What sub to take for a ghost hunter. All for Abyss Walker

Abyss Walker - Dark Dagger (AB)

Guide for Abyss Walker "a for moments not included in other guides

Important skills:

Vicious Stance - Increases critical hit power. Continuously consumes mana.

Backstab - An attack from the back that inflicts a mortal wound. The most important skill!

Bleed - Inflicts a serious bleeding wound on the enemy. An important skill, always used against daggers!

Sand Bomb - Unleashes a cloud of sand on enemies, temporarily lowering their Accuracy.

Deadly Blow - Potentially deadly attack.

Trick - Removes the target. The most important skill!

Ultimate Evasion - Instantly increases Evasion and resistance to debilitating spells. The most important skill!

Mortal Strike - Temporarily increases the chance to perform a mortal attack. Used with daggers. The most important skill!

Blinding Blow - Striking an enemy's weak spot, causes them to turn their backs. Temporarily greatly increases Movement Speed.

Power Break - Temporarily lowers the enemy's Physical Attack.

Hex - Decreases the target's Physical Defense. The most important skill!

Skills 3 professions:

Bluf - Deceive turns the opponent's back to himself. Takes away the enemy's desire to attack, the enemy loses the target. Stuns an enemy for 9 seconds. Requires a dagger. Skill sharpening is mandatory (the chance of a successful application of the skill).

Focus Death - Reduces the chance to inflict critical damage. hit by 30% and crit damage. front impact by 30%. Increases chance to inflict death blow by 60% and crit damage. rear impact by 90%. Requires Dagger..

Counterattack - For 10 sec. allows you to reflect damage from melee attacks and return it to the enemy. An excellent skill, it is he who can decide the outcome of a fight with any other dagger!

Hide - Becomes invisible. Speed ​​is reduced by 30%. When performing any action other than moving, the effect is removed. A very good skill that allows you to quickly leave the battle at any time (excluding shock, roots, blood flow).

Allows the character to move unnoticed on the battlefield like a ghost. Increases Speed ​​by 33, Evasion by 15, Mortal Attack chance by 40%, Evasion from physical skills by 60%, and resistance to attacks that remove buffs by 90. Duration: 30 seconds.

Dual Blow - An attempt to deliver a powerful blow to the weak points of the enemy. Extra Power Atk. +11234. Possible death, semi-death blow, crit. Hit. and Overstrike. Requires Dual Daggers.

You can also replace the last paint with an increase in evasion and all the characteristics that are affected by DEX:

The second, and also a very important part, is Sharpening skills.

As everyone knows, you can improve skills, sharpen them like a weapon:

Sharpening all active skills for attribute damage. With such an improvement in skills, it should be remembered that sharpening should be done on the element that you have in fluff (it can contain any attribute such as wind, water, earth, fire), usually put wind, earth. Thus, when sharpening skills for an attribute, we will increase the damage.

The choice of subskills.

Subskills are very important in any kind of activity, whether it's PVP, the Olympics, or just farm / quality.

We take Celestna from DB / PP, Boost Evasion - an increase in dodge (I usually take it from an archer), Counter Defense - when hit, there is a chance to increase physical and magical protection for a while (from a paladin or other tanks), or we increase the chance of a critical attack Critical Rate - Increases the chance of a critical hit.

Let me explain why this is so and not otherwise!
The first sub skill is Celestial - I hope there is nothing to comment on here, it is mandatory for any class.
The second sub skill is Boost Evasion (evasion) - here I will explain in more detail, AB lovers will be offended ^^. Abyss Walker - the most oblique / crooked and slow-witted dagger! This is a fact, and you can’t argue with that, therefore, in order for him to still look like a dagger, and at least dodge all attacks a little more, we learn this sub skill!
With two sub-skills, they decided for sure! Now there is a choice of either Critical Rate or Counter Defense. Abyss Walker is the strongest dagger. His crits are much stronger than those of other daggers, and backstabs due to skills are very painful! Therefore, you can not take a sub skill for a crit chance, but learn a skill to increase P. Def / M. Def .. However, on the other hand, if your crit chance. attacks will be increased, then almost every attack will be crit, and even with the rollback of skills, you will deal good damage with your “hand”, if it suits you, then take a sub skill for crits.

I think everyone knows how many guides for this class are available on the Internet, no matter how stupid it looks, but I want to offer my guide, for a couple of my favorite chronicles
Sub-skills
The first and most important thing is our sub-skills:
I prefer two variations:

(I)
1. DB (we take a virgin from it) - from 3-10 seconds of invulnerability
2.Paladin (counter-ud from him) - significantly increases mdeft and pdeft
3. YES (we take countercrit from him) crit resistance + 3% -5%
4. Well, with ordinary books we grind mdeft-the increase is of course not great, but we still need it

(II)
1. DB (we take a virgin from it)
2. Paladin (from him counter-ud)
3. Hawk (we take evasion from him) - increases evasion by 4 (not really needed on HF, later you will find out why)
4. We use ordinary books to grind mdeft

Paints

As everyone knows, everyone has their own selection of tattoo sets
I will only describe mine:
freya
The standard set is known from the interlude:
CON+4 STR-4
DEX+4 STR-4
and the third to choose from WIT+4 INT-4 or DEX+1 STR-1
HF
Well, here is an option.
STR+4 DEX-4
STR+1 DEX-1
WIT+4 INT-4
Why exactly does the dex go into a minus, because our evasion no longer affects the HP that the abilities will hit us or not, it only affects the normal hit with an auto attack, and the increase in STR in our case affects the possibility of a recoilless ability or its from use with double time, i.e. instead of 30 seconds, UE get it for a minute, the SKILL Mastery skill and the Focus Skill Mastery aura are responsible for this, and KOH should be added for our survivability, because we already have a little HP and CPU

Skill groove
-Sudden attacks an enemy from behind. Requires Dagger or Dual Daggers. Possible Crete. Hit. Possible Half-Deadly Blow. Possible overkill. Power 5479.Sharpening for damage in PvP
-Potentially fatal attack. Possible overkill. Possible Semi-Death Blow. Requires a dagger. Power 5479.Sharpening for damage in PvP
-Decreases P. Def. Def. enemy by 23%. Duration: 30 sec.We sharpen on time
-Crit power. Atk. +609. Consumes depending on the level a certain amount of MP while active.Sharpening for power
-Phys. Atk. when using a dagger +112.8, the skill of wielding a dagger increases.We sharpen on the power of crit. strike
-Phys. Def. +65.6, Evasion +7, Crit Chance. Hit -35% when wearing light armor.We sharpen on evasion
-Phys. Atk. enemy -23%. Duration: 30 sec.We sharpen for a while, in battles with smooths, shooting galleries and bers, a very necessary thing.
-Speed ​​+11. Sharpening for power
-Target Speed ​​-20%, causes temporary bleeding that drains 67 HP every second. Requires a dagger. Duration: 20 sec.Sharpening for absorption
-Additional damage +406 pts. at Crete. Atk.Sharpening for power
-Evasion +25, P. Evasion skills +40%, resistance to removal positive effects+80. Duration: 30 sec.We sharpen for the time for Olympus, in the field I prefer reloading
-Sends clouds of sand at an enemy, reducing their Accuracy by 12 for 30 seconds.Focus on cost
-Critical Strike Chance +20%. Requires a dagger. Action time: 2 min.We sharpen for a chance
Boost Evasion(Passive)-Evasion +4. Sharpening for power
Blinding Blow(Active)-A powerful attack aimed at hitting the weak spots of the enemy and forcing him to turn his back on you. Inflicts an additional 3653 Shadow damage. damage. Increases Speed ​​by 40. Requires a dagger. Possible overkill. Possible Half-Deadly Blow.Sharpening for power
Lethal Blow(Active)-Potentially lethal attack. Inflicts an additional 5773 Shadow damage. damage. Requires a dagger. Possible overkill. Possible Half-Deadly Blow.Sharpening for damage in PvP
Wisdom(Passive)-Increases resistance to Hold, Sleep and Psychic Attacks by 20.We sharpen on resistance from mental attacks
Bluff- Deception turns the opponent's back to him. Takes away the enemy's desire to attack, the enemy loses the target. Stuns an enemy for 9 seconds. Requires a dagger.We sharpen for a chance
Focus Death(Active)-Chance and Crit Power. Atk. front -30%. Chance of a fatal blow + 60%, the power of Crit. Atk. in the back + 90%. Requires Dagger.Sharpen for crit damage. atk in the back
Assasinatio(Passive)-Increase attack power by 70 and lethal attack chance by 3% when using a dagger.We sharpen for a chance of a fatal blow

