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DPS Overview

 "DPS" stands for "Damage Per Second" and refers to a class type focused on dealing high amounts of damage to enemies, making them the primary damage dealers in a party; examples of DPS classes could include Rogues, Rangers, Mages, or Hunters, depending on the game, with variations like melee DPS, ranged DPS, and AoE (Area of Effect) DPS. 

Key points about DPS classes:

  • High damage output:

    Their primary role is to inflict as much damage as possible on enemies quickly. 

  • Variety of playstyles:

    Different DPS classes may specialize in melee combat, ranged attacks, or magical abilities. 

  • Often "glass cannon":

    Many DPS classes have high damage but low survivability, requiring support from tanks and healers. 

Some common DPS class archetypes:

  • Melee DPS: Warriors, Rogues, Assassins

  • Ranged Physical DPS: Hunters, Archers

  • Ranged Magical DPS: Mages, Warlocks

  • AoE DPS: Classes with abilities that damage multiple enemies at once 

DPS Classes

                          Melee DPS: ​

  • Rogues: 

                     Rogue , primarily utilizes dual daggers as their weapon of choice, focusing                            on high damage per second through fast, critical strike-based attacks, with the                              ability to also use other one-handed weapons like  swords, maces, or fist                                        weapons depending on the specific build or class specialization; heavily relies                              on utilizing combo points to unleash powerful finishing moves.

                Weapons:

Dual Daggers:

The most common weapon choice for maximizing DPS due to their fast attack speed and synergy with Rogue abilities.

                Class Abilities:

Hidden Attack: 

The core damage mechanic, allowing extra damage when attacking an unaware enemy. 

 

Evasion: 

Ability to avoid attacks with a successful dexterity check, often reducing damage taken. 

 

Dagger/Sword Expertise:

 Increased damage with specific weapon types. (Passive)

 

Hide: 

Ability to become hidden, allowing for surprise attacks. 

 

Smoke Screen: 

Disorienting abilities to gain tactical advantage 

 

Poison Coat: 

Applying poisons to weapons for added damage over time 

 

Dash:

movement skills to reposition quickly 

 

  • Swordsman: 

                 Swordsman class  focuses on high single-target damage with fast,                       precise sword strikes, often including skills that inflict bleeding or cripple          effects on enemies, making them a strong DPS (Damage Per Second) defensive         maneuvers with counter-attack potential, and mobility abilities to close the             gap with enemies; their primary role is to deal significant damage to a single target quickly. 

                         Weapons:

Longsword: 

Balanced option with good speed and damage.

 

Rapier: 

Fast, piercing attacks with high mobility, excellent for dodging and quick strikes. 

 

Katana: 

Focus on precise, powerful strikes with potential for combos and stances.

 

                            Abilities:

Barrage Attacks:

              6 Fast, light sword strikes that build up combo potential chained together for consistent damage output.

 

Heavy Attacks:

         Powerful, slower swings that deal high damage and 30% chance additional effects knockback.

 

Slashing Cut:

Wide-arc attacks that can hit multiple enemies, 30% apply bleed status.

 

Thrust strike:

Quick forward Lunge with high critical hit chance, closing distance with an enemy.

 

Sweep:

Low-to-the-ground strikes that can potentially knock down enemies.

 

Vital Hit:

           strikes aimed at weak points and hit for high damage if performed correctly cause critical damage.

​

Bleed:

                        A single strike that inflict a bleed status on enemies, causing them to take damage over time.

 

Counter:

 parry  an enemy attack, potentially launching a counter-offensive.

 

Leap:

 allow the Swordsman to quickly reposition and close the gap with enemies.

 

  • Monks:

​            Melee damage class known for its high mobility, fast attacks, and unique                                     energy management system that build up "Chi" to unleash powerful abilities,                              making Monk versatile option capable of both single-target and area-of-effect damage

              Weapons:

Fist Gauntlets:

     primary damage sources, often relying heavily on their unarmed combat abilities alongside   these weapons due to their class mechanics that often enhance fist attacks; essentially favoring light, agile weapons that allow for fast strikes and combos. 

