Class selection strategy: Difference between revisions

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Class-Specific Powers: AT "can make sauce pots": implying this is via access to the the guild locations for clarity
 
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==Class-Specific Powers==
==Class-Specific Powers==
Each class has certain intrinsic bonuses granted by their mainstat or specific class; these bonuses are only available while you are ''currently'' a member of that class. In VERY rough order from most useful to least useful:
Each class has certain intrinsic bonuses granted by their mainstat or specific class; these bonuses are only available while you are ''currently'' a member of that class. In VERY rough order from most useful to least useful:
*'''[[Disco Bandit#Class-Specific Powers|Disco Bandit]]:''' [[Disco Combos]] can be challenging to bring to bear, but directly result in extra stats, items, and Meat. [[Pickpocket|Pickpocketing]] is also a valuable source of item drops, though it can be challenging to get the jump on monsters at extremely high levels of +ML.
*'''[[Seal Clubber#Class-Specific Powers|Seal Clubber]]:''' [[Infernal Seals]] provide a non-trivial number of free stats, but [[Batter Up! (skill)|Batter Up!]] is the real draw. Being able to banish one monster per zone (with proper [[Fury]] management) is incredibly powerful, especially in paths or situations where losing that monster's stats is a negligible penalty.  
*(SC) '''[[Pastamancer#Class-Specific Powers|Pastamancer]]:''' For softcore ascensions, the [[angel hair wisp]]'s bonus as applied to [[Clan of cave bars|cave bars]] single-handedly gives Pastamancers the best class-specific powers. If your path makes that strategy irrelevant, P's bonuses are much less useful.
*'''[[Accordion Thief#Class-Specific Powers|Accordion Thief]]:''' AT enjoys a number of ascension-relevant advantages. [[Accordion Appreciation]] can double several relevant enchantments, especially on [[Shakespeare's Sister's Accordion]]; in Hardcore they are the only class that can access both ingredients for [[The Way of Sauce#Fine Potions|advanced sauce potions]], which is especially useful for gaining more stats from scaling monsters; they can [[Pickpocket]] for more items; and they can get [[Magical mystery juice|MMJ]] at level 9 if necessary.  
*'''[[Accordion Thief#Class-Specific Powers|Accordion Thief]]:''' [[Magical mystery juice|MMJ]] is an amazing quality-of-life tool, but their real utility lies in being the only class that can make [[The Way of Sauce#Fine Potions|advanced potions]] in-run. [[Pickpocket|Pickpocketing]] is still very relevant as well.
*'''[[Disco Bandit#Class-Specific Powers|Disco Bandit]]:''' [[Disco Momentum]] can be challenging to afford, especially if you're going for the full three Momentum, but it directly results in extra items, stats, and Meat. [[Pickpocket|Pickpocketing]] is also a valuable source of item drops, though it can be challenging to get the jump on monsters at extremely high levels of +ML. With no other considerations, the AT vs. DB decision may come down to the +item from Momentum vs. the potential +stats from advanced sauce potions (and personal preference, of course).
*'''[[Sauceror#Class-Specific Powers|Sauceror]]:''' Better yields from reagent potions will stretch your goat's milk/etc. further, but [[Sauce Synergy]] is the main attraction. The innate +50% max MP helps with [[Inigo's Incantation of Inspiration (effect)|Inigo's]] and other expensive buffs.
*'''[[Pastamancer#Class-Specific Powers|Pastamancer]]:''' Pastamancers (and Saucerors) with [[Saucemaven]] gain a ridiculous number of adventures from reagent pastas and hi meins, making them a good turn generation class for both hardcore and softcore. The [[Spice Ghost]] is effectively a passive 10-20% item boost, which is very useful. [[Magical mystery juice|MMJ]] makes life easier, too.
*'''[[Seal Clubber#Class-Specific Powers|Seal Clubber]]:''' [[Infernal Seals]] provide a non-trivial number of free stats. Their combat powers ([[Fury]] and automatic Smack hits with 2-handed clubs) tend to not be relevant at high-end play, where killing stuff in combat is just a matter of how much MP it consumes.
*'''[[Sauceror#Class-Specific Powers|Sauceror]]:''' A fully kitted-out Sauceror will have more MP than he or she knows what to do with, but unfortunately, the only ascension-relevant impacts of near-infinite MP are more [[Libram]] summons and a much easier time with [[tower killing]] and [[Inigo's Incantation of Inspiration (effect)|Inigo's]]. [[Soul Saucery|Soulsauce]] provides next to no turn-reduing bonuses, and more potions / longer potion duration generally don't either. The [[Saucemaven]] bonus that it shares with Pastamancer is still good, though. An excellent class for "lazy" runs.
*(HC) '''[[Pastamancer#Class-Specific Powers|Pastamancer]]:''' Pastamancers have very little going for them outside of softcore. The stat ghost is still useful, but on a much smaller scale. Otherwise, the passive +50% MP is their only relevant bonus.
*'''[[Turtle Tamer#Class-Specific Powers|Turtle Tamer]]:''' Unfortunately, TTs have literally no turncount-relevant powers. [[Turtle Taming]] is almost entirely useless for high-end gameplay, and the various Blessings only help with combat.
*'''[[Turtle Tamer#Class-Specific Powers|Turtle Tamer]]:''' Unfortunately, TTs have even less appeal in this category. [[Turtle Taming]] is almost entirely useless for high-end gameplay.


