Commander L2 guide. Human Professions

One of better ways leveling characters in Lineage2 is AoE. This is when a large number of mobs gather - it is called to collect a wig or a steam locomotive - and is killed at the same time by attacks on the area.

Most easy way this is exp using spears\peak or simpler polearm exp. But, oddly enough, in Russia this is not a very popular occupation, although in the same Korea only the lazy does not swing with a spear ...

Note: thanks a lot nWc for help in writing this paper.

Only four classes can use the spear to its fullest. This Spearman(warlord), Destroyer (Destroyer), Bounty Hunter (Bounty Hunter), Blacksmith (Warsmith). It is difficult to say which of them is better in this regard. On the one hand, for the Spearman, this is a profile weapon, on the other hand, the Destroyer has such a set of self-buffs that it is just right to envy. Again, the Blacksmith has good buffs, and the Bounty Hunter earns a lot of money on the pump (I think it’s already clear to everyone that you shouldn’t separate these two concepts? Money doesn’t fall from the sky, and who is better dressed, he swings faster).

In any case, you have already decided on the class, and it doesn’t matter who is better, what matters is who you play. Another thing to remember - sometimes you may have crazy thoughts to put on Light armor, for example the Draconic Set, it will seem that the bonuses are good. So, these thoughts, like the set itself, give to the enemy. To swing with a Spear, you need a large margin of safety in the form of P. Def. Def. (P. Def.) and HP.

Armor sets are also quite simple. C-grade is a Composite Heavy Set - cheap, cheerful and you can carry more shots. B-grade is either a Blue Wolf Heavy Set like the best choice, or the Zubei Heavy Set as an economical choice. A-grade - Tallum Heavy Set only. There's nothing to even discuss. Well, starting with the S-grade (S-grade), the choice is not great, and you will figure it out yourself.

There are two decent options when it comes to choosing an SA for a weapon. The first one is CA on Health. It helps improve the quality of the Battle Roar skill. The second option for Haste is to hit faster, eat faster on Vampire Rage.

Now about the basics of pumping with the Spear:

It's worth starting with the fact that you need a buff. And the higher the level, the more requirements for the buff will be presented. Yes, there is a great opportunity to get by with one VC(WC) yes BD (BD), but do not forget that you still need to form a constant party. Plus, evil enemies are on the alert!

The main buffs - there is no point in listing the buffs themselves, I can only say that the ideal is a bunch of VC + DB + SHS.
Also in pumping with the Spear there is such a thing as puller (puller- pull - pushing, pulling). This is a party member who collects this whole wig from mobs, and then brings it to you. The main requirements for a puller are high Running Speed ​​and good P. Def. Def. (P.Def.)\HP. The ideal puller is CBC (only aggro is not needed).

And then the process is simple and well-established - you stand in your corner and wait, and the puller at this time, from several rooms, collects mobs and brings them to you. You attack them, over-aggro on yourself, release the puller to build the next wave, and you yourself quickly shred the fresh exp.

Ideal when you have several pullers, and they drive the mobs in turn. Continuous flow, conveyor exp.

Why an angle? It's simple - in the corner, all the mobs can only approach you from the front, which means that everyone will fall into the weapon's damage area. It is very important. It often happens that an inexperienced player allows heaps of mobs to surround him and hits only part of the entire wig. Such errors are fraught with permanent treatment, as well as possible death.

Choosing a location for download:

It is important to understand right away that you cannot choose a location where the mobs are too strong for you! After all, there will be more than one or two of them in wigs, which means that the usual cute practice of “making fun” will not work. You'll just get screwed over. Therefore, choose locations where the mobs are either equal in level to you, or slightly lower.

If you have chosen catacombs and necropolises for yourself, then pay attention to a few points:

- Choose a room with a corner around which there are five large and two small rooms. Then there will be no interruption in the "supply" of the exp. Otherwise, you will have to wait for the respawn of mobs.
- Remember that in the catacombs and necropolises you can collect a maximum of 2 rooms, then the mobs start to unhook.

Locations for download.

Note: the choice is subjective, but according to personal impressions, these are some of the best places to download at these levels. There are alternatives and they are not few.

