Guide Introduction
Note: This guide is a work-in-progress. The author may choose to add more information at a later date.
Note: This is for people COMPLETELY new to the game or for people who just want to learn maybe something they didn’t know
Why a strategy guide?
LaTale is versatile enough where you can come up with several combinations of different character for different situations.
Why should I read this?
Well, if you are VERY new to LaTale you will know how to construct your party and know part of the reason why everyone is leveling so fast.
What if I prefer to solo?
This will also apply due to it stating advantages of certain classes in certain situations.
I’m not new to LaTale, in fact I played Chinese/Japanese/Korean LaTale.
Well, this guide should present something new since you most likely didn’t understand did other version or had so much lag you could preform anything.
Combinations
OK, combinations. Certain combination of certain classes can help in certain situations basically, parties can be different in many of them but basically you need a tank or a healer.
Combination 1: Healer, Ranged, Tank, Melee
A basic combination probably the first type you may be in. This is the most balanced combination of a tank, healer, ranged and Melee. Taking advantage of the tank’s health and defense it can pretty much have block all attacks (press down in dangerous area or bosses to block most Melee). The healer heals the tank and minor injuries of all the other party members while the tank take slitter damage than maybe a mage gone Melee so it saves SP. The Range character takes advantage of range by being least likely to get kill due to well a closed ranged attack, while Melee if a dagger explorer has a shield and if a warrior has a moderately higher defense than the other 2 non-tanking classes (attacker may also be a wizard which has lower defense but can deal above high damage but they are usually more flimsy than the rest). And of course the healer benefits from the tank to help it stay alive as well. Pretty staple.
Combination 2: Spear , Healer, Ranged, Random
Basically the tank is the tank is the spear in a what if scenario and you have one healer and a ranged. Actually this can be good if you find a high level area where there is a safe spot where only Bow/Crossbow can hit as well as spear. Healer heals just in case while the random if its ranged that will help as well, Tank is deemed at risk if the area is too high a level, and 2-handed character may have more trouble with range than a spear and due to the area being most likely a high ledge and magic can reach that high they probably fail in this situations.
Combination 3: Attacker, Magic, Ranged, Random
The attack being a spear or a 2-handed can wield a pretty mean damage ratio as well as decent defense which should with not tanker so the attack most be tank. The Magic and range the ranged in front of the magic (to protect it.) due to ranged having higher dodge and health. The Random could be a healer wizard, which should help a lot, another attacker, which should speed up killing even further or another ranged with lower but still helpful damage boosts.
Combination 4: Magic, Ranged, Dagger, Non-Melee type
This party is a it risky but deals damage. Magic having the least difference should be in a spot where it won’t die easy you need those for damage. Ranged 1 or 2 should hold of the the enemy while keeping it in the mages range (of course the wizard can think for itself and get into range) the dagger can hold it of.
Combination 5: Money Party
Very simple to understand many high level treasure hunter with party skills that increase drops and money go into a high level are kick but and loot out of their minds. This is serious money if percentages stack. It should also work to collect quest items / Rare urns. 2 Skill resets are recommended before attempt this one for reseting current build and one for the trip back.
PAGE 2.
Beginner’s Strategy Guide, Page 2
Maximizing experience during battle
This should be a very short section addressing each classes combos and of course how they do combos maximize experience. Gunslingers have the easiest time with this.
* Nice Combo: 10 hits
* Cool Combo: 30 hits
* Great Combo: 50 hits
* Crazy Combo: 70 hits
* Excellent Combo:90
* Amazing Combo: 99 (maximum combo)
RP = Repeatable Combos: Combos that can be done till the enemies are are finished
Warrior Classes:
Warlord:
Spear: Have moderate combos which basically repeat the same skills quite easily while still holding a combo. Due to slightly above mid-ranged attacks can’t hold it TOO long unless attacking with max precision.
2-Hand Swords: The have hard time holding combos due to after attack delay but if timed right they can kill from enemy while holding a combo and killing at decent rate to make up at high levels.
Bladers:
They have one of the fastest attacks in the game as well as high speed but it hard to hold combos in parties best to solo.
Knight Classes:
Templar:
Clubs: Decent attack speed and damage so they can combo but one enemy at a time. Unlike it sword counter part it can’t combo bosses as good. Best for 1 vs 1.
Sword: Similar to mace it can’t combo from enemy to enemy well but combos better than mace as well as combos bosses really well. Best for 1 vs 1.
RP: Sword Combo 1: Break + Weak Hit + Weak Hit + Weak Hit
RP: Sword Combo 2: W. Break + Weak Hit + Weak Hit + Weak Hit + Break
RP: Sword Combo 3: Break (or W. Break) + Weak Hit + Bamboo Cutter (or Dragon’s Tail) + Weak Hit + Break (or W. Break)
Guardian:
Due to to there beam skills they almost can combo there way out of hand handbag, though if you somehow get land to hit including the kicks and the punches at the right you combo great. Guardians can be a great combo class but they are hard to accomplish. This classes combos are for pros.
Wizard Classes:
Sorcerers:
Fire: Due to cool down they are bad at combos (at the beginning is the worse.) so they have to take advantage of mobs by hitting many enemies at once.
Wind: Fastest attack as well a mid range. Thanks to to that, they are the best comboer (or at least the easiest) of sorcerers
RP: Wind Combo 1: Wind cutter + Cyclone cutter+ Wind cutter + Normal Hit
Water: Best cooldown but not the fastest attack, Water Sorcerers at the beginning have the the best combos of this class but have be closer to the enemy and are more like to have their combos interrupted.
RP: Water Combo 1: Bubble Bubble + Ice Fear + Bubble Bubble + Normal Hit + (optional) Normal Hit
Earth: They are are to do combinations with them, but have the highest range of all so it possible to combo like mad in large mobs.
Bards:
Due to there AoE skills and heal over time abilities than combo at a steady rate but have a shortish AoE range. Recommended in higher spawn areas.
Explorer Classes:
Gunslingers:
Best Comboers in the game due to there fast attack. Can hit a 99 combo if done right. Due to there high range plus the high attack speed, they can combo quite easy. Fun to have around in parties.
Treasure Hunter:
Dagger: As can be seen at high levels this class has fast attack. They attack at above decent speed striking at a nice attack damage with the applied speed. Note : Their shield help to a point.
RP: Dagger combo 1: Dancing Dagger + Sonic Dagger + Assassin Dagger + Illusion Dagger
Crossbow: 1 vs 1 there combos are wonderful. Using there ranged attacks they can attack several enemies at once. But like most classes after a combo rush their is a delay. Its best to begin each combo with hard hit.
Crossbow Combo 1: Hard Hit + Stream Shot + Needle Shot
RP: Crossbow Combo 2: Hard Hit + Stream Shot + Wide Shot + Needle Shot + Claymore
Bow: Best attack speed of the class and have a range and AoE skills to help. they may have low damage but this class can dish some combos. The speed helps with the damage keep up.