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[Super-Guide]All Classes!


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Paladin:

 

Paladin is a defensive melee warrior. He uses swords and blunts with shield and heavy armor. He can stun and gets a large palette of skills specifically against undead.

 

Like all pure tank classes, he has Aggression and Hate Aura to attract mobs to focus their attacks on him (instead of on other party members), and he has Shield Fortress and Ultimate Defense to increase his defense values, and Deflect Arrow to make bow attacks much less efficient on him. He also has the passive skills Final Fortress to increase p.def with falling hp, and Shield Mastery to improve the effectivity of shields.

 

Like the Dark Avenger, he has Shield Stun and Majesty.

 

He can protect himself from incoming attacks from all directions using Aegis Stance. He can heal himself using Holy Blessing.

 

Against Undead, he gets better fight values with the passive skills Holy Armor and Holy Blade, and the active skills Holy Strike and Sanctuary.

 

Active

 

   * Aegis Stance (1) - Lowers shield success rate for protection from all directions. (46)

   * Angelic Icon (3) - By the will of your God, your fighting ability with one-handed swords significantly increases. While in use, the effects of HP regeneration magic significantly decreases. This skill is only available when your HP is at 30 percent or lower

   * Aggression (49) - Provokes opponent's desire to attack. (24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Deflect Arrow (4) - Increases defense against bow attacks. (24/32/43/49)

   * Hate Aura (37) - Provokes your opponent to attack. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Holy Blessing (37) - Heals self. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Holy Strike (26) - Inflicts damage to undead monsters. (46+2/49+2/52+2/55+2/58+2/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Iron Will (3) - Temporarily increases M. Def. (43/49/55)

   * Majesty (3) - Temporarily decreases Evasion and increases P. Def. (20/40/58)

   * Remedy (3) - Cures own bleeding. (40/49/62)

   * Shackle(10) - Provokes an enemy to attack and then temporarily puts them into a held state. The target cannot be affected by any additional hold attacks while the effect lasts.(55....74)

   * Sacrifice (25) - Recovers HP sacrificing own powers. (52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Sanctuary (11) - Instantly reduces P. Atk. of surrounding undead monsters. (52/55/58/60/62/64/66/68/70/72/74)

   * Shield Fortress (6) - Increases personal shield defense rate. Continuously consumes MP. (64/66/68/70/72/74)

   * Shield Stun (52) - Throws target into a state of shock. (20+3/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Relax (1) - Regeneration when sitting. (5)

   * Ultimate Defense (2) - Instantly increases P. Def. and M. Def. significantly. User must remain still while it takes effect. (20/46)

 

[edit] Passive

 

   * Armor Mastery (5) - Increases P.def for heavy / P.def and Evasion for light armor. (5/10+2/15+2)

   * Final Fortress (11) - Automatically increases P. Def. when HP level falls. (52/55/58/60/62/64/66/68/70/72/72)

   * Focus Mind (6) - Increases one's MP Recovery Speed. (36/43/49/55/64/72)

   * Heavy Armor Mastery (52) - Increases P.def. with Heavy Armor. (20+3/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Holy Armor (2) - Increases defense against undead monsters. (40/46)

   * Holy Blade (1) - Attacks with sacred power. (43)

   * Shield Mastery (4) - Shield defense rate increases. (20/28/40/52)

   * Sword Blunt Mastery (45) - Increases P. Atk. for Swords and Blunts. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Weapon Mastery (3) - Attack power increases. (5/10/15)

 

[edit] Outdated

 

   * Divine Heal (9) - Recovers one's HP. (28+3/32+3/36+3)

   * Drain Health (13) - Absorbs HP. (20+2/24+2/28+3/32+3/36+3)

   * Power Strike (9) - Extra Damage on target. Sword/Blunt only. Over-hit available. (5+3/10+3/15+3)

 

[edit] Equipment

 

Naturally, the Paladin tries to get the best one-handed sword or blunt and shield of the level.

 

C-grade: Samurai Longsword / Yaksa Mace, B-Grade: Sword of Damascus / Art of Battle Axe / Deadman's Glory, A-Grade: Dark Legion's Edge / Elysian Axe.

 

On c-grade, the full plate armor gives another nice bonus to the shield skills. On b-grade, the Avadon and Doom Sets are even much better. The boni of the a-grade Dark Crystal set on shields is amusingly less good, but the improved p.def and good immunities make up for this.

 

Paladins need the following spellbooks: Level 40: Holy Blessing, Remedy; Level 43: Iron Will; Level 46: Holy Strike; Level 52: Sacrifice.

[edit] Playstyle

 

Tanks are obviously quite easy to solo, only a little boring maybe.

 

Inside groups, they activate their Hate Aura and keep mobs attacking them instead of the damage dealers.

 

Best group for a tank is of course a mix of buffers, a large number of damage dealers and nukers, and maybe a healer. Best buffer for the tank himself is a Prophet who avoids buffing 'Berserker Spirit' to the tank, plus an Elven Elder - because of their Agility and Bless shield buffs, but they can also give mana and healing and raise almost as good as a Bishop - and a Swordsinger. Of course the other party members will prefer other buffer classes which optimize offense instead of defense. Most anoying for the tank is probably an Overlord because they buff Berzerker Spirit - on everyone of the alliance, so you don't even have to be in party with the Overlord to receive this buff.

 

The Paladin is optimal for battling undeads, which specifically appear en masse in some dungeons as well as many other places, for example Executioneer Ground, Dragon Valley, Devastated Castle, or TOI.

 

 

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Abyss Walker:

 

Abyss Walker are offensive melee warriors. They use daggers and light armor. They really depend on jumping from behind and backstabbing, before someone starts killing them(they bite the dirt really easy). Their critical power is outstanding, plus the good moving speed and the handy "Ultimate evasion skill" almost makes them impossible to hit. Overall they can kill every class if you have a good tactic and don't face nukers in front of you :)

 

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Bishop:

 

Bishop (or Cardinal) is one of the three healer classes, and also considered to be the best healer in Lineage II.

 

Bishop is the only class which gets the uber healing spells Greater Battle Heal and Restore Life, and they get the powerful Mass Resurrection. They also can solo undead non-group mobs quite easily.

[edit] Recovery Magic

Skill Icon Skill Name Description

Image:L2Skill_Major_Heal.jpg Major Heal

 

   * It was added in C5 and quickly won another position of Bishop's favorite skills.

   * Instantly heals up to 946 HP when mastered.

   * Average casting speed. Quick cooldown.

   * Consumes 1 spirit ore in exchange for less MP consumption.

   * Cost and Power options are available for skill strengthening.

 

Image:L2Skill_Major_Group_Heal.jpg Major Group Heal

 

   * Like Major Heal, the skill's aim is to replace the old Greater Group Heal.

   * Instantly heals up to 1170 HP when mastered.

   * Average casting speed. Quick cooldown.

   * Consumes 4 spirit ores in exchange for greater amount of HP restored.

   * Cost and Power options are available for skill strengthening.

 

Image:L2Skill_Greater_Battle_Heal.jpg Greater Battle Heal

 

   * Still maintains the priority due to its quick casting speed and cooldown.

   * Instantly heals up to 858 HP when mastered.

   * Consumes quite a lot of MP. The user's MP may be drained upon rapid uses.

   * Cost and Power options are available for skill strengthening.

 

Restore Life

 

   * Instantly heals up to 30% of target's maximum HP when mastered.

   * As of Gracia Plus, it cannot be used on enemy.

   * Average casting speed. Delayed for 30 seconds after used.

   * Cost and Power options are available for skill strengthening.

 

Image:L2Skill_Greater_Heal.jpg Greater Heal

 

   * Since C5, it has been changed to be an instant heal with 15 seconds overtime buff. This made it less popular.

   * When mastered, instantly heals up to 480 HP and 32 HP per second for 15 seconds. (952 HP can be recovered over 15 seconds.)

   * Wastes MP upon rapid uses. The only one good thing is it doesn't consume any spirit ore.

   * Average casting speed.

   * Cost and Power options are available for skill strengthening.

 

Image:L2Skill_Greater_Group_Heal.jpg Greater Group Heal

 

   * Like Greater Heal, but in the case of group healing.

   * When mastered, instantly heals up to 378 HP and 26 HP per second for 15 seconds. (768 HP can be recovered over 15 seconds.)

   * Average casting speed.

   * Cost and Power options are available for skill strengthening.

 

Resurrection

 

   * Straight, the skill brings a dead player back to life and restores 70% of EXP.

   * With an additional WIT bonus, it can restore up to 90% of EXP.

   * Not available for skill strengthening.

 

Mass Resurrection

 

   * Brings all of dead players in party, clan, and alliance in skill's radius back to life and restores 55% of EXP.

   * With an additional WIT bonus, it can restore up to 90% of EXP.

   * Not available for skill strengthening.

 

Vitalize

 

   * At the same time, neutralizes poison, stop bleeding, and instantly heals up to 780 HP.

   * Cost and Power options are available for skill strengthening.

 

Purify

 

   * Neutralizes poison, stop bleeding, and cures paralysis.

   * Only Bishop and Shillien Elder can cure paralysis.

   * Not available for skill strengthening.

 

Cure Poison

 

   * Only neutralizes poison. Useless when you got Vitalize or Purify.

   * Not available for skill strengthening.

 

[edit] Attacks

 

   * Hold Undead – Paralizes an undead mob for a few minutes.

   * Might of Heaven – Damage against an undead mob.

   * Peace - Puts opponent's mind at peace. Desire to attack is decreased.

   * Requiem – Disables preemptive attacks from undead mobs in a fixed range.

   * Repose – Disables undead mobs will to attack in a fixed range.

   * Sleep – Puts a target into a state of sleep.

 

[edit] Equipment/Playstyle

 

Bishops get the skill to wear both robes and light armor. Like all clerical classes, they get a generic weapon skill that allows to use all weapons equally well. While battling undead with their spells, they will prefer weapons with high matk. Otherwise, they have little use for it. Still wizard weapons are a good choice for bishops on high levels as they can have special abilities like Mana Up or Acumen.

 

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BladeDancer:

 

Bladedancers are warriors with (mostly) offensive group buffs (dances). They use heavy armor and dual swords.

 

All dances are gained only once and never get stronger. Many dances stack with ordinary buffs, thats why everyone loves to have a Bladedancer (and/or Swordsinger) in the party, even if they themselves are not exactly the toughest warriors. Dances (and songs) only last 2 minutes, so you have dance again very often when playing this class.

