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Old 01-14-2012, 03:34 AM   #1
nWildjohn
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Default Dyes from Fortress and Suggestions

Anyone has a link or give some info on what dyes are sold now in the "fortress support unit" and prices?

also what dyes you suggest for a Kamael Sigel Knight?

my base stats as a kamael are

STR 88
DEX 57
CON 80
INT 43
WIT 36
MEN 37

I was thinking to boost the defences and mostly the Mdef since my Mdef is rly low comparing with with Pdef
My Attacks are not that strong so i think is not worth to boost the Pattack (maybe im wrong though)

So in the general idea that the Sigel Knight is rly goos at "getting beaten" i should enchance these options

Any new or different idea is welcome

Thanks in Advance

PS
I am not interested in legendary dyes since i cant afford to buy them

PSS
I am mostly interested in PVE and to be able to do some Olympiad from next week that i get noble
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Old 01-14-2012, 04:06 AM   #2
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Default Re: Dyes from Fortress and Suggestions

if Mdef is a problem.
you should Alt click off Daring Sonata.
and maybe ask for wizard's harmony.
this is of course assuming you can't get song/dancer with the right Rhythms.

from what i understand, +men doesn't affect m.def as much as it used to.
so to see a real difference you'd need +10.
and who wants to waste +10 on Men for a tank.
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Old 01-14-2012, 04:49 AM   #3
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Default Re: Dyes from Fortress and Suggestions

Quote:
Originally Posted by FidgitTheClown View Post
if Mdef is a problem.
you should Alt click off Daring Sonata.
and maybe ask for wizard's harmony.
this is of course assuming you can't get song/dancer with the right Rhythms.

from what i understand, +men doesn't affect m.def as much as it used to.
so to see a real difference you'd need +10.
and who wants to waste +10 on Men for a tank.
until now my mdef hasnt been a problem (in PVE) since all the places i ve been i get physical damage, although i hadnt think of the daring sonata removal (thanks for this tip)

For sure i am not gonna waste +10 for men... in my mind i had it as 1 slot (+5) of dyes
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Old 01-14-2012, 01:42 PM   #4
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Default Re: Dyes from Fortress and Suggestions

all the noob talk aside ..

on a serious note ,

first of all :u can +10 if you wanna waste money but
2nd of all :as melee/tank your not allowed to go +men anyways , only int/wit/con/str/dex
3rd of all : the max amount if points added to your stats are 5 and only 5
even if u make +10 con for example only 5 pts will be added to your stats and the rest is for noobsauce wasted money


the tattoos in fort are

+5 -1 and resist and the +5 -2 with and without resist

your better off buying tatoos in auction house right now

u pay for each dye in fort 20kk adena and alottttt of Ke

the cheapest dye u can get for yourself is +5 -1

so if u +5-1 con str and dex , u be ending up having +4 on each of them 3

enjoy your journey
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Old 01-14-2012, 02:29 PM   #5
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Default Re: Dyes from Fortress and Suggestions

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Originally Posted by SweetDreamZ View Post
all the noob talk aside ..

on a serious note ,

first of all :u can +10 if you wanna waste money but
2nd of all :as melee/tank your not allowed to go +men anyways , only int/wit/con/str/dex
3rd of all : the max amount if points added to your stats are 5 and only 5
even if u make +10 con for example only 5 pts will be added to your stats and the rest is for noobsauce wasted money


the tattoos in fort are

+5 -1 and resist and the +5 -2 with and without resist

your better off buying tatoos in auction house right now

u pay for each dye in fort 20kk adena and alottttt of Ke

the cheapest dye u can get for yourself is +5 -1

so if u +5-1 con str and dex , u be ending up having +4 on each of them 3

enjoy your journey
Stats can be modified from dyes up to +12 pre-awakening and up to +15 after awakening. With no limits to the + you can get from throwing accesories+Stat / TW wards/ augmentations for +1stat .
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Old 01-14-2012, 05:03 PM   #6
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Default Re: Dyes from Fortress and Suggestions

Quote:
Originally Posted by mpeis007 View Post
Stats can be modified from dyes up to +12 pre-awakening and up to +15 after awakening. With no limits to the + you can get from throwing accesories+Stat / TW wards/ augmentations for +1stat .
actually the Maximum plus that can be gained with dyes is +18, using legendary dyes (+15 in one and +3 in another)
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Old 01-14-2012, 06:54 PM   #7
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Default Re: Dyes from Fortress and Suggestions

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Originally Posted by nWildjohn View Post
actually the Maximum plus that can be gained with dyes is +18, using legendary dyes (+15 in one and +3 in another)
That is correct , I was only reffering to a specific stat only increase .

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Old 02-14-2012, 01:37 AM   #8
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Default Re: Dyes from Fortress and Suggestions

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Originally Posted by mpeis007 View Post
Stats can be modified from dyes up to +12 pre-awakening and up to +15 after awakening. With no limits to the + you can get from throwing accesories+Stat / TW wards/ augmentations for +1stat .
is there any source for this ? so your saying me as tank could go +15 str if i wanted too with just tattoos ?
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Old 02-14-2012, 04:44 AM   #9
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Default Re: Dyes from Fortress and Suggestions

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Originally Posted by SweetDreamZ View Post
is there any source for this ? so your saying me as tank could go +15 str if i wanted too with just tattoos ?
Has been posted here a few times.
Also you can go up to +18 at all while using +3str hat too.
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Old 02-14-2012, 07:02 AM   #10
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Default Re: Dyes from Fortress and Suggestions

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Originally Posted by SweetDreamZ View Post
is there any source for this ? so your saying me as tank could go +15 str if i wanted too with just tattoos ?
Dyes changed, and you can use wtv you want in your class now.