40-49 levels. Let's go to Giran. There is an old arena near the city. There are a lot of social mobs around her. Perfect place.

49 - 52 These levels are played through the Catacomb of the Branded. 52-62 Here is one place, golden. Necropolis of the Rebels (The Patriot's Necropolis). It is very comfortable to sit up to level 61/62.

63 - 68 Here, too, almost unequivocally - the Prayer Necropolis (Necropolis of Devotion).

68-72 And here comes the choice. Ancient Battleground, a good place, but very fond of two or more pullers in a party. Although you can do without the full composition of the group. The second option is the Catacomb of The Witch. They sit until the blue of the mobs - about the 74th level. Very convenient location.

70-74 We swing to the Necropolis of Martyrdom with a fullk, in rep, run in 8 rooms, taking into account the small ones, in a circle from right to left from the very beginning of the necropolis (a vicious circle).

72 - 74 Necropolis of the Martyrs (Necropolis of Martyrdom). There is an interesting trick in this location - you can cut circles while collecting mobs. You need to start running in such a way that you run through 8 rooms, taking into account the small ones, from right to left.

74 - 79 Necropolis of the Apostles (Disciple's Necropolis). Until the 76th we swing on beetles, using the skill against insects. And after taking the 76th, we go further to the Andeds and there we will capitalize about seven rooms. Approximately from these levels, the full composition of the party is already required, in particular, Dance of the Vampire becomes a mandatory buff.

If you have a weapon with 150 attribute, you can go to the Imperial Tomb and calmly heat the spots up to level 80. It’s generally good there, we sat down in three rooms on bugs and we don’t blow. Or they occupied the Boss Rooms, in the amount of two pieces. This will be enough. There is another interesting alternative.

At level 76, Cardinal gains Balance Life. As soon as this joy is drawn in you, you can go to the Forge of the Gods (FoG). On the necro-spot, you can sit right up to the 85th. There were precedents. True, by 83 you will lose the drop - the mobs will become very blue.


A little useful tips and interesting points.

With what, together with a pike, it is easiest to do a cooking quest. Dispersed competitors, scored a bunch of wigs and rejoice. A normal Spearman under a full buff destroys such wigs in literally seconds.

The party always needs a flooder MP- preferred HER.

A common note is to keep an eye on your gear level. It should correspond to the level, and even better be chiseled.

The number of party members and the required number of buffers depends on the level. The dependence is directly proportional. The higher the level, the more severe the requirements. Somewhere around level 68 it is better to have a full const. Not only because of the exp, but also because it is a kind of moral barrier - after these levels, it will be more difficult to form a new party.

Of course, with excellent equipment, and unwillingness to share, you can get by with a trio - DB, VK and Spearman. This option is also interesting at ~level 76. But by the 80th level, such stripped-down teams can be forgotten.

Conclusion.

What can you say? The fact that this character leveling option is one of the best in the game? Or that it is not the easiest? It's obvious, there's nothing to say here.

But it’s worth noting that it’s worth noting that a person is not fed up with a single one. When choosing spots, you need to remember that Lineage2 this is a pvp game and melee enchantments are at a disadvantage by default compared to ranged enchantments. Yes, there are daggers and caramels, but this is not our case.

Play, download, bend! Good luck

Guide for VL on skills / sharpening skills / sub classes / attributes, etc.

Attack skills:

Lightning Storm - Simultaneously hits and stuns enemies for 9 seconds. with a wave of the spear. Ignores shield. Overhead is possible. We focus on chance.
Earthquake - Deals a strong beat on nearby enemies, canceling their chosen targets. Grants a critical hit chance. Ignores Shield Defense. Overhead is possible. Sharpen on the attribute of the earth.
Shock Charge - Stuns for 9 seconds and decreases P. Def. Def. by 30%, M. Def. by 30%. Overhead is possible. Grants a critical hit chance. Ignores Shield Defense. Cancels enemy targets. Sharpen for Chance
Crushing Might - Inflicts an additional 3198 damage. Has a chance of overkill. Possible crit. hit.
Needle Point - Inflicts 3849 additional damage. damage. Possible Overhit. Ignores Shield. Possible crit. hit.
Whirlwind - A circular attack that deals damage to multiple enemies, ignoring the shield. Overhead is possible. Sharpen on the ground.

