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Posted

# Enable/Disable progressive enchanting system (experimental / default: false).
EnchantStepEnabled = False

# Progressive enchanting mode. Values allowed = static, dynamic (default: static).
EnchantStepMode = static

# If EnchantStepMode = static:
# Value in percent (%). Reduced from enchant rate on each next enchant.
# Example: +3 safe enchant. EnchantChanceWeapon = 66. EnchantStep = 3
#+4 = 66%, +5 = 63%, +7 = 60%, +8 = 57% etc.
#default: 3
EnchantStepStatic = 3

# If EnchantStepMode = dynamic:
# enchant chance is multiplied by (EnchantStep^(item enchant level)-safe enchant)
# for example, if enchant step is 0.95
# +10 = 66*(0.95^(10-4))
#default: 0,95
EnchantStepDynamic = 0.95

 

I dont understand what is this?

Posted

after Safe for example 66% with +4

 

stap of 3% on +5 only 63% chance, on +6 only 60% chance ...........

 

dynamic of 0.95%

e.g. if safe is 4 and

- item is 5 -> 0.95

- item is 6 -> 0.95 * 0.95 = 0.9025

- item is 7 -> 0.95 * 0.95 * 0.95 = 0.857375

............

 

Sorry bad English

Posted

New Dwarf enchant system ? Cant explain what different between 2 enchant dwarf and normal enchant?

 

Note : when you build any features plz explain clearly. More information just waste you some sentence but very helpful with us.

 

I got idea about chance reduce: after safe chance rate reduce from 100% with any rate (0.3% or 2% or else).

 

And i wonder we have 3 type of enchant scroll (crystal, bless, normal), why we dont modify chance all of them? Each type has other rate, it make more fun and more risk. And last one i can think right now, crystal enchant scroll fail and destroy item... make it not be.

 

PS: Thanks 4 share.

Posted

That is another verson from enchant the system.

here after safe enchant the per cent would decrease finalagain static, dynamic would decrease.

the break of the weapons was out switched

 

sorry bad englisch

 

### Eclipse Workspace Patch 1.0
#P L2_GameServer
Index: java/com/l2jserver/gameserver/network/clientpackets/AbstractEnchantPacket.java
===================================================================
--- java/com/l2jserver/gameserver/network/clientpackets/AbstractEnchantPacket.java	(revision 4477)
+++ java/com/l2jserver/gameserver/network/clientpackets/AbstractEnchantPacket.java	(working copy)
@@ -22,8 +22,9 @@
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.templates.item.L2Item;
import com.l2jserver.gameserver.templates.item.L2WeaponType;
+import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
+import com.l2jserver.gameserver.model.base.Race;

