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View Poll Results: Choose the best Class guide:
Light Elf Archer Leveling Guide 30 9.35%
So You're a New Spellhowler? 9 2.80%
Necromancer: The Hybrid Mage 4 1.25%
Playing a Class type: Warlock/Arcana Lord. 9 2.80%
How To Be a Dread 5 1.56%
Maximizing Your Eva Saint! --- FIRST PLACE WINNER --- 91 28.35%
A Guide for the Aspiring Titan 20 6.23%
The Paladin: withstanding the impact. (-1 trial account vote = 86 votes) --- SECOND PLACE WINNER --- 86 26.79%
Lineage 2 Tank Guide 5 1.56%
Blade/Spectral Dancer Class Leveling Guide. --- THIRD PLACE WINNER --- 62 19.31%
Voters: 321. You may not vote on this poll

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Old 09-02-2011, 01:10 PM   #1
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Default Best Class Guide - Vote

*** The voting period has ended. Trial account votes have been subtracted. The above reflects the final vote counts and winners. ***


Welcome to the voting period for the Words of the Wise Contest. This contest asked players to write a leveling guide about either a particular Class, a particular Zone or area, or a particular Level Range. The authors of the guides are anonymous during the voting period, although authors are permitted to say which guide is theirs if they so wish.

This is the voting thread for the Class category.

Who can vote? Players with active Lineage II accounts can vote. Trial accounts cannot vote; any votes made with forum accounts from trial game accounts will be removed from the vote numbers throughout the week.

How do I vote? Read all of the posts in this thread. Each post is a separate entry that consists of a titled leveling guide for this category. Choose the guide you think is the best. Suggested criteria for a winning guide are accuracy, helpfulness, and clarity/easy-to-follow.

Once you have read all of the entries and selected the one you think is the best, vote for it by selecting the title of that guide in the poll question at the top of the thread. You can only vote once and your vote cannot be changed afterward, so please be certain of your selection before you vote.

How are the winners determined? When the voting period ends, the guide with the most votes in each thread will be the 1st place winner for that category. The guide with the 2nd most votes in each thread will be the 2nd place winner, and the guide with the 3rd most votes in each thread will be the 3rd place winner. There will be a total of three 1st place winners, three 2nd place winners, and three 3rd place winners.

The voting polls will be open from September 2 until 4pm PDT on September 9.

Don't forget to vote in the Zone and Level Range categories, if you have not already.

Please do not post in this thread. To discuss the contest or the voting, or if you have questions, please post in the contest discussion thread. Posts made in the voting threads will be moved to the contest discussion thread.

Last edited by Sace; 09-12-2011 at 06:39 PM. Reason: voting period over
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Old 09-02-2011, 01:13 PM   #2
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Default Re: Best Class Guide - Vote

Light Elf Archer Leveling Guide

This guide is for leveling light elf archers and will give general advice from the start of your second class change all the way up to end game levels.

At low levels MP will be your biggest enemy. A bow can quickly run your MP reserves dry, and without buffs from a higher level character your attack speed will be abysmal. To counteract these issues XP at these lower levels is much quicker and efficient with a dagger. You will not be able to use the majority of your second class skills with a dagger, but Vampiric Rage and your quicker attack speed will overcome the lack of skills. Due to your low HP I would not recommend adjusting your stats too much with dyes, but using a plated leather set through both C and B grade will increase your damage output dramatically due to it's unbalanced increase of strength compared to it's small decrease in constitution.

Starting at the level where you can use A grade equipment is when your true power as an archer starts to present itself. The equipment is substantially better, and your skills will start to focus on your character's strengths. Those strong points are foot speed and attack speed. At this point it would be best to switch back to a bow. When XPing always remember to use the following self-buffs; Rapid Shot, Rapid Fire, Blessing of Sagittarius, and Spirit of Sagittarius. The first two buffs will increase your attack speed and attack power substantially. The latter two will decrease the reuse time and MP consumption of skills.

Always try to stay at full range when fighting enemies. You are not a tank and do not try to be one. As you wait for your shot bar to reload in between arrows run away from your enemy. Do not feel as if you have to fire again as soon as you are ready to do so. Run a bit further and separate yourself from the mob to avoid being hit the next time you fire an arrow. If you need to finish an enemy and your HP is in short supply, skills are your friend and worry about regaining MP later. Skills will land the majority of the time, and they do consistently good damage. Also as a bonus you can effectively double your damage output as skills can be used before your shot bar completely reloads; allowing you to use skills in between normal shots. At these levels double-shot and stun-shot are the best skills for use. If you can afford to use MP elixirs, or you hunt in areas where mp herbs drop from mobs you can use over-hit on your skills to boost the XP you are receiving. Cheap Shot versus focus on your weapon is kind of a moot point. Cheap Shot will reduce the amount of MP you use, but you should kill faster with more critical attacks from focus.

Party XP will drain your MP substantially quicker as you will generally be shooting non-stop. Having an equal or higher level recharging class in party is crucial to an archer XP party. It goes without saying, but I'll say it anyways try to XP in areas where the mobs have light armor, and perhaps even weakness to bow attacks. Also if you have an elemental attribute on your weapon avoid fighting mobs with a resistance to that attribute. Maintaining a high kill speed is your goal for good XP, and any time you have to stop to restore MP or somebody is not attacking because they are out of MP you are not getting the best reward for your time spent.

