MinuteFrontier Wikia
m (20th, not 18th)
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|Hammer=1.05
 
|Hammer=1.05
 
|Spear=1.10
 
|Spear=1.10
|BOW=1.00
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|Bow=1.00
 
|Staff=0.90
 
|Staff=0.90
 
|Dice=0.95
 
|Dice=0.95
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|1 - ENEMY CHARM |100 - PHYSICAL GUARD UP
 
|1 - ENEMY CHARM |100 - PHYSICAL GUARD UP
 
}}
 
}}
|weapon_variants = Sword : AXE
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|weapon_variants =
  +
[[Sword]] : AXE
Bow : FIRE BOW (Fire)
 
  +
|previous = [[Ghost|GHOST]]|next = [[Dworf|DWARF]]
 
 
[[Bow]] : FIRE BOW (Fire)
 
|previous = [[Ghost|GHOST]]|next = [[Dwarf|DWARF]]
 
}}
 
}}
   
 
== Overview ==
 
== Overview ==
The '''Tamer''' is a primitive male, wearing a dull green shirt with a green emblem on his chest. He has large brown hair with two white horns that jut from both sides of his head. He is unlocked by defeating [[Boss#NAUMANNI|Naumanni]] and progressing to 8.7km.
+
The '''Tamer''' is primitive, wearing a dull green shirt with a green emblem on the chest. It has large brown hair with two white horns that jut from both sides of the head. The job is unlocked by defeating [[Boss#NAUMANNI|Naumanni]] and progressing to 8.7km.
   
 
== Strategy ==
 
== Strategy ==
  +
The Tamer is an enigmatic job, providing only two abilities when leveling up, one of which scales infinitely as more levels are invested into the Tamer. The '''Enemy Charm''' ability increases the odds of a defeated enemy to become friendly afterwards, becoming a [[Pets|pet]] for the player to recruit and follow alongside them during their adventure.
The Tamer is a rather plain class, providing defense buffs and simple weapon bonuses.
 
  +
  +
The utility of '''Enemy Charm''' is admittedly rather low, providing a greater chance for pets to appear for the player tends to be redundant for normal monsters, given only one pet follower can be brought along to follow at a time. If a player does happen to find a new pet while they already have one in the party, they have to make a decision between abandoning their old pet for a new one.
  +
  +
Where this ability shines is being able to more frequently befriend [[Boss|Bosses]]. Given that defeating a boss removes them from the current run, and the only way to respawn them is to return home from the Menu, or by dying, a player only has one opportunity to recruit bosses as a pet per run. With how stingy the base odds are, '''Enemy Charm''' makes the chance to get a boss pet much more favorable, allowing for some of the strongest monsters in the game to become the player's pet.
  +
  +
With a high stat pet in tow, the player is able to benefit from increased DPS. However, with being hard to come by even with '''Enemy Charm''' leveled up, having the player die and have to backtrack for their rare pet can be both dangerous and tedious, possibly risking loss of the pet forever. There are also an opportunity costs to having a pet always equipped, both in decreasing the player's main weapon DPS due to [[Werewolf|Werewolf's]] '''Alone''' ability no longer activating, as well as the missing out on the [[Buildings|player Home's]] bonus to teleport the player to their last death point.
   
  +
In order to gain the maximum amount of benefit from pets, it is best to keep the very powerful pets stored away at the Pet Boarding, and having those pets contribute to combat through the [[Summoner|Summoner's]] and [[Onmyoji|Onmyoji's]] '''Summons''' ability. Now the player can continuously come by boss pets more frequently and slot them into the Pet Boarding to aid in DPS without the worry of losing those pets. This also allows for Werefolf's '''Alone''' ability to come back into play, raising the player's DPS whilst keeping pet attacks.
Stat-wise, the Tamer provides defense and rounded stats, catering to no specific build or play style.
 
   
  +
As far as practicality is concerned, this strategy is rather niche compared to focusing on weapon bonuses, being a side-objective to work towards only after a player has nearly completed their main character build and would like to maximize their damage. As a result, despite being so early on in job unlocking progression, the Tamer is a job best reserved for after unlocking the end-game activities of the new worlds Dimensional Gate.
Weapon bonuses suggest using the Sword or the Spear, allowing the defense stats to take place and support the Spear pay style.
 