-
public abstract class AbstractEnchantPacket extends L2GameClientPacket
{

@@ -152,7 +153,7 @@
			return isValid(enchantItem);
		}

-		public final int getChance(L2ItemInstance enchantItem, EnchantItem supportItem)
+		public final int getChance(L2ItemInstance enchantItem, EnchantItem supportItem, L2PcInstance activeChar)
		{
			if (!isValid(enchantItem, supportItem))
				return -1;
@@ -181,13 +182,80 @@
			else
			{
				if (_isWeapon)
-					chance = Config.ENCHANT_CHANCE_WEAPON;
+					if (Config.ENCHANT_SYSTEM)
+						{
+							if (Config.ENCHANT_STEP_MODE == "static")
+								chance = Config.ENCHANT_CHANCE_WEAPON-(Config.ENCHANT_STEP_STATIC*(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX));
+							else if (Config.ENCHANT_STEP_MODE == "dynamic")
+								chance = (int) Math.round(Config.ENCHANT_CHANCE_WEAPON*Math.pow(Config.ENCHANT_STEP_DYNAMIC,(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX)));
+						}
+						else
+								chance = Config.ENCHANT_CHANCE_WEAPON;
+				
				else if (isAccessory)
-					chance = Config.ENCHANT_CHANCE_JEWELRY;
+					if (Config.ENCHANT_SYSTEM)
+						{
+							if (Config.ENCHANT_STEP_MODE == "static")
+								chance = Config.ENCHANT_CHANCE_JEWELRY-(Config.ENCHANT_STEP_STATIC*(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX));
+							else if (Config.ENCHANT_STEP_MODE == "dynamic")
+								chance = (int) Math.round(Config.ENCHANT_CHANCE_JEWELRY*Math.pow(Config.ENCHANT_STEP_DYNAMIC,(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX)));
+						}
+						else
+								chance = Config.ENCHANT_CHANCE_JEWELRY;
				else
-					chance = Config.ENCHANT_CHANCE_ARMOR;
+					if (Config.ENCHANT_SYSTEM)
+						{
+							if (Config.ENCHANT_STEP_MODE == "static")
+								chance = Config.ENCHANT_CHANCE_ARMOR-(Config.ENCHANT_STEP_STATIC*(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX));
+							else if (Config.ENCHANT_STEP_MODE == "dynamic")
+								chance = (int) Math.round(Config.ENCHANT_CHANCE_ARMOR*Math.pow(Config.ENCHANT_STEP_DYNAMIC,(enchantItem.getEnchantLevel()-Config.ENCHANT_SAFE_MAX)));
+						}
+						else
+								chance = Config.ENCHANT_CHANCE_ARMOR;
			}

+			if (activeChar.getRace() == Race.Dwarf && Config.ENCHANT_SYSTEM)		
+				{
+				int _charlevel = activeChar.getLevel();
+				int _itemlevel = enchantItem.getEnchantLevel();
+				
+						if (_charlevel >= 20 && _charlevel <= 39 && _itemlevel >= Config.ENCHANT_DWARF_1_ENCHANTLEVEL && Config.ENCHANT_STEP_MODE == "static")
+							chance = Config.ENCHANT_DWARF_CHANCE-(Config.ENCHANT_STEP_STATIC*(_itemlevel-Config.ENCHANT_DWARF_1_ENCHANTLEVEL));
+					
+						else if (_charlevel >= 40 && _charlevel <= 75 && _itemlevel >= Config.ENCHANT_DWARF_2_ENCHANTLEVEL && Config.ENCHANT_STEP_MODE == "static")
+							chance = Config.ENCHANT_DWARF_CHANCE-(Config.ENCHANT_STEP_STATIC*(_itemlevel-Config.ENCHANT_DWARF_2_ENCHANTLEVEL));
+						
+						else if (_charlevel >= 76 && _charlevel <= 83 && _itemlevel >= Config.ENCHANT_DWARF_3_ENCHANTLEVEL && Config.ENCHANT_STEP_MODE == "static")
+							chance = Config.ENCHANT_DWARF_CHANCE-(Config.ENCHANT_STEP_STATIC*(_itemlevel-Config.ENCHANT_DWARF_3_ENCHANTLEVEL));
+						
+						else if (_charlevel >= 84 && _itemlevel >= Config.ENCHANT_DWARF_4_ENCHANTLEVEL && Config.ENCHANT_STEP_MODE == "static")
+							chance = Config.ENCHANT_DWARF_CHANCE-(Config.ENCHANT_STEP_STATIC*(_itemlevel-Config.ENCHANT_DWARF_4_ENCHANTLEVEL));
+						
+						else if (_charlevel >= 20 && _charlevel <= 39 && _itemlevel >= Config.ENCHANT_DWARF_1_ENCHANTLEVEL && Config.ENCHANT_STEP_MODE == "dynamic")
+							chance = (int) Math.round(Config.ENCHANT_DWARF_CHANCE*Math.pow(Config.ENCHANT_STEP_DYNAMIC,(_itemlevel-Config.ENCHANT_DWARF_1_ENCHANTLEVEL)));
+						
+						else if (_charlevel >= 40 && _charlevel <= 75 && _itemlevel >= Config.ENCHANT_DWARF_2_ENCHANTLEVEL && Config.ENCHANT_STEP_MODE == "dynamic")
+							chance = (int) Math.round(Config.ENCHANT_DWARF_CHANCE*Math.pow(Config.ENCHANT_STEP_DYNAMIC,(_itemlevel-Config.ENCHANT_DWARF_2_ENCHANTLEVEL)));
+						
+						else if (_charlevel >= 76 && _charlevel <= 83 && _itemlevel >= Config.ENCHANT_DWARF_3_ENCHANTLEVEL && Config.ENCHANT_STEP_MODE == "dynamic")
+							chance = (int) Math.round(Config.ENCHANT_DWARF_CHANCE*Math.pow(Config.ENCHANT_STEP_DYNAMIC,(_itemlevel-Config.ENCHANT_DWARF_3_ENCHANTLEVEL)));
+						
+						else if (_charlevel >= 84 && _itemlevel >= Config.ENCHANT_DWARF_4_ENCHANTLEVEL && Config.ENCHANT_STEP_MODE == "dynamic")
+							chance = (int) Math.round(Config.ENCHANT_DWARF_CHANCE*Math.pow(Config.ENCHANT_STEP_DYNAMIC,(_itemlevel-Config.ENCHANT_DWARF_4_ENCHANTLEVEL)));
+						
+						else if (_charlevel >= 20 && _itemlevel <= Config.ENCHANT_DWARF_1_ENCHANTLEVEL)
+							chance = Config.ENCHANT_DWARF_1_CHANCE;
+				
+						else if (_charlevel >= 40 && _itemlevel <= Config.ENCHANT_DWARF_2_ENCHANTLEVEL)
+							chance = Config.ENCHANT_DWARF_2_CHANCE;
+				
+						else if (_charlevel >= 76 && _itemlevel <= Config.ENCHANT_DWARF_3_ENCHANTLEVEL)
+							chance = Config.ENCHANT_DWARF_3_CHANCE;
+				
+						else if (_charlevel >= 84 && _itemlevel <= Config.ENCHANT_DWARF_4_ENCHANTLEVEL)
+							chance = Config.ENCHANT_DWARF_4_CHANCE;	
+				}
+					
			chance += _chanceAdd;