Tank can take MEN, Healers can take INT etc ... etc ...
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Old 02-14-2012, 08:33 AM   #11
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Default Re: Dyes from Fortress and Suggestions

How do you think some tank get 50k hp...

+18 con ftw
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Old 02-14-2012, 10:23 AM   #12
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Default Re: Dyes from Fortress and Suggestions

+18 con would be the same as +7.5 con in the past.

And the HP got from 1 con is the same to ALL CLASSES. It's fixed like that on awakening.
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Old 02-15-2012, 12:10 AM   #13
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Default Re: Dyes from Fortress and Suggestions

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Originally Posted by Yunalesca View Post
+18 con would be the same as +7.5 con in the past.

And the HP got from 1 con is the same to ALL CLASSES. It's fixed like that on awakening.

+5 con got me extra 2,5k in total as in cp/hp
so i assume +10 on top will raise it for another 5k so orc with 38k , but then thinking ... some buffs are % wise on increases hp/cp .. i am thinking about 70k hp , well i will have to check out what you guys are saying ,
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Old 02-15-2012, 10:21 AM   #14
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Default Re: Dyes from Fortress and Suggestions

Nc Says :


Dyes and Symbols

Certain items in Lineage II can change the basic ability values (STR, DEX, CON, INT, WIT, MEN) of your character.
Ability
Effect
STR
Increases amount of physical damage.
DEX
Increases attack speed, physical skill speed, accuracy, evasion, critical hit probability, success rate of dagger skills (such as Deadly Blow), shield defense success rate, and movement speed.
CON
Increases maximum HP and CP, HP recovery speed, weight limit, underwater breath gauge, shock resistance, poison resistance, and bleeding resistance.
INT
Increases damage of magic attacks and success rate of curse spells.
WIT
Increases chance of magic critical hits, casting speed, resistance to Hold, resistance to curses (such as HP degeneration, decreased HP recovery rate, increased skill re-use time, and decreased effect of heals).
MEN
Increases magic defense, maximum MP, MP recovery speed, and curse resistance. Decreases probability of magic interruption.
To change these ability values, a symbol can be created through the Symbol Maker.
Dyes

Dyes are items that serve as ingredients for carving symbols (also referred to as tattoos). The dyes have + or - values for the basic ability values. There are ordinary dyes and high-quality dyes. Ordinary dyes can be used as ingredients for carving symbols after the first class transfer, but not after completing the second. Greater Dyes can be used only by players who have completed the second class transfer.
Symbol Engraving

Characters of level 20 or above have slots where they can use dyes in the inventory window to engrave symbols. Characters that haven't yet completed their first class transfer cannot use symbols. After completing the first class transfer, they can carve two symbols. After the second class transfer, they can carve one more symbol, for a total of three. Also, the symbols that were affixed before the second class transfer lose their effect when the character completes the second class transfer.
If players have enough quantity of dyes and want to engrave a symbol, they must speak to a Symbol Maker NPC. Symbol Makers charge a fixed fee to carve the symbol for the player. Carving a symbol consumes the dye used as an ingredient.
The amount that can be increased from symbols for a single basic ability value cannot be more than +5. For example, if two symbols cause STR to increase by +3 and +4 respectively, the total increase of STR cannot exceed +5. There is no limit to the reduction in values, but it is not possible to reduce an ability value all the way to zero.
Some limitations apply to certain symbol types, as shown in the table below.
Symbol Combination
Can Be Used By
STR, CON, and DEX
All classes
INT and MEN
Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner
INT and WIT
Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner, Warrior, Human Knight, Paladin, Rogue, Gladiator, Warlord, Dark Avenger, Treasure Hunter, Hawkeye, Elven Knight, Temple Knight, Swordsinger, Plainswalker, Silver Ranger, Palus Knight, Assassin, Shillien Knight, Bladedancer, Abyss Walker, Phantom Ranger, Orc Raider, Orc Monk, Destroyer, Tyrant, Scavenger, Artisan, Bounty Hunter, Warsmith
MEN and WIT
Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner, Cleric, Bishop, Prophet, Elven Oracle, Elven Elder, Shillien Oracle, Shillien Elder, Orc Shaman, Overlord, Warcryer
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Old 02-15-2012, 10:26 AM   #15
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Default Re: Dyes from Fortress and Suggestions

Quote:
Originally Posted by SweetDreamZ View Post
+5 con got me extra 2,5k in total as in cp/hp
so i assume +10 on top will raise it for another 5k so orc with 38k , but then thinking ... some buffs are % wise on increases hp/cp .. i am thinking about 70k hp , well i will have to check out what you guys are saying ,
Im not so sure, there was a RU pts god video with a tank 98 i believe (dwarf) and he had around 40k hp. Unless you are taking cov+ hp weapon.

Martelx achieved 55k hp at 96 with cov and tanks have less hp than tyr warriors.

On rochand it was confirmed CON dyes give same hp to a tank as it does to a summoner.So it is fixed.

Sweetdreamz

That info is old from PRE-GOD. STR increases crit dmg now, you can go +15 on dyes, DEX doesnt increase speed.

Last edited by Yunalesca; 02-15-2012 at 10:29 AM.
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Old 02-15-2012, 10:27 AM   #16
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Default Re: Dyes from Fortress and Suggestions

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Originally Posted by SweetDreamZ View Post
Nc Says :


DEX
Increases attack speed, physical skill speed, accuracy, evasion, critical hit probability, success rate of dagger skills (such as Deadly Blow), shield defense success rate, and movement speed.
Dex doesn't affect movement speed anymore, not sure if there are other changes.
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Old 02-15-2012, 10:31 AM   #17
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Default Re: Dyes from Fortress and Suggestions

Explanation to the basic stats can be found in the Patch notes, link to page is here:
http://www.lineage2.com/en/game/patc...acter-changes/
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