MilMo Guide

An Introduction to Classes and Class Abilities for MilMo

An Introduction to Classes and Class Abilities

Overview

Classes, or class directions, are different in MilMo to typical RPG classes. In MilMo, they are Support, Protection and Damage, and you get to choose a direction when you reach the Levels 5, 10, 15 and 21. You can choose to specialize in a particular class or mix and match your own setup, you do not have to follow a specific direction.This guide talks about what each class entails and what perks the players can receive. This guide does not tell you which class direction is the best, as all players have their own opinions to suit their play style. More information about Classes including how to select a class is shown here: https://milmo.wikia.com/wiki/Classes

Damage

Damage abilities are good for those who want to deal a lot of damage to monsters. These include:

  • Venom Strike (level 5)
  • Battle Shout (level 10)
  • Mangle (level 15)
  • Tempest (level 21)

Venom Strike

After completing a series of tasks you will learn the ability to quickly deal a powerful blow to your enemy. Your strike will also cause your enemy to lose hearts over time, making it perfect for longer fights or the lonely hunter.

Venom Strike gives an attack that also causes the enemy to receive extra damage over time. It requires a melee weapon to work (melee weapons include swords, axes, and clubs) and it has a five second cooldown period. This ability is good to use against Bosses or against Monsters with high health values. It costs 10 Gems to use.

Battle Shout

After completing a series of tasks you will learn the ability to increase the damage done by you and your group members for a short period of time.

Battle Shout increases the damage done by you and your group members for 20 seconds. This ability is very beneficial if you like to fight as groups. Battle Shout has a 60-second cooldown period and costs 126 Gems to use.

Mangle

After completing a series of tasks you will learn the ability to quickly cause damage to enemies in front of you.

Mangle involves doing a strong swing that will hit many enemies in front of you. This is an advantage if you’re surrounded by many enemies, and performing it at the same time as Venom Strike will deal a lot of damage in a short time. Mangle has a 5-second cooldown period and costs 10 Gems to use.

Tempest

After completing a series of tasks you will learn the ability to make a quick spin, causing damage to enemies around you.

Tempest spins the player around, allowing damage to be dealt to nearby enemies. It has a 45-second cooldown period and costs 94 Gems to use. Tempest is useful if you need to make a quick getaway.

Support

Support abilities are for those who like to protect themselves and their group. These include:

  • Mend (level 5)
  • Cleanse & Revoke (level 10)
  • Spawn Hearts & Spawn Heroic Hearts (level 15)
  • Heal (level 21)

Mend

After completing a series of tasks you will learn the ability to restore hearts to you and your group members over a period of time.

Mend increases the regeneration of Health Points for you and the members of your group over time. This is beneficial in the way that you can save precious Gems and Health Potions/Berries. It can be used over and over again. It costs 50 Gems to use and has a five-minute cooldown period, which is the main disadvantage.

Cleanse

After completing a series of tasks you will learn the ability to cleanse bad effects from you and your group members or revoke good effects from your enemies.

Cleanse removes any bad effects from you and nearby group members. This includes poison effects such as the one given by the Mad Weed. It is received at the same time as Revoke, and shares its cooldown and cost values.

Revoke

After completing a series of tasks you will learn the ability to cleanse bad effects from you and your group members or revoke good effects from your enemies.

Revoke involves removing positive effects from nearby enemies. Some bosses tend to self-heal over time, so removing the healing effects can help you defeat them quickly. It is received at the same time as Cleanse, and shares its cooldown and cost values.

Spawn Hearts

After completing a series of tasks you will learn the ability to spawn heart orbs that you or your group members can pick up.

Spawn Hearts does what it says on the tin. It creates orbs of hearts on the ground that you or group members can pick up in order to regenerate. It shares cooldown and cost values with Spawn Heroic Hearts.

Spawn Heroic Hearts

After completing a series of tasks you will learn the ability to spawn heart orbs that you or your group members can pick up.

Spawn Heroic Hearts works just like Spawn Hearts, except only two Heroic Hearts will be available. Heroic Hearts give you two extra hearts for one minute, much like Heroic Potions do. It shares cooldown and cost values with Spawn Hearts.

Heal

After completing a series of tasks you will learn the ability to instantly heal you and your group members hearts a certain amount.

Heal instantly restores hearts to you and everyone in your group. This is very useful if your group has low health and a lack of Power Berries. Its cooldown and cost are unknown.

Protection

Protection abilities are for those who want to be able to take damage and attract powerful enemies (like the Imagination Devourer). These include:

  • Provoke (level 5)
  • Disorient (level 10)
  • Guard & Stonewall (level 15)
  • Reflection (level 21)

Provoke

After completing a series of tasks you will learn the ability to taunt an enemy into attacking only you. It will also slightly increase your protection.
Provoke alerts nearby monsters to you, leading them to make a beeline for attack. Your own defense also gets increased for a short amount of time. This is beneficial if you want to focus on getting drops or Gems.

Disorient

After completing a series of tasks you will learn the ability to weaken nearby enemies, making them more vulnerable to damage.

Disorient weakens any enemies that are nearby, enabling you to deal more damage on them than usual for a short amount of time. This is useful if you need to complete a quest quickly.

Guard

After completing a series of tasks you will learn the ability to increase your or your group’s protection, making you take less damage.

Guard increases the protection of you and your group, meaning that you will all take much less damage for a short amount of time. This is beneficial if you’re fighting many monsters and want to stay together. It shares its cost and cooldown values with Stonewall.

Stonewall

After completing a series of tasks you will learn the ability to increase your or your group’s protection, making you take less damage.

Stonewall reduces all damage taken by the group for short amount of time. This is much more powerful than Guard. Like Guard, this is useful if you’re fighting many monsters and want to stay together. It shares its cost and cooldown values with Stonewall.

Reflection

After completing a series of tasks you will learn the ability to return damage and bad effects to the attacker, making them hurt themselves instead.

Reflection returns incoming damage and bad effects to the attacker for a short amount of time. This is useful against Bosses such as the Mad Weed that give players poison effects. Using this in conjunction with Venom Strike can greatly reduce the health of some monsters in one go.

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