As you are XPing you will end up in the same area for extended periods of time. Take notice of how the mobs interact and react. Some mobs are social and when you attack one the surrounding mobs will join in on the fight against you. Try to attack the mobs that are not social so you can fight them one-on-one as best you can. Also if you pay attention to the animations that they use before a skill sometimes you can avoid a particularly painful hit by landing a well timed stun shot. Keep in mind the stun-shot does not have to stun them to actually stop the skill, if it causes them to temporarily lose you as a target their attack will also be canceled.

Your third class change skills and gear will open all new avenues of XP for you. For example at level 82 you will obtain the Multiple Shot skill. This skill is extremely powerful and can kill most single HP mobs in 1 to 2 hits. You can attack mobs normally to gain aggression and when you have enough following you use this skill to drop the majority of them. Continuing running from these mobs and fire off a second Multiple Shot to drop any remaining mobs. Also you gain access to the Silent Mind skill which now eliminates MP as an issue in XPing. This skill will stop you from using any MP for a normal bow shot. This changes your method of attack considerably. Use skills as much as possible as the damage output from them is substantially higher then a normal bow shot. You can also start to consistently use your Viscous Stance toggle which will drain your MP continuously but will increase your critical attack damage. It goes without saying at this point focus is the only special ability you want to place on your weapon. It is the best attribute to consistently raise your DPS (Damage per Second) which is directly related to your kill speed.

Try to remember to have fun with this class. It is an amazingly versatile class that shines in both solo and party XP environments. Focus on amplifying the strengths of the light elf, while avoiding the inherent weakness and you will reach your goals in no time.
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Old 09-02-2011, 01:18 PM   #3
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Default Re: Best Class Guide - Vote

So You're a New Spellhowler?

So you have decided to make a Spellhowler. Good choice, it is one of the fastest and easiest classes to level. It is also one of the frailest. If going toe to toe with a mob is your thing, you should have chosen a different profession.

You’re a paper cannon with extreme power, your defense is the opponent’s death, and you want to deliver that death as quick as possible.

What kind of mobs to look for: as a Spellhowler when soloing, you want your opponents dead in two shots. Slow opponents you might get in three before being hit, almost never four. The best kill scenario is one where you kill, just barely with one shot or two. Example: if you are shooting a mob, and it takes 3/4 of its life each time, your second shot is doing 3 times the damage necessary to kill the mob.

Damage vs. Experience: Each attack spell you cast equals experience. A mob gives you X amount of experience. In the scenario above you are wasting 2/3 of the damage on the second shot. If you are wasting damage you level slower. It is better to move up to a mob with more exp or move down to one that can be killed in one shot. It is not a perfect world; you will have to adjust and balance to get the best blend of shot vs. kill.

Group Mobs: Unless you have some good back up, I suggest avoiding AOE mobs until the higher levels until you have more experience. “Tempest” is your first area skill and it sure looks fun, but it is weak compared to “Hurricane”. If you can find half health mobs to one shot it is great, but if you have to hit a group twice you may end up with four or five mobs hitting you. It may be best to have someone close by who can give you a blessed rez if you want to try this.

The Basic Attacks:
  • “Aura Burn” is a good skill to keep using at the low levels. When you get in trouble it can clean up a mob fast. Later levels you get “Aura Flash” which is very good in close quarters and on group mobs.
  • “Vampiric Claw” will get you as close to being a tank as you will ever get. If you have several mobs on you, use it to stay alive. It takes to much manna and is not one you want to use often.
  • “Shadow Flare” is your over-hit skill. Use it to get the extra experience. It uses up a lot of your manna though.
  • “Hurricane” is your work horse skill, but there is a skill that uses less manna.
  • “Death Spike”, in the old days it cost you a cursed bone. Now it is free and it takes very little manna. Once you get death spike switch from hurricane to death spike. At higher levels with the skill “Seed of Wind” you will get more damage out of “Hurricane” however you may find yourself running out of manna to fast.
  • “Curse Death Link”, did I mention you are a paper canon. You have to be down to just a few health points for it to really hit hard. You use “Body to Mind” to generate manna and it can pull your life down to nothing. You are one hit fodder for the mobs, and it is a great skill until you take that one hit. Use it sparingly and in safe places.
Your weapon: It is a sword or one handed blunt with Acumen. The two handed staff has a much slower cast speed than the sword and one handed blunt. Speed is everything, the Spellhowler has insane power and avoids the temptation that the two handed staff offers, even more damage. Speed will kill faster than that little bit of extra damage.

The Tat’s: +4 Con -4 Str / +4 Wit -4 Men / +4 Int -4 Men. This gives you more Health, Speed and Power. You sacrifice P. Atk, mana well and a little bit of magic defense. The sacrifices are negligible.

Good Luck and Good Hunting.
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Old 09-02-2011, 01:23 PM   #4
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Default Re: Best Class Guide - Vote

Necromancer: The Hybrid Mage

The Necromancer is a powerful dark mage that combines the solo potential of a Summoner-type class with the powerful destructive force of a Nuker class. But there’s more to them than that alone. Necromancers are the manipulators of Lineage 2, being outfitted with a variety of skills that produce serious crippling effects to limit their enemies and throw them into a panicked state of helplessness. This guide will provide insight from the experience I’ve had in leveling a Necromancer and give advice on fighting in different styles with their skills, and what kind of equipment is helpful to them.

