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ME Classes Overview

Page history last edited by Azmodan 10 years, 10 months ago

Choose your path!!

 

In UT2004 RPG (druids version) you start by picking one of four classes depending on your style of play. Each class has its advantages and shortages and a certain role to play for the whole party. It is wise to start with the class that suits your play style the most but with time you may want to try them all out for a great experience.

 

* Classes cost 8 stats points, buy it in the in-game RPG menu accessible via the "L" key, in the drop down menu in the left bottom corner.

 

 

Berserker Class:

 

Style:  

Why put armor on when you can have a big gun instead? This class has by far the most offensive capability of the four but in return neglects high health or resistances.

 

Strategy: 

Hit the enemy hard and fast before they can hurt you. If it gets too rough fall back and let the other classes tank the enemy while you provide covering fire. Use your shouts to damage or knock back the enemies.

 

Role for the team:

This class rolls the weapons for the team, poison, additional damage or maybe even a freezing gun are often the factor that decides a battle to your satisfaction.

 

 

Necromancer Class:

 

Style:  

Why do the dirty work if you can summon handymen to do it for you? This class reaps the souls off slain enemies to use them against their brethren. Not being used to battle himself, the Necromancer does neither deal excessive damage (except for poison) nor can he take many hits.

 

Strategy: 

This class is divided into four different trees. You can choose one of the summoning trees with zombies + demons or skeletons + skeletal mages, you can focus on poison damage or you may choose to weaken the enemies with curses.

 

Role for the team:

This class provides the team with minions that block the enemy and divert fire from the party. They can also provide high supporting firepower but only on certain enemies and with certain weapons.

 

 

Paladin Class:

 

Style:

Who needs to be able to deal much damage if nothing can harm you? This class is the tank of all the classes. High health and good resistances as well as life regeneration more than compensate the lack of firepower and the ammo shortage.

 

Strategy:

You have two choices, be the one on the front line that takes all the damage for the party, or be the one in the back to provide the healing for the party with you medic gun or medkits. Always have an eye on your ammo since you don't have too much of it. Use your spirit summons to provide extra protection for your party.

 

Role for the team:

Provides the healing for the team with medkits, healing guns or even healing spheres.

 

 

Support Class:

 

Style:

good at everything but not great at anything! This class has a good compromise between health and firepower. Sneaky warfare is what this class does best. It is easy to gain adrenalin for this class.

 

Strategy:

Every hit on the enemy counts for this class since it even gives you adrenaline even if you don't kill the enemy. Sometimes it's better to wait a minute till your adrenaline reaches 100 for a combo than to die outside on the line instead. Summoning your pets provides the additional distraction and firepower you are looking for but choose wisely, they aren't good for every situation and what's good at one point might be your ruin at another.

 

Role for the team:

Provides the team with ammo packs and adrenalin pills so that they can provide you with their speciality in return.

 

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