Enhanced Skills


Innervate - Increases skill power and normal damage in PvP by 30%. Duration: 30 sec.
Parry - Uses a weapon to block attacks. Increases P. Def. Def. by 25% and M. Def. by 25%, reduces Speed ​​by 10%, Atk. Atk. by 20% and Accuracy by 4. Consumes MP depending on level while active.
Ferocious Attack - Increases the number of enemies affected by your attacks by 5. Duration: 2 minutes. We focus on power.
War Cry - Increases P. Def. Atk. by 20%.
Battle Roar - When used, restores 15% HP and increases Max. HP by 35%. Action time: 10 min. Sharpen for reloading.
Thrilling Combat - Decreases Speed ​​by 20% and increases Atk. Atk. on 10%. Action time: 5 min. Sharpen to reduce the penalty.
Revival - Restores HP to maximum. Can only be used if HP is less than 10%.
Attack Focus - When using a polearm, attacks one enemy and increases Accuracy by 6, Critical Power. Atk by 30%.
Lionheart - For 1 min. Increases resistance to Paralysis, Hold, Sleep, Stun, buff removal by 80%.
Hunter's Eye - Increases P. Def. Atk. against insects/plants/animals by 30%. Action time: 10 min. Sharpen for power.
Assassin's Eye - Increases P. Def. Atk. against beasts/magic creatures/giants/dragons by 30%. Action time: 10 min. We focus on power.
Polearm Accuracy - Increases the Accuracy of your attacks while using polearms by 4. While using the skill, MP is constantly consumed. Focus on cost.
Braveheart - Restores CP by 1000 points. Sharpen for power.

Weakening Skills


Tide of Terror - AOE skill. Reduces enemies' Speed ​​by 33%, P. Def. by 33%, Dodge by 10, and causes you to run in fear for 8 seconds.
Shock Charge - Summons a blast that inflicts an additional 2486 Shadow damage around an enemy. damage. Stuns for 9 seconds and decreases P. Def. Def. by 30%, M. Def. by 30%. Requires a polearm. Overhead is possible. Grants a critical hit chance. Ignores Shield Defense. Cancels enemy targets.
Howl - Decreases P. Def. Atk. surrounding enemies by 23%. Duration: 30 sec. Sharpen for a chance.
Stunning Stomp - Stuns surrounding enemies for 9 seconds and causes them to lose targets. Sharpen for a chance.

Passive skills


Rapid HP Recovery - Increases HP recovery rate by 4. Sharpen for power.
Will of the Warrior - When using a melee weapon, there is a chance that a trigger will pop up that increases P. Atk. by 100 and Spd. Atk. by 10% During an attack, the power of physical skills and the chance of crit. hits increase.
HP Boost - Increases Max. HP by 480. Sharpen for life (increased HP regeneration)
Health - Increases resistance to Poison and Bleed by 20. Sharpen for resistance to poison.
Polearm Proficiency - Increases P. Def. Atk. when using spears at 125.7, and also gives the ability to attack multiple enemies at once. Sharpen on the power of a physical attack.
Heavy Armor Proficiency - Increases P. Def. Def. by 77.4 while wearing heavy armor. Sharpen for life
Find a Weak Spot - with some probability, a debuff is imposed on offenders, which reduces their physical defense. It also increases the chance of inflicting crit. hit with a normal attack.
Skill Mastery - Grants a chance to use a skill with no cooldown or twice the cooldown. Depends on STR.
Wisdom - Increases resistance to Hold, Sleep, and Mental Attacks by 20. Sharpen for defense against mental attacks.
Balance Defense - Adds +20 resistance attribute to each species. Also, at the moment of your beating, there is a possibility of a trigger popping up, which increases magical defense and elemental resistance.
Rune Defense - At the moment you are beaten, there is a chance of a trigger popping up that increases magic defense and elemental resistance. Adds +20 resist attribute to each species.
Elemental Defense - Adds +20 attribute resistance to each species. Also, at the moment of your beating, there is a possibility of a trigger popping up, which increases magical defense and elemental resistance.

Here is a complete guide to Spearmen!