			if (supportItem != null)
@@ -239,10 +307,11 @@
		_scrolls.put(22011, new EnchantScroll(false, false, false, false, L2Item.CRYSTAL_C, 0, 10, null));
		_scrolls.put(22012, new EnchantScroll(false, false, false, false, L2Item.CRYSTAL_B, 0, 10, null));
		_scrolls.put(22013, new EnchantScroll(false, false, false, false, L2Item.CRYSTAL_A, 0, 10, null));
-		_scrolls.put(22014, new EnchantScroll(true, false, false, true, L2Item.CRYSTAL_B, 16, 10, null));
-		_scrolls.put(22015, new EnchantScroll(true, false, false, true, L2Item.CRYSTAL_A, 16, 10, null));
-		_scrolls.put(22016, new EnchantScroll(false, false, false, true, L2Item.CRYSTAL_B, 16, 10, null));
-		_scrolls.put(22017, new EnchantScroll(false, false, false, true, L2Item.CRYSTAL_A, 16, 10, null));
+		_scrolls.put(22014, new EnchantScroll(true, false, false, true, L2Item.CRYSTAL_B, 0, 10, null));
+		_scrolls.put(22015, new EnchantScroll(true, false, false, true, L2Item.CRYSTAL_A, 0, 10, null));
+		_scrolls.put(22016, new EnchantScroll(false, false, false, true, L2Item.CRYSTAL_B, 0, 10, null));
+		_scrolls.put(22017, new EnchantScroll(false, false, false, true, L2Item.CRYSTAL_A, 0, 10, null));
+		_scrolls.put(20519, new EnchantScroll(true, false, false, true, L2Item.CRYSTAL_S, 0, 10, null));
		_scrolls.put(22018, new EnchantScroll(true, false, false, false, L2Item.CRYSTAL_B, 0, 100, null));
		_scrolls.put(22019, new EnchantScroll(true, false, false, false, L2Item.CRYSTAL_A, 0, 100, null));
		_scrolls.put(22020, new EnchantScroll(false, false, false, false, L2Item.CRYSTAL_B, 0, 100, null));
Index: java/com/l2jserver/gameserver/network/clientpackets/RequestEnchantItem.java
===================================================================
--- java/com/l2jserver/gameserver/network/clientpackets/RequestEnchantItem.java	(revision 4477)
+++ java/com/l2jserver/gameserver/network/clientpackets/RequestEnchantItem.java	(working copy)
@@ -22,7 +22,6 @@
import com.l2jserver.gameserver.datatables.SkillTable;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.L2Skill;
-import com.l2jserver.gameserver.model.L2World;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.EnchantResult;
@@ -148,7 +147,7 @@