As mentioned above, the Necromancer is a unique class that can excel in a number of playing styles. Let’s look at the different styles so you can pick which sounds better suited to your preference:
  • The Nuker Style: The tag for the Necromancer in a party is the symbol of a Nuker, and that is what they are at their best. Powerful dark magic allows them to bring down their opponents before they can get a hit on them. If playing this style, you’ll want to use their strongest attack skills like Vampiric Claw and their signature attack spell, Death Spike. To start an attack on an enemy, begin with the Curse Gloom skill. This spell does some decent damage and also lowers the target’s magic defense, allowing your following spells to do more damage. Necromancers are also one of the classes to obtain the Curse Death Link spell; a devastating spell that powers up to slaughtering levels depending on how low your health is. Use the Body To Mind skill to lower your health points (while restoring your mana points) and power up this spell to its highest potential. However, be aware of the risk that such playing comes with. If your health is too low, one overlooked aggressive mob or mob with a long range attack could manage to kill you. This playing style is focused on pure magical offense.
  • The Summoner Style: Necromancers are a unique Nuker class because they are granted the ability to summon servitors to aid them just like Summoner classes can. They are the Corrupted Man, Reanimated Man, and Cursed Man. These servitors can help to create a safe hunting experience for the Necromancer, and probably makes this the most preferred style for Necromancers. Using the summons to draw the attention of the mobs away from you, you can follow up with your nuking spells to bring them down without much fear of being retaliated against. Even if you do find yourself under attack, the Necromancer is outfitted with a summoner toggle skill: Transfer Pain, which shares a percentage of the damage you take with your servitor. Use the Reanimated Man if you are looking for more of a tank with high health, or the Cursed Man if you want the servitor to play a stronger role in the killing of your enemies. Using the Corrupted Man is advised against as he drains 90% of your earned experience away from you. This playing style allows you to protect yourself while unleashing your powerful combos such as the low health/Curse Death Link combo with little worry about failure.
  • The Debilitating Style: This is a role that you will likely play when part of a group that already has decent damage potential. The spells of this style are the crippling curses that leave an enemy less able to hurt you and your allies. Spells like Forget to make an enemy stop attacking you, or Fear to make them cower and run away can protect you and others and allow you to kill them before they regain themselves. The most powerful limiter of that type is the Anchor spell, which first slows down the target’s speed and attack speed before completely freezing them in place for five seconds. Other crippling spells help weaken an enemy’s effectiveness in battle. Weakness and Curse Chaos should be used on powerful melee-type enemies to lower their attack power and make their attacks less accurate.
These three playing styles don’t have to be used separately. You can use a mixture of skills from each style to build your own comfortable hunting experience, like I do when I use the “Fear-yo-yo” trick to make a strong mob run from me over and over again while I wear its health down with nuking spells. Necromancers have a variety of options to choose from, so they can please many players.

As for equipment, the Necromancer is a mage class that has power, but lacks the higher casting speed that an elf has. To compensate for this, it is a good idea to invest in some equipment that helps raise your casting speed. Robe sets for C, B, and A-grade that accomplish this are the Karmian Tunic, the Avadon Robe, and Dark Crystal Robes respectfully. When it comes to what weapons to use, Necromancer needs a strong M. Atk weapon, and it doesn’t hurt to have one with the Acumen special ability to stack on top of your armor casting speed bonus. For C-grade I recommend using an Inferno Staff, B-grade a Sword of Valhalla, and A-grade a Sword of Miracles, all with the Acumen special ability. As a mage, the Necromancer has tough magic defense already, so jewelry can be bought whenever you find you have money to spare for a better piece. To make things much easier, especially if you play full nuker and don’t use summons, raise a baby kookaburra. This little pet can evolve at level 55 and begin to learn powerful buff abilities, as well as recharge your mana as you hunt.

Regardless of how you play it, the Necromancer is a powerful class with a number of options to keep the game exciting as you try out new tactics. Try a taste of them all and train yourself to be efficient in using one of the most versatile and deadliest classes in the game.
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Old 09-02-2011, 01:28 PM   #5
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Default Re: Best Class Guide - Vote

Playing a Class type: Warlock/Arcana Lord.

In general terms, Warlock is a fairy class to play, fun and rewarding because you are not leveling alone in your play time and you are constantly healing, hitting and controlling two chars at the same time. You summon big cats and they do the stuff for you, in player versus environment tanking and damage dealing, and in player versus player supporting your heal points by the skill Transfer Pain. On the downside you are kind of slow compared with a sorcerer class, but you do not have to stop your leveling time to regenerate mana points.

Summons do not gain experience and do not level by killing mobs. Instead of that you acquire skills that summon greater level servitors. Controlling a servitor is very intuitive, with easy and basic commands: attack, stop, stay and unsummon. When a servitor disappears because its live time is expired you can immediately summon another and it will keep the previous buffs. Each servitor consumes a certain amount of spirit ore when summoned and at regular intervals, depending on its level. Servitor cannot gear a pet stuff but they are able to use beast soulshots and beast spiritshots.

Warlock can use as well a special summon called cubic, a shining symbols that float above the character head. They are unable to be targeted, damaged, or have an interaction with them in any way. They work randomly using its skills automatically, and with the skill Cubic Mastery at level 56 you can have two cubics out at same time. The main cubics for a Warlock/Arcana Lord can paralyze a targeted enemy (Binding Cubic), use a magical attack (Storm Cubic, and Mass Storm Cubic) and cancel all the bad abnormal conditions which were cast on the master (Smart Cubic). Each cubic summon consumes a certain amount of spirit ore when summoned.

Your path to Arcana Lord starts in Talking Island being human mystic level 1 or being level 40 with subclass mode. From level 1 to level 48-52 your game style is basically like a wizard class using the main magical attack skills (Wind Strike, Blaze and Aura Burn), always with the adventurer´s buffs provided by the Adventurer´s Guide. Your magical damage is still good enough for be able to hunt with it until level 50-52, using the summon Kat the Cat to regenerate the mana points when is needed, or Kai the Cat for melee damage when you run out of mana points. By this, your equipment has to be Robe Armor type and your weapon a wizard´s one preferably with SA acumen.

