Sunday, August 23, 2009

Transformation Guide

Transformation is one of the major features in lineage 2 it is a must ot have the ability to transform, since you will need it when you change to the 3rd class. To transform you mus do a quest called more than meets the eye from Hardin in his academy, then  go to transformation manager at the human floor in ivory tower, to obtain your first transformation skill which is the onyx beast, below i will tell you transformation types and how to acquire it.

1.
The various transformation tomes can be purchased from the Guild Adventurer or the Black Marketeer of Mammon as follows:
  • Transform Sealbook – Onyx Beast: can be purchased from the Avant-Garde NPC with Adena
  • Transform Sealbook – Death Blader: can be purchased from the Black Marketeer of Mammon NPC with Ancient Adena
  • Transform Sealbook– Grail Apostle: can be purchased from the Guild Adventurer NPC in the Gludin Village
  • Transform Sealbook – Unicorn: can be purchased from the Guild Adventurer NPC in the Oren Castle Village
  • Transform Sealbook – Lilim Knight: can be purchased from the Guild Adventurer NPC in the Oren Castle Village
  • Transform Sealbook– Golem Guardian: can be purchased from the Guild Adventurer NPC in the Schuttgart Castle Village
  • Transform Sealbook– Inferno Drake: can be purchased from the Guild Adventurer NPC in the Schuttgart Castle Village
  • Transform Sealbook– Dragon Bomber: can be purchased from the Guild Adventurer NPC in the Aden Castle Village
Crystal of Life and Adena are required to purchase the Transform Sealbook from a Guild Adventurer NPC.
Each transformation lasts for 30 minutes.
Transformation Type Acquisition Level Skills
Onyx Beast50Physical Skill: Power Claw
Reinforcement Skill: Fast Moving
Death Blader55Physical Skill: Rolling Attack
Physical Skill: Earth Storm
Phsyical Skill: Darknes Energy Drain
Weaken Skill: Curse of Darkness
Grail Apostle60Physical Skill: Spear
Physical Skill: Power Slash
Reinforcement Skill: Bless of Angel
Reinforcement Skill: Wind of Angel
Unicorn60Physical Skill: Horn of Doom
Physical Skill: Horn Assault
Magic Skill: Light of Heal
Weaken Skill: Gravity Control
Lilim Knight60Physical Skill: Attack Buster
Physical Skill: Attack Storm
Physical Skill: Attack Rage
Weaken Skill: Poison Dust
Golem Guardian60Physical Skill: Double Slasher
Physical Skill: Earthquake
Physical Skill: Bomb Installation
Physical Skill: Steel Cutter
Inferno Drake60Physical Skill: Paw Strike
Physical Skill: Fire Breath
Physical Skill: Blaze Quake
Reinforcement Skill: Fire Armor
Dragon Bomber60Physical Skill: Death Blow
Physical Skill: Scope Bleed
Reinforcement Skill: Assimilation
Weaken Skill: Sand Cloud
*All transformations automatically come with the Transform Dispel skill, which cancels transformation.
2.
Non-Combat Transformations
Just like the term implies, non-combat transformations offer no skills or stat increases that would be found useful in combat.  Non-combat transformations are achieved through the use of various items.  The following transformations are considered non-combat types.
  • Yeti – transformation is achieved through the use of a talisman.
  • Buffalo – transformation is achieved through the use of a talisman.
  • Native – transformation is achieved through the use of certain armor pieces found in Hellbound.
  • Pixy – transformation is achieved through the use of a battleground transformation scroll.
  • Pig – transformation is achieved through the use of a Pig Lollipop or a transformation scroll.
*A bracelet must be used in order to equip a talisman.
**If the transformation is achieved through the use of an equipable, an active skill will appear in the player’s skill list once the talisman is equipped.
Transformation times vary in this category.

3.
Common Transformations
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Common transformation types (fighter, mage, healer) have been added for characters that are levels 70-80. These transformations function according to a specific job class, one has healer skills, one has wizard skills, and the other three have various warrior skills. After you obtain the transformation sealbook through hunting, you can acquire the corresponding transformation skill from Avant-Garde, the Transformation Wizard.
The transformations available in this category are: Heretic, Vale Master, Saber Tooth Tiger, Oel Mahum (shown above) and Doll Blader.
Each transformation lasts for 30 minutes.
TransformationLevel Acquisition TypeSkills
Heretic70HealerMagic Skill: Heal
Magic Skill: Battle Heal
Magic Skill: Resurrection
Weaken Skill: Heal Side Effect
Vale Master70MageMagic Skill: Bursting Flame
Magic Skill: Dark Explosion
Magic Skill: Dark Flare
Magic Skill: Dark Cure
Saber Tooth Tiger70FighterPhysical Skill: Tiger Bite
Physical Skill: Tiger Fear
Reinforcement Skill: Tiger Sprint
Oel Mahum70FighterPhysical Skill: Arm Flourish
Reinforcement Skill: Ultimate Defense
Weaken Skill: Stun Attack
Doll Blader70FighterPhysical Skill: Throwing Knife
Reinforcement Skill: Clairvoyance
Weaken Skill: Sting
*All transformations automatically come with the Transform Dispel skill, which cancels transformation.
4.
Rare Transformations
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Rare transformation types mimic the appearance of certain Raid Bosses.  These transformations have significantly stronger battle abilities than other transformations. You can acquire the “Transformation Sealbook” by hunting the corresponding raid monsters, and you can acquire the transformation skill by taking the sealbook to Avant-Garde, the Transformation Wizard.