		synchronized (item)
		{
-			int chance = scrollTemplate.getChance(item, supportTemplate);
+			int chance = scrollTemplate.getChance(item, supportTemplate, activeChar);

			L2Skill enchant4Skill = null;
			L2Item it = item.getItem();
@@ -253,9 +252,9 @@
					if (scrollTemplate.isBlessed())
					{
						// blessed enchant - clear enchant value
-						activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.BLESSED_ENCHANT_FAILED));
+						activeChar.sendMessage("Blessed Enchant Fail on half");

-						item.setEnchantLevel(0);
+						item.setEnchantLevel(item.getEnchantLevel()/2);
						item.updateDatabase();
						activeChar.sendPacket(new EnchantResult(3, 0, 0));

@@ -269,64 +268,13 @@
					}
					else
					{
-						// enchant failed, destroy item
-						int crystalId = item.getItem().getCrystalItemId();
-						int count = item.getCrystalCount() - (item.getItem().getCrystalCount() + 1) / 2;
-						if (count < 1)
-							count = 1;
+						// enchant - clear enchant value
+						activeChar.sendMessage("Enchant Fail up 0");

-						L2ItemInstance destroyItem = activeChar.getInventory().destroyItem("Enchant", item, activeChar, null);
-						if (destroyItem == null)
-						{
-							// unable to destroy item, cheater ?
-							Util.handleIllegalPlayerAction(activeChar, "Unable to delete item on enchant failure from player " + activeChar.getName() + ", possible cheater !", Config.DEFAULT_PUNISH);
-							activeChar.setActiveEnchantItem(null);
-							activeChar.sendPacket(new EnchantResult(2, 0, 0));
-							
-							if (Config.LOG_ITEM_ENCHANTS)
-							{
-								LogRecord record = new LogRecord(Level.INFO, "Unable to destroy");
-								record.setParameters(new Object[]{activeChar, item, scroll, support, chance});
-								record.setLoggerName("item");
-								_logEnchant.log(record);
-							}
-							return;
-						}
+						item.setEnchantLevel(0);
+						item.updateDatabase();
+						activeChar.sendPacket(new EnchantResult(3, 0, 0));