When you reach level 50 unless you want to kill lower level mobs you should give up the magical attacks and summon permanently Kai the Cat, who will be your main melee servitor until level 79 when u will start to use Feline King because this one is more powerful damage dealer. The servitor Mew the Cat only can be used in player versus player, because it consumes the 90% of the acquired experience.

You will be a heal points healer for your servitor, a debuff healer, and also a full buffer: you can give it physical shield, magic shield, spirit sharing, haste, wind walk, empowerment (servitor ultimate defense) and warrior (increases greatly the damage and the attack speed). At level 58 warlock class offers the chance to be a party buffer using the summon Feline Queen, who has 2 minutes buff increasing your party´s chance to land a critical attack and increasing the power. Also, at level 56 you acquire the skill Summon Friend, which teleports a party member to your current location, being a important skill when you are hunting in a difficult access spot. At this point your equipment has the purpose of protecting you against accidental attacks by players or monsters, so many people decides to use Light Armor type and keep the wizard weapon with SA acumen.

In order to check the best spots to hunt you can select the Map -> World Info -> Region Info and chose the appropriated level range:



Finally, in player versus player Warlock/Arcana Lord is a great warrior, self sufficient with the master buffs and cubics. Can be very flexible due to the enemy player can go in confusion about who attack first: summon or master. This psychic advantage and the powerful hits of Kai the Cat/Feline King becomes this class in a great class for PvP, fun in PvE and a nice challenge for a good Lineage II player.
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Old 09-02-2011, 01:32 PM   #6
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Default Re: Best Class Guide - Vote

How To Be a Dread

The path to becoming a Dreadnought begins as a human-fighter. At this point, your character will have nothing in common with the Dreadnought you’re soon to be. The in-game tutorials will guide you through this part. To get a feel for the class you’re going to be playing, it’s a good idea to buy heavy armor and a pole for your beginning suit. There is a particular way you’re supposed to pole mobs and this is what you’ll be doing for exp and whatnot the entire time you level your character.

It’s very simple actually, what you do is gather as much mobs you can handle, bring them to a corner and attack them. Things will stay pretty much the same till your character reaches level 20 (D-Grade), where it becomes a warrior.

This is where you will start becoming more like a Dread. You will be getting heavy armor/pole master, making exping easier. My choice is a Brigandine suit with a Glaive and top jewels. You’ll also get a few new skills you can use while polling: Wild Sweep, War Cry, and Vicious Stance. I suggest using Wild Sweep and War Cry as much as possible, Vicious Stance, not so much. It would be fine to exp outside Dion till you reach about level 30 or 32.

Once you’ve reached 30, try Ant’s Nest or The Bee Hive. You will get your first detect weakness at 32, which will increase damage done to insects by 30%. You’ll level there till you hit level 40 (C-Grade), when you get new skills, armor, and weapon.

When your toon hits level 40 (C-Grade), this is when it’ll really start looking like a true Dreadnought. You will be getting your first stun, out of four, don’t be shy with it, use it frequently. Thunder Storm may take quite a bit of MP but makes up for it by stunning and hitting all the mobs near you for more damage than your regular attack. You will get another skill called Whirlwind, it’s like Thunder Storm but it doesn’t stun, just hits harder. Whirlwind is useful during lower level exping (40-79) and PvPing but other than that it just doesn’t hit hard enough to do any good. My choice of armor and weapon is the Full Plane Armor, Orcish Poleaxe w/Crit Stun, and top jewels. C-Grade will take a little longer than D-Grade but not by much. You’ll find yourself moving from hunting grounds to find the spot that suits your style till you reach level 52 (B-Grade).

By the time you’re B-Grade you should have gotten these skills: Howl, Thrill Fight, and Provoke. These are all good skills that can be used in both PvE and PvPing. In PvE you can pull mobs from all around with Provoke, reduce their P. Atk with Howl, and attack them faster with Thrill Fight. As for the weapons and armor for B-Grade, I would get the Lance w/ Crit. Stun, Plate Doom Set, and preferably top jewels. B-grade is when I started PvPing with my Dreadnought because I wanted to test out the Revival (a skill that gives back 100% HP when HP is below 10%) and Shock Stomp skills I got, and never stopped. I think NCsoft should make it like the Doombringer’s “Body Reconstruction”. Again, there a many different hunting grounds you could choose from; you just need to figure out which one suits you the best. For B-Grade I suggest the Cemetery and Fields of Massacre. You can level up to 61 (A-Grade) pretty fast in these places without any problems. Use Provoke, to bring all the mobs close, and kill them with Shock Stomp, Thunder Storm, and Whirlwind in Fields of Massacre this leaves no need to get to a corner…most of the time.

Once you reach level 61 (A-Grade) you’re going to want new gear: Tallum Plate Armor Set, Majestic Jewel Set, and Tallum Glaive w/ Health. Fields of Massacre will still be pretty good for exp till about level 70. Once you reach that point you’ll be able to use your Battle Roar instead of Bless the Body as a 35% heal whenever it recycles. With this little boost your toon might be able to handle itself in Pavel Ruins if you use all the skills. There you can easily reach level 78 or 79 while soloing.

Once you’ve reached (S-Grade) you’ll have to understand there are multiple suits you’re going to have to get. Not all at one time of course, Imperial Crusader or Dynasty will be your first choice. I prefer the IC because of the additional boosts you get. Next is Moriai (80+) then Vesper or Vorpal (84+). This is when PvP becomes very fun (84+), I suggest using jewels that up your Stun Rate. That’s just about the only thing Dreads have, stuns to immobilize people. My routine is Final Secret, Rush Impact, Shock Blast, Dread Pool. Then cycle the stuns while periodically attempting to stun whoever it is I’m PvPing.
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Old 09-02-2011, 01:39 PM   #7
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Default Re: Best Class Guide - Vote

Maximizing Your Eva Saint!