   
  +
Tragically, the wait for Tamer to be a viable job is not abated with any of their other qualities. With only a single other ability being unrelated to any weapons, the Tamer only has the Sword as their standout weapon of choice, with an admittedly respectable 25% base weapon bonus. Compared to other jobs with an infinitely scaling ability with levels, the Tamer does avoid the trappings of low stat growth, coming in at a modest nine points. Still, providing a well-rounded defensive build doesn't spark much interest for investing into the class, nor does it support the pet-centric playstyle beyond a vague gesture being more defensively inclined to let the pet wail on enemies for damage.
The main ability and general draw to the Tamer is his Enemy Charm ability, able to make more pets as he levels up. Whether or not the player needs or wants a pet, spending LVLs to gain pets is unadvised since pets are typically easy to collect naturally and grinding for a specific pet is a much more time efficient method in the long run in terms of LVLing.
 
   
 
For more information on strategy, look at [[Character Builds]].
 
For more information on strategy, look at [[Character Builds]].

Latest revision as of 16:56, 16 November 2023

The Tamer is the 20th job in Minute Frontier.

Overview

The Tamer is primitive, wearing a dull green shirt with a green emblem on the chest. It has large brown hair with two white horns that jut from both sides of the head. The job is unlocked by defeating Naumanni and progressing to 8.7km.

Strategy

The Tamer is an enigmatic job, providing only two abilities when leveling up, one of which scales infinitely as more levels are invested into the Tamer. The Enemy Charm ability increases the odds of a defeated enemy to become friendly afterwards, becoming a pet for the player to recruit and follow alongside them during their adventure.

The utility of Enemy Charm is admittedly rather low, providing a greater chance for pets to appear for the player tends to be redundant for normal monsters, given only one pet follower can be brought along to follow at a time. If a player does happen to find a new pet while they already have one in the party, they have to make a decision between abandoning their old pet for a new one.

Where this ability shines is being able to more frequently befriend Bosses. Given that defeating a boss removes them from the current run, and the only way to respawn them is to return home from the Menu, or by dying, a player only has one opportunity to recruit bosses as a pet per run. With how stingy the base odds are, Enemy Charm makes the chance to get a boss pet much more favorable, allowing for some of the strongest monsters in the game to become the player's pet.

With a high stat pet in tow, the player is able to benefit from increased DPS. However, with being hard to come by even with Enemy Charm leveled up, having the player die and have to backtrack for their rare pet can be both dangerous and tedious, possibly risking loss of the pet forever. There are also an opportunity costs to having a pet always equipped, both in decreasing the player's main weapon DPS due to Werewolf's Alone ability no longer activating, as well as the missing out on the player Home's bonus to teleport the player to their last death point.

In order to gain the maximum amount of benefit from pets, it is best to keep the very powerful pets stored away at the Pet Boarding, and having those pets contribute to combat through the Summoner's and Onmyoji's Summons ability. Now the player can continuously come by boss pets more frequently and slot them into the Pet Boarding to aid in DPS without the worry of losing those pets. This also allows for Werefolf's Alone ability to come back into play, raising the player's DPS whilst keeping pet attacks.

As far as practicality is concerned, this strategy is rather niche compared to focusing on weapon bonuses, being a side-objective to work towards only after a player has nearly completed their main character build and would like to maximize their damage. As a result, despite being so early on in job unlocking progression, the Tamer is a job best reserved for after unlocking the end-game activities of the new worlds Dimensional Gate.

Tragically, the wait for Tamer to be a viable job is not abated with any of their other qualities. With only a single other ability being unrelated to any weapons, the Tamer only has the Sword as their standout weapon of choice, with an admittedly respectable 25% base weapon bonus. Compared to other jobs with an infinitely scaling ability with levels, the Tamer does avoid the trappings of low stat growth, coming in at a modest nine points. Still, providing a well-rounded defensive build doesn't spark much interest for investing into the class, nor does it support the pet-centric playstyle beyond a vague gesture being more defensively inclined to let the pet wail on enemies for damage.

For more information on strategy, look at Character Builds.