-						L2ItemInstance crystals = null;
-						if (crystalId != 0)
-						{
-							crystals = activeChar.getInventory().addItem("Enchant", crystalId, count, activeChar, destroyItem);
-							
-							SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.EARNED_S2_S1_S);
-							sm.addItemName(crystals);
-							sm.addItemNumber(count);
-							activeChar.sendPacket(sm);
-						}
-						
-						if (!Config.FORCE_INVENTORY_UPDATE)
-						{
-							InventoryUpdate iu = new InventoryUpdate();
-							if (destroyItem.getCount() == 0)
-								iu.addRemovedItem(destroyItem);
-							else
-								iu.addModifiedItem(destroyItem);
-							
-							if (crystals != null)
-								iu.addItem(crystals);
-							
-							activeChar.sendPacket(iu);
-						}
-						else
-							activeChar.sendPacket(new ItemList(activeChar, true));
-						
-						L2World world = L2World.getInstance();
-						world.removeObject(destroyItem);
-						if (crystalId == 0)
-							activeChar.sendPacket(new EnchantResult(4, 0, 0));
-						else
-							activeChar.sendPacket(new EnchantResult(1, crystalId, count));
-						
						if (Config.LOG_ITEM_ENCHANTS)
						{
							LogRecord record = new LogRecord(Level.INFO, "Fail");
Index: java/config/Pandora.properties
===================================================================
--- java/config/Pandora.properties	(revision 0)
+++ java/config/Pandora.properties	(revision 0)
@@ -0,0 +1,58 @@
+#============================================================================#
+#                       Pandora custom Settings                              #
+#============================================================================#
+#
+# -Dwarfen Enchantsystem + Enchant Step
+
+
+# ---------------------------------------------------------------------------
+# Enchant system
+# ---------------------------------------------------------------------------
+
+# Enable/Disable enchanting system (default: false).
+EnchantSystemEnabled = False
+
+# Progressive enchanting mode. Values allowed = static, dynamic (default: static).
+EnchantStepMode = static
+
+#default: 3
+EnchantStepStatic = 3
+
+#default: 0,95
+EnchantStepDynamic = 0.95
+
+#for Dwarf enchant
+#
+#Safe with level of the dwarf:
+#Dwarf1 20 = default 6
+#Dwarf2 40 = default 8
+#Dwarf3 76 = default 10
+#Dwarf4 84 = default 12
+EnchantDwarf1Enchantlevel = 6
+EnchantDwarf2Enchantlevel = 8
+EnchantDwarf3Enchantlevel = 10
+EnchantDwarf4Enchantlevel = 12
+
+# Dwarf Chance Dwarf Safe enchant 
+EnchantDwarf1Chance = 100
+EnchantDwarf2Chance = 100
+EnchantDwarf3Chance = 100
+EnchantDwarf4Chance = 100
+
+# Dwarf Chance after Dwarf Safe enchant 
+EnchantDwarfChance = 66
+
+
+# If EnchantStepMode = static:
+# Value in percent (%). Reduced from enchant rate on each next enchant.
+# Example: +3 safe enchant. EnchantChanceWeapon = 66. EnchantStep = 3
+#+4 = 66%, +5 = 63%, +7 = 60%, +8 = 57% etc.
+# If EnchantStepMode = dynamic:
+# enchant chance is multiplied by (EnchantStep^(item enchant level)-safe enchant)
+# for example, if enchant step is 0.95
+# +10 = 66*(0.95^(10-4))
+# it only starts to make a real difference after +10, 
+# so it's useful for servers with high max enchant.
+
+
+# ---------------------------------------------------------------------------
Index: java/com/l2jserver/Config.java
===================================================================
--- java/com/l2jserver/Config.java	(revision 4477)
+++ java/com/l2jserver/Config.java	(working copy)
@@ -80,6 +80,7 @@
	public static final String COMMUNITY_CONFIGURATION_FILE = "./config/CommunityServer.properties";
	public static final String GRANDBOSS_CONFIG_FILE = "./config/Grandboss.properties";
	public static final String GRACIASEEDS_CONFIG_FILE = "./config/GraciaSeeds.properties";
+	public static final String PANDORA_CUSTOM_FILE = "./config/Pandora.properties";
	public static final String CHAT_FILTER_FILE = "./config/chatfilter.txt";


@@ -759,6 +760,23 @@


	//--------------------------------------------------
+	//Pandora.properties Custom
+	//--------------------------------------------------
+	public static boolean ENCHANT_SYSTEM;    
+	public static String ENCHANT_STEP_MODE;         
+	public static int ENCHANT_STEP_STATIC;          
+	public static double ENCHANT_STEP_DYNAMIC; 
+	public static int ENCHANT_DWARF_1_ENCHANTLEVEL; 
+	public static int ENCHANT_DWARF_2_ENCHANTLEVEL; 
+	public static int ENCHANT_DWARF_3_ENCHANTLEVEL; 
+	public static int ENCHANT_DWARF_4_ENCHANTLEVEL; 
+	public static int ENCHANT_DWARF_1_CHANCE;       
+	public static int ENCHANT_DWARF_2_CHANCE;       
+	public static int ENCHANT_DWARF_3_CHANCE;       
+	public static int ENCHANT_DWARF_4_CHANCE;   
+	public static int ENCHANT_DWARF_CHANCE;        
+	
+	//--------------------------------------------------
	// PvP Settings
	//--------------------------------------------------
	public static int KARMA_MIN_KARMA;
@@ -2479,6 +2497,35 @@
					throw new Error("Failed to Load "+L2JMOD_CONFIG_FILE+" File.");
				}