 

Dances

 

   * Dance of Fire - Temporarily increases party's critical damage. Dual Swords only. (40)

   * Dance of Light - Temporarily bestows sacred power to party's physical attack. Dual Swords only. (43)

   * Dance of Inspiration - Temporarily increases party's Accuracy. Dual Swords only. (46)

   * Dance of Mystic - Temporarily increases party's M. Atk. Dual Swords only. (49)

   * Dance of Concentration - Temporarily increases party's Casting Spd., and decreases magic cancel rate. Dual Swords only. (52)

   * Dance of Warrior - Temporarily increases party's P. Atk. Dual Swords only. (55)

   * Dance of Fury - Temporarily increases party's Atk. Spd. Dual Swords only. (58)

   * Dance of Earth Guard - Temporarily increases party's resistance to earth attacks. Dual Swords only. (62)

   * Dance of Protection - Temporarily bestows one's party's resistance to terrain damage. Dual Swords only. (66)

   * Dance of Aqua Guard - Temporarily increases party's resistance to attacks by water. Dual Swords only. (70)

   * Dance of Vampire - Partially restores party's HP by using damage inflicted upon the enemy. Damage inflicted by skill or remote attack is excluded. Dual Swords only. (74)

 

[edit] Other Active

 

   * Aggression (12) - Provokes opponent's desire to attack. (24+3/28+3/32+2/36+2)

   * Attack Aura (2) - Temporarily increases P. Atk. Conflicts with clerical "Might" Buff. (10/28)

   * Confusion (19) - Throws the enemy into confusion and gets them to change the target of their attack. (24/28/32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Defense Aura (2) - Temporarily increases P. Def. Conflicts with clerical "Shield" Buff. (5/20)

   * Deflect Arrow (2) - Increases defense against bow attacks. (24/32)

   * Drain Health (53) - Absorbs HP. (15+2/20+2/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Freezing Strike (24) - Instantly freezes target area. Temporarily reduces enemy's Speed. (36+2/40+2/43+2/46+2/49+2/52+2/55+2/58+2/60/62/64/66/68/70/72/74)

   * Hex (15) - Instantly decreases enemy's P. Def. (40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Poison (5) - Poisons target. (20/49/58/66/74)

   * Poison Blade Dance (3) - Sword emits cloud that poisons nearby enemies. Dual Swords only. (55/60/72)

   * Power Break (17) - Instantly reduces enemy's P. Atk. (32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Sting (49) - Inflicts a serious, bleeding wound upon the enemy. Used with a sword, dagger, or two-handed weapon. Over-hit possible. (24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Ultimate Defense (1) - Instantly increases P. Def. and M. Def. significantly. User must remain still while it takes effect. (20)

 

[edit] Passive

 

   * Dual Weapon Mastery (37) - Increases attack power when using dual weapons. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Focus Mind (6) - Increases one's MP Recovery Speed. (36/43/49/55/64/72)

   * Heavy Armor Mastery (15) - Increases one's P. Def. when one is wearing heavy armor. (20+3/24+3/28+3/32+3/36+3)

   * Shadow Sense (1) - Increases Accurancy at night (15)

 

[edit] Outdated

 

   * Armor Mastery (5) - Increases P.def for heavy / P.def and Evasion for light armor. (5/10+2/15+2)

   * Weapon Mastery (3) - Attack power increases. (5/10/15)

 

[edit] Equipment

 

On c-grade, full plate set would be optimal as the other heavy sets offer no bonus that is worth the lesser pdef. On b-grade, blue wolf heavy is the set of choice - and it looks damned good on darkelves, too, especially with dual samurai longsword. On a-grade like always one has a broad selection of good options; Tallum is probably the best one.

 

Dual Swords up to b-grade can be made with materials from the shop (and crystals or later a dual craft stamp). The real problem is then however to get an a-grade dual sword, because for that you have to get TWO swords (can be Keshanberk and Damascus). And while you can safetly keep other weapons at +3 and give them a crystal for the SA, with dual swords you have to overenchant to +4 and in doing so you risk breaking your weapon, however if you succeed they will bestow additional effects stated on the weapon.

 

Bladedancers need the following spellbooks: Level 40: Hex.

[edit] Playstyle

 

Bladedancers are quite okayish soloplayers, but why go solo him if parties are so much more effective and Bladedancers are usually very welcome in them.

[edit] Previous comment

 

Bladedancers are a special class that combines group buffs with considerable offensive fighting power. On itself the class is already not that bad, but their real power only appears in groups, because many dances stack with effects from normal buffers. Additionally, they have a number of debuffs against opponents like Hex etc.

 

Bladedancers specialize into the use of dual swords. They can only use heavy armor effectively.

 

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I Didnt Have Space Sorry:

 

Cleric:

 

Cleric is the base class for the human clerics. They wear light armor or robes and can use any weapon.

 

   * Acumen (2) - Increases Cast.Speed of target. (20/30)

   * Battle Heal (15) - Heals faster but at greater mp cost than Heal. (14+3/20+3/25+3/30+3/35+3)

   * Berserker Spirit (1) - Temporarily reduces P. Def. and increases P. Atk., M. Atk., Atk. Spd. and Casting Spd. (35)

   * Concentration (2) - Temporarily lowers the probability of magic being canceled due to damage. (20/30)

   * Cure Poison (2) - Cures poison. (7/35)

   * Curse: Poison (1) - Poisons target. (7)

   * Curse: Weakness (1) - Lowers P.atk of target. (14)

   * Disrupt Undead (8) - Damage undead target. (20+2/25+2/30+2/35+2)

   * Dryad Root (9) - Hold target. (25+3/30+3/35+3)

   * Focus (1) - Temporarily increases critical attack rate. (25)

   * Peace (1) - Puts opponent's mind at peace. Desire to attack is decreased. (35)

   * Group Heal (15) - Heals all members of the current party. (14+3/20+3/25+3/30+3/35+3)

   * Heal (18) - Heals the target. (7+3/14+3/20+3/25+3/30+3/35+3)

   * Holy Weapon (1) - Temporary holy enhancement of physical attack. (25)

   * Ice Bolt (4) - Freezing attack with a slow effect on target. (7+2/14+2)

   * Kiss of Eva (1) - Temporarily increases lung capacity. (20)

   * Mental Shield (1) - Temporarily increases resistance to Hold, Sleep, Fear, and Silence. (25)

   * Might (2) - Increases P.atk of target. (7/20)

   * Resist Fire (1) - Temporarily increases resistance to attacks by fire. (30)

   * Resurrection (2) - Resurrects party member. (20/30)

   * Regeneration (1) - Temporarily increases HP recovery. (35)

   * Shield (2) - Increases P.def of target. (7/25)

   * Sleep (9) - Puts target into slumber. (25+3/30+3/35+3)

   * Vampiric Touch (2) - Absorbs hp of target. (14+2)

   * Wind Strike (5) - Wind attack on target. (1/7+2/14+2)

   * Wind Walk (2) - Temporarily increases Speed. (20/30)

 

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Dark Avenger:

 

Dark Avengeris a defensive melee warrior. He uses swords and blunts with shield and heavy armor. He can stun, summon a panther and use a mixed palette of other aggressive skills.

 

Like all pure tank classes, he has Aggression and Hate Aura to attract mobs to focus their attacks on him (instead of on other party members), and he has Shield Fortress and Ultimate Defense to increase his defense values, and Deflect Arrow to make bow attacks much less efficient on him. He also has the passive skills Final Fortress to increase p.def with falling hp, and Shield Mastery to improve the effectivity of shields.

 

Like the Paladin, he has Shield Stun and Majesty.

 

Like the Shillien Knight, he as Corpse Plague and Drain Health.

 

He can Summon Dark Panther, curse opponents with Hamstring, panic them with Horror, and can Reflect Damage.

 

Active

 

   * Aggression (49) - Provokes opponent's desire to attack. (24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Corpse Plague (4) - Corpse emits a cloud that poisons nearby enemies. (46/58/62/70)

   * Deflect Arrow (4) - Increases defense against bow attacks. (24/32/43/49)

   * Drain Health (53) - Absorbs HP. (20+2/24+2/28+3/32+3/36+3/40+6/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Hamstring (14) - Temporarily reduces enemy's Speed. (43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Hate Aura (37) - Provokes your opponent to attack. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Horror (13) - Makes enemy fearful and run away. (46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Life Scavenge (15) - Drain Healing from corpses. (40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Iron Will (3) - Temporarily increases M. Def. (43/49/55)

   * Majesty (3) - Temporarily decreases Evasion and increases P. Def. (20/40/58)

   * Reflect Damage (3) - Temporarily reflects damage back upon the enemy excluding damage from skill or remote attack. (40/46/52)

   * Shield Fortress (6) - Increases personal shield defense rate. Continuously consumes MP. (64/66/68/70/72/74)

   * Shield Stun (52) - Throws target into a state of shock. (20+3/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Summon Dark Panther (7) - Summons a Dark Panther, 30% xp cost, crystals consumed. (40/49/58/62/66/70/74)

   * Relax (1) - Regeneration when sitting. (5)

   * Ultimate Defense (2) - Instantly increases P. Def. and M. Def. significantly. User must remain still while it takes effect. (20/46)

 

[edit] Passive

 

   * Final Fortress (11) - Automatically increases P. Def. when HP level falls. (52/55/58/60/62/64/66/68/70/72/72/74)

   * Focus Mind (6) - Increases one's MP Recovery Speed. (36/43/49/55/64/72)

   * Heavy Armor Mastery (52) - Increases P.def. with Heavy Armor. (20+3/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Shield Mastery (4) - Shield defense rate increases. (20/28/40/52)

   * Sword Blunt Mastery (45) - Increases P. Atk. for Swords and Blunts. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

 

[edit] Outdated

 

   * Armor Mastery (5) - Increases P.def for heavy / P.def and Evasion for light armor. (5/10+2/15+2)

   * Divine Heal (9) - Recovers one's HP. (28+3/32+3/36+3)

   * Power Strike (9) - Extra Damage on target. Sword/Blunt only. Over-hit available. (5+3/10+3/15+3)

   * Weapon Mastery (3) - Attack power increases. (5/10/15)

 

[edit] Equipment

 

Naturally, the Dark Avenger tries to get the best one-handed sword or blunt and shield of the level.

 

C-grade: Samurai Longsword / Yaksa Mace, B-Grade: Sword of Damascus / Art of Battle Axe / Deadman's Glory, A-Grade: Dark Legion's Edge / Elysian Axe.

 

On c-grade, the full plate armor gives another nice bonus to the shield skills. On b-grade, the Avadon and Doom Sets are even much better. The boni of the a-grade Dark Crystal set on shields is amusingly less good, but the improved p.def and good immunities make up for this.

 

Dark Avengers need the following spellbooks: Level 40: Life Scavenge, Reflect Damage, Summon Dark Panther; Level 43: Hamstring, Iron Will; Level 46: Corpse Plague, Horror.

[edit] Playstyle

 

Tanks are obviously quite easy to solo. In the case of the Dark Avenger, he can even gain support from a summon.

 

Inside groups, they activate their Hate Aura and keep mobs attacking them instead of the damage dealers.

 

Best group for a tank is of course a mix of buffers, a large number of damage dealers and nukers, and maybe a healer. Best buffer for the tank himself is a Prophet who avoids buffing 'Berserker Spirit' to the tank, plus an Elven Elder - because of their Agility buff, but they can also give mana and healing and raise almost as good as a Bishop - and a Swordsinger. Of course the other party members will prefer other buffer classes which optimize offense instead of defense. Most anoying for the tank is probably an Overlord because they buff Berzerker Spirit - on everyone of the alliance, so you don't even have to be in party with the Overlord to receive this buff.

 

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Destroyer:

 

Destroyer is a general warrior class of the orcs. They wear heavy or light armor and wield Sword, Blunt, Twohanded weapons and Polearms.

[edit] Skills

 

- TODO -

 

Lvl 20-40 - Iron Punch,Atan Attack, Power Sweep, Smash Attack - RecklezZ;

[edit] Equipment

 

The best equipment on d-grade would be the Brigandine Set and the Bonebreaker, the Glaive and the Claymore. On c-grade the full plate set combined with the Yaksa Mace SA Health, the Orcish Poleaxe SA Long Blow and the Berserker Blade SA Haste would be best. On b-grade Doom Heavy with Art of Battle Axe SA Health, Lance SA Longblow and Great Sword SA Focus. On a-grade Nightmare Heavy with Elysian Axe SA Health, Tallum Glaive SA Health (or Wide Blow) and Dragon Slayer SA Health (or Critical Bleed, but Destroyers don't get many Criticals).

 

Alternative set up for A grade: Tallum Heavy, Infernal Master with Focus, +5str-5con, +4dex-4con. A strict PVE set-up, very good for soloing in hunting grounds.

 

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Bounty Hunter:

 

A level 40 Dwarven Scavenger has to opportunity, after some of the worst class quests in Lineage 2, to become a Bounty Hunter. Bounty Hunters continue to hone their spoil skills. The items that a Bounty Hunter can spoil are those that are extremely rare though needed in large numbers for C, B, and A grade items.

[edit] Skills

 

Higher level spoil skills dominate the Bounty Hunter skill tree, along with a great new skill: fake death.

[edit] Expertise C, B, A, and S

 

The ability to use items of higher grades comes at the same time as the crystalize skill (40, 52, and 60 respectively) with S proficiency available at 67.