Being an Eva Saint can mean taking on many roles. Sometimes you are only needed as a recharger for a nuker, or perhaps a cardinal is in the party. Other times you may be the main healer and recharger. This guide will work to describe the best skills in certain situations and ways to maximize your Eva Saint’s efficiency in any PvE party.

Although rare, nuker and recharger duos are still a good form of experience. As the recharger in the party, it is critical to always keep Clarity, Wild Magic, Concentration, and if applicable, Mana Gain and Prophecy of Water on the nuker. Do not forget to buff yourself with those as well! (Except Mana Gain which cannot be used on a recharger.) With the quick speed of kills, it is also easy to run Arcane Wisdom at all times and pick up hp herbs. As the recharger, it is also your job to pick up all drops. You should be recharging consistently so that if an MP herb drops, you are the main one that needs it. The nuker should not have to stop killing unless you both run out of MP (which hopefully won’t happen).

For a more standard party of nine, no matter what place, if you are the only recharger in party and you have a Cardinal, your main job is to keep the Cardinal with MP. Again, Clarity and Mana Gain on the Cardinal are critical. Also, remember to put Clarity on yourself! Your second responsibility is to assist healing should a bad situation arise due to back spawn or perhaps over pulling. Even though you are the assistant healer, it is still vital for the Cardinal to have MP. With Balance Life being more effective, do not let the Cardinal run out of MP. In a bad situation, even run Arcane Wisdom to help preserve your own MP. Balance Life and the group heals the Cardinal will be throwing will cover your health as long as you stay back away from the mobs. Lastly, work on managing the other group members’ MP. Most standard parties have a Bladedancer and Sword Singer. Many times, they may need MP assistance as well. Once you have cast Mana Gain on the Cardinal, when Mana Gain resets, put it on either the BD or SWS. Then when it resets again, place it on the remaining support. From there, cast it upon any damage dealer that may need. Once you have established the order of toons that need Mana Gain, continue casting it in that order so that it does not run off on a toon that needs it.

For a party where you are the healer and the nuker, using your skills efficiently is vital. One of the best examples is a Dragon Valley nuker party. As the healer in the group, using Major Heal over Greater Heal is imperative. Greater Heal has a much lower healing power and the MP cost is a lot higher. It burns your MP faster for a less effective heal. The 15 seconds HP regeneration bonus is not worth the MP cost. Secondly, for group heals, do NOT use Greater Group Heal. Again, the HP regeneration bonus is not worth the MP cost and the overall heal itself is much less effective. Eva Saint’s receive Mass Vitalize. The skill cures Poison and Bleed, but it also uses a Major Heal. The healing power is much stronger than greater group heal and the MP cost is much lower. It has a 5 second reset period, but using that coupled with a few Major Heals on those that need it will more often than not stabilize the party. Spamming any sort of group heal is a good way to run down MP quickly. My general rule is if 4 or more members in the party have lowered health, then use Mass Vitalize, or Major Heal if that is your Pomander skill. If 3 or less are losing health, single target each player and use Major Heal. The best thing an Eva Saint can do in a DV nuker party is to never stop recharging. Make sure every person has Clarity, including the Fortune Seeker. At the beginning of the party, get in your mind a rotation to keep mana gain on the nukers and even the Fortune Seeker and BD. Never let mana gain fall off them. To keep the party constantly moving and maximize experience, the recharger should continue recharging with the goal that the nukers will always be as close to full as possible. The recharger can then be the primary person who picks up MP pots. This way the nukers continue killing without hesitation. In general, it is also ideal to save Mass Recharge for sudden emergencies. With an hour long reset, do not use it just when everyone is somewhat low. Just keep recharging them as best you can using your own MP conservation skills and picking up herbs. With higher levels, Eva Saint’s will have Invocation, Healer Enlightment, Arcane Wisdom, and Blessing of Eva. Once an Eva Saint is 83+ and has these skills, their own mp will last a very long time. Blessing of Eva completely refills the target’s MP/HP/CP every 15 minutes. Ideally like when picking up herbs, let your own MP run down with the goal that the nukers stay as close to full as possible and then just use Blessing of Eva on yourself. For all nukers don’t forget to buff Wild Magic, Clarity, Concentration and Mana Gain!

Lastly, no matter what, never forget Trance. Eva Saint’s can be great at crowd control with an over-enchanted trance. Encourage the party to follow the main assist (MA) so that if necessary, you can effectively keep mobs asleep and prevent a dangerous situation.

I hope this guide has been helpful to not only Eva Saint’s out there, but anyone else interested in learning about the class!
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Old 09-02-2011, 01:45 PM   #8
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A Guide for the Aspiring Titan

The titan class is one of the most durable and powerful classes in the world of Lineage 2. They can be incredible grinders and make the biggest impact in AoE parties. They are also key figures in bringing down powerful raid bosses. Furthermore, they can be a force to be reckoned with in the Grand Olympiad as well as a driving force in PvP.