+				
+				// Load Pandora Custom Properties file (if exists)
+				try
+				{
+				    L2Properties pandoracustomSettings = new L2Properties();
+					is = new FileInputStream(new File(PANDORA_CUSTOM_FILE));
+					pandoracustomSettings.load(is);
+				
+				    ENCHANT_SYSTEM = Boolean.parseBoolean(pandoracustomSettings.getProperty("EnchantSystemEnabled", "False"));
+				    ENCHANT_DWARF_1_ENCHANTLEVEL = Integer.parseInt(pandoracustomSettings.getProperty("EnchantDwarf1Enchantlevel", "6"));
+					ENCHANT_DWARF_2_ENCHANTLEVEL = Integer.parseInt(pandoracustomSettings.getProperty("EnchantDwarf2Enchantlevel", "8"));
+					ENCHANT_DWARF_3_ENCHANTLEVEL = Integer.parseInt(pandoracustomSettings.getProperty("EnchantDwarf3Enchantlevel", "10"));
+				    ENCHANT_DWARF_4_ENCHANTLEVEL = Integer.parseInt(pandoracustomSettings.getProperty("EnchantDwarf4Enchantlevel", "12"));
+					ENCHANT_DWARF_1_CHANCE = Integer.parseInt(pandoracustomSettings.getProperty("EnchantDwarf1Chance", "100"));
+					ENCHANT_DWARF_2_CHANCE = Integer.parseInt(pandoracustomSettings.getProperty("EnchantDwarf2Chance", "100"));
+					ENCHANT_DWARF_3_CHANCE = Integer.parseInt(pandoracustomSettings.getProperty("EnchantDwarf3Chance", "100"));
+					ENCHANT_DWARF_4_CHANCE = Integer.parseInt(pandoracustomSettings.getProperty("EnchantDwarf4Chance", "100"));
+					ENCHANT_DWARF_CHANCE = Integer.parseInt(pandoracustomSettings.getProperty("EnchantDwarfChance", "66"));
+					ENCHANT_STEP_MODE = pandoracustomSettings.getProperty("EnchantStepMode", "static");
+					ENCHANT_STEP_STATIC = Integer.parseInt(pandoracustomSettings.getProperty("EnchantStepStatic", "3"));
+					ENCHANT_STEP_DYNAMIC = Double.parseDouble(pandoracustomSettings.getProperty("EnchantStepDynamic", "0.95"));
+				}
+				catch (Exception e)
+				{
+					e.printStackTrace();
+					throw new Error("Failed to Load " + PANDORA_CUSTOM_FILE + " File.");
+				}	
+				
+				
				// Load PvP L2Properties file (if exists)
				try
				{

Posted

Read section rules.

 

Edit your thread and add proper [TAG] in your topic title.

 

Otherwise I will lock it.