Spearmen are warriors (humans) that can be selected after completing the profession transfer quest at level 31. They specialize in dual swords and polearm and wear heavy armor. The Spearman's stat set is focused on RESISTANCE to hits and ATTACK, making them powerful attackers great for both group and solo play. Spearmen excel in PvP thanks to their mind control skills that help them sustain and deal high damage. They often strike in a wide arc across multiple targets, knocking down and stunning opponents in this way. This feature allows spearmen to act effectively in both PvE and PvP.

Balanced skills make this class exceptionally versatile: they deal very high damage and have two area of ​​effect skills, Storm and Judgment, which are great for mind control. Spearmen are able to stop and kill hordes of monsters much faster than others, which allows them to survive longer in elite dungeons. In addition, they perform well as a frontline damage dealer in PvP, such as fortress sieges and open sieges, due to the ability to push forward in close combat.

The Great Clear skill gives you a high attack speed (which is unusual for warriors) and helps you deal with opponents faster. In addition, the Retribution skill allows you to effectively attack many opponents at the same time - due to an additional P. Attack, the effect of which can be stacked up to 5 times. However, spearmen are not the fastest of warriors. Unlike , they often fall behind a little when they have to chase the enemy. And due to the fact that they sometimes move very slowly, they are more likely to steal a decisive blow to the enemy.

If you like high damage melee combat and want a character with good survivability on the front lines, the Spearman will suit your play style perfectly.

Character Overview

Pros:

  • Compared to Paladins, Spearmen are more damage oriented.
  • Excellent mind control capabilities. Active skills knock down or stun the enemy.
  • Great skills for fighting multiple opponents and good group buffs for attacking.
  • High HP (but not the highest possible).
  • Due to its significant damage and resistance to hits, it is effective in 1v1 scenarios, but it is also great for group PvP.
  • Spearmen are good at sieges of fortresses, as they can climb deep behind enemy lines.

Minuses:

  • They move slowly around the field, which makes it easy for them to steal a decisive blow to the enemy.
  • Compared to other heavy attacking classes, they still do less damage, and are between the tank and the DD.
  • When using a spear, attacks become slower.

The best equipment

Priority of skills and their use

Upgrade your passive skills first, then choose more suitable active skills depending on your play style.

Using Specific Skills

  • Attack Aura (passive skill) should be developed if you plan to regularly fight in groups in dungeons and in PvE.
  • Rare Skills in PvE: If you are having difficulty with monsters, use Ultimate Shield and Healing Strike. And if you, on the contrary, easily kill them - use Flying Arrow and Meteor Shower.
  • To quickly level up and collect resources in PvE, you should focus on the Big Clear.
  • Other key skills are Storm, Judgment, Weapon Mastery and Attack Aura. After them, move on to Heavy Armor Mastery and Retribution.

Priority of main characteristics and sub-characteristics

*Note: If you want to level up quickly, focus on the bonus experience gain sub-stat first, then follow the priority list above.

Attack Aura > Warrior Weapon Mastery > Combat Mastery are core passive skills that quickly increase overall damage when upgraded. Upgrade them in the order listed.

  • Previously: Mastery of the Force was only applicable to spears and polearms. Now: This passive skill has been replaced with Combat Mastery and grants bonus damage when using dual swords. What type of weapon to use when playing as a spearman is up to you.
  • The difference is that the spear attacks more slowly, so for more damage per second it is more convenient to use dual swords. The spear has a longer range.

Special thanks to Sados (SainT) for the input and to allen12370 for the subfeature links!

76-84 Awakening
85-99
Sigel Knight
Sigel Knight Sigel Knight
Sigel Knight Warrior of Tyr
Tyrr Warrior Warrior of Tyr
Tyrr Warrior Rogue Odala
Othell Rogue Archer Eura
Yul Archer
1-19
20-39
40-75
76-84
Awakening
85-99
Isa Caster
Iss Enchanter
Aeore Healer
Healer Algiz
Wizard Feo
Feoh Wizard
Wizard Feo
Feoh Wizard
Summoner Venyo
Wynn Summoner

Warrior

Warrior is elementary grade warriors of the human race. A warrior specializes in the use of various types of weapons and armor. He has high indicators of strength and dexterity - with equal success he can engage in close combat and attack the enemy at a distance.

