10 Class Hindi Guide Pdf

0 views
Skip to first unread message

Georgeanna Abson

unread,
Aug 5, 2024, 4:31:13 AM8/5/24
to tiostaturmu
TheCalamity Mod adds a plethora of new weapons and equipment for all classes, including its new rogue class, to use throughout the game. Calamity also adds many difficult boss encounters and other situations in which class builds should be optimized to succeed efficiently. This guide will show potential weapon and equipment builds for each of the five classes at various points in the game's progression.

Each class gains more complex abilities as the game progresses, enabling more strategic variety in combat. It is advised for players to try out every weapon they find to help determine what works best for them. It is also recommended to use buff potions and healing potions to increase efficiency and survivability in combat (especially during events and boss fights).


In general, it is recommended to focus on one class. Many armors, accessories, and buffs only benefit a specific class, especially later in the game. However, while their damage output may not be as high, backup weapons from another class can be helpful should the situation require a different weapon.


Some items, armors, and accessories have extra abilities activated only by using them together. For example, most wings with a corresponding armor set provide additional stat boosts when used with said armor set, in addition to the flight they give.


This guide is not meant to be used to identify the best weapons or accessories available at a specific point. Instead, it showcases some potential gear that players may find useful at that point in progression. This is because there are many different ways to approach fights, and what works well for one person may not work for another. Furthermore, there are frequent balance changes to the mod, so an item's relative power level can fluctuate wildly between updates. Because of this, the guide is often not completely up-to-date. Players are encouraged to treat the guide as a starting point and to experiment with different weapons, accessories, and armor sets to see what works best.


For a list of weapons for each specific class sorted by progression (albeit extremely roughly), see the respective class's weapons page and click the small arrow on the sell price column to sort the table by sell price. An example page for melee weapons can be found here.


The melee class sports high defense and decent crowd control, but many melee weapons have a short attack range, and those that are viable at a distance tend to do lower damage than their close-range counterparts. This encourages melee users to use their defense to tank hits while attacking with their stronger close-ranged weapons. Melee weapons include swords, spears, and yoyos, and boomerangs.


Rangers are able to attack from a distance, doing high single-target, piercing, or splash damage. They utilize weapons like bows and guns, as well as thrown objects. Ranged users must constantly acquire ammunition, unless using the Endless Quiver or Endless Musket Pouch or using a ranged weapon that doesn't require ammunition such as the Toxikarp or Paintball Gun.


Mages are fragile but highly varied in attack style, often utilizing special mechanics such as homing, lifesteal, and area-of-effect damage. They are held back by reliance on mana, which regenerates very slowly unless the Mana Regeneration buff is in effect. Magic users can often sustain their mana using Mana Stars when fighting many enemies at once, but must craft or purchase mana potions if they wish to recover mana instantly during boss fights. Most pre-Plantera magic weapons are specialized for crowd control, with weaker single-target damage than other classes.


Summoners deal most of their damage using autonomous minions and/or sentries, and their attacks usually have excellent accuracy. However, most summoning armor sets have low defense in exchange for their high damage potential. Whips(Desktop, Console and Mobile versions) are primary weapons that focus summons and increase their damage. While many players do challenges where only summon damage is allowed (Whips, Summon weapons and Mounts), the summoning class was balanced around the idea of the player also using the strongest normal weapon available to them in addition to minions and whips. [1] Summoners can gain synergistic benefits from hybridizing with other classes:


In general, it is recommended to focus on gear that benefits one class. Equipment slots are limited, and many armors and accessories only benefit a specific class, especially later into the game. Summoners are an exception to this rule, since summons can deal damage alongside melee/ranged/magic weapons, so summoning gear will always provide a benefit as long as summons are being used. All classes can use at least two minions at all times even without using summoning gear (by using a Bewitching Table), so it's recommended to always utilize these free slots regardless of primary class.