[edit] Hammer Crush

 

The Hammer Crush skill is little more than a higher level version of stunning hit.

[edit] Whirlwind

 

The Whirlwind skill is like wild sweep, just stronger.

[edit] Fake Death

 

The Fake Death skill allows the Bounty Hunter to play dead for a monster, who thinking they are dead, will attack the nearest character. While the Bounty Hunter is playing dead, MP is consumed continuously. This can be used defensively if the character gets in a situation they cannot fight their way out of, or offensively by attracting multiple mobs and "training" another character by faking death right on top of them, sending the now aggressive mobs after the nearest unfortunate character.

[edit] Party Use

 

Bounty Hunters are common for duo situations with a healer or buffer. For larger parties in dungeons, a trade off is made between getting extra experience points by having a proficient damage dealer and a money making dwarf. If greed wins, a Bounty Hunter will get a party.

[edit] Clan Use

 

Now spoiling C and B grade materials, Bounty Hunters can work closely with Warsmiths for specific projects or just a fellow clanmate looking for a recipe for an item.

[edit] Spoil Changes

 

Because B grade recipes are consumed with the craft, recipes too must be spoiled in larger amounts. High recipe prices upwards of 1 milllion adena are not uncommon, as are dyes that can be worth just as much. These spoilable items continue to keep Bounty Hunters in a good financial state and the target of jealousy to other players.

 

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Scavenger:

 

After level 19 and a class quest, the Dwarven Figther may emerge a Dwarven Scavenger. This class allows the player to continue strengthening their spoil skill and use it against higher and higher level monsters.

[edit] Skills

 

Though the attack skills will begin to lag behind other classes, the additional income potential should get the Scavenger in top gear quickly and keep them there for the remainder of their play.

[edit] Expertise D

 

The Expertise D skill allows the Artisan to wear D grade equipment without penalties.

[edit] Blunt Mastery vs. Polearm Mastery

As skill points are usually scarce, it is best for a dwarf to decide early on their weapon masteries of choice. Blunts allow the use of the Stun Attack skill, which can shock an opponent. This is helpful for parties and when going after a single higher level monster.

 

Polearms allow the use of the Wild Sweep skill, which can knock down multiple opponents. This is useful when soloing against lower level (greens or light blue) monsters in small groups. Later in the game, soloing for dwarves becomes very difficult and ineffective, making the polearm lambasted as a weapon.

[edit] Boost HP and Vital Force

 

Adding to the tank like nature of the dwarven classes is a maximum hit point (HP) boost and a faster HP regeneration rate when sitting.

[edit] Spoil

 

The Spoil skill is where the Scavenger and Artisan diverge. Generally, white colored mobs and below can be spoiled consistently, though the chance of an item spoiling decreases the further below your level the mob is.

[edit] Spoil Festival

 

The Spoil Festival skill allows a Scavenger to spoil multiple enemies in an area with just one move. The cost is about three times the MP, but for groups of four or larger this can be more efficient than individual spoiling.

[edit] Bandage

 

The Bandage skill cures lower level bleeding inflicted by either monsters or other players, such as by a cursed weapon.

[edit] Party Use

 

With the changes in Chronicle 2, spoils can be distributed the same as drops and Scavengers are often welcomed into a party if its members are more concerned about adena than experience. The downside of this is the Scavenger does not get all the spoils as they are used to when soloing, though it is unlikely they will get experience as quickly as if they were partied with a large group in a double or triple experience dungeon such as Cruma Tower.

[edit] Clan Use

 

Clans don't specifically need to have a Scavenger to get the materials and recipes that their Warsmith(s) might need, but it is much more likely that a clan Scavenger will get items upon request. For that reason, clans or alliances generally have a few Scavengers to get key materials and also for a particularly profitable party. The spoil skill will offset their lacking combat skills.

 

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Gladiator

 

Gladiator is an offensive melee warrior. They use dual swords, swords and blunts. They wear light and heavy armor.

 

Selfbuffs

 

   * Accuracy (1) - Increases accuracy. Continuously consumes MP. (24)

   * Battle Roar (1) - Temporarily increases maximum HP and restores HP. (28)

   * Detect Animal Weakness (1) - Temporarily increases P. Atk. against animals. (40)

   * Detect Dragon Weakness (1) - Temporarily increases P. Atk. against dragons. (58)

   * Detect Insect Weakness (1) - Temporarily increases P. Atk. against insects. (32)

   * Detect Monster Weakness (1) - Temporarily increases P. Atk. against monsters. (52)

   * Detect Plant Weakness (1) - Temporarily increases P. Atk. against plants. (46)

   * Duelist Spirit (2) - Temporarily increases Atk. Spd. Dual Weapons only. (64/72)

   * Focus Sonic (7) - Charges your swords with energy for use in special combat skills. Can be used up to level 1. (40/43/49/55/60/66)

   * Lionheart (3) - Temporarily increases resistance to Paralysis, Hold, Sleep or Shock attack. (36/49/62)

   * Relax (1) - Recovers HP quickly when sitting. (5)

   * War Cry (2) - Momentarily increases P. Atk. (20/43)

 

[edit] Attacks

 

   * Fatal Strike (37) - Damage attack. Over-hit available. Swords and Blunts only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Hammer Crush (37) - Stun attack. Over-hit available. Blunts only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Triple Slash (37) - Slashes three times quickly. Over-hit available. Dual swords only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Vicious Stance (20) - Empowers critical damage. Continuously consumes MP. (20/24/28/32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Wild Sweep (15) - Uses a pole-arm weapon to strike multiple enemies. Over-hit available. (20+3/24+3/28+3/32+3/36+3)

 

[edit] Special Attacks (need to be prepared with Focus Sonic)

 

   * Double Sonic Slash (31) - Damage Attack. 2 charges required. Dual Swords only. (46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Sonic Blaster (37) - Ranged attack. 1 charge required. Class weapons only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Sonic Buster (34) - Hit opponents before caster. 1 charge required. Class weapons only (43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Sonic Storm (28) - Ranged area attack. 1 charge required. Class weapons only. (49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Triple Sonic Slash (22) - Damage Attack. 3 charges required. Dual Swords only. (55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

 

[edit] Passive

 

   * Dual Weapon Mastery (37) - Increases P.Atk. Dual Swords only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Final Frenzy (14) - Increases P.Atk for falling hp. (43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Heavy Armor Mastery (50) - Increases P. Def. Heavy armor only. (20+2/24+2/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Light Armor Mastery (50) - Increases P. Def. and Evasion when wearing light armor. (20+2/24+2/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Polearm Mastery (8) - Increases P. Atk. when using a polearm. (20/24/28+2/32+2/36+2)

   * Sword Blunt Mastery (45) - Increases one's P. Atk when one is using a sword or blunt type of weapon. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Vital Force (2) - Allows quick recovery while sitting. (24/32)

 

PVP...

 

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Necromanser:

 

Necromancer are offensive spellcasters specializing into dark magic. They can use all weapons and wear robes.

 

Necromancers have a broad palette of curses, especially Curse Discord to make one enemy attack another, Curse Fear to make them flee, Curse Poison for damage over time, and the powerful Anchor spell which paralyzes the victim, as well as Forget to make victims unaware of previous attacks, plus quite a number of Debuffs. Against other spellcasters, they have the special spell Silence.

 

As nukers, they get the spells Vampiric Claw, which does much damage and heals the caster from it, but has a high mana cost, and Death Spike, which costs very little mana, but consumes a cursed bone which one can't buy in the shop and is only dropped sometimes by certain undead opponents, and later Curse Death Link, which has ok damage and cost, but most importantly gets stronger the lower the hp of the caster drops. They can also use Corpse Burst to let fallen victims explode and damage bystanders. Their other mass spells are Mass Slow and Poisonous Cloud.

 

They can also do some summoning (Summon Corrupted Man for 90% xp loss, Summon Reanimated Man for 30% xp loss), but they lack all the spells to support their summons any further, like healing and buffing, so they will have to rely on their lowlevel spells alone to strengthen the summon, and directly help their summon with their debuff magic. They can however use Transfer Pain to move damage made on them into their summon.

[edit] PVP Scenarios and Behavior

 

The Necromancer class has received a lot of notoriety for being one of the strongest classes when it comes to PVP. Many Lineage II players have been clamoring for the class to weakened. However, changes have yet to be seen.

 

In PVP the Necromancer will always first prioritize disabling his or her opponent with either a slow, or sleep spell. Sleep being the preferred spell because most of the Necro's essential anti - player debuffs will not cause the target to wake up. Once the Necromancer is in a presumably good distance. (Out of range if possible.) The aforementioned debuffs will be put into place. The first priority debuff is Curse: Gloom which greatly lowers the opponent's magical defense. And more importantly, hardly ever misses. (More likely, given a small level difference between opponents - never misses at all.) The next is Silence to prevent the target from casting spells or using skills. And then for against archers Curse: Weakness, against melee fighters Anchor. And after that it's just an elementary succession of damage spells like death spike or vampiric claw.

 

In high speed PVP battles, normally against other nukers, (especially the fast casting spellsinger) some Necromancers prefer just using Curse: Gloom and bombarding the enemy for a quick victory. However, Necromancers rarely do this as they will not risk their spells being canceled.

[edit] Previous Comment

 

The necromancer is a very diverse class. Not only are they capable of high level sumon magic like their Warlock counterparts, but have the hardest hitting spell available for human caster classes. Many consider the class a middle ground between a Spellhowler and the previously stated Warlock for their use of dark magic and summon skills.

 

As well as the types of magic already included, the necro has access to more curses of any other class, including the ability to push hate between mobs, paralyzing enemy PC's and a variaty of DOTs (Damage over Time). Not a specialized class but rather one with options.

 

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Warlord:

 

The Warlord is a melee warrior class. They use heavy and light armor and specialize into polearms.

 

Selfbuffs

 

   * Accuracy (1) - Increases accuracy. Continuously consumes MP. (24)

   * Battle Roar (6) - Temporarily increases maximum HP and restores HP. (28/40/49/58/64/70)

   * Detect Animal Weakness (1) - Temporarily increases P. Atk. against animals. (40)

   * Detect Dragon Weakness (1) - Temporarily increases P. Atk. against dragons. (58)

   * Detect Insect Weakness (1) - Temporarily increases P. Atk. against insects. (32)

   * Detect Monster Weakness (1) - Temporarily increases P. Atk. against monsters. (52)

   * Detect Plant Weakness (1) - Temporarily increases P. Atk. against plants. (46)

   * Lionheart (3) - Temporarily increases resistance to Paralysis, Hold, Sleep or Shock attack. (36/49/62)

   * Relax (1) - Recovers HP quickly when sitting. (5)

   * Revival (1) - PC fully recovers. Can only be used 1/10 of maximum HP. (55)

   * Thrill Fight (2) - Temporarily decreases Speed and increases Atk. Spd. (46/55)

   * War Cry (1) - Momentarily increases P. Atk. (20)

 

[edit] Attacks

 

   * Thunder Storm (37) - Stun and damage area attack. Over-hit available. Polearms only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Vicious Stance (20) - Empowers critical damage. Continuously consumes MP. (20/24/28/32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Whirlwind (37) - Attack all surrounding enemies. Over-hit available. Polearms only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Wild Sweep (15) - Uses a pole-arm weapon to strike multiple enemies. Over-hit available. (20+3/24+3/28+3/32+3/36+3)

 

[edit] Other Active

 

   * Focus Attack (1) - Attacks one enemy at a time. Increases Accuracy. Polearm only. (40)

   * Howl (14) - Instantly reduces P. Atk. of surrounding enemies. (43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Provoke (3) - Draws in monsters towards oneself from a large surrounding area. (43/55/60)

   * Wrath (10) - Decreases CP of nearby enemies by a fixed percent. Polearms only. (66+2/68+2/70+2/72+2/74+2)

 

[edit] Passive

 

   * Final Frenzy (14) - Increases P.Atk for falling hp. (43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Heavy Armor Mastery (50) - Increases P. Def. Heavy armor only. (20+2/24+2/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Light Armor Mastery (50) - Increases P. Def. and Evasion when wearing light armor. (20+2/24+2/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Polearm Mastery (45) - Increases P. Atk. when using a polearm. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Vital Force (2) - Allows quick recovery while sitting. (24/32)

 

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Warlock:

 

Hexan or Warlock

 

The Human Summoner class is characterised as the easiest to use of the three summoning classes because of the natural decent Human physical statistics of CON DEX and STR.