In an AoE party, it is important to bring along the proper equipment such as heavy armor as well as a level appropriate pole arm. I suggest either outfitting you pole arm with the special ability haste for increased attack speed for faster killing or critical stun for a general damage decrease that you will receive for being hit by fewer mobs. Once properly outfitted and grouped with a good supportive party (DC, BD, and healer) as well as someone to pull the mobs to you, you become a literal XP machine. Most of my leveling from level 40 to 82 came from AOE parties in the catacombs as well as the most uber AOE leveling zone, The Forge of the GODS (FoG). While waiting for your puller to bring you mobs, it is important to be prepared to take the aggro from them as soon as possible. To do this, time one of your AoE skills (Earthquake or Whirlwind) with the approach of the mobs. This should immediately take the aggro from the puller and direct all the mobs to you. However, this can be dangerous at times and your health can drop rapidly. But then we are TITANS, here us roar. Titans are at their strongest when they get below 60% to induce frenzy and below 30% to induce one of the most powerful AoE combinations in the game, Guts/Zealot. I cannot tell you how many times Guts/Zealot has saved my life and countless XP. To use this, keep a sharp eye on your HP bar and the moment it beings flashing, hit Guts and then Zealot in that order. This not only gives you a 200% increase in physical defense for a minute and a half, but gives you the attack speed bonus of Zealot to increase the amount of health that is restored by Vampiric Rage (VR). Furthermore, using Battle Roar after using Guts/Zealot can give you a healthy HP bonus.

To bring down any mighty raid boss (i.e. Frintezza or Freya), the Titan plays a key role in inflicting quick and massive damage. The most important piece of equipment you need is a Dynasty Crusher with risk focus. This powerful weapon is the only two handed weapon in the game with risk focus, a special ability that increases critical chance when health goes below 60%. With using this weapon in combination with Frenzy/Zealot, you can inflict titanic damage on any raid boss (100,000k+crits). However, make sure the raid boss you are fighting does not use Reflect Damage or you will reflect this massive damage upon yourself. To get HP low enough to Frenzy/Zealot for the raid, bring a conversion weapon (i.e Homunculus with conversion). Equipping the conversion weapon and then following it by equipping your main weapon will take approximately 30% of your health right of the top. Then from there, you can force-attack a NPC right before you enter the raid with armor crush or equip a pole arm and use Earthquake until your HP bar is flashing. There is another way to completely self-Frenzy, but I will cover that later in the guide. Before you are ready to Frenzy/Zealot, make sure you remove any VR buffs from your buff bar. If you forget to remove VR and begin hit the boss, your health bar will fill up faster than you can say fail. This will take you above the 60% range and out of the zone where the Frenzy and Dynasty Crusher combination does the most damage. In many raid bosses, you need a good healer who knows where to keep your health at an optimal level for the highest amount of damage output. If you remain below 60% and in a state of Frenzy/Zealot with a Dynasty Crusher equipped, the raid boss won’t know what hit him/her.

To be effective in the Grand Olympiad as a Titan, you must learn how to self-Zealot. I say this because with the recent reduction of power to Frenzy, you may want to consider a Gut/Zealot combination as opposed to a Frenzy/Zealot combination. It depends on whether you are fighting a magic user or not because the P. Def enhancing effects of Guts would be useless. However, against another melee class, Guts/Zealot can make you extremely hard to kill as well as give you the speed and critical bonuses of Zealot. To self-Zealot wear Demon Robes set and equip a conversion weapon. Then equip the Staff of Evil Spirits with Bless the Body (BtB). Continue to Noble yourself until you receive the BtB buff. Then equip over-enchanted Doom Plate armor and any weapon with a Health SA. Follow this by using Over the Body (OtB) which should make your health just below the 30% so you can use Guts/Zealot. Considering that OtB takes away all of your CP, use Braveheart to get portion of it back. Furthermore you may want to reconsider using OtB against nukers and not Zealot at all. With very little CP a nuker can easily one shot you, so you may just want to Frenzy only. This can easily be done by equipping a conversion weapon followed by equipping a health weapon. This will be enough to get you below 60% and instant Frenzy.

The Titan is one of the most fun characters to play in the world of L2. If you follow my words of wisdom, I promise you that you will have a more enjoyable experience leveling your Titan and utilizing all of the finer idiosyncrasies of the class. Now go and let them here the TITAN’S ROAR.
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Old 09-02-2011, 01:51 PM   #9
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The Paladin: withstanding the impact.

The choice to play a Paladin may really prove the patience of the most enduring players but may also conduce to glorious achievements.

These key words can help you to figure out what a Paladin’s duty is:
Provoke – Protect – Calm and Awareness - Holiness
Provoke: drawing the attention of his enemies is how a Paladin starts a fight. The use of the skill “Aggression” makes the enemy FORCE its target on you. This means that while it will be busy striking on your indefectible armor, your fellows will have plenty of time to annihilate it. The combination between the skills “Aggression” and “Shield Stun” will make your targets unable to react.

Bullets won’t hurt anyone if you channel them on you: “Deflect Arrow” will decrease the damage of arrows and make archers the firsts to fall.

Remember that somehow the attention will be on you from both sides of the battlefield.

Protect: being the protagonist is a difficult job but when others suddenly become protagonists of a storm of blows, they will count only the seconds between they ask help and you draw the enemy. Keep in mind that “Aggression” is also essential to make an enemy CHANGE its target so that weaker fellows will be saved. Your high physical defense is what a party need to better withstand the strength of its enemies. Use “Majesty” to increase your defense and remember to keep it up with “Iron Will” that will enhance your magical defense as well.

When a fellow find himself surrounded you won’t have time to draw monsters one by one: “Aura of Hate” is what you need. It works like “Aggression” and hooks every nearby enemy.

What if your target is after a friend of yours? Shackle it! The skill “Shackle” can hold an enemy stuck on the ground and give your friend time to recover. You will find this very useful to root enemies who are too strong even for you so that they won’t reach you. Speed is not your specialty, therefore use it also against the fastest targets and become the tracker of the struggle.