Base stats War

STR DEX CON INT WIT MEN
88 55 82 39 39 38

Knight

The knights acquired their knowledge through numerous training sessions at the royal training grounds. Most of all, they value their honor and, if necessary, the Knights are ready to die for their territory and their King. This class specializes in close combat and defense. The Knight's skills in this area are excellent, and the ability to heal his own wounds allows him to prolong his resistance to enemy blows.

Avenger (Dark Avenger)

Anger and hatred are the eternal companions of the one who chose the path of the Avenger. This class is the exact opposite of the Paladin. He is trained to save the life of allies, and the Avenger is perfectly able to take it away. The cursed armor of the Avenger is able to return the damage to enemies, and the use of black magic helps him absorb the life forces of the enemy and summon the dark panther to help.

Hell Knight

The Knights of Hell are the real focus of evil and horror. They resort to the help of black magic and instill fear in the hearts of enemies. Hell Knight - the highest level development of the Avenger, allowing you to open access to new, previously inaccessible combat skills.

Paladin (Paladin)

Only one of the Knights who carries the True Faith in his soul is able to become a Paladin. By using Divine powers, Paladins can heal their wounds and bless their weapons and armor. This makes them indispensable helpers in the fight against the Undead. Thanks to the durable armor, Paladins can easily withstand a hail of blows from the enemy, and they use the shield not only for protection, but also to stun the enemy.

Phoenix Knight

Few of the Paladins are able to become the Knight of the Phoenix, bringing light and True Faith to the most remote corners of this world. However, those who were able to withstand all the tests are rewarded with new exceptional skills, including the ability, like the Phoenix bird, to cheat death by rising from the dead.

Warrior

A Warrior is a more experienced Warrior who relies on his physical strength. Most of all, Warriors value freedom and independence, so they do not recognize commanders, believing that it is necessary to fight only for oneself. They are great with swords - almost all of their skills are based on the use of this particular type of weapon. Warriors are able to concentrate to increase their attacking abilities and deal with monsters more effectively.

Spearman (Warlord)

Spears and pikes are what Spearmen use in combat. Their strength allows them to deal devastating blows to the enemy, and the ability to attack several targets at once can lead the Spearman to victory in the most hopeless situations. This class is most effective in wall-to-wall battles, as well as in castle sieges.

Commander (Dreadnought)

Generals rightfully bear the title of great fighters - no one else can masterfully handle polearms like that. Every Commander dreams of one day receiving this honorary title, because the Commanders are taught special techniques that greatly increase their combat power.

Gladiator

If you see a warrior who tightly grips a sword in each hand, you should know that one of the most dangerous opponents, the Gladiator, is in front of you. This is the only class that has reached unprecedented heights in the use of two swords. He is trained in numerous techniques, allowing him to most effectively attack the enemy at high speed.

Duelist

Duelist - unsurpassed masters of combat with two swords. Only the most persistent and strong of the Gladiators are awarded the right to become a Duelist. As a reward, they receive increased resistance to curses and diseases, as well as new combat skills that allow them to fight opponents even more effectively.

Rogue

Rogues are fighters who prefer agility over strength. They believe that the end justifies the means and do not hesitate to use the dirtiest methods for the sake of victory. Rogues can't stand it when something restricts their movement and therefore use comfortable light armor, daggers and bows. This class makes excellent spies and scouts. Fighting monsters alone can be risky for the Rogue - a small amount of health and weak defense indicators do not allow him to attack strong enemies, so for a more comfortable game you need to find allies.

Treasure Hunter

Move silently and quickly, hit accurately and deadly - this is how the Treasure Seeker prefers to act. Among Humans, he has no equal in wielding daggers, and his attack speed and ability to avoid blows is amazing. Walking on a razor's edge, balancing between life and death is a common thing for him, because the Treasure Seeker is a real minion of fate, entirely dependent on the will of chance.

Adventurer

Adventurers are vagabonds who have long ago exchanged the warmth of the hearth for the dust of the roads. However, if for Treasure Seekers traveling is a way to earn money, then for Adventurers the road is a way of life. They are still loyal to their dagger, but their attacking abilities have increased significantly.

