Masqueraider Gameplay
Masqueraiders in the Game
The Masqueraider class lets you adopt any gameplay style at any time. Thanks to their masks, they can change how they play and adapt based on their opponents, which makes them unpredictable.
This class does not have a predetermined style, other than that of protector. Versatility is Masqueraiders' main advantage, and they can be played at a distance, in close combat, and at mid-range. They are perfectly familiar with positioning, tanking, and protecting their teams.
Able to keep an entire team alive on their own by adding shields while changing masks to support allies in inflicting damage, Masqueraiders are more than welcome on teams.
Starting Characteristics
- 55 Health Points (HP)
- 6 Action Points (AP)
- 3 Movement Points (MP)
- 0 Initiative Points
- 100 Prospecting Points
The Most Useful Class Set Items: the Moody Set
- The Notts O'Clever Clogs can increase critical hits with the Reinforcement spell, one of Masqueraiders' most useful spells. These clogs also let Masqueraiders remove MP from enemies without line of sight by deactivating this requirement for the Apathy spell. Masqueraiders also have an easier time of it thanks to the range bonus on the Capering spell.
- The Retchual Rope will let your Masqueraider get critical hits more often with Tortoruga when they want to protect their allies. And, above all, this belt will let them lower the AP cost of the Plastron spell, a vital spell for Masqueraiders. The reduction in Ardour's cooldown period is also highly appreciated.
- The Bangin' Cloak is ideal for Psychopath mode. The additional range for the Psychopath mask and especially the critical hit bonus on the Trance spell are good advantages. With critical hits, this spell increases the shield percentage received by 5% – a highly appreciated percentage given the trade-off.
Masqueraiders and the Elements
You alone can decide how you're going to play your class. This brief introduction to the elements is only here to point you in the right direction should you have doubts.
Earth Masqueraiders
✔ Pros
The Earth path has a modifiable range spell that makes it possible to remove MP in Cowardly mode, an area-of-effect health stealing spell in Classic mode, and a spell that can greatly increase damage in Psychopath mode. This is the most aggressive elemental path.
✘ Cons
In Psychopath form, Earth Masqueraiders had better be well-accompanied, because they otherwise won't survive very long since their spell brings them closer to the target every time it is cast. In addition, they only have three spells in this element, not counting the Reinforcement spell.
Air Masqueraiders
✔ Pros
This path gives Masqueraiders more mobility, regardless of mode, thanks to their agility. In Psychopath mode, they are able to leap diagonally while doing serious damage in a cross-shaped area of effect. The Retention spell, with the Classic mask, allows for MP reduction and considerable health stealing.
✘ Cons
Air Masqueraiders are undoubtedly the weakest of the paths because their spells have such strong requirements. Capering can only be cast one cell away, while Retention is a single-target spell with very short range. For its part, the Picada spell has a minimum casting range and does not do heavy damage.
Water Masqueraiders
✔ Pros
The Water path can be associated with pushback damage to inflict serious damage. The Boliche spell's pushback damage bonus can be combined with the Distance spell, which makes it possible to move rapidly from offensive tactics to a defensive style. Decoy, which can be used with the Classic mask, allows for the placement of enemies and allies.
✘ Cons
All Masqueraider Water spells can only be cast in a line, so their use may be compromised. Given that this path is focused on pushback damage, the Reinforcement spell must be used cautiously because, in the event of collision, the value of this bonus will applied to the Masqueraider themself.
Multi-Element Masqueraiders
Multi-element Masqueraiders are classic, and frequently adopted because of how easily they can act in several areas. Being bi-elemental is a must, because these elemental paths lack spells that would make only one viable.
In Psychopath form, Masqueraiders are able to boost all their damage thanks to Capering and Furia, which allows them to use one of these spells to boost all the others, including in paths with which they are not affiliated.
Choosing a multi-element orientation therefore lets them be more versatile in combat without lacking too much offensive potential thanks to spells that increase all their damage. This lets them invest more points in Vitality and thus increase shield value while resting viable in combat.
Odd or Even?
- Are you interested in getting into PvP but aren't sure who make good partners for Masqueraiders or who Masqueraiders' worst enemies are? You've come to the right place – check out the first item to expand your knowledge.
- Or is PvM more your thing and you'd also like a few tips on good Masqueraider allies against monsters? If so, the second item in this section is what you want.
Masqueraider Synergies in PvP
Masqueraiders Do Well When Allied With…
Masqueraider-Rogue duos have enhanced positioning capacity, which lets you adopt an optimal strategy designed to place enemies in bomb walls in the best possible way. Bombs can receive shields from Masqueraiders to live longer while taking advantage of the two classes' placement synergy.
The defensive and offensive capacity of these two classes will very rapidly turn out to be useful for jumping into the fray while providing effective protection without really needing to worry about damage received. This duo can ensure each other's survival in combat thanks to its protection, health steal, and sacrifice spells.
