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Classes Overview

Page history last edited by Habulin 11 years, 9 months ago

Choose your path, soldier!!

 

In UT2004 RPG (druids version) you start by picking one of three classes depending on your style of play. Develop them well and you will soon have a monster masher on your hands. Each has different strenghts so pick a type that fits your personality.

 

* Classes cost 1 stats point, buy it in the in-game RPG menu accessible via the "L" key.

 

Choose a class depending on you style of play:

 

Weapon Masters:

 

Style:

If you play UT you are already one of these! These guys are the workhorses. If you like running in all guns blazing this is the class for you.

 

Strategy:

Know your enemies. Live so you can return to fight another day. A good Weapon Master uses all his weapon to his advantage. If you find medics make sure to keep them alive, they will let you remain in the fray a whole lot longer. Protect the main camp, then mash the monsters out in the wild. At higher level rely on your Vampirism to stay alive, but beware of Titan's rocks.

 

Medic/Monster Masters:

 

Style:

And above all do no harm! Yeah riiight... Medics heal people and are good at holding camps. You get one weapon with unlimited ammo. You cannot resupply your other weapons. If you like switching weapons, this class is not for you.

 

Strategy:

Keep your teammates alive and they will keep you alive. Medics can also summon monsters to do their bidding. The summoning artifact will tell you how many Monster Points and how much adrenaline you need to summon that pet monster, then get adrenaline and hit the use button to summon your monster mashing minions. Try to summon them at the beginning of a wave out in the open for maximum monster mashing.

 

Adrenaline Master:

 

Style:

"Wisdom over strength" is your standard! Stealth and craft are your best friends. If you like sneaky combat or heart stopping adrenaline rushing action, this is your class.

 

Strategy:

Defeat the most dangerous monsters so that your teammates can guard you while you charge adrenaline for your next attack. Use your Globe of Invulnerability and Triple Damage to your advantage. Take advantage of weaker monsters to get xp points. Rely on medics to heal you up. Save your adrenaline for more important activities, such as getting better magical weapons and charging artifacts. Be sure to reward helpful friends with good weapons and artifacts you don't use. At higher levels charge the Globe of Invulnerability and mash monsters mindlessly.

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