Shooter (Hawkeye)

Many warriors avoid close combat, preferring to attack the enemy from afar. These fighters include the Strelok - a master of remote attack. He is able to stun and then destroy the enemy with several blows. Also, the Shooter is trained in special skills that help him focus on the target, which allows him to more effectively deal with enemies.

Sniper (Sagittarius)

Snipers are the strongest, most accurate and fastest Shooters of the human race, who have earned this title in numerous battles and tournaments. Only Snipers have the ability to learn special combat skills not available to Shooters.

Mystic

Only Mystics can draw energy from the surrounding world, changing matter with the power of their thoughts. They use special magical weapons. Using their magical powers, Mystics are able to summon magical creatures, heal wounds and attack the enemy with devastating spells.

Base stats Mystic

STR DEX CON INT WIT MEN
38 27 41 79 78 78

Cleric

Clerics are mystics who use the sacred power of the Gods to perform miracles. They belong to religious organizations or are itinerant preachers themselves. Basically, their magic is aimed at helping other players. Clerics have chosen Holy magic as the main focus of their profession. They are trained to heal allies and increase their characteristics, are able to restore their health, so they can do without assistants. On their own, Clerics can equip light or heavy armor, wield melee weapons, and become stronger with spells, but they are not very effective fighters.

Bishop

Bishops are excellent healers. They are able to turn a dying character into a fighter full of strength in a few moments. Bishops are also excellent Undead hunters. In their arsenal, there are many spells that can immobilize the enemy, instill fear and inflict damage. If the Bishop allowed the death of an ally, he can resurrect him, returning a certain amount of experience to him.

Cardinal

Using divine power, the Cardinals are able to work miracles, pulling entire groups of players out of the clutches of death. In restoring vitality, they are far superior to their predecessors, Bishops. But getting the title of Cardinal is not easy, only the most patient and persistent will be able to achieve this goal.

Preacher

Not a single group can do without it, because only the Preacher has a unique ability to impose auras that increase the characteristics of allies. His help will be useful to both warriors and mages. In addition, the Preacher can always use armor and melee weapons if he has to hunt monsters alone.

Apostle (Hierophant)

In the difficult task of supporting comrades-in-arms, the Apostles far surpassed the Preachers - only they have the opportunity to endow the characters with the strength of ancient warriors, making them stronger and more resilient. Also, this class has learned to use magic that removes positive auras from enemies, thereby weakening opponents.


Mage (Wizard)

In their spells, Mages rely on the energy of the four elements, as well as the power of Light and Darkness. Most of them are trained in the Ivory Tower, as they were hundreds of years ago. Mages are able to command the elements, they are well versed in black magic and summoning magic.

Wizard (Sorcerer)

Of the four elements, Wizards prefer Fire - it is with its help that they destroy their enemies. Emphasizing attack, Wizards spare no magical energy, completely dissolving into the flames of battle, so they often need someone who can distract the attention of enemies.

Archmage (Archimage)

Days and nights spent in the Ivory Tower reading books are not in vain for Wizards - by practicing and improving their skills, they can claim the right to be called Archmages and use more destructive magic.

Necromancer

Having rejected the existing magical schools, the Necromancers chose their own path - the path of Darkness. With the help of black magic, it costs nothing for them to summon one of the devilish creatures of this universe as a servant, and various curses can weaken, and even deprive the enemy of the ability to resist.

Soul Eater (Soultaker)

Soul Eaters are Necromancers, dedicated to their work and tirelessly working to improve their skills. Masters of black magic, Masters of Darkness, leaders of the dead - they make enemies tremble, one mention of the Soul Eater can put the enemy to flight.

Warlock

Many underestimate the Sorcerers as servants of their own creations, but a duel with them quickly dispels that myth. Sorcerers specialize in controlling summoned creatures - they can heal and increase their characteristics, they also have the ability to create paralyzing and attacking enemies of the Cube.

Warlock (Arcana Lord)

The title of Warlock is given to Sorcerers who have reached the heights of their profession and are ready to move on. They are trained in new spells, including the summoning of another creature, stronger and more resilient than the previous ones.

