybe it was hybrid aspect. Maybe, for all I know, it was the coolness of it all. When you get right down to it, though, Paladins have -- if you examine it very carefully -- what is probably the most inherently flawed ironic class design in the game. Let me explain.