Note that while it's beneficial to only focus on one class between melee/ranged/magic at a time, there is little benefit to specializing in one class over the course of an entire playthrough, and one should strongly consider switching classes if they happen to obtain a powerful weapon from a different class.


Even when not specifically using a hybrid set, backup weapons from another class can be helpful should the situation require a different weapon. For example, Giant Cursed Skulls might pose a threat to non-summoners, but a whip such as Durendal can kill them easily even without summon damage boosts.


Prior to encountering a boss, set bonuses from wooden and ore armor will almost exclusively provide additional defense, and accessories will not discriminate by weapon type when giving bonuses. When combined with the general scarcity of weapons and the need to survive, there is little point to sticking to a "class" this early on. For these reasons, players are recommended to make use of whatever they can get their hands on. Players can acquire a gun or magic weapon early on by smashing one of the Corruption Orbs (in Corruption worlds) or the Crimson Hearts (in Crimson worlds).


Mages must increase their mana capacity through the use of Mana Crystals before magic weapons become viable. The Magic Hat and Wizard Hat will provide a set bonus when used in conjunction with any robe. Jungle armor and Ancient Cobalt armor can be used interchangeably, with each piece providing the same benefits, and the set bonus being given even when a mix of the 2 armors is used. Depending on the player's skill level, the Demon Scythe can technically be obtained at any point in the game, as Demons will always naturally spawn in the Underworld.


After defeating the first bosses, you gain access to the first few class-specific accessories and armor, along with Shadow/Crimson armor and Hellstone, the final ore of pre-hardmode. For mages, mana management is less of a problem with an item like the Mana Flower and enough Mana Potions.


Defeating Skeletron provides access to the Dungeon, giving access to Necro armor and new weapons from Dungeon and Shadow Chests. By this time you should generally have 200 base mana, plenty for using magic weapons.


At this point in the game, damage bonuses from armor and accessories become more significant, so it is recommended to choose a class to specialize in. Ranger is generally agreed to have the best weapons at this stage. However, melee also improves significantly due to melee armors having significantly higher defense than any other class. Magic is still heavily focused on crowd control, making it an effective class for those who want to take out The Destroyer first. Summoners have their best weapons locked behind Dreadnautilus and Queen Slime, but they receive Hardmode upgrades earlier than the other classes because Spider equipment can be crafted at an Iron or Lead Anvil. It is recommended to mix your chosen class with summoner if you are running a primarily offensive loadout.


This is also the point where a fully-defensive build begins to diverge from damage builds thanks to the availability of the Flesh Knuckles and Star Veil coupled with greater access to damage accessories, so it is a good time to decide whether you want to run a primarily offensive or defensive loadout and reforge your accessories accordingly.


For the mechanical bosses you have a choice between two whip-summon combinations. The Firecracker pairs well with the Sanguine Staff due to its high base damage getting increased with the Firecracker's debuff that increases summon damage by 2.75, as well as the Snapthorn in order to attack faster with the Firecracker. The Blade Staff pairs well with whip stacking the Cool Whip, Durendal (after one mechanical boss), Spinal Tap, and Snapthorn to the Blade Staff's low damage highly benefiting from the tag damage that the mentioned whips inflict.


At this point, players are expected to have chosen between melee, ranged, magic, summoning, or a hybrid of summoning and another class. This is also where significant armor variety starts to show up within the same class, with players choosing between Hallowed armor, Chlorophyte armor, and tier 2 Old One's Army armor. For magic and ranged, the choice lies between Hallowed armor (for offensive loadouts in need of a defensive effect) or Chlorophyte armor (for all-out offense). Melee users should use Turtle armor for pure defense, or some combination of Hallowed/Chlorophyte Mask, Monk's Shirt/Squire's Plating, and Squire's Greaves for the highest overall stats. If a reliable source of Defender Medals is not available, full Chlorophyte armor also works for offensive melee sets, and for defensive ranged/magic sets.

3a8082e126
Reply all
Reply to author
Forward
0 new messages