==Class Guilds==
==Class Guilds==
The bonuses provided by each of the three guilds are very different. In rough order from most useful to least useful:
The bonuses provided by each of the three guilds are very different. In rough order from most useful to least useful:
*'''Myst (P, S):''' [[Magical mystery juice|MMJ]] means a lot less fiddling with familiars to restore your MP in a pinch. Hardcore players usually won't be able to make any chefstaffs in-run, and food from [[The Wok of Ages]] is rarely better than booze from the Still when you need the turngen, but the cost of unlocking this guild is very low, since you'll be in the necessary zone anyway.
*'''Myst (P, S):''' [[Saucemaven]] grants a ridiculous number of bonus adventures to [[hi mein]], which makes this guild ideal for very low daycount attempts. [[Magical mystery juice|MMJ]] means a lot less fiddling with familiars to restore your MP in a pinch. Hardcore players usually won't be able to make any chefstaffs in-run, but the cost of unlocking this guild is very low, since you'll be in the necessary zone anyway.
*'''Moxie (DB, AT):''' It's all about [[Nash Crosby's Still]]. If you need turngen, this is the best guild. You probably won't use [[The Shadowy Store]] in a high-end ascension. That said, however, unlocking this guild requires spending turns (ideally free runaways) in [[The Sleazy Back Alley]].
*'''Moxie (DB, AT):''' It's all about [[Nash Crosby's Still]]. You probably won't use [[The Shadowy Store]] in a high-end ascension. Having to spend unnecessary turns (or free runaways) in [[The Sleazy Back Alley]] is a non-trivial cost, but the advent of [[dirty hobo gloves]] farming for the [[Hand in Glove]] has offset this somewhat.
*'''Muscle (SC, TT):''' [[The Malus of Forethought]] might get you some wads before you're otherwise able to get them, but that's about it. The store's only useful bonus is +30% init (which is useful, but kind of expensive) and rarely the +Muscle from [[blood of the Wereseal]].
*'''Muscle (SC, TT):''' [[The Malus of Forethought]] might get you some wads before you're otherwise able to get them, but that's about it. The store's only useful bonuses are the +Muscle from [[blood of the Wereseal]] for scaling monsters, and +30% init from the [[cheap wind-up clock]] (which is useful, but kind of expensive).


==Other Considerations==
==Other Considerations==

Latest revision as of 13:12, 10 February 2020

Seal Clubber Turtle Tamer Pastamancer Sauceror Disco Bandit Accordion Thief

In KoL, not all character classes are created equal. While a dedicated ascender will eventually play as all six classes, certain ones will almost always have advantages or disadvantages.

Early in their KoL careers, players will usually choose their class based on what skills they want to perm for their next ascension. When you've got enough skills under your belt, this is no longer a factor, and other things are taken into account.

This page is aimed at players who are selecting a class based on its ascension utility, and not its skills. If you're picking a class based on the skills you'd like to perm, check out Hardcore Skill Analysis. Remember that you can "bank" Karma by doing multiple runs of your favorite class, then do a single run of another class and buy several of its skills at once.