[edit] Summoners in General

 

The three summoner classes have hardly any differences except for their summons themselves. For the Human Warlock the summons take the form of various Cats. Which generally are easy to use because of their decent damage and toughness that have additional basic (though relatively weak and useless) offensive spells (Mega Storm Strike). Also like all the summoners the Human Warlock has access to cubics. Also all summoners have a variety of support spells for their servitors. An integral spell of the summoners is the Transfer Pain spell which transfer missing hp from the Warlock to the Servitor, which he or she can heal.

[edit] Warlock Pros and Cons

 

The damage of human warlocks come from three sources. The summon, the cubics (the storm cubic), and the warlock himself. The cubics however have poor range. Usually they take action in melee range. (Though some people say that they have roughly 300 - 400 units of range.) So the usual tactics for summoners are to get hard hitting melee weapons. And as melee combatants their decent CON provides better survivability.

 

The only problem will be most likely the lack of movespeed which can give problems when it comes to sticky situations. Though this can be remedied with items like potions.

 

Lastly, (though it doesn't necessarily apply to the other summoning classes) Human Warlocks will usually use dyes and tattoos to manipulate their INT (which is responsible for spell damage) towards other more important statistics as they rarely use their old wizard spells in high levels, like WIT (for casting speed) and MEN (for concentration and more mana)

 

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Tyrant:

 

Tyrants are offensive melee warriors (damage dealer, DD) of the orcs. They are specialized into Fist Weapons and Light Armor, and have Stun attacks.

 

The extraordinarily high damage they deal is achieved through by their attack speed, not through high P.Atk (Gladiator, Destroyer) or through many and strong criticals with a dagger (Treasure Hunter, Abyss Walker, Plainswalker).

 

Compared to the Destroyer, Tyrants have only a very small number of hitpoints, and a bad pdef thanks to the limitation to light armor. They also lack the uber emergency abilities like Guts and Frenzy.

 

Tyrants are the only class that is really specialized into fist weapons. These offer good accuracy, which is good for Orcs with their low Dexterity. Like for dual swords, two hits of a fist weapon count as one attack, so if you compare Fists with other weapons, you have to double the damage dealt in one attack. Fortunately, one also needs only one set of soul shots (1-3 of them depending upon weapon) for these two attacks, unless one of them misses - the soul shots are then still consumed for the other attack.

 

Tyrants have a number of special abilities called Totems. They can be activated freely, but only the last activated one matters, and they need a certain time to regenerate. Most last far longer than the regeneration time, an exception is the Ogre Totem. The Puma Totem together with Fist Fury gives the Tyrant his especially high attack speed; they also get the passive skill Boost Attack Speed just like Treasure Hunters.

 

Tyrants also have special attacks, which work very much like spells, but need a lot of time to regenerate. Before they are used, they have also to be loaded through the special ability Focus Force. One can load this special skill up to 7 times, each increase will strengthen the power of the skill used afterwards. There are also energy stones which can store energy for the Tyrant to be used for these skills.

 

Skills

 

Format: Name of Skill (Level you get first stage [, next level for next stage...]) - Description

[edit] Totems

 

   * Totem Spirit Wolf (20) - Increases Speed and Accuracy.

   * Totem Spirit Bear (28) - Reduces Speed, increases P.Atk and Critical Atk.Power.

   * Totem Spirit Puma (40) - Increases Atk.Speed and Accuracy.

   * Spirit of Ogre (46) - Increases P. Atk., P. Def., M. Def., Critical Atk.Power and reduces Speed and Evasion.

   * Totem Spirit Rabbit (62) - Increases Speed and Evasion. Lowers P. Atk. significantly.

   * Totem Spirit Bison (68) - Increases P.Atk and critical attack rate if HP is low.

   * Hawk Spirit Totem (74) - Increases accuracy, critical attack rate and critical attack.

 

[edit] Other Selfbuffs

 

   * Relax (5) - Recovers HP quickly when sitting. Continuously consumes MP.

   * Focus Force (24, 32, 40, 52, 60, 66, 72) - Gathers force for special attacks (see below).

   * Fist Fury (43) - Greatly increases attack speed. Continuously consumes HP.

 

[edit] Attacks

 

   * Iron Punch (5-35) - Extra damage. Fist weapons only.

   * Cripple (20+) - Reduces target's Speed. Fist weapons only.

   * Stunning Fist (20-35) - Stun attack. Fist weapons only.

   * Burning Fist (40+) - Improved Extra damage. Fist weapons only.

   * Soul Breaker (40+) - Improved Stun attack. Fist weapons only.

   * Punch of Doom (55+) - Does a devastating attack to the enemy, but will stun you shortly when used. Fist weapons only.

 

[edit] Special Attacks (need to be prepared with Focus Force)

 

   * Force Blaster (24+) - Distance attack. 1 Charge used. Fist weapons only.

   * Hurricane Assault (36+) - A flurry of attacks. 2 Charges used. Fist weapons only.

   * Force Buster (43+) - Attack enemies in front of you. No Charges used but needs at least 1-2 Charges remaining. Consumes Energystone. Fist weapons only.

   * Force Storm (49+) - Distance area attack. No Charges used but needs at least 1-2 Charges remaining. Consumes Energystone. Fist weapons only.

 

[edit] Passive Skills

 

   * Iron Body (15) - Resist damage from falling.

   * Agile Movement (20, 40) - Increases Accuracy and Speed. Light armor only.

   * Light Armor Mastery (20+) - Increases defense. Light armor only.

   * Fist Mastery (20+) - Increases P. Atk.. Fist weapons only.

   * Boost Attack Speed (36, 46, 58) - Attack speed increases.

 

[edit] Development

 

The special Focus Force and damage dealing attacks are rarely used outside of PvP, so one can concentrate on Stun and all standard skills (Light and Armor Mastery, Totems, Boost Attack Speed, Fist Fury etc) if sp are too low.

[edit] Equipment

 

Like any other warrior, Tyrants will have a polearm weapon with them, for battling multiple opponents at a time.

 

A main problem of Tyrants are soul shots. Thank god for Con 47 and only Light Armor to wear, but still the Tyrant runs out of soul shots very fast. One strategy against this problem is using compressed packages, the other is getting a b-grade or better weapon.

 

On c-grade, Tyrants will obviously prefer the Plated Leather Set (+4 Str, -1 Con) over the higher protection of other c-grade armor, on b-grade the light Doom Set would be best (Dex gives Atk.speed and criticals), while on a-grade the Dark Crystal Light Set is the favorite choice, and the Nightmare Light Set isn’t bad either, because of the small vampiric effect.

 

Tyrants often have trouble getting good fist weapons as they are so seldom and Shamans often want to have them, too. Damage wise Focus and Haste are probably the best SAs, however in 1 to 1 PvP the Health SA on the Dragon Grinder and the Demon Splinter is much better.

 

Tyrants usually sacrifice 4 Con for getting 4 Dex, which helps against the various effects of their bad orcish Dexterity and, besides other things, gives a big PvP advantage thanks to higher running speed, especially in combination with the Wolf Totem.

[edit] Playstyle

 

Tyrants are very party dependent. Well buffed, protected from attacks by the leadership of a tank or under the supervision of a good healer, they are maybe the strongest warrior class of all and potentially dealing more damage than even the dagger users. But without a party and buffs, they are probably the weakest of all warriors, having the worst p.def of all fighters, hardly any good evasion, no rogue skills to avoid enemies, and no way to heal themselves except through potions or endless resting.

 

As already said, Tyrants usually fight with the Puma Todem and the Fist Fury style. While being alone, the Ogre often is more effective than Puma - much less damage received, some healing, and less soul shots used, all for a little less damage dealt per time unit. Unfortunately Ogre causes also very slow movement and is therefore often not applicable. For traveling, the Wolf stays ideal, while the Rabbit is obviously meant for fleeing tight situations.

 

Maybe even more than other damage dealers, Tyrants love the vampiric buffs from Shillien Elders (Level 30+), Warcryers (44+) and high level Bladedancers (74), because Tyrants deal even more damage, but have the worst defense of all warrior classes.

 

The stun attack of the Tyrant is not better than the stun of most other classes, so it fails very often. Only Paladin and Dark Avenger get a really good stun.

 

The special attacks which need to be prepared with Focus Force are mostly toys except for Hurricane Assault. Force Blaster can be used as a replacement for a ranged attack, and Force Storm can attract a group of mobs if you want to attack them with a polearm. If you run away and reload your Focus Force, you can also use Force Buster to soften them even more before finishing them in direct melee.

 

Tyrants often get unwanted attention from mobs in a group. There are a number of standard tactics against this - using the hate aura and/or aggression of the tank, or using paralyze or stun, the later possibly from the Tyrant himself, on the mob.

[edit] Player versus Player

 

The Tyrant is one of the stronger PvP classes. They can run very fast when using the Rabbit Spirit Totem skill, can Cripple any archer or nuker trying to get out of reach, have high attack speed to disrupt nukers, and have two stun attacks (but don’t overestimate those), two damage attacks and, if everything else failed, the final Punch of Doom. If they have time to prepare themselves, they also have the Assault Attack for even a bit more damage at a good place in the fight.

 

Still they have very much trouble against Destroyers. The problem is, the moment the Destroyer falls below 30% hp and activates Guts (you suddenly deal only one third of damage) and Frenzy (the guy hits you suddenly three times harder), you are doomed. One trick here is to realize that Guts helps nothing against magic, and that the Tyrant can deal a lot of magic damage with his Force Blaster. So running away (Destroyers are very slow), loading Force Focus to maximum level, then using Force Blaster might give you the necessary edge. Don’t run away too long - Destroyers can heal their hp much faster than Tyrants, AND they can use Bows. Having Health on your Dragon Grinder or Demon Splinter might also give you an important edge.

 

Against archers, the Rabbit might be considerable, as it makes you even faster than the Wolf and gives you Evasion. Approach with the Rabbit, cripple the victim, then change to Puma and finish him off. Of course this works only once; if there are multiple archers (which is normal for PKs), Puma might be a bad choice as it lowers your pdef even more.

 

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Treasure Hunter:

 

Treasure Hunter is the offensive melee warrior (damage dealer) of the humans. They wear light armor and wield daggers.

 

They have relatively bad defenses, but deal high damage, especially through their high number of criticals which also deal very much additional damage. They are seen as the best dagger user in respect to pure damage output, because they gets both Critical Chance like the Plainswalker and Critical Power like the Abyss Walker, additionally the passive ability Boost Attack Speed and the special skill Dash. All these skills make up for their lack in the stats especially when compared to the Abyss Walker.

