2011-04-28, 11:59 PM
Only lvl 38, but I didn't see anybody do a Spitfire yet, so I figured I'd throw what I could as far as numbers go. Unfortunately alot depends on what gun you use, as well as how heavily you use certain skills, but I did my best to account for that in the score ranges.
Spitfire
Offense: 3.5/5 Reliant on auto attacks, but bullet skills make them fairly powerful and grenades make it fairly easy to keep mobs off
Potential Offense: N/A since I've yet to invest in a +x weapon, but if I had to guess, it'd be a 2.5 since they're reliant on auto attacks, and a + weapon will improve that, even if the skills don't
Defense: 2.5/5 Moderate armor
Attack Range: Depending on gun, 1-5/5, since he can use any of the guns he wants, albeit bowguns and muskets are the preferred ones, with an occasional handcannon thrown in for kiting rooms
Single Target Damage: 3-5/5 depending on the gun used
AoE Prowess: 3.5-5/5 due to blaze bullet, grenades, and C-4, but it also is dependent on the guns used
Survivability: 2.5/5 Range helps, as does knock up, but still squishier than many
Soloability: 4/5 due to auto attacks, albeit it will be a slow solo compared to others
MP Efficiency: 2-5/5 depending on how frequently you use your skills and bullets, and what level you are
Beginner Friendliness: 3/5, since it's a bit painful at first with so few skills, but once you hit 30, it gets easier, albeit you're still going to rely a lot on auto attacks
Class activeness: 1/5, since you should be using bullet buffs and auto attacks for all but hard/boss rooms
Party Support: With other gunners in party 4/5, without other gunners in party 1/5, rangers especially benefitting, launchers benefitting slightly, with mechs having very little use for a spitfire's bullet buffs
Flashiness: 2.5/5 as their skills are decently fun and interesting to use, but not on the same level of other gunners
Affordability: 2.5/5 Though it can vary depending on how many guns you keep on you and how much you want to spent on said guns since you're going to carry a minimum of two, possibly three different kinds at any one time
Spitfire
Offense: 3.5/5 Reliant on auto attacks, but bullet skills make them fairly powerful and grenades make it fairly easy to keep mobs off
Potential Offense: N/A since I've yet to invest in a +x weapon, but if I had to guess, it'd be a 2.5 since they're reliant on auto attacks, and a + weapon will improve that, even if the skills don't
Defense: 2.5/5 Moderate armor
Attack Range: Depending on gun, 1-5/5, since he can use any of the guns he wants, albeit bowguns and muskets are the preferred ones, with an occasional handcannon thrown in for kiting rooms
Single Target Damage: 3-5/5 depending on the gun used
AoE Prowess: 3.5-5/5 due to blaze bullet, grenades, and C-4, but it also is dependent on the guns used
Survivability: 2.5/5 Range helps, as does knock up, but still squishier than many
Soloability: 4/5 due to auto attacks, albeit it will be a slow solo compared to others
MP Efficiency: 2-5/5 depending on how frequently you use your skills and bullets, and what level you are
Beginner Friendliness: 3/5, since it's a bit painful at first with so few skills, but once you hit 30, it gets easier, albeit you're still going to rely a lot on auto attacks
Class activeness: 1/5, since you should be using bullet buffs and auto attacks for all but hard/boss rooms
Party Support: With other gunners in party 4/5, without other gunners in party 1/5, rangers especially benefitting, launchers benefitting slightly, with mechs having very little use for a spitfire's bullet buffs
Flashiness: 2.5/5 as their skills are decently fun and interesting to use, but not on the same level of other gunners
Affordability: 2.5/5 Though it can vary depending on how many guns you keep on you and how much you want to spent on said guns since you're going to carry a minimum of two, possibly three different kinds at any one time