EKVIP

Vorpal Leather Armor Set(Phys. Def. +5.57%, Max. MP +360, Speed ​​+3%, P. Def. Atk. +5.57%, Atk. Atk. +5%, STR +1, DEX +2, CON -3, Stun Resistance +50%, Fire/Water/Wind/Earth Resistance +5. Crit power. Atk. +182.)Mandatory PvP insert
Skull Edge Dagger Critical Damage (+1000 to crit on hp just a hit from the hand, on free when attacking with an ability) I don't like mamba and 60 dmg won't play a special role. Mandatory PvP insert
I never put an att in a knife, because I don’t see the point in this, the GF and sharpening on an att are not respectable here.
I won’t say anything about the set, everyone puts the att for themselves, according to their own fears and personal experience.

EPIC
Ring of Ant Queen- Increases Poison Spell Resistance - 60%
-Increases resistance to root (immobilization) - 40%
-Increases the power of a critical attack (Critical Damage) - 15%
-Add accuracy - 2
-Add 21 mp.

Ring of Baium MP Gain +21
- Poison Resistance - 40%
- Chance of poisoning (Poison) - 40%
- Resistance to holding attacks - 30%
- Chance to hold attacks - 30%
- Magic casting speed and attack speed - 4%
- Accuracy - 2
- Increases critical hit damage by 15%

Necklace of Frintezza- Increases resistance to the following effects:
-Paralysis 15%
- Stunning (stunning) attacks 15%
-Sleep 15%
-Bleeding 25%
- Poisoning 25%
- Attacks of darkness

Adds the following effects:
-Sleep 15%
-Paralysis 15%
-Stunning Attacks 15%
-Poisoning 25%
-Bleeding 25%
-Reduces cooldown time of skills
- Reflects some of the received damage to the enemy (attack melee only)
-Increases MP +42

Earring of Antharas- Antaras Earring increases resistance:
-Bleeding 50%
- Stun 30%
-Mental attacks 30%
- Ground attacks 15

-Gives an increase to the following characteristics:
-Increases chance:
-Bleeding 40%
- Stun 30%
-Mental attacks 30%
-Increases the effectiveness of healing (healing) 10%
-Gives the effect of vampirism (for a melee attack, I will immediately say the effect is insignificant) 4%
-Reduces mana cost of skills by 5%
-Gives +31 Mana

Earring of Zaken- Resist Bleeding 30%
- Stun (shock) resistance by 20%
- Increases healing efficiency by 10%
- Gives vampiric effect +4%
- Increases the chance of inflicting Bleeding by 30%
- Increases the chance of inflicting a Stun (shock) by 20%
- Increases MP +31

BAFF
About the buff, I’ll only say one thing, you don’t need to buff anything for the crit chance, we all hit the attack power only in power Death Whisper , Dance of Fire, ideally have machined judic to fly in and just hand out pudupids
As for the full buff, this is of course completely chiseled rubbers from PP +30, leather with MM or Sorka +30, KOV +15 to reduce the penalty, resist shock from EE or SH +30.
Good luck in your endeavors I hope this information will be useful to someone
ZY AweSomeBRingER (MB someone will remember) Sorry, but all the pictures did not fit

This guide is about a class like Abyss Walker, a dagger of the dark race of elves. In my opinion, the most dangerous and at the same time the most interesting class among their own kind. It has the maximum acceleration of the damage of its skills (skills), a number of weakening effects (debuffs) that are rather unpleasant for the opponent. Of the minuses, in my opinion, only a low indicator of CON (stamina), which does not even affect the amount of HP, but its resistance to stunning attacks.

So, let's begin. I will skip the moment of pumping the character to level 40, I hope you will figure it out yourself. As soon as you took level 40 and got a second profession, you should immediately draw for yourself, further pumping without it will be much more difficult.

To do this, we turn to -

There are several options:

2. PvE (leveling)
+4strength-4con
+4lvk-4vy
+1strength-1con (optional)
3. +4vy-4strength
+1out-1strength or +4wis-4int
+4lvl-4strength

P.S. See for yourself what to take for money and to taste. I spread the most optimal options, from top to bottom from best to worst (IMHO).
C grade:
Dagger of Darkness - Focus - Crit Chance. Atk. +81
Crystal Dagger - Crit. Damage - Increases P. Def. Atk. by 140 on a critical attack
Common Item - Crystal Dagger
Plate Leather Armor
Plate Leather Gaiters
Plated Leather Boots
Set Bonus: STR+4, CON-1
You can also buy at +6
B grade:
Chris - Focus Crit Chance. Atk. +71
Helm of Doom
Leather Armor of Doom
Gloves of Doom
Boots of Doom
Set Bonus: Lung capacity increased, P. Def. Atk. +2.7%, Atk. MP Recovery +2.5%, STR-1, CON-2, DEX+3, Poison Chance -20%
If you have a PL at +6, then you can go up to A grade in it, I don’t advise you to swing further with it, because the lack of p.defa begins to be felt.
A grade:
Naga Storm - PvP Crit. Damage - Increases P. Def. Atk. by 200 on a crit. Atk. Deals additional damage in PvP. Gives a chance to remove one or more buffs from an enemy when attacking, as well as lower their Shield Defense.
Naga Storm - Focus - Increases Crit Chance. Atk. by 67. Deals additional damage in PvP.
Murderer - Crete. Damage - P. Def. Atk. +200 on critical attack. Deals additional damage in PvP.
Bloody Orchid - Focus - Crit Chance. Atk. +67. Deals additional damage in PvP.
Majestic Circlet
Majestic Leather Armor
Majestic Gauntlets
Boots of Majesty
Set Bonus: P. Def. Atk. +8% Bow/Crossbow, Max. MP +240, No Penalty Weight Limit +5759, Stun Resistance +50%, DEX+1, CON-1
S grade:
Dynasty Knife - PvP Crit. Damage - Increases P. Def. Atk. by 559 on crit. Atk. Deals additional damage in PvP.
Dynasty Knife - PvP Focus - Increases Crit Chance. Atk. by 116. Deals additional damage in PvP.
Leather Helmet Dynasties
Dynasty Leather Armor PvP
Dynasty Leather Leggings
Leather gloves Dynasties
Dynasty Leather Boots
Set Bonus: CON-1, DEX+1, Accuracy +1.72, Evasion +1.72, Max. HP +418, Dark Resistance +6. Allows you to wear .
S-80 Grade:
Icarus Atomizer - PvP Crit. Damage - Increases P. Def. Atk. by 559 on crit. Atk. Deals additional damage in PvP. Gives a chance to remove one or more buffs from an enemy when attacking, as well as lower their Shield Defense.
Icarus Atomizer - PvP Focus - Increases Crit Chance. Atk. by 116. Deals additional damage in PvP.
Moirai Leather Helmet
Moirai Leather Breastplate - PvP
Moirai Leather Pants
Moirai Leather Gloves
Moirai Leather Boots
Set Bonus: DEX +2, CON -2. When equipped with P. Atk. +4.26%, Atk. Atk. +4%, Speed ​​+3, Hold Attack Resistance +50%, Fire/Water/Wind/Earth Defense +3. Deals additional damage in PvP and gives a certain chance to cancel the enemy's target. Allows you to wear .
S-84 Grade:
Mamba's Tooth - PvP Crit. Damage - P. Def. Atk. at Crete. hit +1060. Deals additional damage in PvP. Gives a chance to remove one or more buffs from an enemy when attacking, as well as lower their Shield Defense.
Skull Dagger - PvP Crit. Damage - P. Def. Atk. at Crete. hit +1000. Deals additional damage in PvP. Gives a chance to remove one or more buffs from an enemy when attacking, as well as lower their Shield Defense.
Vesper's Edge - PvP Crit. Damage - Gives a chance to increase P. Def. Atk. by 906 at crit. Atk. Deals additional damage in PvP. Gives a chance to remove one or more buffs from an enemy when attacking, as well as lower their Shield Defense.
Elegy Leather Helmet
Elegia Leather Breastplate - PvP
Elegy Leather Pants
Elegy Leather Gloves
Elegy Leather Boots
Set Bonus: STR +1, DEX +2, CON -2. When equipped with P. Atk. +6.59%, Atk. Atk. +6%, Crit Chance. Atk. +171, paralysis resistance +50%, speed +3%, fire/water/wind/earth defense +5. Deals additional damage in PvP and gives a certain chance to cancel the enemy's target when damaged. Allows you to wear a cape.
Vorpal Leather Helmet
Vorpal Leather Breastplate - PvP
Vorpal Leather Pants
Vorpal Leather Gloves
Vorpal Leather Boots
Set Bonus: STR +1, DEX +2, CON -3. When equipped with P. Atk./P. Def. +5.57%, Atk. Atk. +5%, Speed ​​+3%, Stun Resistance +50%, Critical Hit Damage +182, Max. MP +360, fire/water/wind/earth defense +5. Deals additional damage in PvP and gives a certain chance to cancel the enemy's target. Allows you to wear a cape.