In an emergency situation your life is the aspersorium. Whereas the hand of a healer may be busy, your allies will have trust only on your healing skills: the skill “Sacrifice” will take part of your life and give it to your friend. Despite its high consumption of life, it has a fast casting. Being an human has his positive side and makes your Paladin more balanced in order to bear the loss of life. For this reason, be always the one who suffers damages so that healers find easier to focus only on you.

In case the catastrophe seems unavoidable, then you will have the chance to call your hidden and toughest defenses through the skill “Ultimate Defense”. It will make you endure the most powerful blows maximizing your physical and magical defense. The combination of “Ultimate Defense” and “Aura of Hate” is also a good way to start killing a “Raid Boss”.

Trust the party cause you are their last hope and remember that the weak shall be protected.

Calm and Awareness: never underestimate the seconds. Since the Paladin appears to be a calm, patient, cold and peaceful class, it also requires nerve and a patient mind to be played.

The flow of time is your friend and “Shield Stun” is what makes time go slower for your enemies. Take advantage of the shock they are feeling because you will then be free to study the situation. Will you need to immobilize your enemy on the ground? Will you need to heal yourself? If the whole party is assisting you, they will do it according to your rhythm. This is the time to think and pick.

The skill “Divine Blessing” is weaker than “Sacrifice” but it doesn’t consume life. Since it has a slower casting speed, use it while your enemies are shocked. Remember that the party is the heart but you mark the beat.

Always keep an eye on what is going on during a battle. Light armored assassins and archers will usually target the weaker of your fellows and your help will be praised. Keep “Shield Fortress” and “Aegis Stance” up to make your shield stronger even at a 360 degrees area. Be aware of the amount of your HP because, if required, you may invoke the Gods through the skill “Angelic Icon” and destroy your enemies with an explosion of speed.

Holiness: the Paladin has been blessed by the Gods. Demons and undead know this and hate him for this reason. Let them know that the feeling is mutual. The skill “Banish Undead” is what makes the strongest undead vacillate and may kill it with a lethal shot.

Remember that “Holy” is your innate attribute so keep always up “Divine Blade” and “Divine Armor” to better absorb their blows. “Tribunal” is the most powerful holy skill of a Paladin, which curses enemies with a strong debuff, so use it in combination with a weapon blessed with holy attribute. Don’t show mercy, they are already dead.

Equipments:
  • C grade Full plate set + Samurai Longsword Focus SA [Many HPs + Big chance of critical]
  • B grade Doom plate set + Damascus Focus SA [Same reason]
  • A grade Nightmare set + Dark Legion / Sirra Health SA [Big amount of HPs + Huge P.Def.]
Choose weapons with “Health” SA for better results during Raid Bosses.

Try to over enchant your armor to +6 in order to take advantage of the extra P.Def.

Don’t forget your cause and be always righteous.
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Old 09-02-2011, 01:54 PM   #10
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Lineage 2 Tank Guide

“The pen is mightier than the sword.”


This is an information guide for all Tank Classes in Lineage II©.
This guide has been divided into a few categories which can be seen below:
  • The basics;
  • Equipment;
  • Skills;
  • Tips and Tricks.
The Basics:

As a Tank, you have a leading position when you party with others. You will be the first one to engage into battle and try to obtain and most importantly maintain the aggressiveness of the monster(s). It is rather easy to obtain the aggressiveness of a monster, however it is more complicated to maintain. This is essential if you want to keep your party members alive.

Keep in mind that communication is very important when it comes to partying with other people. Let them know that every damage dealer (DD) should assist you so you can maintain the aggressiveness and the party will stay organized.

Be aware that as a Tank, you are not meant to be offensive, rather defensive. This means that you must carefully choose your buffs. For example, consider deleting the Berserker Buff when in party. It is after all your job to take the hits, not to deal the damage.

Equipment:

The basic equipment for a Tank Class is Heavy Armour, a one handed sword, and a shield. If possible, try to avoid using Common Armors, as these will not give the set bonus you might require. If you are mostly taking part in groups, keep in mind that you will thoroughly have to choose between the available armors and their bonuses. It is better to be more defensive than offensive when in party.

If you have a broad budget, you might consider getting Dual Swords or a Two-Handed Sword, depending on your class, as an addition to your basic set-up. These weapons can be of use when you are hunting on your own, or when you are in a party with a higher level Tank. These weapons will be of better value if you switch in to Vanguard.

Skills:

Every Tank Class has the “Aggression” skill, which provokes the enemy to attack you. In case of multiple monsters, you can use the “Aura of Hate” skill, which has the same effect but additionally provokes all other nearby monster also known as Area of Effect (AoE).

Luckily since the recent update (High Five) some of the Tank’s physical skills now also provokes the enemy. Examples are; Judgement, Tribute, and Shield Slam. Try using these skills while attacking a monster and you will most likely keep the aggressiveness of the monster on you.

One of the best skills for Tanks is the Shield Stun skill. This is the best Stun skill there is in Lineage II. Upon reaching higher levels, you might want to consider enchanting this skill with more time.

Your Physical Defense is what matters most. This determines how many hits you can take, and how effective the hits will be. You will never have enough Physical Defense, so try to get it as high as you possibly can. You can keep your Physical Defense high by continuously using the Majesty skill which increases your Physical Defense by 15%. This skill is also of big interest to enchant, as it will add 1% of additional Physical Defense per two enchantments. (i.e. Majesty +2 gives +16% P. Def)

Tips and Tricks:

A fast way to level up your Tank as well as get to know the class:

Lv. 1~10: Outside any starters village;
Lv. 10~20: Outside Gludin;
Lv. 20~30: The Ant’s Nest;
Lv. 30~40: Inside the Cruma Tower;
Lv. 40~62: Catacombs and/or Necropolises;
Lv. 62~76: Silent Valley;
Lv. 76~80+: Giant’s Cave or Dragon Valley.