 

Active

 

   * Accuracy (1) - Increases Accurancy, costs MP. (24)

   * Backstab (37) - Damage attack, attacks enemy from behind. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Bleed (6) - Bleed Attack. Dagger Only. (24/32/49/58/66/70)

   * Dash (2) - Temporarily increases movement speed. (20/46)

   * Deadly Blow (37) - Damage attack. Dagger only. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Fake Death (1) - Monsters are unable to attack, costs MP. (40)

   * Mortal Blow (24) - Damage attack. Dagger only. (5+3/10+3/15+3/20+3/24+3/28+3/32+3/36+3)

   * Power Shot (24) - Damage attack. Over-hit available. Bow only. (5+3/10+3/15+3/20+3/24+3/28+3/32+3/36+3)

   * Lure (1) - Lures an opponent without alerting social mobs around it. (52)

   * Relax (1) - Doubles HP regenertion while sitting, costs MP. (5)

   * Silent Move (1) - Sneaks through aggressive enemies, costs MP. (40)

   * Stun Shot (3) - Stun and damage attack. Bow only. (36+3)

   * Switch (14) - Confuses target and makes it change its attack focus. (43/46/49/52/55/58/60/62/64/66/68/70)

   * Trick (12) - Takes away an enemies will to attack. (49/52/55/58/60/62/64/66/68/70/72/74)

   * Ultimate Evasion (2) - Increases Evasion.(28/55)

   * Unlock (14) - Opens doors and chests with increasing chances.Requires Key of Thief. (20/24/28/32/36/40/43/46/52/55/60/64/68/72)

   * Veil (14) - Clouds enemies sight to discourage aggressive behavior. (43/46/49/52/55/58/60/62/64/66/68/70/72/74)

   * Vicious Stance (20) - Increases damage of critical attacks, costs MP. (20/24/28/32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

 

[edit] Passive

 

   * Acrobat (2) - Reduces damage from falling. (20/55)

   * Acrobatic Move (3) - Increases Evasion while running. (28/43/55)

   * Boost Attack Speed (3) - Increases Atk.Speed. (36/46/58)

   * Boost Breath (2) - Increases lung capacity. (20/55)

   * Boost Evasion (3) - Increases Evasion. (24/46/58)

   * Bow Mastery (15) - Increases P.Atk. Bow only. (20+3/24+3/28+3/32+3/36+3)

   * Critical Chance (3) - Increases chance of critical attacks. (28/40/49)

   * Critical Power (6) - Increases damage of critical attacks. (24/32/40/52/64/72)

   * Dagger Mastery (45) - Increases P.Atk. Dagger only. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Esprit (8) - Increased recovery while running. (36/43/46/49/52/62/68/74)

   * Light Armor Mastery (47) - Increases P.Def. Light Armor only. (20+2/24+2/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

   * Long Shot (1) - Increases attack range. Bow only. (20)

   * Quick Step (2) - Increases running speed. (28/43)

   * Rapid Shot (1) - Increases attack speed. Bow only. (32)

   * Vital Force (8) - Increases HP regeneration while sitting. (24/32/40/46/52/58/64/72)

 

[edit] Outdated

 

   * Armor Mastery (5) - Increase P.Def. (5/10+2/15+2)

   * Weapon Mastery (3) - Increases P.Atk. (5/10/15)

 

[edit] Development

 

The TH get all the good skills to deal damage, which makes more than up for the much lower Dexterity compared to the elvish races.

[edit] Equipment

 

The best equipment for the Treasure Hunter is of course always the best dagger and the damage dealer light armor of the grade. For c-grade this would be the Crystal Dagger with SA Critical Damage and the Plated Leather Armor set if one wants maximum damage, while the Theca Leather Set would give better defenses; a third good choice is the Drake Leather set which gives almost as much P.Def as Theca, but also a bonus on M.Def. For b-grade the best equipment would be the Demon Sword with one of the two remaining SAs (unless you are so uber lucky to get your hands on one with SA Might Mortal) or Kris with SA Focus, combined with the Doom Light Set (which, thanks to the Dex Bonus, is a LOT better than all other armors on b-grade). For a-grade this would be the Soul Separator with SA Critical Damage or a Bloody Orchid with Focus, and the Dark Crystal Light Set or the Nightmare Set (the later gives a bit of healing through own damage, ideal for soloplay, and a +1 to Dex, not really the uber bonus but better than nothing).

 

Because they benefit so greatly from criticals, one will want to give the TH the maximum possible boost of +5 through dyes, probably preferably at cost of constitution. Damage junkies will also boost their strength. It is however advisable to wait with lowering the constitution score until one has a b-grade weapon, at least as long as one wants to also use shots, as treasure hunters need more shots than the average warrior.

[edit] Adventuring

 

Dagger users are damage dealers with good offense but bad defense. Damage dealers are usually much better in parties. But as the TH is however a very fast selfhealer (decent human constitution score, Vital Force, Relax), their downtime is quite bearable. Additionally, they have a lot of skills which allows them to enter everywhere and seek the best farming points.

 

The best skills to use depend very much on the situation, even if Accuracy is so cheap and has such a strong effect that one keeps it up all the time. Vicious Stance gets better and better with higher levels, as one gets more criticals, but consumes a lot of mp and should always be disabled again after a fight.

 

In a party, the dagger user is probably best of with a Warcryer as they have all the best buffs (Vampiric Rage, Haste, Focus). Second best would be a Shillien Elder (Vampiric Rage, Focus, Death Whisper) combined with a greater Haste potion (if you have access to them); the later can also heal and recharge Mana and would make a good two people combo. A prophet would maximize damage (Haste, Focus, Death Whisper, Berserker Spirit), but not offer that much healing (level 35 Battle Heal).

 

Of course, the ideal combo would be something like Prophet, Bladedancer and Shillien Elder for buffs, a tanker class to attract the attacks, and various other damage dealers, best combined with a Bounty Hunter for better drops.

 

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Sword Singer:

 

Sword Singers is mainly a buffer class fighter, but it could perform various other tasks as well.

 

Equipment/Play Style

 

Equipment: The proper equipment for a SwordSinger is probably any heavy armour. Since this class is nothing like a damage dealer, the player should take his/her time to escape or kill an opponent. Heavy armours offer satisfactory p.defence, and it depends on the set the player chooses for some extra skills, like stun or sleep or hold resistance, extra HP etc. And just like every other class, good jewelry usually makes a lot of difference.

 

The weapon could be anything, since a SwordSinger can perform the songs without having to hold any specific weapon. As the matter of fact, the player can perform the songs without holding any weapon (while a BladeDancer can dance only with dual swords in hand). A proper SwordSinger carries a good sword, a shield and a good bow (although the adena is never enough). This way, the chances of being killed by other players are smaller. Dual swords may sound like a good choice, and it is. But only when the player has dances from a BladeDancer. If not, a sword with a special ability and a shield, I believe, is the best choice.

 

Play Style: Sword Singers were not made for PvP. Playing solo trying to grow is also quite hard, since the little SwordSinger greatly suffers from other players and their Pks, because he/she cannot really fight back. With mobs though, a SwS can easily be saved by Ultimate Defence, a skill that greatly increases the players defences. It takes some time to re-use, so it should be used in really hard situations.

 

Not many people choose to make a SwS, that's why they can quite easily find clans. From then on, things get easier. In a party the SwS should only keep in mind that every 2 minutes he/she must sing. A bad player of this class is the one that forgets the songs. Other things they can do, is assisting the tank of the party or other co-players when they are in trouble, and also picking up the drops. The most important thing is to not leave the party without songs and so the player should try to be at a small distance from all the party members (which is not always easy). In addition, when there's also a BladeDancer in the party, the two of them should agree on the combination and amount of the songs/dances, so that their MP won't run out and that they won't de-buff their co-players.

[edit] Key Skills

 

   * Song of Warding - Increases party members’ mdef for a period of time.

   * Song of Wind - Increases party members speed for a period of time.

   * Song of Hunter - Increases party members’ critical chance for a period of time.

   * Song of Earth - Increases party members’ pdef for a period of time.

   * Song of Vitality - Increases party members maximum HP for a period of time.

   * Song of Meditation - Increases party members MP regeneration speed for a period of time.

   * Song of Renewal - Shortens party members cooldown and MP usage of magical skills for a period of time.

   * Arrest - Puts targets to state of hold for short period of time.

   * Psycho Symphony - Reduces nearby enemies cast speed/att speed for a period of time.

 

[edit] Challenges

 

Once you manage to do the quests that enable to change your profession from that of a knight to a sword singer, life gets only harder in terms of soloing as well as getting parties. For one thing, a sword singer does not have high defensive points that the counterpart temple knight has, which means that you take more damage from any mob while soloing. Of course the one great thing about a sword singer is that you get a skill called entangle. It is not as good as the dark elven skill hex, but what it does allow you to do is to be able to use a bow and then kite the mob until your mana runs out. Entangle is a debuff that decreases the targeted mob's speed by a lot. This is almost completely useless in parties which are also hard to find because at this point you are considered a by product of 3 species rolled into and a bad one at that to boot! You are considered a semi-tank, a semi-damage dealer as well as a semi-buffer, which can be looked upon as being useless 3 times over or as being a hybrid species that adapts very well to any given circumstance.

 

One other major draw back to the sword singer is that it isn’t the best pvp character in the world, quite frankly it comes close to the worst character. Pvp on the open ground is completely different than that in the arena. In the arena you cannot take out a bladedancer meleeing because of him having two swords to whack you with. Same goes for the gladiator. You cannot take out any types of archers because of their insane amount of damage in relatively short amounts of time. It is next to impossible to take out any type of nukers because once you are slept it is all over. Some people would say that sword singers are the best characters to go up against nukers because of their magic defensive songs, and I say that who ever says such is full of it. Even if you were to use a bow to try and take out a nuker, the nuker would do more damage to you and faster than you would do to him/her. And if you are slept, might as well try to walk out of the arena since you will surely loose. You also cannot fight against any sort of tanks for two reasons... one being the high amount of hp that they have and the other being the stun skill that they have.

 

I am adding this in addition to the previous statements as because I play a sword singer. At higher levels sword singers have the capability of pvping certain classes more efficiently such as spell howlers and sorcerers because of specific protection songs like flame guard, storm guard, warding and invocation. Some mages go down quick if they are not as of the same level as you. At level 72 with self buffs and a combination of enchanted a/b jewels it is possible to have 1112 mdef and at that point you are able to take out mages quite well if fully buffed and songs up. But once again a sword singer is not known for their pvp capabilities but rather their defensive songs. Sword singers work especially well in archer parties with song of hunter and wind. Pvp songs are usually hunter, wind, and warding, while PvE songs are hunter, and earth. A sword singer has reached most of its usefulness once it has reached earth which is 64 I think. Beyond that unless you are going for sword muse you just have higher focus minds to look for which allows you to keep more songs up.

[edit] Uses of Swordsingers

 

In any case a sword singer is the one party member that is a must in any group. Also there are not to many sword singers for the fact that it is really hard to get into parties from the start until about lvl 49 and it definitely gets easier when you hit lvl 55. The main thing about the sword singer is that he buffs entire parties with songs very similar to the buffs cast by overlords and warcryers. The main song is the song of hunter which increases the rate of critical hits, the other main song is the song of Earth which gives an increased defensive stats for the duration of the song. If ever you do manage to make a sword singer, it is a well known fact that the best type and the smallest type of party consists of a swordsinger, a blade dancer and a shillien oracle. You can hunt anywhere with only those three members and can hunt really fast with the combined swordsinger and blade dancers.

 

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Spellsinger:

 

Spellsinger is a damage dealing mage class (so-called nuker). They get a unspecific weapon skill and a skill to use robes. The spellsinger has the ability to inflict massive damage at targets from the distances.

 

Key Skills

 

   * Hydro Blast: Quick reuse time, a lot of damage, good casting speed

   * Surrender to Water: A debuff that almost doubles damage with water spells

   * Frost Bolt: Slows the enemy causing some damage

   * Aura Flare: Extreme casting speed, good damage, melee range though.

 

[edit] Equipment

 

Spellsingers wear robes. Being the fastest of the three nukers class, but having the weakest m.atk, spellsingers prefer equipment which strengthens their spells.

 

On no-grade, all mystics except orcs will try to get the devotion set which speeds up spellcasting. On d-grade, sorcerers love to have the knowledge set for additional damage, but the gloves of that set are droponly and therefore hard to get. On c-grade the demon robe set is the favorite for very impressing damage improvements, even if the hp penalty of that set is a considerable drawback for elves (one could try to get a dye for getting more Con at cost for Str). On b-grade Doom and Zubei are good choices. On a-grade no set really has been made for the spellsinger, but anything but Tallum is probably considerable.