In addition to the set and weapons, we can’t do without things like , and . I will not dwell on these things in detail, we take the best that we can afford. The only thing worth paying attention to is that we take it to increase damage in (all the same, AB skill class).

40-52:
We swing in the Cruma Tower (up to 46th lvl-a 1st floor, 46+ second).
52-60:
I like to swing in the Catacombs of the Departed in a party with a DB (DB plays the role of not only a dancer, but also a tank).
You can also go to the Ice Labyrinth.
60-66:
Again, kata - Catacombs of the Witches, now you can add Bafer and one more knife to the party (optional).
Swamp of Screams.
66-74:
IMHO the best quality in TOI (), here you already need a full party, 9th - 11th floor.
74-78:
Hot Spring with the quest "The Best Ingredients - Part 1" for getting 3 professions + there is a pretty good solo skill in the presence of a light set. many mobs will become.
Camp of the Fauns Varca
78+:
GC (Cave of the Giants)
, but here you need good equipment and a well-built party.

Boost CP - increase max. CP(Gladiator, Spearman, Hermit, Destroyer).
Boost Evasion - increased evasion (Marksman, Ghost Ranger)
Counter Barrier - When hit, there is a chance to gain temporary invulnerability (Preacher, Warbringer, Death Dancer).

Required selfies:
Silent movement - Mobs do not notice you.
Fighting Stance of Guile - Increases Critical Power. Strike.
Mortal Strike - Temporarily increases the chance of inflicting a critical attack. hit.
Focus Power - Increases the power of all stub skills and crits. blows.
Focus Death - Decreases the chance to inflict a critical hit. strike, but increases the chance of success with and using all deathblow skills. The effectiveness of the strike depends on the direction of the attack.
Skill Mastery Focus -Greatly increases the effect of Skill Mastery.
Counterattack - Temporarily allows you to reflect damage from melee attacks and return it to the enemy.
Ghost Walk - Allows the character to move unnoticed on the battlefield like a ghost. Increases Speed, Evasion, Mortal Attack Chance and physical ability to evasion.
Hide-Hides in the shadows Complete invisibility from monsters and players. Reduces running speed. When using skills / attacks, the effect disappears.
Useful debuffs:
Sting - Infliction of serious bleeding wounds with well-aimed blows to especially vulnerable places.
Freeze Strike - Freezes the enemy, instantly lowering their Speed.
Hex - Temporarily decreases P. Def. Def. goals.
Might Crush - Instantly lowers the enemy's physical attack.
Bluff-Deceive turns the opponent's back to him. Takes away the enemy's desire to attack, the enemy loses the target. Instantly stuns the enemy.
Critical Wound-Increases damage from Crit inflicted on the target. Strike.
Abilities:
Deadly Lunge - Potentially lethal attack. Possible death blow. Overhead is possible.
Backstab - Attacks an enemy from behind, inflicting damage that is incompatible with life. Possible crit. hit. Possible death blow. Overhead is possible.
(in it is very convenient due to the fact that it immediately hits HP).
Blinding Strike - A powerful attack aimed at hitting an enemy's weak spots and forcing them to turn their backs on you. Temporarily, but greatly increases speed. Possible death blow. Overhead is possible.
(In addition to dealing damage, it gives you a buff for 15 seconds, increasing your running speed by 40 units, and also has a chance to turn the enemy's back to you (regardless of whether the skill dealt damage or missed)).
Lethal Strike-Performs a lethal attack. Possible death blow. Grants a critical hit chance. Overhead is possible.
Throw Dagger - Throw a dagger deals additional damage. Reduces Speed ​​by 80%. Duration: 10 sec. Power 3488. Requires a dagger.
Double Impulse - Attempt to deliver a powerful blow to the weak points of the enemy. Extra Power Atk. +11234. Possible death, semi-death blow, crit. Hit. and Overstrike. Requires Dual Daggers.

For Olya:
Hell Knife Mental Shield - Grants a 50% chance of inflicting a Mental Shield when using a beneficial skill on the target.
Ghoul's Staff Body Blessing - 20% chance to gain Body Blessing when using a beneficial skill on the target.

What to buff?

The NPC before the battle can give out only 5 buffs to choose from, everything else is either selfies or from augments / sticks. I'm on this moment I don’t have the opportunity to spend large sums on talismans / augmentation, so I buff like this:
1) I'm porting to the arena with a knife on the mental in my hands.
2) I take the following buff from the NPC, in order: Light Walk - Haste - Death Whisper - Spirit of the Berserker (some take Acumen) - Focus. Some prefer focusing and pointing to a DSLR and akumenu - well, your right, but it's more convenient for me.
3) I throw the mental from the knife.
4) I turn on the FD, then the MS.
5) Already with AS in my hands, I buffy first Aura of attack, then Aura of protection, Blessing of nobility, Quick shot and use a can for fishing - there are too many lovers of canceling.
6) I turn on the combat stance of cunning.
Review of opponents:

Dagger (TX / AV / PV).
A very luck dependent fight, even a beginner with luck can kill very strong opponent(Softex, well, you understand). UE + GV is mandatory to use, it is better not to spend shadowstep until the moment when the enemy runs out of UE + 83rd skill - if he dodges, then everything will be in vain. You should also throw a blind as quickly as possible - so that the enemy does not go into the hide, and extra damage will not hurt. Dodge PV is better to roll back in order to have an advantage in the future, in extreme cases - to exchange for KA. Mirage TX, even without a radar, is controlled without much difficulty. Before turning on the KA in a fight against a TH, it will be very useful to use blinding - they often try to kite her with a dash to take advantage of the speed advantage. Blinding + leaning blind will deprive them of this advantage, substituting their back exactly under the backstab. It is also very important to have a life-force talik - very often knives drain all mana together without any visible effect.