Warlord (Warlord)(WoLord would be correct, but oh well, the people have long been assimilated as Warlords, but we will not trample against the people.)

Have you ever seen spears in stores? Warlord- the only character who can use these devices at the "pro" level. Interesting class, unsurpassed AoE Damage Dealer, indispensable during sieges and in mass pvp. But, unfortunately, fans of 1 * 1 pvp may not like it, and we will not blame them for this, there are other classes for them.

So Childhood. Warrior man. Talking Island, my homeland. There are 2 development options. Fast (no cost) and Useful (with cost). Consider both (in both cases, Weapon and Armor Mastery are driven to the maximum):

1. Fast
Club / Sword in hand, Power Strike in skills and let's spread rot on mobs even up to level 40 and the second profession, along the way buying a good club, studying (after the 20th and 1st profession) Stun Attack and buying the most affordable heavy armor.

Pros:

  • Pretty fast swing on mobs of your own/slightly higher level
  • The absence of any initial costs, in order to earn the first 10 levels and a small capital to improve the weapon, the junk given out at the start is enough.
  • Minuses:

  • Wasted on Power Strike (up to level 20), Stun Attack and Sword Blunt Mastery precious SP.
  • "Missed" combat experience.
  • 2. Useful
    This method requires the initial cost of purchasing a no-grade and subsequently a D-grade Spear, but gives experience in owning this type of weapon, as they say, from childhood. While the interest for forced sunbathing on grass can be returned by killing 1-2 mobs, you need to fully master the technique of using this formidable weapon. Let me tell you, it's not as easy as it looks ("I hit everyone who hits me" - Nah.). In order for the polearm to give maximum efficiency, a group of unfortunate mobs must be in the face of the "mower" with a deviation from the axis of 30-40% maximum. To achieve this, there are several types of tactics:
    1. Aggro the mobs, run back 2-7 steps, stop, wait until the first one catches up, turn around, and they are all in the capture zone. It’s convenient to put the physical attack button on the hot-key, select one mob from the condemned group in advance (preferably the closest one, and ideally the closest and strongest one), and when it catches up, press the attack button, the character will turn around and start mowing.
    ATTENTION, in no case is it recommended to run to meet the assembled “paravoz” if it is a little behind, otherwise you will start to beat the “locomotive”, and the “cars”, flying by inertia, will come from the back, where even a spear is useless.
    WARNING 2, You need to monitor the health of the "locomotive", because since you start to beat him first, then in the end he will have less hp than the "carriages" of the same strength, and in time switch the attack to the most tenacious mob from the group of those who ran up.
    2. Immediately aggro the mobs with the expectation that the rest will run up and stand in a line (semicircle), hit by the swing of the spear. Requires good knowledge of mob habits.

    Pros:

  • Experience, "undermining" of hands, and once again experience.
  • Saving SP for really needed skills in the future.
  • Hmm.. Saving nipples. How? One portion of SS is consumed for one "crunch" with a spear, regardless of whether you hit one bunny or a dozen wolves: each of the ten will receive the full amount of damage from the "inspired" weapon.
  • Minuses:

  • initial costs. You will have to fork out with an auxiliary, already existing character for a peak and maximum heavy armor (because when you beat several mobs and the return comes from the same amount), as well as the corresponding drinks: cans of xp (you have them forever on the main line of skills), elixirs for walking and attack speed.
  • a slower process of pumping a character (is not an axiom, sometimes exactly the opposite).
  • the absence of any active attack skills before level 20.
  • Adolescence.

    Armor - Brigandine set, weapon - Glaive

    So we became a Warrior, we have level 20+, and our eyes run from the possible skills to learn. Further we will consider only the second (Useful) variant of development. The following skills are recommended to be taught to the maximum, the rest (for swords and clubs) are better not to be touched at all. The indicators below increase with each increase in the level of the skill.