 

Naturally, nukers prefer mage weapons with high matk and magic effects like Empower, Mana Up, UpDown, Acumen etc. For no-grade, the Voodoo Doll and the Crucifix of Blessing are best (and both can be combined with a shield). On d-grade, the Staff of Life would be optimal (but very hard to get) as it is again one-handed; otherwise the Ghost Staff and the Atuba Mace/Hammer all offer the same m.atk. On c-grade, the Homunkulus Sword would be the best onehanded weapon, which also can have two very good SA's, too (Acumen and UpDown). Otherwise, the Ghoul/Demon/Deadmans staff offer more matk, but their SA's are not that great (Ghoul Staff can have Mana Up, however).

 

On b-grade the Hell Knife (Magic Regeneration, Magic Mental Shield, Magic Weakness) and the Sword of Valhalla (Acumen, Magic Weakness, Magic Regeneration) are options for people who prefer to play with a shield. Otherwise there is of course the Staff of Evil Spirits (only crappy magic SAs). On a-grade, the favorite weapon of all mystics (except orcs) is definitely the Sword of Miracles with SA Acumen. Alternatively nukers can use the Branch of The World Tree with either Acumen, Empower or UpDown; spellsingers will probably prefer to get Empower.

 

Sacrificing Str for more Con is an absolutely natural choice for spellsingers, they have no use for Str. They will often also want to sacrifice either Men or Wis for more Int to get more matk.

[edit] Playstyle

 

Nukers tend to be loners. However, spellsingers still can get a party once in a while, because their mass sleep effects are welcomed for tight situations. Inside a party, nukers have to step careful. If they are the first ones who attack mobs, they will have to use the same techniques as in solo play (hit and run) while the rest of the party runs after them. Therefore it is best to wait for the party to attack first, so the focus of the mob is already focussed on someone else when the nuker uses his high damage spells.

 

On their own, nukers typically use hit and run techniques - they attack a mob with their highest range spell, run until it has recharged, then attack again. With this technique, nukers can kill even red mobs. Spellsingers are best at this technique, as they are both the fastest runners and the fastest spellcasters.

 

All nukers make good two people parties with Shillien Elders who can empower them and give them Mana, a feature which becomes very important on high levels with the Seal of Element spells which suck endless Mana away. Elven Elders work also - they can't empower, but can give Mana.

[edit] Class Comparison

 

Elves are the fastest spellcasters, but have worse matk than Humans and especially Darkelves.

 

Spellsingers are definitely an elven class which can at least keep up with their human and elven counterparts (Sorcerer and Spellhowler). In fact, they are easiest to play, as they are the fastest runners and fastest spellcasters; hardly do they ever get interrupted or even get hit at all. If you love elves, but want a strong class, spellsinger is definitely a good choice.

 

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Spellhowler:

 

Spellhowler (SH) are offensive spellcasters (nukers) of the Dark Elves. They wear Robes and can use any weapon, even if they usually prefer those with high M.Atk.

 

This class specializes in wind and dark magic

 

Key Skills

 

   * Hurricane: Fast reuse and lot of damage.

 

[edit] Development

 

   This section is a stub. Help us expand it, and you get a cookie.

 

[edit] Equipment

 

In general, anything that gives the SH casting speed is usually a good idea. Casting speed means your chance of getting interrupted is much lower, and it’s a huge advantage in PvP. For tattoos, the common setup for a spellhowler is +4CON-5STR, +4WIT-4MEN, +4INT-4MEN. However, if you wish to add even more the already slow casting howler, you can swap the +4CON-5STR for a +1WIT-1MEN.

 

   * C-Grade: Demon Set (or Karmian Set) with Homunkulus' Sword SA Acumen.

   * B-Grade: Avadon Set with Sword of Valhalla SA Acumen.

   * A-Grade: Dark Crystal Set with Sword of Miracles SA Acumen.

   * S-Grade: Dark Crystal Set (or Major Arcana Set) with Arcana Mace SA Acumen.

 

[edit] Magic

 

   * Hurricane: Good damage and recast time.

   * Death Spike: Good damage and recast time, low MP needed, but you must have cursed bones.

   * Vampiric Claw: Good damage, but lots of MP needed. Only use when low on HP.

   * Body To Mind: Fantastic skill for gaining mana. A good strategy is to Body To Mind until you have low HP, then use Vampiric Claw or Corpse Life Drain until you're full. Repeat until you have lots of MP. You can also use this strategy to lower your HP for Curse Death Link.

   * Shadow Flare: Overhit skill. Good to use when enemy is weak. Try not to use too much in case you don't have any SP when it comes to getting new skills.

   * Curse Death Link: Not as effective anymore with mobs UD'ing. Otherwise, the less HP you have, the more damage you do.

 

[edit] Adventuring

 

Nukers are loners, and the Spellhowler is even more so than elvish Spellsingers and human Sorcerers, because the latter at least have mass sleep spells.

 

Especially spellsingers can be found to almost go into melee with their spells quite often, because their fastest spells are almost uninterruptible. Spellhowlers however are slow casters, the best strategy for them is to run away until they have some distance, cast their spell, then continue running away. The Slow spell is a very important tool for the spellhowler, as are speed potions.

 

During soloplay, the spellhowler usually battles to use up his Manapool as slowly as possible. This can be done by casting the Body to Mind spell multiple times between the wind attacks, then combining them with the Vampiric Claw and Corpse Life Drain attack.

 

Dark magic is very strong, but some mobs are very resistant, and wind attacks tend to be cheaper, at least in the beginning. There is a nice combination of using Body To Mind spell that keeps Spellhowler's health at minimum and powerful Curce Death Link spell which deals great damage when caster is near death. Also, there are no dark mass attacks until top levels are reached.

 

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Sorcerer:

 

Sorcerer (female: Sorceress) is a damage dealing mage class (so-called nuker). They get an unspecific weapon skill and a skill to use robes. The sorcerer has the ability to inflict massive damage at targets from the distances.

 

Key Skills

 

    * Prominence and Surrender to fire

    * In close combat Aura flare

    * In Kamael and Chronicles

    * Fire vortex and crusher is a deadly combo

 

[edit] Equipment

 

Sorcerers wear robes. Being the most balanced of the three nukers class, they are relatively free to choose if they prefer robes which offer more spellcasting speed, or robes which offer higher m.atk; most players prefer the later.

 

On no-grade, all mystics except orcs will try to get the devotion set which speeds up spellcasting. On d-grade, sorcerers love to have the knowledge set for additional damage, but the gloves of that set are droponly and therefore hard to get. On c-grade the demon robe set is the favorite for very impressing damage improvements, the hp penalty of that set is no problem for sorcerers. That set is so good that temptation is high to keep it until a-grade, while both Zubei and Avadon robes are not bad to have for more mp and better p.def. Preferences on a-grade is for the Dark Cristal set robe.

 

Naturally, sorcerers prefer mage weapons with high matk and magic effects like Empower, Mana Up, UpDown, Acumen etc. For no-grade, the Voodoo Doll and the Crucifix of Blessing are best (and both can be combined with a shield). On d-grade, the Staff of Life would be optimal (but very hard to get) as it is again one-handed; otherwise the Ghost Staff and the Atuba Mace/Hammer all offer the same m.atk. On c-grade, the Homunkulus Sword would be the best onehanded weapon, which also can have two very good SA's, too (Acumen and UpDown). Otherwise, the Ghoul/Demon/Deadmans staff offer more matk, but their SA's are not that great (Ghoul Staff can have Mana Up, however).

 

On b-grade, there is a special weapon, the Hell Knife, a dagger. Has the highest matk of all daggers and can be combined with a shield; unfortunately it doesn't have magic SAs, which is a shame, because it would be the most stylish weapon for a necromancer. There is also the Sword of Valhalla, which is very beautiful, but cannot have any SAs at all. The b-grade staffs have only crappy magic SA's, too.

 

On a-grade, the favorite weapon of all mystics (except orcs) is definitely the Sword of Miracles with SA Acumen. Alternatively the sorcerer can use the Branch of The World Tree with either Acumen, Empower or UpDown. Also is good Elemental Sword vith SA Empower.

 

Nukers will naturally want to sacrifice Men for Wis or Int - or both. Also, giving Str for Con or Dex or both is done very easily, as Nukers naturally have no use for Str at all.

[edit] Playstyle

 

Nukers tend to be loners. However, sorcerers still can get a party once in a while, because their mass sleep effects are welcomed for tight situations. Inside a party, sorcerers have to step careful. If they are the first ones who attack mobs, they will have to use the same techniques as in solo play (hit and run) while the rest of the party runs uselessly after them. Therefore it is best to wait for the party to attack first, so the focus of the mob is already focussed on someone else when the nuker uses his high damage spells.

 

On their own, nukers typically use hit and run techniques - they attack a mob with their highest range spell, run until it has recharged, then attack again. With this technique, nukers can kill even red mobs.

 

However, all nukers make good two people parties with Shillien Elders who can empower them and give them Mana, a feature which becomes very important on high levels with the Seal of Element spells which suck endless Mana away. Elven Elders work also - they can't empower, but can give Mana.

[edit] Class Comparison

 

Unlike Necromancers, Sorcerers are mainly focused on elemental spells instead of the use of black magic.

 

Unlike spellsingers, a class which uses no black magic at all, Sorcerers have the ability to use slow, one of the black magic necromancer have.

 

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Shillien Knight:

 

Shillien Knight is a defensive melee warrior (tank). He uses swords and blunts with shield and heavy armor. He has a large palette of debuffs and can paralyze. Too, he can drain hp from enemies and poison them.

 

Like all pure tank classes, he has Aggression and Hate Aura to attract mobs to focus their attacks on him (instead of on other party members), and he has Shield Fortress and Ultimate Defense to increase his defense values, and Deflect Arrow to make bow attacks much less efficient on him. He also has the passive skills Final Fortress to increase p.def with falling hp, and Shield Mastery to improve the effectivity of shields.

 

He can absorb health with both Drain Health (like Dark Avenger) and Life Leech (the later is however weaker).

 

Like Temple Knight, he get the passive skill Aegis which allows to get the shield bonus for attack from all directions on level 60, and the active skill Guard Stance to boost tank skills at the cost of MP. He can also summon cubics, but of different kinds (debuff/absorb health/poison instead of heal/support).

 

Like other darkelven warriors, he has a number of debuffs. Hex lowers enemies p.def. Freezing Strike slows enemies down. Power Break reduces enemies p.atk. And with Sting one can try to make enemies bleed, while Poison causes some other form of damage over time.

 

From level 58 on, he can paralyze opponents with Lightning Strike. The only other class which is able to paralyze are the Necromancers with their Anchor spell.

 

Key Abilities

 

Format: Name (max Level) - Description (Level [+Number of Advancements] [/ ...])

