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Arianya
Nov 3, 2009

Professor Wayne posted:

I've been playing less than a week, so I'm no expert. But I have played the two healer classes, Musketeer and Bard, to levels 11 and 14.

Musketeer involves equipping four active orbs that represent spells. These will spawn and orbit your musket until you grab one and shove it down the barrel to fire at whatever you're trying to hurt or help. There are offensive and defensive orbs, so if you can mix and match your loadout to do a little damage if your party is good on heals. Between orbs, I was free to shoot whatever with regular bullets.

Bard similarly equips spells, but to different xylophone keys. Gameplay is literally Guitar Hero. When you hit a key at the right moment, you send out the passive version of that spell. You can set three spells that will "crescendo" after hitting it a certain amount of times. Hit a crescendoed orb to send out an active version of the spell (like a big heal that targets the party member with the lowest hp). Don't expect to do much damage. Soloing is honestly rough, but it's my favorite class so far. There is no penalty for hitting a key at the wrong time, so for me, dungeons are me following a group of strangers, going to town on a xylophone as fast as I can, and insisting it sounds just like Jessie's Girl.

Please tell me that you can gently caress up as the Musketeer and end up shooting your friend with an actual bullet when you intended to heal them.

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