             Abilities:

Throw Down:

A signature ability allowing multiple attacks in a short burst, further enhancing the Monk's fast-paced combat style. 

 

Gut Punch:

                   A powerful attack that has a 60% chance to stun an enemy, disrupting their actions and setting up further attacks. 

​

Energy Surge:

Passive Ability activated to enhance offensive and defensive abilities. 

 

Dodge:

A defensive ability that allows the Monk to avoid taking damage from certain attacks. 

 

Deflect :

A reaction that allows the Monk to deflect or catch incoming ranged attacks, potentially reducing damage or even turning the projectile into a weapon. 

​

Quick Step 

A mobility ability that allows the Monk to quickly reposition themselves in combat.

 

Cultivate:

a small self heal 

​

Toughness:

A defensive stance that raise defense by 30%

​

 Ranged DPS:

  •  Hunters:

​             Hunters excel at dealing damage from a distance with precise shots, while also having the option to engage in close-quarters combat with

 

                    Weapons: 

 Bows and Crossbows: 

Allows hunters to attack enemies from a safe distance. 

                   Abilities:

​​

Shoot:

 The basic automatic attack. 

​

Charged Shot: 

A primary ranged attack, the longer shot held the greater the impact. 

​

Arcane Shot: 

Magic Infused high-damage shot 

​

Multi-Shot: 

Hits multiple enemies in a cone 

​

Traps: 

Hidden contraptions set on the field of battle (types varies)

​

Bow Smack:

 A fast melee attack 

​

Hunter's Mark: 

Marks a target, increasing damage taken from the Hunter 

​

Focus Fire: 

!00% Increases critical strike chance on the target

 

  •  Summoner:

​                    utilizes abilities to summon powerful Companions that deal                      significant damage to enemies, often with unique elemental properties,  while also allowing the player to further enhance their own attacks by channeling the power of their summoned creature, making them a hybrid damage dealer with a focus on managing their summoned entity throughout combat.

​

              Weapons:

​

Whip

                  focus enemies for minions and also deal some direct damage while benefiting from minion damage bonuses. 

​

                Abilities:

Summoning Cooldowns:

                        Managing the cooldown of your summon ability is crucial, as maximizing uptime on your summon is key to high DPS. 

​

​

whip lash:

melee attacks that can be enhanced by the current summoned creature. 

 

Summon:

Spells to call forth your companion.  

​

Elemental Infusion:

                     Abilities that leverage the elemental power of your summoned creature                                                                               to enhance your own attacks. 

​

Restrain:

Stun attack that stop enemy actions for a short period.

​

  •  Mages: (certain spell types)

                          focuses on dealing high ranged damage through spells, utilizing different elemental damage types (fire, frost, arcane) to maximize single target and area-of-effect (AoE) damage.

​

            Weapons:

Frost Staves:

Often associated with ice-based spells, providing abilities to slow or freeze enemies. 

​

Fire Staves:

Focus on fire damage with potential for burst damage and incinerate effects.

 

Arcane Staves:

          May have unique mechanics related to mana management or spell weaving, often with high burst potential. 

​

         Abilities:

Basic Spells:

 

Power Shift:

change elemental powers​ Fire, Ice, Arcane.

​

Flameball: 

High damage single target spell. 

​

Frostbolt: 

Reliable single target spell with a slow effect. 

 

Arcane Bolt: 

Channeled spell with moderate damage. 

 

Hot Shot: 

Quick cast, moderate damage spell 

 

Area of Effect (AoE) Spells:

​

Hurricane Blizzard: 

Powerful AoE spell that can freeze enemies 

 

Arcane Explosion: 

Instant AoE damage 

 

Flaming Ring: 

AoE damage over time 

 

Burst Damage Cooldowns:

​

Elementalblast:

High damage instant cast spell 

​

Arcane Power:

Significant damage buff with a long cooldown 

​

Utility Spells:

 

Heated Pressure:

                     Rising heat increase user and allies offensive power and 50% chance to drop enemy defensive guard.

 

Harden Armor:

Defensive ability to absorb damage 

​

Polar Storm:

Slows enemies and sets them up for other spells 

 

Invisibility:

Stealth ability 

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