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The three mainstream initial professions in the current version are warriors, mages, and archers. I will break them down and calculate them for you from the three dimensions of PVE map pushing, PVP fighting, and equipment investment-output ratio. I won't talk about metaphysics and will speak directly based on the data.
The warrior profession is positioned as a melee tank and control player. The advantage is that it has a strong survivability. When fighting world BOSS and cross-server siege, it is the last word to stand in the front row. If your gang lacks a leader, choosing a warrior is basically your ticket to the group. The shortcomings are also obvious. It is slow to form, and the starting cost is high. It takes more resources to strengthen the one-handed sword and shield. The efficiency of clearing monsters in the early stage is rubbed against the ground by the other two professions. When playing solo and doing daily grinding, you will find that your teammates have finished two rounds, and you are still leveling A to replenish monsters. The experience is indeed average.
The mage is what I currently recommend newbies to get directly. Needless to say, the cost-effectiveness of this configuration is very high. The group AOE skill axis is very dense. The efficiency of AFK to spawn monsters is the first among the three professions. If it hits the combat power rankings a few days before the zone is opened, the mage will definitely make a profit. In PVP, the weakness of the mage's body will be amplified, but as long as you are willing to pull and block the 35-foot skill radius, the snowball will keep rolling, and the burst damage is completely unreasonable. It's no joke that a set of combo moves can take away other warriors of the same equipment when their combat power is at the same level.
Archers are prepared for players who are good at playing and willing to operate. The advantage lies in continuous output and critical hit income. The total damage dealt by the BOSS can almost stabilize the mages in long-term combat. But the disadvantage is that the defense is weak, and it will be very embarrassing when being hit in the face by melee combat. It needs to move frequently to avoid damage, and the mobile phone operation requirements are relatively high. If you are accustomed to relying on operations and reactions, and want to play with obvious differences between masters and ordinary players, archer is the most suitable choice.
My advice on the development route is this: zero krypton or very little krypton, just look for the mage, don't think too much about the monthly card fund, concentrate diamond resources on weapon strengthening, and take the route of maximizing output. Players in Krypton can choose warriors. After adding gems and inscription levels, their dominance will become more and more obvious. As for the archers, there must be at least a fixed team that is willing to wait for you to practice the operation and adapt to the feel before considering it. Otherwise, in the early solo stage, it is really easy to have a mental breakdown while playing.
There is another point that you may not have noticed. The branch direction of the job transfer system will also affect the subsequent growth direction. I will open a new post to calculate this separately after the official version is updated. Let's start here. The above analysis is based on version environment, supported by actual measured data in the gang group. In short, there is no absolute answer to choosing a career, only whether it suits your investment planning and operating habits. As per the old rules, in the comment area, you can report your district clothes and attire, etc., and answer questions online.