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The DioField Chronicle: Class & Ability Guide

Learning more about abilities and classes will help you make better in-game decisions.

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The four different classes in The DioField Chronicle all have a unique set of offerings for your party, with specific abilities and skills that can be leveled up to better your odds against opponent units. We’ll touch upon the key differences and how to best build your team.

There is a ton to dig into in terms of depth with The DioField Chronicle’s class system and abilities.

The four primary character classes offer upgradable abilities, weapons, and skills – all of which can determine how effectively your party can handle opponents dishing out stun arrows or the swing of an ax.

The dynamics of the four different character classes may be a little confusing for new players or those completely alien to Fire Emblem-style strategy RPGs, so we’ve got a class & ability guide for all the DioField Chronicle novices out there.

A Guide to Classes and Abilities in The DioField Chronicle

The four playable classes consist of: Magickers, Sharpshooters, Soldiers, and Cavaliers.

Magickers are spell and skill casters that can inflict long-distance damage against enemy units, while serving as primary healers for the team. They rely heavily upon EP.

Sharpshooters are high-damage distance units, and generally utilize status effects that slow down enemy movement or suppress it entirely. They provide long-distance damage and rely primarily upon attack.

Soldiers are probably the most generic of the character classes and function as your stereotypical ‘tank’ unit. Again, the primary emphasis in this class is with boosting attack. Their status effects rely on provoking enemies to focus solely on them while protecting allies through buffed defense.

Cavaliers are an agile unit that depends heavily on traversing the battlefield quickly while fulfilling the role of an attacker in your party. They function as a more well-rounded and balanced unit. They’re best for controlling larger groups of opponents.

Skills

The optimal skills for each class set will depend on the kind of weapon they’re using, as well as your playing style. Below we’ve outlined some optimal skill sets for each corresponding class.

  • Magicker (STAFF): Sanctuary –  Steadily restores HP to allies/party members within the restorative area. Skill upgrades can help you increase the radius of the restorative area, along with reducing the cooldown time. This skill can help promote the Magicker’s usefulness as a healer within the party.
  • Magicker (WAND): Heal – Restores 50% of the target’s HP. This has an extremely low cost to benefit ratio in terms of EP cost, with a speedy cooldown. Skill increases toward Heal can also allow you a greater amount of HP restoration, and reduced cooldown time frame.
  • Sharpshooter (BOW): Trap Caster – Sets up a tripwire trap for enemy units. Any enemy that comes into contact with the wire will experience increased damage as the cooldown counts down. The increases to damage and reduction in cooldown time with skill upgrades make this worthwhile for the minimal EP cost.
  • Sharpshooter (FIREARM): Chain Shot – Sends shots across multiple enemies, while inducing the ‘Weakness’ buff at the same time with a high damage output across countless enemies. With skill upgrades, you can also reduce the EP cost.
  • Cavalier (LANCE): Full-Frontal Assault – Moves you to a particular point, while dealing increased damage to enemies on the path there. This skill can help reposition you with great mobility, and provides high amounts of damage for a very low EP cost.
  • Cavalier (CLAWS): Wings of the Storm – Inflicts damage to enemies within the designated target area. This is great for crowd control purposes for larger groups of enemies.
  • Soldier (DAGGER): Assassination – Inflicts increased damage upon the enemy. No cooldown if the hit is a finish blow. This has an exceptionally low EP cost to begin with, which can be further reduced with skill upgrades, while doing high amounts of damage (on Ambush especially).
  • Soldier (SWORD AND SHIELD): Roundhouse Slash – The optimal tanking skill to invest into. Deals damage to any enemy units within the targeted area, while also automatically applying the ‘Provoke’ buff. This helps attract attention towards the soldier as a tank unit, and damage output can be increased exponentially with skill allocation.

Abilities

Abilities, on the other hand, can be upgraded using AP (Ability Points) which are used to learn new abilities specific to each character. You can access the Abilities by clicking on the icon beneath the corresponding character’s portrait on the Equipment screen. You can then switch between the different ability screens of all the members within your unit.

AP (Ability Points) are allotted whenever a character levels up. This AP is specific to that character, and cannot be shared between other members of the party.

We’ve formulated a guide on some of the better ability allocations for each of the characters in the game:

  • Waltaquin: Skill Damage Boost and Aggressive EP Recovery are two primary abilities you’ll want to allocate AP to ASAP. After selecting Aggressive EP Recovery, you can then unlock EP Boost and EP Saver; these are crucial given Waltaquin’s role in the party as a unit that needs a heavy amount of EP to properly support the team through casting and HP recovery.
  • Iscarion: You’ll want to ultimately save for the Critical Damage Boost. Prior to that, aim to use AP towards Auto-Attack Boost for extra damage, considering Iscarion’s role as an offensive party. This boost will help with other melee or physical damage skills as well. Damage is essential in the early stages of the game, so you’ll also want to allocate AP to Critical Rate Boost and Luck Boost.
  • Izelair: The ‘tank’ of your party (potentially). Rude Health and Auto-Attack Defense Boost are both great options to help against waves of enemy units by bolstering her defenses.
  • Andrias: Serving as the primary DPS force in your party, attack and attack speed are important factors for Andrias as a character. Grit is the optimal ability for Andrias, as it can help with faster hits, even upon cooldown.
  • Fredret: As a party that is incredibly agile and mobile, but with minimal HP to protect himself, investing AP into HP Boost and Physical Protection is a good path to keeping him alive. Physical Protection as a passive buff can help alleviate some of the worry about HP healing and shift the focus entirely onto your DPS.

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Genshin Impact: Totem Puzzle in ‘Garden of Endless Pillars’ Guide

Lighting the Pyro Totems in the correct order will help you complete this puzzle, and unlock a fast travel waypoint.

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The Garden of Endless Pillars is located within the northwestern part of the Sumeru Desert. Once you’ve reached there, you’ll notice a giant slab cemented in the dunes, along with various Pyro totems surrounding it nearby.

There will be various mirage walls across the region, but they should be fairly easy to traverse, while hitting the totems with Pyro attacks.

We’ll explain how to successfully complete the Totem Puzzle in the “Garden of Endless Pillars” Guide – read on for our walkthrough.

Totem Puzzle for Garden of Endless Pillars Guide in Genshin Impact

The very first thing you’ll need to do is go to the Garden of Endless Pillars location on the map, which we’ve indicated in the screenshots below.

Once you’ve reached The Garden of Endless Pillars, you’ll need to switch over to Amber, as you’ll have to utilize Pyro attacks on the corresponding totems.

The first totem is extremely easy, as there are no walls blocking you – simply take a right upon entering the area, and shoot the totem.

To reach the second totem (pictured above) you will have to walk forward a fair bit until you spot the totem located in the right-hand corner. As you are blocked by the wall, you will need to traverse onto the concrete pillars to get a vantage point from which you can target the second totem.

Head right for the next totem, located in front of crumbled concrete walls. To find the last two totems, proceed forward and take a slight left. The very last one is located to the right, opposite of the prior totem.

Hitting all the totems will cause the slab to activate, and after this sequence, you will unlock a fast travel point for this region, which you can then use moving forward throughout the new update.

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