[edit] Active

 

    * Aggression (49) - Provokes opponent's desire to attack. (24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

    * Attack Aura (2) - Temporarily increases P. Atk. Conflicts with clerical "Might" Buff. (10/28)

    * Confusion (19) - Throws the enemy into confusion and gets them to change the target of their attack. (24/28/32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

    * Corpse Plague (4) - Corpse emits a cloud that poisons nearby enemies. (46/58/62/70)

    * Defense Aura (2) - Temporarily increases P. Def. Conflicts with clerical "Shield" Buff. (5/20)

    * Deflect Arrow (4) - Increases defense against bow attacks. (24/32/43/49)

    * Drain Health (53) - Absorbs HP. (20+2/24+2/28+3/32+3/36+3/40+6/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

    * Freezing Strike (24) - Instantly freezes target area. Temporarily reduces enemy's Speed. (36+2/40+2/43+2/46+2/49+2/52+2/55+2/58+2/60/62/64/66/68/70/72/74)

    * Guard Stance (4) - Increases P. Def. and the success rate of a shield defense. MP will be consumed continuously. (43/52/62/70)

    * Hate Aura (37) - Provokes your opponent to attack. (40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

    * Hex (15) - Instantly decreases enemy's P. Def. (40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

    * Life Leech (15) - Absorbs an enemy's HP. (40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

    * Lightning Strike (5) - Lightning bolt attack that temporarily paralyzes the enemy. (58/62/66/70/74)

    * Poison (5) - Poisons target. (20/49/58/66/74)

    * Power Break (17) - Instantly reduces enemy's P. Atk. (32/36/40/43/46/49/52/55/58/60/62/64/66/68/70/72/74)

    * Sting (49) - Inflicts a serious, bleeding wound upon the enemy. Used with a sword, dagger, or two-handed weapon. Over-hit possible. (24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

    * Shield Fortress (6) - Increases personal shield defense rate. Continuously consumes MP. (64/66/68/70/72/74)

    * Summon Poltergeist Cubic (8) - Summons a cubic that weakens the enemy's P. Atk., P. Def., and Atk. Spd. (40/46/52/58/62/66/70/74)

    * Summon Vampiric Cube (7) - Summons a cubic that absorbs the enemy's HP and thereby restores its master's HP. (43/49/55/60/64/68/72)

    * Summon Viper Cubic (6) - Summons a Cubic, which poisons enemies. (49/55/60/64/68/72)

    * Ultimate Defense (2) - Instantly increases P. Def. and M. Def. significantly. User must remain still while it takes effect. (20/46)

 

[edit] Passive

 

    * Aegis (1) - Provides defense from all directions when a shield is equipped. (60)

    * Cubic Mastery (2) - Ability to summon (n + 1) Cubics at once (n = skilllevel) (43/55)

    * Final Fortress (11) - Automatically increases P. Def. when HP level falls. (52/55/58/60/62/64/66/68/70/72/72/74)

    * Focus Mind (6) - Increases one's MP Recovery Speed. (36/43/49/55/64/72)

    * Heavy Armor Mastery (52) - Increases P.def. with Heavy Armor. (20+3/24+3/28+3/32+3/36+3/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

    * Shadow Sense (1) - Increases Accurancy at night (15)

    * Shield Mastery (4) - Shield defense rate increases. (20/28/40/52)

    * Sword Blunt Mastery (45) - Increases P. Atk. for Swords and Blunts. (20/24/28+2/32+2/36+2/40+3/43+3/46+3/49+3/52+3/55+3/58+3/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

 

[edit] Outdated

 

    * Armor Mastery (5) - Increases P.def for heavy / P.def and Evasion for light armor. (5/10+2/15+2)

    * Power Strike (9) - Gathers power for a fierce strike. Sword/blunt only. Over-hit available. (5+3/10+3/15+3)

    * Weapon Mastery (3) - Attack power increases. (5/10/15)

 

[edit] Equipment

 

Naturally, the SK tries to get the best one-handed sword or blunt and shield of the level.

 

C-grade: Samurai Longsword / Yaksa Mace, B-Grade: Sword of Damascus / Art of Battle Axe / Deadman's Glory, A-Grade: Dark Legion's Edge / Elysian Axe.

 

On c-grade, the full plate armor gives another nice bonus to the shield skills. On b-grade, the Avadon and Doom Sets are even much better. The boni of the a-grade Dark Crystal set on shields is amusingly less good, but the improved p.def and good immunities make up for this.

 

Sacrificing Str for Dex and/or Con is no bad idea for the SK, obviously. As an Darkelf, the very low Con of 32 is a real disadvantage, while the high Str helps only while being solo.

 

SKs need the following spellbooks: Level 40: Hex, Life Leech, Summon Poltergeist Cubic; Level 43: Summon Vampiric Cube; Level 46: Corpse Plague; Level 49: Summon Viper Cubic; Level 58: Lightning Strike.

[edit] Playstyle

 

Tanks are obviously quite easy to solo, only a little boring maybe.

 

Inside groups, they activate their Hate Aura and keep mobs attacking them instead of the damage dealers.

 

Best group for a tank is of course a mix of buffers, a large number of damage dealers and nukers, and maybe a healer. Best buffer for the tank himself is a Prophet who avoids buffing 'Berserker Spirit' to the tank, plus an Elven Elder - can also give mana and healing and raise almost as good as a Bishop - and a Swordsinger. The damage dealers will want to get the buffs of a Bladedancer, too. Nukers will want to have again a Bladedancer, and a Shillien Elder for their Empower (adds to the Berserker Spirit of the Prophet) and for additional Mana, and they also have Greater Group Heal and Vampiric Rage.

 

The SK himself is optimal for fighting a single tough opponent at one time. He can paralyze and debuff them, and use his damage over time abilities on them.

 

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Prophet:

 

Prophet are the specialized buffers in the game. They can use all weapons and all armor (even heavy).

 

Key Skills

 

    * Berserker Spirit – Increases casting speed, attacking speed, P.atk and M.atk while lowering P.def

    * Bless Shield – Increases defense rate with shield

    * Bless the Body – Increases max hp

    * Bless the Soul - Increases max mp

    * Death Whisper – Increases critical damage

    * Focus – Increases critical rates

    * Greater Acumen - Increases casting speed

    * Greater Concentration – Decreases chance that the magic will be canceled due to damage

    * Guidance - Increases Accurancy

    * Haste - Increases Atk.Speed

    * Invigor - Protects against Bleed

    * Kiss of Eva - Increases Breath Gauge

    * Magic Barrier – Increases M.def

    * Mental Aegis - Protects against various attacks (Dryad Root etc)

    * Might – Increases P.atk.

    * Regeneration – Increases hp generation

    * Resist Aqua - Resistance to water attacks

    * Resist Fire - Resistance to fire attacks

    * Resist Poison - Resistance against poison

    * Resist Wind - Resistance against wind attacks

    * Return - Teleport to nearest town

    * Shield – Increases P. def

    * Wind Walk - Increases moving speed

 

[edit] Equipment

 

As they need so much Mana for buffing larger parties, and benefit so much from casting time speedups when doing the buffing, robes are actually very popular for Prophets.

 

Most prophets seem to prefer dual swords to deal a little damage while not buffing.

 

Prophets may also prefer a bow, where their skill Dryad root, as well as multiple archer-improving buffs (Guidance, Death Whisper, etc.) can give them an advantage in soloing. They also gain from a vastly larger pool of MP, compared to other archer classes. Soloing with a prophet can also be very fruitful. As the extra MP is not needed, the skills Heavy Armor Mastery and Light Armor Mastery can be put to use for much greater P. Def than a robe. The only differences between the two are MP regeneration and price of armor (heavy armor tends to be a bit more expensive). Prophets can be very dangerous solo characters when used this way.

[edit] Playstyle

 

As the prophet can buff so well plus can wear heavy armor, he is also the cleric who is best prepared to be played solo. At the same time, probably no other class gets a party as easily.

 

Prophets should not be considered healers by occupation by any means. Though prophets do have healing skills from their roots in the cleric class, the extent to which they improve healing skills is dramatically lower than elders and bishops, so prophets cannot act as a healer in a party. Their only real ability to contribute to a party is through buffing.

[edit] Class Comparison

 

As of Chronicle 3 the only buffs really unique to prophets are Resist Fire, Resist Aqua, Berserk, Regeneration, Bless the Body, and Bless the soul. Warcryers have the group buffs for Shield, Might, Guidance, Focus, Death Whisper, Acumen, Haste, Windwalk and Magic Barrier. But Warcryers have no emergency healing like the good old Battle Heal of the Prophet, and Warcryers really need a large party to be really effective, while a prophet also shines in small parties. Last not least warcryers need a lot of levels to max their buffs, while prophets have all the good stuff much earlier.

[edit] Fun Facts

 

An interersting property of the prophet is that, after level 56, the only thing which becomes still better are the spells Bless the Body, Bless the Soul, and the Resist Element stuff. All other buffs are already maxed. Thats why a lot of people only use them as buffer who just sits and buffs at the huntingplace of the party.

 

The important Beserker Spirit buff is often called Zerk in online discussions.

 

Prophets are not the only class who get the skill to wear heavy armor, Warcryersy and overlords get it too. With heavy armor mastery they get pdef and casting speed bonusses.

 

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Shillien Elder:

 

Shillien Elders (SE) are generally seen as healers and are considered the best wizard buffers. They can use robes and light armor and any weapon. They have Dyrad Root, Recharge and Greater Group Heal as well as all standard buffs and two exclusive (and very good) buffs.

 

The first one is Vampiric Rage which gives the player healing from the melee damage they deal; this spell is of course especially interesting for classes which deal a lot of melee damage, but have not many hitpoints and relatively bad defense (for example, Tyrant or Treasure Hunter). In any case, this buff saves mana otherwise needed for healing and makes up for the lack of the Greater Battle Heal of the Bishop.

 

A likewise effect to Vampiric Rage is available for level 74 Bladedancer and level 44 Warcryer; still the SE gets this buff much earlier (level 30) and masters it first (level 72) (Warcryer maxes at 74).

 

The second buff is Empower. This spell causes nukers (Sorcerer, Spellsinger, Spellhowler) to make more damage in their offensive spells. It can be combined with the prophets Berserk and Acumen as well as the corresponding Bladedancers dances to max the damage of nuker spells.

 

Key Skills

 

Format: Spell Name (Max Skilllevel) - Description (Level of Update+Number of Updates [; Namechange of skill on higher levels])

[edit] Buffs

 

    * Concentration (6) – Decreases chance for canceling spellcasting because of damage (20/30/44/52/60/68; 3+: Greater Concentration)

    * Death Whisper (3) – Increases damage on critical hit (40/48/56)

    * Empower (3) - Increases m.atk. (25/44/52; 3: Greater Empower)

    * Focus (3) – Increases chance for critical hit (25/44/52)

    * Greater Concentration: See Concentration

    * Greater Empower: See Empower

    * Guidance (3) – Increases accuracy (40/48/56)

    * Kiss of Eva (2) - Increases lungs capacity (20/52)

    * Mental Shield (4) - Increases defense against hold, sleep, fear, and silence. (25/40/48/56; 3+: Mental Aegis)

    * Mental Aegis: See Mental Shield

    * Might (3) – Increases P.Atk. (7/20/40)

    * Resist Wind (2) – Resistance to wind attacks (35/40)

    * Shield (3) – Increases P.Def. (7/25/44)

    * Vampiric Rage (4) - Transforms part of the damage dealt into healing (30/44/58/72)

    * Wild Magic (2) - Increases chance for critical magic (62/70)

    * Wind Walk (2) - Increases moving speed (20/30)

 

[edit] Other Spells

 

    * Battle Heal (15) - Fast healing on target (14+3/20+3/25+3/30+3/35+3)

    * Cure Poison (3) - Remove poison effect (7/35/58)

    * Dryad Root (33) - Disable movement of target (25+3/30+3/35+3/40+3/44+3/48+3/52+3/56+2/58/60/62/64/66/68/70/72/74)

    * Greater Group Heal (29) - Improved version of Group Heal (48+3/52+3/56+3/58+3/60+3/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

    * Greater Heal (29) - Improved version of Heal (48+3/52+3/56+3/58+3/60+3/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

    * Purify (3) - Removes bleed and poison (44/52/62)

    * Recharge (32) - Give mp to target (30+2/35+2/40+2/44+2/48+2/52+2/56+2/58+2/60+2/62+2/64+2/66+2/68+2/70+2/72+2/74+2)

    * Resurrection (2) - Raise target from the dead (20/30)

    * Wind Shackle (19) - Lower atk.speed of target (14/20/25/30/35/40/44/48/52/56/58/60/62/64/66/68/70/72/74)

 

[edit] Lowlevel/Replaced Spells

 

    * Disrupt Undead (8) - Attack on undead (20+2/25+2/30+2/35+2)

    * Group Heal (15) - Healing the whole party (14+3/20+3/25+3/30+3/35+3)

    * Heal (18) - Healing on target (7+3/14+3/20+3/25+3/30+3/35+3)

    * Sleep (9) - Sleep target (25+3/30+3/35+3)

 

[edit] Equipment

 

Healers can basically run around in underwear, they don't really need good armor and weapons, a no-grade devotion set would already be very good. But one might not always get a group in which one can act as pure healer and buffer, and of course people want to equip their characters optimally.