Paired with a Iop, a Masqueraider will be perfectly at home protecting their teammate while favoring enemy placement and increasing the Iop's damage. As Iops are fragile and often exposed to damage, they can count on Masqueraiders to support and protect them.
Masqueraiders Could Have Trouble Fighting…
Enutrofs are formidable opponents against Masqueraiders since they're able to unbewitch constantly and remove MP while hitting the enemy. Masqueraiders' defensive capacity is literally reduced to nothing because of Enutrofs'. Attacking will therefore very often be the best defense against an Enutrof, who can in any case counter the play from a distance by reducing range and protecting themself with their Living Bag.
Because of their ability to unbewitch their opponents every turn and reduce their power, Pandawas are sizable adversaries for Masqueraiders because the latter depend on their shields. Faced with a Pandawa, a Masqueraider will have to be more clever and adopt a more aggressive gaming style to avoid being overly impacted by unbewitchment and power penalties. Pushback damage should be favored, keeping their protection spells during the Pandawa's Stabilization turn.
Ecaflips are fearsome opponents because of their very easy-to-place erosion capacity and their delayed damage via their Rekop spell, which can be applied in a turn during which the Masqueraider does not have their shields. Efficient at a distance and in close combat, Ecaflips can make things difficult for Masqueraiders.
Masqueraider Synergies in PvM
Team of Four – Small Stuff First
In four-player PvM combat, the go-to companions for Masqueraiders are an Eniripsa, an Enutrof and a Iop. This foursome is very versatile and has excellent distance and close combat damage. Protection can be concentrated on the Iop and the Masqueraider, with the Eniripsa and Enutrof providing support from the rear.
Team of Six – Great Power
The Rogue and Pandawa classes can take the stage in a six-person lineup in order to provide their talents to the rest of the team. These two classes' placement, damage and bonuses will be appreciated by the rest of the team already in place. They will be able to adopt a new game via bombs and their respective placement possibilities.
Team of Eight – Great Responsibilities
Cra and Ecaflip are the classes that may best suit this composition. Fully covered from behind by the Cra, the Eniripsa, and the Enutrof, the rest of the composition can play other roles without difficulty, such as tank and damage dealer, while keeping the placement ease to create combos with bombs.
The Path to Wisdom
Without much knowledge about the game or the different in-game areas, players often want to advance quickly, but soon discover that leveling a character is no easy feat. The short guide that follows will let all self-respecting Masqueraiders show that they wear their masks proudly without going crazy in combat. Here are a few good areas to explore in order to make quick and effective progress.
Starting Out – Levels 1 to 50
Incarnam is the ideal area to gain XP in the beginning. Small groups will be your main source of progression, so their use is recommended as long as you're alone. Take advantage of the various areas and lairs up to a decent level, as the area is perfectly tailored and you'll collect all the equipment you need.
The dungeon on the floating continent also provides a hefty amount of experience. It's recommended that you complete this in a group.
After progressing enough, Astrub Forest on the Amaknian continent will be profitable enough for you to stay there for some time. The field monsters are also good.
Once you're done there, another wave of progression can be had on Otomai Island where Coral Beach is bursting with small groups offering a nice amount of experience. Enough to keep you hanging around, even past level 50…
The Road to Progress – Levels 50 to 100
Once you've reached level 50, the Kolossium is where you should head next. If you like PvP, this is the ideal place to progress.
Wabbit Island and its small maps are more within Masqueraiders' abilities. You can easily find groups with a few stars. Once there, completing the Cawwot Dofus quest and the achievements will give you a ton of experience.
After leveling up enough in this spot, your best bet is to travel to Mount Neselite to fight some Stubbyobs in Dark Treechnid Forest or on Koalak Mountain.
At the Base of the Mountain – Levels 100 to 150
After completing a series of epic battles, it's time to visit the Trools hiding in their Eltneg Wood lairs and the Bwork Outpost in the northern part of the continent. These will offer precious resources for you to create very useful equipment easily.
At the same time, you can also visit Tynril and take advantage of the Dark Jungle. And of course, don't forget the event islands.
For quest lovers, there are the following daily quests: "Protect and Scourge" from Captain Amakna at [0,0]; "Kerub's Crib" from Kerub at [6,-16]; and "An Excessive Baker's Dozen" from any member of the Pull family in the class temples.
As part of a group, the Firefoux and Fire Pandala are a good source of experience.
Climbing to the Top – Levels 150 to 200
Levels are rising and it's time for a change of air, so make your way to frozen Frigost Island. The Lonesome Pine Trails are the first destination for moving forward. Fighting in a group from now on is recommended. Still part of a group, Nolifis Island is a source of considerable experience. Alma's Cradle is also a profitable destination, so why not stop off there and kill a few monsters for a while?
Find a group and go back to the Desecrated Highlands of Sidimote, deep into the Fungus Cavern, in order to progress. Then, you can still take advantage of a large part of Frigost. No point quitting while you're ahead – keep on doing dungeons and killing monsters in each area. Level 200 is waiting for you, so polish your masks!