Class-Specific Powers

Each class has certain intrinsic bonuses granted by their mainstat or specific class; these bonuses are only available while you are currently a member of that class. In VERY rough order from most useful to least useful:

  • Seal Clubber: Infernal Seals provide a non-trivial number of free stats, but Batter Up! is the real draw. Being able to banish one monster per zone (with proper Fury management) is incredibly powerful, especially in paths or situations where losing that monster's stats is a negligible penalty.
  • Accordion Thief: AT enjoys a number of ascension-relevant advantages. Accordion Appreciation can double several relevant enchantments, especially on Shakespeare's Sister's Accordion; in Hardcore they are the only class that can access both ingredients for advanced sauce potions, which is especially useful for gaining more stats from scaling monsters; they can Pickpocket for more items; and they can get MMJ at level 9 if necessary.
  • Disco Bandit: Disco Momentum can be challenging to afford, especially if you're going for the full three Momentum, but it directly results in extra items, stats, and Meat. Pickpocketing is also a valuable source of item drops, though it can be challenging to get the jump on monsters at extremely high levels of +ML. With no other considerations, the AT vs. DB decision may come down to the +item from Momentum vs. the potential +stats from advanced sauce potions (and personal preference, of course).
  • Pastamancer: Pastamancers (and Saucerors) with Saucemaven gain a ridiculous number of adventures from reagent pastas and hi meins, making them a good turn generation class for both hardcore and softcore. The Spice Ghost is effectively a passive 10-20% item boost, which is very useful. MMJ makes life easier, too.
  • Sauceror: A fully kitted-out Sauceror will have more MP than he or she knows what to do with, but unfortunately, the only ascension-relevant impacts of near-infinite MP are more Libram summons and a much easier time with tower killing and Inigo's. Soulsauce provides next to no turn-reduing bonuses, and more potions / longer potion duration generally don't either. The Saucemaven bonus that it shares with Pastamancer is still good, though. An excellent class for "lazy" runs.
  • Turtle Tamer: Unfortunately, TTs have literally no turncount-relevant powers. Turtle Taming is almost entirely useless for high-end gameplay, and the various Blessings only help with combat.

Class Guilds

The bonuses provided by each of the three guilds are very different. In rough order from most useful to least useful:

  • Myst (P, S): Saucemaven grants a ridiculous number of bonus adventures to hi mein, which makes this guild ideal for very low daycount attempts. MMJ means a lot less fiddling with familiars to restore your MP in a pinch. Hardcore players usually won't be able to make any chefstaffs in-run, but the cost of unlocking this guild is very low, since you'll be in the necessary zone anyway.
  • Moxie (DB, AT): It's all about Nash Crosby's Still. You probably won't use The Shadowy Store in a high-end ascension. Having to spend unnecessary turns (or free runaways) in The Sleazy Back Alley is a non-trivial cost, but the advent of dirty hobo gloves farming for the Hand in Glove has offset this somewhat.
  • Muscle (SC, TT): The Malus of Forethought might get you some wads before you're otherwise able to get them, but that's about it. The store's only useful bonuses are the +Muscle from blood of the Wereseal for scaling monsters, and +30% init from the cheap wind-up clock (which is useful, but kind of expensive).

Other Considerations

The two categories above are the most obvious differences between the classes, but not always the most impactful. In rough order from most impactful to least impactful:

  • Hardcore Powerleveling: While Muscle classes get the best per-turn yields from their Spookyraven zone, it has the high overhead cost of unlocking it. In general, powerleveling returns from best to worst are Moxie > Myst > Muscle.
  • Hardcore Equipment: The spangly sombrero, frequently obtained via faxing, is only relevant to Moxie classes.
  • Equipment Requirements: In softcore, Muscle classes can equip +ML shirts the earliest, and Myst classes can equip +ML accessories the earliest. Only Moxie and Myst are needed to equip the Frat Warrior Fatigues, so Muscle classes may need to level both offstats.
  • The Florist Friar: You spend the most turns in outdoor zones and the least in underground zones, ranking the Florist's +exp plants as Moxie > Muscle > Myst.
  • Palindome synergy: The unskippable noncombat Sun at Noon, Tan Us only helps Moxie classes.
  • Barrr synergy: That Explains All The Eyepatches is best for Moxie and Muscle classes (it can't be converted into a combat if you're a Myst class).

History

  • Moxie classes had an edge when fighting scaling monsters before September 18, 2013, due to how stat gains from those monsters were calculated.


Ascension Strategy
Rankings: HC Skills - HC Familiars - HC IotMs
General: Class selection - Familiar usage - Lucky adventures
Paths: BHY - Fist - AoB - BI - ZS - AoJ - BIG! - KOLHS - CA2 - AoSP - SS - HR - Picky - Ed - Random - AoWoL - Source - NA - GN - LtA - L.A.R. - PF - G-Lover - DD
Additional Paths: DG - 2CRS - KoE - PotP - LKS - GG - Y,Robot - QT - WF - GY - JM - FotD
IotMs: Tomes - Faxing - Copying - YR - Garden - Correspondent - Workshed - Tea party - Florist