 

Being a darkelf, a SE needs spellcasting speed more than anything else. Second to that, he wants as much max mp as he can get, third to that, as much mp regen as he can get. Getting good pdef wouldn't hurt either, while patk and matk loose more and more their importance with higher levels.

 

On d-grade, there isn't really anything better than the no-grade devotion set, especially not for slowcasting darkelf mystics. On c-grade, the Karmian Robe Set can be recommended for its better pdef and more max mp. On b-grade the light Blue Wolf armor is a good choice, as is the Avadon robe. On a-grade, Tallum Robe is maybe best, with Dark Crystal at least very close second for its practical properties and Majestic thanks to its high mana and its mana regeneration not bad at all either.

 

Weapons depend of course very much upon personal preferences. On lower levels, matk still matters, as it allows leveling with Disrupt Undead. On higher levels, SEs often still use wizard weapons, but for their SAs (Mana Up, UpDown, Acumen) and not for their matk. Alternatively, one can use some other weapon (dual swords are popular) and join the fight.

 

The optimal dyes for a SE are very obvious. A SE will want to sacrifice Men for Wis to speed up the very slow spellcasting. It doesn't help if you can heal much if the person in question is already dead. Also, lowering the Strength by 8 to increase both Dex and Con by 4 will help a lot with more hitpoints, faster running, better evasion etc. This is well worth the lesser damage the SE is dealing.

 

SEs need the following spellbooks: Level 40: Death Whisper, Guidance; Level 44: Purify; Level 48: Greater Group Heal, Greater Heal; Level 62: Wild Magic.

[edit] Play style

 

SEs are harder to solo as Prophets, as they can't buff themselves as well, and harder to solo as Bishops, as those at least get an abundance of good spells against undead, and are still worse than Elven Elders, who also get at least a specialized damage spell against undead that is still getting updated. Therefore SEs are even more dependent upon getting a party as the other clerical classes. Up to about level 55, they might however still manage to kill undead with their Disrupt Undead spell, but its not exactly a fast or efficient way to level.

 

The best party for a SE is a combo with Prophet and a Bladedancer and a couple of melee high damage dealers and/or nukers. Together with the Prophet, a SE can buff such a party faster (if the prophet has the knowledge which spells the SE already has, which many don't have) and to the maximum possible effectiveness level (except for the buffs Agility and Resist Shock, which are exclusive to Elven Elders).

 

On higher levels, the SE becomes the dreampartner of nukers, because the high level spells are very mana expensive and the SE can give them lots of Mana; for one point spend by the Shillien the nuker gets four points back into his mana pool, if the nuker has the skill for it. Elven Elders can also recharge Mana, but do not have the Empower buff.

 

For raids, SEs are not as good as a Bishops, as they can't heal as fast as the later, while raid bosses usually deal huge amounts of damage that can't be healed up just with Vampiric Rage. But in dungeons, SEs shine, especially if the warriors of the group use polearm weapons. With the Vampiric Rage, such a warrior can fight a large group of opponents at the same time with the pole, and still need no (or much less) healing.

[edit] Bugs

 

The "Greater Heal" spellbook description states that only Shillien Elders get this spell. This is wrong, Bishops and Elven Elders get that spell as well.

 

If you are creating a macro which should include the Mental Shield spell, and you have stage 3 or above (then called Mental Aegis) and simply drop the icon into the desired command line of the macro, the program inserts "/useskill Mental Aegis". You have to change it to "/useskill Mental Shield" to make it work. The same applies for Concentration and Empower.

 

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PlainsWalker:

 

Plains Walkers are Elven rogues who specialize in dagger mastery and skills. They feature all of the skills shared by other dagger-type classes (Backstab, Silent Move, Unlock, etc.), but are much different in a comparison of base statistics. Elves, by nature, are the fastest and most agile race available, which makes them ideal as daggers. They have the highest attack speed, evasion, and critical rates of any of the other dagger classes. They also have a slight ability to heal themselves. Their main drawbacks are their severe lack of defense and HP, as well as a low physical attack

 

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Phantom Summoner:

 

Phantom summoners are the 2nd class transfer for a dark elf wizard at lvl 40. they summon servitors, which can be thought of as fighting pets of sorts. the servitors require crystals and take a portion of the xp received, sometimes 30% sometimes even 90 %. the servitors or summons can allow the summoner to fight higher lvl mobs alone, allowing them to lvl up pretty fast.one person was a lvl 25 dark wizard with a basic servitor and his summon could fight portas and snipe cohorts in cruma tower.

 

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Palus Knight:

 

Palus Knight is a defensive warrior specializing into sword or blunt with shield and heavy armor.

 

Key Abilities

 

Format: Name (Max. Level) - Description (Level[+Updates]/Next Level ...)

[edit] Active

 

   * Aggression (12) - Provokes opponent's desire to attack. (24+3/28+3/32+2/36+2)

   * Attack Aura (2) - Temporarily increases P. Atk. Conflicts with clerical "Might" Buff. (10/28)

   * Confusion (4) - Throws the enemy into confusion and gets them to change the target of their attack. (24/28/32/36)

   * Defense Aura (2) - Temporarily increases P. Def. Conflicts with clerical "Shield" Buff. (5/20)

   * Deflect Arrow (2) - Increases defense against bow attacks. (24/32)

   * Drain Health (16) - Absorbs HP. (15+2/20+2/24+3/28+3/32+3/36+3)

   * Freezing Strike (2) - Instantly freezes target area. Temporarily reduces enemy's Speed. (36+2)

   * Poison (1) - Poisons target. (20)

   * Power Break (2) - Instantly reduces enemy's P. Atk. (32/36)

   * Power Strike (9) - Gathers power for a fierce strike. Sword and blunt only. Over-hit available. (5+3/10+3/15+3)

   * Sting (12) - Bleed attack on target. Sword, dagger and two-handed sword only. Over-hit available. (24+3/28+3/32+3/36+3)

   * Ultimate Defense (1) - Increases P.Def. and M.Def. significantly. Character can't move. (20)

 

[edit] Passive

 

   * Focus Mind (1) - Increases MP Regeneration. (36)

   * Heavy Armor Mastery (15) - Increases P.Def. Heavy Armor only. (20+3/24+3/28+3/32+3/36+3)

   * Magic Resistance (15) - Increases M.Def. (20+3/24+3/28+3/32+3/36+3)

   * Shadow Sense (1) - Increases Accurancy at night (15)

   * Shield Mastery (2) - Increases Shield defense rate. (20/28)

   * Sword Blunt Mastery (8) - Increases P. Atk. Sword and Blunt only. (20/24/28+2/32+2/36+2)

 

[edit] Outdated

 

   * Armor Mastery (5) - Increase P.Def. (5/10+2/15+2)

   * Moral Blow (9) - Potentially deadly attack upon the enemy. Dagger only. (5+3/10+3/15+3)

   * Power Shot (9) - Causes great damage from afar when using a bow. Over-hit available. (5+3/10+3/15+3)

   * Weapon Mastery (3) - Increases P.Atk. (5/10/15)

 

[edit] Special

 

While the Paulus Knight focusses into sword or blunt and shield, the Bladedancer which derives from the Paulus Knight does NOT. Instead, they utilize dual swords. This is probably the only case where a class does change the class weapon during the class change.

 

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Overlord:

 

Overlord is a very specialized class not intended to be played alone. Unlike the warcryer, they can buff a whole alliance instead of just their own party.

 

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Elven Elder:

 

Elders can be considered to be the intermediate class between Human Bishops and Prophets, mixing the elements of healing powers (and mana recharging abilities), offensive abilities, and buffs. As with all Elves, Elders have high natural Wit (useful for faster healing and buffing), but also suffer from low Intelligence (lower magical attack abilities; a weaker output damage)

 

Key Skills

 

   * Agility - A highly popular buff to improve one's evasion. A favorite amongst many characters, especially ones that utilize light armor mastery's boost to Evasion (such as the Human Treasure Hunter).

   * Resist Shock - Another popular buff to decrease the chance of being placed into a state of shock. Useful when dealing with enemies that have the means to stun (most commonly ones with blunts).

   * Greater Heal – The Elder's main healing spell. Although Greater Heal is slower in comparison to a Bishop's Greater Battle Heal, the Elder's natural fast casting speed tends to make up for this. In C5 this spell was changed from instant heal to instant heal+overtime heal, thus making it less useful in PvP situations.

   * Vitalize - A secondary healing spell that can also cure poisons. It is more powerful than a regular Greater Heal at the trade off of more mana required to cast. However, in later levels, the power begins to even out, with Greater Heal eventually overtaking Vitalize's healing powers.

   * Greater Resurrection – Resurrects another character from dead and restores a percentage of experience lost from the penalty of death.

   * Party Recall - Returns all party members within a certain radius of an Elder to the nearest town, village, or harbor.

   * Sleep – Put a target into sleep. C5 changes caused this spells casting time to be changed to 10 seconds making it useless, Trance has replaced Sleep as Elders new crowd-control buff.

   * Might of Heaven – Does damage against undead mobs.

   * Wind Shackle - Decreases target's attack speed.

   * Bless Shield - Improves chances to shield block attacks. Extremely useful buff to keep mage classes alive against archers.

   * Advanced Block - Improves defense of shield. Another useful buff for mages to keep them alive, although less useful than Bless Shield.

   * Clarity - Reduces targets MP consumption of skills/spells.

   * Major Heal - Instantly replenishes targets HP. Since Greater Heal was changed in C5, this becomes main healing spell in c5. It requires less MP to use but requires Spirit Ore to be used.

   * Trance - Puts target into state of trance. Since Sleeps cast time was greatly increased, Trance was introduced to Bishops/Elders as their main crowd-control spell.

   * Block Windwalk - Removes any buffs that increase speed from target, slow their speed and prevent them from getting buffs that increase speed for a period of time. This spell is useful to protect yourself from enemy daggers in PvP, however this spell requires you to be Eva's Saint so it is not available until very late in the game.

   * Prophecy of Water - Increases targets Matk/Mdef/Cast Speed/Magic Crit/MP regen, but slows down speed. Could be considered as the ultimate buff of Elders as all nukers would welcome it any day, however this spell requires the lvl78 and you to be Eva's Saint.

 

[edit] Equipment/Playstyle

 

The Elder receives both Robe Mastery (physical defense per point) and the Mage Light Armor Mastery (not to be confused with the Light Armor Mastery of Fighters, the Mage's version adds physical defense per point, along with increasing attack speed, mana regeneration and casting speed exactly like the Robe's passive skills Magician's Movement, Mana Recovery, and Spellcraft). The benefit of using Robes is the addition inherit mana increase found on robes. Light Armors provide additional defense whilst having all the benefits of wearing a robe jacket / pants combination.

 

The main playstyle of Elders should be caster, and therefore wearing mage weapons and robes.

 

Any mage weapon that has Acumen SA is most likely the best option, since it increases the Elders already abnormally high cast speed even more. Health SA weapons are also popular option for Elders that like to PvP a lot since it increases their max HP, allowing them to take more hits. Matk plays small role in Elders spells, spells that require decent matk weapon to be effective are Trance/Block Windwalk/Wind Shackle/Mana Burn/Might of Heaven/Erase.

 

Armor sets there was numerous choices but of because the armor that increases cast speed/mp regen are the best choice. Blue Wolf robes set is most typical armor as it offers boost in max MP/MP regen/Cast Speed. Higher grade robes, if you can afford them, such as Dark Crystal robes increase Cast Speed the most thus making it very popular choice for PvP healers, for PvE Majestic Robes set is perhaps better since it increases MP Regen a lot, it does also increase cast speed and has anti-stun property thus making it also good choice for PvP healers.

 

Of course, there are many different playing styles that fall in between, for reasons varying from personal preference to Adena issues. Don't let what is given here limit your possibilities.

 

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Hope You Like It.

Credits:http://strategywiki.org/wiki/Lineage_II/Classes/

 

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