Healers (Bishop/SHE/EE).
Very often they die from a bunch of shadowstep + BS. BUT! If you didn’t kill with this bunch, you have problems. Especially these gentlemen infuriate with frenzied self-healing, a debuff on mana consumption and mana burning, especially EE - these can drain all MP with one manaburn crit. Without the max-clarity talisman, it is impossible to kill a good healer (if there is not enough DPS to transfer the GBH spam, then it is not realistic with him), and it is better to keep lifeforce charged. In addition, it is important not to fall into a self-jellyfish with a shadowstep, and in the case of a Bishop, also a celestial. It is better to wait out their enlightenment in haida - they are treated too quickly and strongly. The key to a successful kill of these monsters is the timely thrown HF and 300 attributes in the knife.

Destra.
A terrible beast if it goes under Guts + Zialot, it's a gamble for a couple of strokes if it goes on a frenzy or no limits at all. The most important thing is to run back the Guts. First we run into the Hyde - this is 30 seconds of safety. Then 30 seconds we run under GV. For another 30 seconds we run as we like under UE, praying that the camp would not pass. After that, we use the UD talisman and kill the already almost not dangerous destr. In a fight with a destro, a shock-resist set is required. I really destroy and being in a dragon killed, but low-lvl fights against homeless people do not count.

Tyrant.
You also need an anti-stun. Often these greens will cut stamina to zero, and they wear light armor, so there are not bad chances to kill with 1BS. Again, it is important not to step into the barrier. If there is a crown of the castle - a fairly simple opponent.

gladiators.
Gladiators are of two types. Firstly, these are stupid idiots who are trying to hit GW with their beautiful and powerful abilities, wasting mana. These can be killed even with a mental knife in the face. Secondly, these are smart smooths, which, under a refresh, are beaten with a stun sharpened for an attribute from a club. This is already serious, since a machined smooth has a chance to simply keep us in the camp until the GV falls and then kill us with one triple - you can’t turn it on while standing in the UE camp. Anti-stun set and crown to help. Some especially cunning smooths put on a shield in addition to the blunt - this is even worse, because our abilities are blocked by shields. But due to the fact that thanks to the efforts of Daniel Defoe idiot-glads prevail, the fights are often simple.

Prophets.
95% of the prophets at the Olympiad are someone's second window, you often don't even have to fight with them. The remaining 5% are class fans who get the most out of enchantments. These are very dangerous. Firstly, they always come out with a very good buff, and they rarely get killed in 1 hit. Secondly, their root is magical and cannot be removed by an escape (you can, of course, use the talisman, but it rolls back for a long time, and the prophet throws the root every second). Thirdly, they are invulnerable to any debuffs for the first 30 seconds. Fourthly, prophet 83+ is very tenacious due to counter-critical. They burn mana even faster than EE, as they throw Soul Blessing on the enemy. And if he has a nuke in the cannon... Taliki max clarity + LF + root resistance is a must, because the only chance is to pray for the failure of the root and a dps race (healing prophet is much weaker than healers). But if you spent the shadowstep and did not kill, and after that they hit the root and the enemy has a nuke in the cannon, this is the end.

Vark.
Something is trying to become, but it becomes bad. He still tries to hit with a drain, but he hits a little. He tries to stick together - only while he is casting the slip, you can go to the toilet and pour tea. His only advantage is that he comes out under a good buff. Only as practice shows, it rarely saves them.

Over.
Krishna forbid you confuse cooking with over. Due to its set of buffs, a huge physical. protection (for a robe) and the presence of enlightenment, the over is very strong as a magician, and in principle, he can kill simply by draining, having previously hung his nasty “watch” and “anti-chow” (not resisted by mental) to kill our dps. Of course you can kill him. But it's difficult. The UD talisman and OE jewelry should give hope for victory, after enlightenment has been spent in Haida.

Warlord.
Oddly enough, a rather dangerous opponent, since he has a set of powerful stuns, a huge amount of HP and can easily knock us out of the hide - almost all of his skills do not require aiming. His weakness is that his most powerful skills require a lot of time to cast, have little damage, and the spear itself does not shine with attack speed - in these seconds under the crown, you can try to poke. You can also try to starve out through GV + Hyde - the warlord has little mana, and he spends it very quickly. But the risk is great. Fortunately, the warlord is a very rare class, and generally appears on Olympus once every hundred years.

Summoners (Warlock/FS/EU).
Having a sharpened transfer, the payne and the talisman transfer up to 80% of the damage received to the summon, which gives them the armor of tanks and the fat ass of destroyers in their robes. In addition, the warlock and EC have an BB block, the FS can shoot bone (dark magic), and the EC horse has a huge stun power and a water nuke on top of that. Killing these colossus is not easy. First, instead of BB against Warlock/EC, bers should be buffed. Secondly, in no case should you buff bers against FS. Third - If the summoner did not immediately put a barrier on the summon sevitor (minute invulnerability, looks like a blue sphere), then this is our chance. We make a shadow step to the summon, we push all the abilities under the tail, if at least one critical hit, he is a corpse. After this procedure, the summoner is almost helpless. It’s more difficult with straight-handed ones - they immediately put the beast in a barrier using it only as a meat shield, and they themselves spam augmented / first-class nukes (don’t laugh, they don’t damage sourly). Hyde, a thrown HF, a sharpened hex (there are few chances to hang, especially on Esa, but still) and a talik on max-clarity save here. Also, against the ESA, you should definitely go out in an anti-stun set.

Elemental mages (Sorc/SH/SpS).
Impossibly stupid fights that last no more than 5-10 seconds (not counting the time of sitting in the hide). It all depends on who gets the crit first and whether you can hit the BSom from the Hyde/Step. As a rule, the scheme is as follows - a second before the start of the battle, the magician uses a talik of UD without using enlightenment and starts shooting. It is very important to exchange the magician's UD for your celestial and make him spend the slug. We also closely monitor enlightenment - as soon as it turns on, we hide in the hide, try not to fall under the aura of the flash and count down 20 seconds. After that, killing the magician is no longer difficult, unless, of course, his crit fails. If you have confidence in your abilities (a magician in a DC-robe or a 300 attribute knife), then it is enough to simply knock down the cast of the vortex with a shadow step.

Necromancer.
Half mage, half summoner, both halves are worse. It is practically impossible to kill this colossus with a swoop - transfer payne will not give such an opportunity. And enlightenment, drain and a debuff to block physical skills make him something even more dangerous than chickens. However, he also has weaknesses, the main of which is that he cannot protect his zombie in any way. In general, there is no way - there is no UD, no barrier, no normal healing skills, the buff on the zombie is weak, and Necros rarely give him a mental. I think the tactics are already clear - in any way get close to the zombie and kill him as quickly as possible, then - hyde / talik UD and shadowstep to the necro itself. If you have sat through enlightenment before, 95% that you have won. If the necro managed to hang a doom, everything is bad.

Tanks (YES/Pal/SHK/TK).
The chances of winning are slim. A tank of equal level / epic / groove is practically unkillable. They can oppose us a lot, perhaps even too much. First, the heavy armor passive for tanks has the effect of reducing critical damage by 35% (and therefore all of our abilities). Secondly, according to the law of meanness, only our abilities are blocked by shields. Thirdly, tod / tol either make us even more vulnerable, or make the tank even fatter, and the tod still has a non-sour chance to knock down the mental. Fourth, the shock skill of tanks is one (tribunal / justice) and rather weak, but it does not hit UE, since it has a debuff effect. Fifth - the first two minutes of the battle, the tank has great accuracy, crit rate and critical damage (due to the self-buff from the combat transform). The fifth is the most powerful stun in the game. Sixth - three variations of UD, one of which does not reduce speed. Well, how to deal with all this?
Generally speaking, a tank can still be killed IF there is a significant advantage in epics (say, 2 earrings against their absence). Rarny MZhl is also required. It is MZhl, since UE / GV is very difficult to cancel, and tanks hit mostly with ordinary blows - therefore, there is a chance that the counterstun will work. Next, talik for max clarity. It will take a long time to beat the tank, and mostly in the face, and under normal conditions there simply won’t be enough mana. Then, move. Continuously, even in the intervals between blows - in movement, evasion is higher, and therefore survivability. Also, especially against the Olympiad battles against tanks, a sub passive of +4 evasion will be useful. It should also be remembered that whatever one may say, but our speed is much higher (exception - YES hung a hamstring or a paladin under an angelic icon), the usual UD and venegance can be rolled back (but without a bow - the damage is negligible and YES and SK are good at hitting with magic over a short distance).
It will also be very useful to have a talisman and an augment for reflex, as well as a frintezza / Olympic necklace. In total, this measure will give 45% damage reflection - not as much as we would like, given our amount of HP in Olympus conditions, but still. And of course, a lifeforce talisman.
And yet, in the presence of a castle crown, you can turn the following trick: as soon as the party-UD turns on (the animation is very noticeable), we first use the crown, and then immediately the talisman for the steel buff. It will work with a stupid or simply inattentive tank, and we will get ourselves this very party-UD, and if we're lucky, something else that will facilitate the further battle.