Tanks can solo pretty much everything. However it is always more fun and challenging to hunt in a party. If you want fast experience after level 80, try going to the Giant’s Cave along with a Spectral Dancer and a Doomcryer. You should be able to manage very well with just the three of you, and the experience will be fantastic.

The worst enemies for Tanks are by far the ranged ones. As a Tank, you have no distance skills thus makes you forced to run. Unfortunately Tanks do not have a high Run Speed which makes it even more difficult. In such cases, the best option would be to purchase a good bow that matches to your grade.

On a positive note, most close combat fighters are easy kills for Tanks, as you can easily hit back the target.
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Old 09-02-2011, 01:58 PM   #11
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Blade/Spectral Dancer Class Leveling Guide.

The class I will mention in this paragraph is Blade/Spectral Dancer. I've played this class from the very beginning of my Lineage II adventure and I have worked out my way of leading this class which I like to share with you.

I would like to start with general description of Bladedancer. BD is very universal class. Maybe the most universal in Lineage. You can play solo, you can exp in any party mage, archer, melee. You can buff, you can debuff, you can be dd AND tank at the same time. Weather is it PvE or PvP, you have a world of possibilities.

How to play BD class itself? It is not hard but it takes a lot of focus. You must be mobile. Fast eye and fast reaction. You have to know and anticipate your party needs depending on situation. Dances really make the difference in any party so you must dance in right time and place so that everyone get all the dances they need. When you play solo or in fighter/archer party you use Dance of Fury first, because dancing speed is based on your Atk. Spd. And then the rest of fighter dances like Dance of Fire and Warrior. Depending on your party setup and hunting zone you add Dance of Vampire for yourself and other melee fighters; Dance of Concentration for healers/supporters in party; Dance of Light if most of party members use Holy attribute and Defense Motion for your own protection. All the time you must examine mobs and see if you can help by adding resist dances like Dance of Aqua/Earth Guard or Dance of Alignment. For mage party the basic dance setup is Dance of Concentration, Mystic, Siren and other defensive dances mentioned before. An 83+ BD has also an amazing and purely offensive Dance of Berserker which works great in any party. If you have SWS in your party you must know which dances are most important and essential to your party needs, and which of them can be omitted to make room for songs. I placed my dance setup in order of their importance so depending on the situation and number of songs needed in party you can add your dances up to 12 songs/dances to fill the bar, but remember that the cost of song and dances is rising with every song/dance added to the list. Keep that in mind when optimizing your cooperation with SWS. You both have to manage your mana to keep the party going. BD/SWS mana management is essential for the party. You must make sure you have Clarity and Bless the Soul buffs on but first you think of yourself. What you can do to have more mana and more mana regen. Enhance your Inner Rhythm and Focus Mind skills as high as you can and of course dances must be enhanced for reduced cost. Step by step you use less and less mana for dances and songs in party and your regen is higher, so you can keep the dances up effectively. At 76+ you can count on Dynasty set and songs from SWS to help you both in mana management. But BD use mana not only for dances. Use Hex for solo/ pt exp and for luring the mobs;Hex is also great on RB and PvP. If you tank the boss you must add aggression of course which is free but you must remember that BD tanking is based on dps and Vampiric Rage not on aggression skill only. You don't have to take Greater Shield instead of might or delete Berserker buffs to tank. They actually help you to tank because you do more damage and heal faster on Vampiric. If the boss does high damage based on P. Atk. you use Power Break and Demonic Blade Dance which reduces M. Atk. also. In critical situations pop the Ultimate Defense this can save not only you but your entire party. When discussing skills we can't forget to mention subclass certification skills. In my opinion there is only one optimal setup. I recommend warrior and enchanter for two first sub classes. From 75lvl subs we get great Warrior Ability – Haste, an trigger skill that works great on BD, and Enchanter Ability – Barrier, which is necessary for any class. The third subclass can be anything, because we aim at Master Ability – Focus, passive critical chance skill which, when mixed with Haste and Fighter's Will from 81lvl, improves DPS of your Bladedancer significantly. When it comes to Emergent Ability I recommend Attack for more P. Atk. combined with enchanting your Dual Weapon Mastery skill also on P. Atk.

When it comes to equipment BD is quite flexible. From C to A grade I recommend Plated Lather set for DPS and fast exp. An A grade BD is starting to be great DPS using enhanced duals and Tallum set. On S grade Spectral Dancer works perfectly with S duals bonuses and Dynasty set. When changing to S80 or S84 equipment SD can face problems with mana when in party with Sword Muse but as I mentioned before skill enhancement and Clarity/songs will do the work.

As you probably noticed I prefer an offensive Bladedancer, with maximum DPS. My Dye setup for BD may seem a bit crazy but in my opinion it works perfectly: +5DEX, +4STR, -9CON. With Vampiric Rage we can tank every regular RB and tons of mobs at the same time. Solo exp in Forge of the Gods or Stakato Nest? Tanking Zaken or Kamaloka 83? No problem with me and my Spectral Dancer

I hope you will enjoy reading my guide as much as I enjoyed writing it. If your play Bladedancer maybe you can apply some of my ideas to your own game style and if you did not know this class I hope my text was also helpful to you.
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