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They are perfect for players who enjoy leading the charge and maintaining battlefield control. Gladiator – The Melee Powerhouse The Gladiator strikes a balance between offense and defense, offering strong AoE damage and decent survivability. This class excels in fast-paced melee combat and open-world PvP. Strengths: - High AoE damage  - Lifesteal-style abilities for sustain  - Versatile in both PvE and PvP  Playstyle:  Gladiators are ideal for players who enjoy dynamic melee combat with a mix of durability and damage. Assassin – The Stealthy Burst Specialist Assassins are masters of stealth and mobility. Known for their high single-target burst damage, they dominate in duels and small-scale PvP encounters. Strengths: - Exceptional burst damage  - Stealth mechanics for ambushes  - High mobility for quick disengagement Playstyle: This class is perfect for players who prefer fast-paced, tactical gameplay with an emphasis on sneaky kills. Ranger – The Precision Archer Rangers excel at dealing consistent physical damage from a distance. With excellent crowd control abilities and strong kiting potential, they are a solid choice for both PvE and PvP. Strengths:  - Safe ranged damage  - Strong crowd control tools  - Great for solo play  Playstyle: Rangers suit players who enjoy staying at range, controlling enemies, and executing precise attacks. Sorcerer – The Magical Artillery Sorcerers are pure magic damage dealers with devastating AoE spells and crowd control abilities. They are capable of turning the tide of battle with their massive burst potential. Strengths: - Highest magical burst damage  - Excellent AoE capabilities  - Crowd control via slows and immobilizes  Playstyle: Sorcerers are perfect for players who enjoy dealing immense magical damage while controlling enemies from a distance. Spiritmaster – The Tactical Summoner The Spiritmaster brings strategic depth to combat by combining summons, debuffs, and utility spells. This class is highly versatile and excels in both solo and group settings. Strengths: - Elemental summons with unique abilities  - Strong debuffs for PvP dominance  - Great solo leveling potential  Playstyle: Spiritmasters are best suited for players who enjoy strategic gameplay and multitasking in battle. Cleric – The Essential Healer The Cleric is the backbone of any group, providing powerful healing, cleansing, and defensive buffs. This class is indispensable in dungeons and raids. Strengths: - Reliable direct and AoE healing  - Cleansing abilities to remove debuffs  - Vital for group survival  Playstyle: Clerics are ideal for players who take pride in supporting their team and ensuring everyone stays alive. Chanter – The Hybrid Support The Chanter blends melee combat with healing and party-wide buffs. This versatile class can fill multiple roles in a group, making it a valuable addition to any team. Strengths: - Strong party buffs  - Solid healing capabilities  - Decent melee damage Playstyle: Chanters are perfect for players who want to contribute both offensively and defensively while supporting their team.   Choosing the Right Class What’s Your Playstyle? To help narrow down your choice, consider what you enjoy most in an MMORPG: • If you like tanking and leading the charge, choose Templar. • If you like melee combat with high durability, choose Gladiator.  • If you like stealthy gameplay with burst damage, choose Assassin.  • If you like ranged combat with precision, choose Ranger.   • If you like Massive magical damage, choose Sorcerer. • If you like tactical utility with summons, choose Spiritmaster. • If you like healing and supporting teammates, choose Cleric.  • If you like hybrid support with melee combat, choose Chanter. Beginner-Friendly Classes If you’re new to MMORPGs or unsure where to start, these classes offer straightforward mechanics: 1. Templar – Durable, beginner-friendly tank. 2. Cleric – Essential healer with clear roles in group content. Solo vs. Group Play Some classes excel in solo play, while others shine in groups: - Best Solo Classes: Gladiator, Ranger, Spiritmaster (good sustain and flexibility). - Best Group Classes: Templar (tank), Cleric (healer), Chanter (support). PvP Recommendations For competitive players who enjoy PvP: - 1v1/Small-Scale PvP: Assassin (stealth burst) or Sorcerer (burst + CC).  - Large-Scale PvP: Spiritmaster (debuffs) or Templar (frontline disruption). Team Composition Tips Building a balanced party is crucial in Aion 2. Consider these combinations for optimal synergy: - Tank + DPS + Healer: Templar + Sorcerer + Cleric (classic setup).  - Buff-Oriented Group: Gladiator + Chanter + Cleric (durability + support).    Final Thoughts Aion 2 offers a rich variety of classes tailored to different playstyles. Whether you prefer tanking, dealing damage, or supporting your team, there’s a class that fits your preferences. To summarize: - For beginners: Start with Templar or Cleric. - For high damage: Choose Gladiator, Assassin, or Sorcerer. - For strategic gameplay: Go with Spiritmaster. - For support roles: Opt for Cleric or Chanter. Still undecided? Share your preferred playstyle—solo adventuring, competitive PvP, or cooperative group play—and you’ll find the perfect class to begin your journey in Aion 2!  
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