Gnomes.
I don't understand why gnomes go to Olympus. Their business is to spoil, and not to go to Olympus. But if we see a dwarf in front of us, then we remember that they have not only drunk, but also a camp. In principle, you can kite the whole battle on the BB + bers buff by periodically shooting from a bow (if any), but the crafter must first kill the barrel - it shoots and travels fast. Also, due to the fact that gnomes rarely olympize and usually do not pay due attention to preparation, they rarely have a mental - you can leave tricks / bluffs. Strictly speaking, almost any spell without a mental is our free frag, but with gnomes it is especially fun. There is one fight in my memory when I killed BH 80+ (in the dynasty set) with the 76th lvl in MZhL with a komon sepor. The whole point was that he had no mentality, so at first I ran away from him for a long time, periodically approaching, knocking down the target with a trick and constantly flipping the blind. When he had about two-thirds of his health left - shadowstep, a full series of abilities and crit flew. GF.

Berserker.
F*cking hell, speaking between us. Without a very serious overclocking of the shock resist, you can easily surrender without leaving the camp of the rashimpakt at all. I'm not talking about the damn disarm with its 101% completion. However, even these pink-faced mutants can be killed. If the bers is a fool, he will turn on the UD just before the battle. We answer with a bunch of GV + Hyde and count 30 seconds, keeping at a small distance, when the Haida remains for 6-7 seconds, we move closer, and when the Haida is 1 second left, we stick the dagger exactly under the left shoulder blade. Often this is enough. If not enough - shadowstep and 1 more backstab. Then it's definitely enough. True, such a feint is possible only if there is a refresh, otherwise the back will not have time to roll back. If the bers is an even bigger fool, he will not turn on the UD and will rush from the first second. It’s easy to deal with such ones - since the step is cast faster, then, having drowned its button, we will find ourselves at the chicken’s back, despite the fact that the rush animation seemed to be visible. It looks something like this (I am 77 without SA and rings, the opponent is a bers in a dynasty set):
If the bers is NOT a fool (a rarity by the way) - he will start the battle with the UD / celestial talisman. Very unpleasant situation, since by going to Hyde in response we will lose the countermeasure for UD. How to save yourself here - xs, because even if you stand in the celestial or use the crown, we will get a disarm and hello to the beaver.

Executioner.
There are three approaches to destroying these creatures: stupid, graceful and skillful.
Dumb: we sit out invulnerability in the hide, SS + BS. If you're lucky - they killed you, if you didn't - it means you're out of luck.
Graceful: We buff as I described, add a bottle from the heat from the Island of Hell and (attention!) Charge the meditation talisman. Having run out into the open area of ​​​​the arena, we write something in the spirit of “Damn, I just scored points” in the white chat and use a talik just before the start of the battle. The next moment we get a sop and then they poke us: a talisman, a quick shot, two bottles, a wing and defense/attack auras. PD + MS remain with us, as well as DV. The chicken, meanwhile, stands in an invok and doubles, and why don’t her skills use it. We don't waste time talking, we step and end the fight with one series of punches. Or one blow.
Skillova: we develop our own tactics and describe it ourselves.

Crossbowman.
In the presence of GW, it is a rather easy opponent, due to the fact that already low stamina kills to zero with tattoos and does not have a stun. However, all the same, it’s worth throwing a blid, these chickens run fast.

Bards (BD/SvS).
Even these types can cause trouble under certain conditions. The database can theoretically kill us if it puts us in a jellyfish and cancels PvP brass knuckles to zero. SHS can theoretically kill us if fat falls. In both cases, the main thing is not to panic, remember that they will hit us well if 1 hit out of three, and DPS with dual daggers without abilities or abilities without a buff in the face is still higher for us.

As you can see, Abyss Walker is not really an Olympian farmer, with many classes with equal equipment, it can be said that there is almost no chance. However, it is precisely because of this that AB on Olympus is quite interesting, you need to show diversity, develop tactics with all classes and your chances will increase.

On this I consider this guide complete, I hope it was something informative for you, if somewhere I was wrong, do not judge strictly.

The guide was written for the lineage 2 Freya+ chronicles. Given the fact that the game is constantly updated, there is no way to update the guides, so you can read about all the class changes in the ““ section on your own. And I also want to add as an advertisement, I found a site where you can buy any games at affordable prices. Well, that seems to be all I wanted to say. Thank you for reading my guide to the end.

Introduction:

Shinobi is a killer for a reward. They are deadly, inconspicuous, agile and simply stylish guys.

And yet, who are these Voidwalkers? This is one of the types of Dager classes. It is capable of incapacitating an enemy PSU or HER in a matter of seconds.

Class Description:

  • Stats with which our killer is born (and he is a dark elf)
  • Now let's go through each separately.
    • Int(Intelligence)- The tallest of all fighters in L2. Affects the strength of magical attacks as well as the passage of various curses on the enemy.
    • Str(Strength)- The tallest, shares first place with Kamael men. Only affects physical damage.
    • Con(Stamina)- Almost the lowest. Affects the amount of HP and carrying capacity.
    • Men(Spirit)- Shares second place with Light Elves. Affects the amount of MP as well as magical protection, protection from debuffs.
    • Dex(Dexterity)- Second place. Affects attack speed, run speed, dodge, accuracy, critical attack chance, increases shield block.
    • Wit(Wisdom)- Second place. Affects the speed of casting magic spells, as well as the ability to inflict magical critical strike.

The path from a regular Dark Elf to a Phantom Assassin:

  1. You need to become an Assassin (Path to an Assassin)
  2. Next, you need to become a Wanderer of the Abyss (Trial of the Seeker, Testimony of Fate and Test of the Searcher or alternative quest Good Work's Reward.)
  3. Next, the final part of the journey, you need to become a Ghost Hunter Saga of the Ghost Hunter

Skills:

  • Acrobatics / Acrobatics Property: Increases the maximum height a character can jump from without taking damage by 100.
  • Breath Boost / Deep breathing Property: Increases the maximum amount of air when submerged in water by 300.
  • Acrobatic Move Property: Increases evasion while running by 6.
  • Shadow Sense / Night Perception Property: Increases accuracy at night by 3.
  • Long Shot / Range Property: Increases bow range by 200.
  • Esprit / Fighting Spirit Property: Increases HP recovery by 6, MP recovery by 2.5 while running.
  • Boost Evasion Property: Increases evasion by 4.
  • Quick Step Property: Increases movement speed by 11.
  • Light Armor Mastery / Light Armor Equipment Property: Increases p.def by 65.6.
  • Dagger Mastery / Mastery of wielding a dagger. Property: Increases physical attack. when wearing daggers by 112.8. When dealing a critical hit, there is a chance that a buff will be hung up that reduces the MP consumption of skills by 5 times and increases the chance of passing skills.
  • Critical Power / Critical Damage Property: Increases critical attack power by 384 power.
  • Power Break MP consumption: 35. Property: Reduces the enemy's physical attack by 23%, chance of passing 80%
  • Hex / Evil eye MP Consumption: 35 Property: Decreases enemy's physical defense by 23%, pass rate 80%
  • Bleed / Bleeding MP Consumption: 89 Property: Reduces movement speed by 20%. Deals 67 damage/sec over 20 seconds.
  • Sting / Sting MP Consumption: 75 Power: 1218 Property: Deals damage. Build a debuff, 67damage/sec for 20sec. Overhead is possible.
  • Drain Health / Steal Life MP consumption: 48. Power: 108. Property: Inflicts an attack with dark magic, 20% of the damage dealt is converted into HP.
  • Freezing Strike MP consumption: 69. Property: Deals magic damage, has a 40% chance to reduce the enemy's movement speed by 30%.
  • Poison / Poison MP Consumption: 32. Property: Places a curse on the enemy, dealing 58 damage over time over 30 seconds.
  • Trick / Trick MP consumption: 34. Property: Removes the aim from the enemy.
  • Veil / Veil MP consumption: 34. Property: Makes the mob non-aggressive for 2 minutes.
  • Sand Bomb / Sand bomb MP Consumption: 34. Property: Decreases enemy accuracy by 12 for 30 seconds.
  • Lure / Temptation MP consumption: 44. Property: Draws a monster out of a crowd of aggressive monsters without disrupting the entire crowd.
  • Rapid Shot MP Consumption: 14. Property: Increases archery speed by 8% for 20 minutes.
  • Attack Aura MP Consumption: 13. Property: Increases physical attack by 12% for 20 minutes.
  • Defense Aura Property: Increases physical defense by 12% for 20 minutes.
  • Ultimate Evasion Property: Increases Evasion by 25. Adds 40% Physical Evasion. Adds 80 resistance to counter skills.
  • Silent Move MP consumption: 7. Property: Makes you invisible to aggressive monsters. Reduces movement speed by 40%
  • Accuracy MP Consumption: 5. Property: Increases Accuracy when enabled by 3, consumes MP every second.
  • Vicious Stance Property: Increases critical attack power by 609 when enabled.
  • Deadly Blow MP consumption: 68. Power: 5479. Property: Inflicts a physical attack, can be used with a dagger.
  • Backstab / Stab in the back MP consumption: 112. Power: 5479 Property: Inflicts a strong attack with a dagger in the back, has the ability to instantly kill (0sp, 0sp and 50% hp), as well as crit x2.
  • Blinding Blow MP consumption: 72. Power: 3653 Property: Inflicts a dagger attack. Increases running speed by 40. It is possible to turn the target.
  • Mortal Strike Property: Increases x2 chance of critical attacks from skills.
  • Escape Shackle Property: Breaks shackles.
  • Shadow Step MP consumption: 50. Range: 600 Cooldown: 1m 15sec Property:Teleports behind the enemy.
  • Evasion Counter Property: When dodging, there is a chance to stun the attacker when dodging. Bows are stunned at close range.
  • Lethal Blow / Lethal Blow MP consumption: 77. Power: 5773. Property: Inflicts a deadly attack with a dagger. Has a x2 chance, instant kill chance.
  • Wisdom / Wisdom Property: Increases protection from mental attacks, sleep, hold.
  • Bluff / Bluff Spoiler: MP Consumption: 35. Property: The first is to knock down the sight and the current action. The second is a back turn, like blinding. The third is a stun for 9 seconds.
  • Skill Mastery Property: Adds a chance for an instant cooldown of skills, an increase in the duration of the buff.
  • Focus Skill Mastery MP consumption: 35 Property: Increases the chance of triggering the skill "Skill Mastery" by 10 times, constantly consumes MP.
  • Focus Death MP Consumption: 36. Property: **Critical Chance -30% Success Rate of "Blow" Type Skills +60%
    • Front Crit Damage -30%, Skill Damage -15%
    • Damage from back crit +90%, from skills +45% Can only be used with a dagger.
  • Focus Power MP Consumption: 36
    • Front Critical Damage -30% (for abilities -15%).
    • Damage during a critical attack from the side + 30% (for abilities + 15%).
    • Damage during a critical attack from the back + 60% (for abilities + 30%)
  • assassination / assassination Property: Passive, increases physical attack with a dagger by 80, increases instant kill chance by 4%.
  • Counterattack / Counterattack MP consumption: 29 Property: Counterattacks the enemy during any physical attack. Damage depends on STR.
  • Critical Wound / Critical Wound MP Consumption: 43 Property: Increases the target's critical attack by 30%.
  • Symbol of the Assassin / Smokescreen MP consumption: 80 Property: Creates a field in which evasion increases, increases the frequency of critical hits.
  • Hide Property: Makes you invisible. Movement speed reduced by 30%.
  • Sixth Sense / Sixth Sense Property: When HP drops below 30%, dodge is increased by 15.
  • Dual Dagger Mastery Property: Grants the ability to use dual blades. Increases physical attack by 87.5.

Increases the chance of a fatal attack by 5%.

Tattoo:

Here you have a couple of options

  • Do not put a tattoo on the quality, and this is approximately up to 76-79 lvl.
  • Put a formidable tattoo
    • +4strength-4con
    • +4lvk-4vy
    • +1strength-1con (optional)
  • Put a pvp tattoo that any "Shinobi" should have at lvl 78-79
    • +4vy-4strength
    • +1out-1strength or +2wm-2int
    • +4lvl-4strength

Clothes and weapons:

The best set for pvp against existing opponents, and it also comes in handy when leveling a sub, in particular Luke. It is also necessary to sharpen the option for PVP (Infinite mirage will increase our survivability).

Good in PvE

Same interesting option, but after the passive on Light began to add additional + to dodge, it is less interesting than the previous ones. I do not advise buying weapons for this grade. Chris with SA (focus) is enough for downloading. True, you can sharpen a little about + 4-5, and you can also insert the Stone of Life.

The price depends on the server, but it's better to either knock out from the RB or craft (which is more profitable, sometimes faster). And also collect Attribute stones to insert into the AC and get the AC +150 attribute, which will give a huge boost to damage, provided that the skills are sharpened for the same attribute. And add the PVP option.

Collect it in any way. you can insert attribute stones that will give a not frail increase in protection. It is also necessary to sharpen the option for PVP (an endless mirage will increase our survivability).

Con-1, Dex+1, Accuracy +1.72, Evasion +1.72, MaxHP+418. Dark Resistance +6

PvE (pitch):

up to lvl 20 I will not describe, in fact, all the quests from the Novice Assistant

20-28

  1. Let's go do the quest Way of Destiny here we are lvl 21. We also go through the Dangerous Temptation, which will give us another + 20% and 100k
  2. We go to Gludio and in the number of 2 people we pass the Hall of the Abyss 23ur (Kamaloka)
  3. We register in Kata. We go to the Sacrificial Necropolis (below Gludin).

28-40

  1. I chose Fortify guerrilla mobs x2 and herbs are falling.
  2. You can go to the Heretic Catacombs (near Dion)
  3. We begin to pass quests for 2 professions and also perform such quests Temple Preacher, Temple Executioner, Temple Warrior - 1, Temple Warrior - 2, Gloomy Fox - 1, Gloomy Fox - 2, Gloomy Fox - 3, Fallen Angel - Order of Sunset.

40-52

  1. Here the best is the Catamcombs of the Excommunicated.
  2. Alligator Island
  3. We go to Kamaloka.
  4. Valley of the Dragons.

52-60

  1. Catacombs of the Renegades.
  2. The Ice Labyrinth is a good place in terms of resources, if you go to lvl 53, take the quest Ice Trader's Dream.

60-66

  1. Or we go to the Catacombs of the Witch. There are already quite a lot of falling AA, but it's better to have either a consta or a mini party from the buffer + one more dagger.
  2. Prayer Necropolis. Almost like HIV, only there are fewer people.
  3. Blazing Marsh.