    Level 20
    Polearm Mastery- Finally, we have a passive skill for polearms. And although at first he adds only 4.5 units to the Physical attack with a spear, in the future this figure will skyrocket.
    wild sweep- the first active combat technique. A more powerful blow than just an attack with the possibility of overdamage. (I call such blows “crit on the button”). Sometimes it helps to knock down the casting of a spell from the enemy.
    Vicious Stance- The first toggleable ability that, when enabled, increases the damage from critical hits, but constantly consumes mana.
    War Cry- The first aura (self-buff) that increases physical attack by 20%. Good bonus, but falls off very quickly (1 minute), and takes three times longer to recover.
    It is also worth noting Heavy Armor Mastery, which increases physical defense when wearing heavy armor, and Boost HP, which increases your already rather big HP by another 60 units.

    Level 24 in addition to most of the above.
    Accuracy- the second switchable ability. Increases accuracy, constantly consumes mana (2 times slower than Vicious Stance). Can be used simultaneously with Vicious Stance.
    Fast HP recovery and Vital force– acceleration of HP recovery in the first case by 1.1 hp per tick (permanently), in the second case – by 1.9 HP (+1.1) and by 0.9 mana points – MP (sitting only).

    Level 28
    Battle Roar– an aura that increases maximum health by 10% and heals the same amount. The cooldown of this skill occurs before the aura subsides, so you can use it as an instant 10% HP restorer. With the study of subsequent levels, the percentage will increase. Unfortunately. Overrides buff effect Bless the Body.

    32 level.
    Detect Insect Weakness is the third aura. Increases the physical damage taken from you by all sorts of insect-like mobs. Just in time. Hint: Marsh Stakato - insects: r.

    Level 36
    Lionheart- another rather useful, but quickly subsiding aura.

  • Shock Resistance +40%
  • Immobilization Resistance +40%
  • Sleep Resistance +40%
  • Paralysis Resistance +40%
  • Use in suitable cases - fights against stagnant / sticky / rooting mobs, pvp.

    Maturity.

    Armor - Full plate set, weapon - Orkish Poleaxe.
    Well, finally complete. Warlord! Level 40 and:

    Thunder Storm- that combat skill that makes the Warlord so dangerous in sieges and useful in a group. This is a massive 360 ​​degree stun attack on all enemies in close proximity to the Warlord, even if they are behind.
    Whirlwind- 360 degree "crit on the button". Overdamage.
    Focus attack- switchable ability. Increases accuracy, allowing only one monster to be picked. Only with spears. Useful when hunting higher level lone mobs.
    Detect Animal Weakness- Now the host of objectionable animals are ranked. Be careful, you can only use one aura to detect weakness. (Preved, Allegatorchegi!).

    Level 43

    Final Frenzy- remember in childhood "and I'm the last strength!" If your character's health is below 20%, physical attack is increased by 33 units. Turns on automatically. Turns off too. Often helps to survive. Aerobatics - always keep HP between 15 and 20%
    Provoke- "And you are all Radishes!" Approaching mobs, even non-aggressive ones, will come to take offense at you. It is also a way to "pick up" mobs from other, more fragile characters.
    Howl- Reduces the physical attack of surrounding enemies or nearby mobs by 23%. Very handy to get rid of a large number mobs, taking a quarter less damage. Also suitable (to a slightly lesser extent) to perform the functions Provoke.

    Level 46

    Thrill fighting- increases attack speed, reduces running speed. Came to a densely populated area, turned it on, and mowed with + 5% attack speed. Summable with acc. potions.
    Detect Plant Weakness- Trees, mandrakes and hedgehogs take more damage.

    Level 49

    Just an increase in the level of existing skills.

    Folder

    Finally a B-grade. Doom Heavy or Blue Wolf Heavy, Lance. Ahead - only the improvement of already learned techniques and skills ... it would seem ... at level 55 you will once again be very surprised at what you have acquired Revival. If earlier he instantly restored 1860 hp, provided that your HP level is less than 10%, then in the fifth Chronicles it is just a terrible skill for the rest. The fact is that now, you need to wait until your health drops to 5%, BUT restores your entire mountain of HP. It's like taking turns fighting almost two Warlords.

    A little later pvpshny will appear Wrath, which removes from 7% CP of characters at the first level of possession, up to 30% of CP at the last level 10.

    The choice of a group (party) for pumping is universal. And I leave this intriguing part to you to explore. However, I will say one thing, the spoiler may get inconsistent if he does not use Spoil Festival

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