66-74

  1. I would choose the Tower of Insolence (TOI) with the quest Legacy of Madness, Presumptuous Search, this quest should be passed by everyone so that they can go to Baium.
  2. Either as an option, various Catacombs or Necropolises.
  3. Blazing Marsh again with the quest Reagent Supplier
  4. Under Goddard. Very good. on 66+ there are mobs, in principle, from 1 bek to wallow.

74+

  1. There are a lot of places here, in principle, the best of all is the Hot Spring with the quest The best ingredients - part 1 for getting 3 professions many mobs will become.
  2. Varka Faun Camp or Ketro Orc Outpost + corresponding quest for an alliance with those or others who you like best.

78+

  1. In the Cave of the Giants, well, or under it. Feels like the best loca of the new ones.
  2. This is Parnassus in the party
  3. Hell's Island but ships need good equipment and a well built party

Sub-skills:

I believe that there are 2 directions in which AB can choose Subs. Actually, these are PVP and PVE builds.

PVP build:

The damage dealt after 78+ is large, so we need to focus on the concept of "survivability".

PVE build:

Everything is simple here, you need to increase the damage.

Personally, I choose PVP build. At 76+, you swing in a party (consta) where the dps is huge, especially in the Dag party.

Oli:

What to buff? The NPC before the battle can give out only 5 buffs to choose from, everything else is either selfies or from augments / sticks. I currently do not have the opportunity to spend large amounts on talismans / augmentations, so I buff like this:

  • Porting to the arena with a knife on the mental in my hands.
  • I take the following buff from the NPC, in order: Light Walk - Haste - Death Whisper - Spirit of the Berserker - Insight. Some prefer focusing and pointing to a DSLR and akumenu - well, your right, but it's more convenient for me.
  • I throw mental from the knife.
  • I turn on the FD, then the MS.
  • Already with AS in my hands, I buffy first the Attack Aura, then the Defense Aura, the Blessing of Nobility, the Quick Shot and use the can for fishing - there are too many lovers of canceling.
  • I turn on the combat stance of cunning.

Review of opponents:

  • Dagger (TX / AV / PV).

A fight very dependent on luck, even a beginner with luck can kill a very strong opponent (Softex, well, you understand;)). UE + GV is mandatory to use, it is better not to spend shadowstep until the moment when the enemy runs out of UE + 83rd skill - if he dodges, then everything will be in vain. You should also throw a blind as quickly as possible - so that the enemy does not go into the hide, and extra damage will not hurt. Dodge PV is better to kite in order to have an advantage in the future, in extreme cases - exchange for KA. Mirage TX, even without a radar, is controlled without much difficulty. Before turning on the KA in a fight against a TH, it will be very useful to use blinding - they often try to kite her with a dash to take advantage of the speed advantage. Blinding + leaning blind will deprive them of this advantage, substituting their back exactly under the backstab. It is also very important to have a life-force talik - very often knives drain all mana together without any visible effect.

  • Healers (Bishop/SHE/EE).

Very often they die from a bunch of shadowstep + BS. BUT! If you didn’t kill with this bunch, you have problems. Especially these gentlemen infuriate with frenzied self-healing, a debuff on mana consumption and mana burning, especially EE - these can drain all MP with one manaburn crit. Without the max-clarity talisman, it is impossible to kill a good healer (if there is not enough DPS to transfer the GBH spam, then it is not realistic with him), and it is better to keep lifeforce charged. In addition, it is important not to fall into a self-jellyfish with a shadowstep, and in the case of a Bishop, also a celestial. It is better to wait out their enlightenment in haida - they heal too quickly and strongly. The key to a successful kill of these monsters is the timely thrown HF and 300 attributes in the knife.

  • Destra.

A terrible beast if it goes under Guts + Zialot, for a couple of hits if it goes into a frenzy or no limits at all. The most important thing is to run back the Guts. First we run into the Hyde - this is 30 seconds of safety. Then 30 seconds we run under GV. For another 30 seconds we run as we like under UE, praying that the camp would not pass. After that, we use the UD talisman and kill the already almost not dangerous destr. In a fight with a destro, a shock-resist set is required. I really destroy and being in a dragon killed, but low-lvl fights against homeless people do not count.

  • Tyrant.

You also need an anti-stun set. Often these greens will cut stamina to zero, and they wear light armor, so there are not bad chances to kill with 1BS. Again, it is important not to step into the barrier. If there is a crown of the castle - a fairly simple opponent.

  • gladiators.

Gladiators are of two types. Firstly, these are stupid idiots who are trying to hit GW with their beautiful and powerful abilities, wasting mana. These can be killed even with a mental knife in the face. Secondly, these are smart smooths, which, under a refresh, are beaten with a stun sharpened for an attribute from a club. This is already serious, since a machined smooth has a chance to simply keep us in the camp until the GV falls and then kill us with one triple - you can’t turn it on while standing in the UE camp. Anti-stun set and crown to help. Some especially cunning smooths put on a shield in addition to the blunt - this is even worse, because our abilities are blocked by shields. But due to the fact that thanks to the efforts of Daniel Defoe idiot-glads prevail, the fights are often simple.

  • Prophets.

95% of the prophets at the Olympiad are someone's second window, you often don't even have to fight with them. The remaining 5% are class fans who squeeze the maximum out of the spell. These are very dangerous. Firstly, they always come out with a very good buff, and they rarely get killed in 1 hit. Secondly, their root is magical and cannot be removed by an escape (you can, of course, use the talisman, but it rolls back for a long time, and the prophet throws the root every second). Thirdly, they are invulnerable to any debuffs for the first 30 seconds. Fourthly, prophet 83+ is very tenacious due to counter-critical. They burn mana even faster than EE, as they throw Soul Blessing on the enemy. And if he has a nuke in the cannon... Taliki max clarity + LF + root resistance is a must, because the only chance is to pray for the failure of the root and a dps race (healing prophet is much weaker than healers). But if you spent the shadowstep and did not kill, and after that they hit the root and the enemy has a nuke in the cannon, this is the end.

  • Vark.

Something is trying to become, but it becomes bad. He still tries to hit with a drain, but he hits a little. He tries to stick together - only while he is casting the slip, you can go to the toilet and pour tea. His only advantage is that he comes out under a good buff. Only as practice shows, it rarely saves them.

  • Over.

Krishna forbid you confuse cooking with over. Due to its set of buffs, a huge physical. protection (for a robe) and the presence of enlightenment, the over is very strong as a magician, and in principle, he can kill simply by draining, having previously hung his nasty “watch” and “anti-chow” (not resisted by mental) to kill our dps. Of course you can kill him. But it's difficult. The UD talisman and OE jewelry should give hope for victory, after enlightenment has been spent in Haida.

  • Warlord.

Oddly enough, a rather dangerous opponent, since he has a set of powerful stuns, a huge amount of HP and can easily knock us out of the hide - almost all of his skills do not require aiming. His weakness is that his most powerful skills require a lot of time to cast, have little damage, and the spear itself does not shine with attack speed - in these seconds under the crown, you can try to poke. You can also try to starve out through GV + Hyde - the warlord has little mana, and he spends it very quickly. But the risk is great. Fortunately, the warlord is a very rare class, and generally appears on Olympus once every hundred years.

  • Summoners (Warlock/FS/EU).

Having a sharpened transfer, the payne and the talisman transfer up to 80% of the damage received to the summon, which gives them the armor of tanks and the fat ass of destroyers in their robes. In addition, the warlock and EC have an BB block, the FS can shoot bone (dark magic), and the EC horse has a huge stun power and a water nuke on top of that. Killing these colossus is not easy. First, instead of BB against Warlock/EC, bers should be buffed. Secondly, in no case should you buff bers against FS. Third - If the summoner did not immediately put a barrier on the summon sevitor (minute invulnerability, looks like a blue sphere), then this is our chance. We make a shadow step to the summon, we push all the abilities under the tail, if at least one critical hit, he is a corpse. After this procedure, the summoner is almost helpless. It’s more difficult with straight-handed ones - they immediately put the beast in a barrier using it only as a meat shield, and they themselves spam augmented / first-class nukes (don’t laugh, they don’t damage sourly). Hyde, a thrown HF, a sharpened hex (there are few chances to hang, especially on Esa, but still) and a talik on max-clarity save here. Also, against the ESA, you should definitely go out in an anti-stun set.

  • Elemental mages (Sorc/SH/SpS).

Impossibly stupid fights that last no more than 5-10 seconds (not counting the time of sitting in the hide). It all depends on who gets the crit first and whether you can hit the BSom from the Hyde/Step. As a rule, the scheme is as follows - a second before the start of the battle, the magician uses a talik of UD without using enlightenment and starts shooting. It is very important to exchange the magician's UD for your celestial and make him spend the slug. We also closely monitor enlightenment - as soon as it turns on, we hide in the hide, try not to fall under the aura of the flash and count down 20 seconds. After that, killing the magician is no longer difficult, unless, of course, his crit fails. If you have confidence in your abilities (a magician in a DC-robe or a 300 attribute knife), then it is enough to simply knock down the cast of the vortex with a shadow step.

  • Necromancer.

Half mage, half summoner, both halves are worse. It is practically impossible to kill this colossus with a swoop - transfer payne will not give such an opportunity. And enlightenment, drain and a debuff to block physical skills make him something even more dangerous than chickens. However, he also has weaknesses, the main of which is that he cannot protect his zombie in any way. In general, there is no way - there is no UD, no barrier, no normal healing skills, the buff on the zombie is weak, and Necros rarely give him a mental. I think the tactics are already clear - in any way get close to the zombie and kill him as quickly as possible, then - hyde / talik UD and shadowstep to the necro itself. If you have sat through enlightenment before, 95% that you have won. If the necro managed to hang a doom, everything is bad.

  • Tanks (YES/Pal/SHK/TK).

The chances of winning are slim. A tank of equal level / epic / groove is practically unkillable. They can oppose us a lot, perhaps even too much. First, the heavy armor passive for tanks has the effect of reducing critical damage by 35% (and therefore all of our abilities). Secondly, according to the law of meanness, only our abilities are blocked by shields. Thirdly, tod / tol either make us even more vulnerable, or make the tank even fatter, and the tod still has a non-sour chance to knock down the mental. Fourth, the shock skill of tanks is one (tribunal / justice) and rather weak, but it does not hit UE, since it has a debuff effect. Fifth - the first two minutes of the battle, the tank has great accuracy, crit rate and critical damage (due to the self-buff from the combat transform). The fifth is the most powerful stun in the game. Sixth - three variations of UD, one of which does not reduce speed. Well, how to deal with all this? Generally speaking, a tank can still be killed IF there is a significant advantage in epics (say, 2 earrings against their absence). Rarny MZhl is also required. It is MZhl, since UE / GV is very difficult to cancel, and tanks hit mostly with ordinary blows - therefore, there is a chance that the counterstun will work. Next, talik for max clarity. It will take a long time to beat the tank, and mostly in the face, and under normal conditions there simply won’t be enough mana. Then, move. Continuously, even in the intervals between blows - in movement, evasion is higher, and therefore survivability. Also, especially against the Olympiad battles against tanks, a sub passive of +4 evasion will be useful. It should also be remembered that whatever one may say, but our speed is much higher (exception - YES hung a hamstring or a paladin under an angelic icon), the usual UD and venegance can be kited out (but without a bow - the damage is negligible, and YES and SK are good at hitting with magic over a short distance). It will also be very useful to have a talisman and an augment for reflex, as well as a frintezza / Olympic necklace. In total, this measure will give 45% damage reflection - not as much as we would like, given our amount of HP in Olympus conditions, but still. And of course, a lifeforce talisman. And yet, in the presence of a castle crown, you can turn the following trick: as soon as the party-UD turns on (the animation is very noticeable), we first use the crown, and then immediately the talisman for the steel buff. It will work with a stupid or simply inattentive tank, and we will get ourselves this very party-UD, and if we're lucky, something else that will facilitate the further battle.

  • Gnomes.

I don't understand why gnomes go to Olympus. Their business is to spoil, and not to go to Olympus. But if we see a dwarf in front of us, then we remember that they have not only drunk, but also a camp. In principle, you can kite the whole battle on the BB + bers buff by periodically shooting from a bow (if any), but the crafter must first kill the barrel - it shoots and travels fast. Also, due to the fact that gnomes rarely olympize and usually do not pay due attention to preparation, they rarely have a mental - you can leave tricks / bluffs. Strictly speaking, almost any spell without a mental is our free frag, but with gnomes it is especially fun. There is one fight in my memory when I killed BH 80+ (in the dynasty set) with the 76th lvl in MZhL with a komon sepor. The whole point was that he had no mentality, so at first I ran away from him for a long time, periodically approaching, knocking down the target with a trick and constantly flipping the blind. When he had about two-thirds of his health left - shadowstep, a full series of abilities and crit flew. GF.

  • Berserker.

F*cking hell, speaking between us. Without a very serious overclocking of the shock resist, you can easily surrender without leaving the camp of the rashimpakt at all. I'm not talking about the damn disarm with its 101% completion. However, even these pink-faced mutants can be killed. If the bers is a fool, he will turn on the UD just before the battle. We answer with a bunch of GV + Hyde and count 30 seconds, keeping at a small distance, when the Haida remains for 6-7 seconds, we move closer, and when the Haida is 1 second left, we stick the dagger exactly under the left shoulder blade. Often this is enough. If not enough - shadowstep and 1 more backstab. Then it's definitely enough. True, such a feint is possible only if there is a refresh, otherwise the back will not have time to roll back. If the bers is an even bigger fool, he will not turn on the UD and will rush from the first second. It’s easy to deal with such ones - since the step is cast faster, then, having drowned its button, we will find ourselves at the chicken’s back, despite the fact that the rush animation seemed to be visible. It looks something like this (I'm 77 without SA and rings, the enemy is a bers in a dynasty set): If the bers is NOT a fool (a rarity by the way) - he will start the battle with the UD / celestial talisman. A very unpleasant situation, because if we go to hide in response, we will lose a countermeasure for UD. How to save yourself here - xs, because even if you stand in the celestial or use the crown, we will get a disarm and hello to the beaver.

  • Executioner.

There are three approaches to destroying these creatures: stupid, graceful and skillful.

    • Dumb: we sit out invulnerability in the hide, SS + BS. If you're lucky - they killed you, if you didn't - it means you're out of luck.
    • Graceful: We buff as I described, add a bottle from the heat from the Island of Hell and (attention!) Charge the meditation talisman. Having run out into the open area of ​​the arena, we write something in the spirit of “Damn, I just scored points :(” in the white chat and use a talik just before the start of the battle. bottles, wing and defense/attack auras.PD+MS stay with us, as well as DV.Meanwhile the chicken stays invoking and doubles, why doesn’t she use her skills.We don’t waste time talking, do a step and finish the fight one series of blows, or one blow.
    • Skillova: we develop our own tactics and describe it ourselves.
  • Crossbowman.

In the presence of GW, it is a rather easy opponent, due to the fact that already low stamina kills to zero with tattoos and does not have a stun. However, it’s all the same to throw a blid with it, these chickens run fast.

  • Bards (BD/SvS).

Even these types can cause trouble under certain conditions. The database can theoretically kill us if it puts us in a jellyfish and cancels PvP brass knuckles to zero. SHS can theoretically kill us if fat falls. In both cases, the main thing is not to panic, remember that they will hit us well if 1 hit out of three, and DPS with dual daggers without abilities or abilities without a buff in the face is still higher for us.

Video games per class

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