The raid monsters that possess the Transformation Sealbooks and the player-charundefinedacter levels required to use them are as follows:
Zaken – transformation obtained at level 60+
Anakim – transformation obtained at level 70+
Benom – transformation obtained at level 70+
Gordon – transformation obtained at level 76+
Ranku – transformation obtained at level 76+
Kechi – transformation obtained at level 76+
Demon Prince – transformation obtained at level 76+
Each rare transformation comes with an exclusive set of skills and transformation lasts for 30 minutes.
5.
Divine Transformations
Divine transformations are acquired through the subclass certification system.  Once a subclass has reached level 80, the character can then go to the appropriate subclass master NPC to receive ultimate skill certification.  Upon receiving certification, the player will obtain a divine transformation sealbook.  Then, from their main class, they can take the sealbook to Transformation Wizard Avant-Garde to learn the corresponding skill.
You must complete the transformation quest "More Than Meets the Eye" in order to receive the sub-class certification and to properly acquire the skill in the main class.
There are seven types of divine transformations, corresponding with the 7 basic character class types: Warrior, Knight, Rogue, Wizard, Summoner, Healer, Enchanter.  These highly-specialized transformations offer unique appearances and a distinctive skill set, to match.
Each transformation lasts for 30 minutes. This is a must have transformation that's why transformation is very important.
6.
Other Transformations
Three types of transformations fit into this category: Cursed Swords, Golem Armor and Final Form.
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Cursed Swords
Upon obtaining either the Demonic Sword Zariche or the Blood Sword Akamanah, the player is now transformed into a dark warrior.  Each sword has a unique transformation appearance.  Transformation appearance is the same for both male and female.  Upon transforming, the player’s name is replaced with the name of the sword, both above their avatar and also in chat.
Read more about these items in the Cursed Sword section of the Library (Coming Soon!).
Golem Armor (Maestro exclusive transformation)
Unlike other transformations, this skill appears in a Maestro’s Reinforcement Skills list and is learned through the use of a Forgotten Scroll.  Once transformed, the player takes on the appearance of a Chaos Golem.  While in this transformed state, the player receives an exclusive skill set and the duration of the transformation lasts for 1 hour.
Final Form (Kamael exclusive transformation)
Final Form is the quintessential shape for a Kamael as it temporarily gives them their lost wing.  After the achievement of their 3rd class transfer, the player can take the appropriate Battle Manual to their master NPC and learn this skill.  Final Form is learned at level 79.  The Final Form skill icon appears in the player’s Reinforcement Skills section.  Transformation appearance is gender specific (so there are both a male and a female version), and the duration of the skill is 5 minutes due to the powerful nature of this transformation.
 This is race transformation doesn't need the quest.

Seven Signs 1

Here is a basic seven signs guide:



Overview
As the Seven Seals that bind the power of Shilen, the goddess of death, are opened one by one, the world moves closer to the brink of chaos. Each Seal contains a great power that could cause the world to tremble. The one who opens the Seals can control the power contained within them. The Revolutionary Army of Dusk and the Lords of Dawn compete against each other toward this end. Players join one of these two cabals who vie for control over the power of the Seals.
An unlimited number of players can join the Seven Signs quest, which repeats in two-week intervals. Based on the results of the Seven Signs, players can change the status of their server.
Players participating in the Seven Signs gather their forces. The fight between the Cabals reflects the nature of the confrontation between those who hold a castle and those who do not. However, players who fail to make a second change of occupation fall into a "neutral group" and may participate in either the Dusk or Dawn side.

Seven Signs 2

Joining and Withdrawing from the Seven Signs Cabals
Players who want to participate in the Seven Signs must join one of the Cabals, either the Revolutionary Army of Dusk ("Dusk") or the Lords of Dawn ("Dawn") for a certain period of time. Once they join the Cabals, it is impossible for them to withdraw until a new Seven Signs starts after two weeks They must choose the Seal they want to possess when they join.
Players who have completed the second class transfer may join a cabal of the Seven Signs:
Lords of Dawn
Members of clans who own a castle and their alliances may join the Lords of Dawn. Also, players who are not members of the castle-holding clans or alliances but willing to pay 50,000 adena are able to choose Dawn through the Priests of Dawn in each village during the competition period. The Lord of each castle also has the privilege to allow an additional 300 characters to join. During the competition period, the Lords of the castles may purchase 300 of the Approval Certificates through the Chamberlain and transfer these Certificates to other characters.
Players who are not members of castle-owning clans need to get an Approval Certificate from the Lords to join Dawn, or pay 50,000 adena. The Approval Certificates will never expire and are valid for any event period of the Seven Signs. However, Approval Certificates will disappear after use.
Revolutionary Army of Dusk
Only players who are not members of the castle clans and guilds may join Dusk. During the registration period, they may join through the Priests of Dusk in each village.
Players who have completed the first class transfer but not the second may freely join either the Lords of Dawn or the Revolutionary Army of Dusk.

Players who have not completed the first class transfer may not participate in the Seven Signs.
Competition Period
Players who join the Cabals participate in the competition period from the first Monday (6:00 PM) until the Monday (6:00 PM) of the following week and compete to possess the Seals. Each Cabal may hunt the Lilim, Nephilim, Lilith, and Gigant within the Catacomb and Necropolis to acquire Seal Stones. They can participate in two kinds of competitions: acquiring the items necessary for their Cabal, and participating in the Festival of Darkness.
Monday
Sunday
Saturday
Sunday
Siege Period
Join Status Initialization
Competition Period
Dawn Join Period
Dusk Join Period
Seal-effective period
End of Competition
The Seal is enabled based on victory or defeat
Seal Initialization
Seal Stones
Each Cabal may hunt the monsters within the Catacomb and Necropolis to acquire Seal Stones. The items acquired in this way are entrusted to the Priest of each side, and then, based on the number of items, the scores contributed to Seven Signs by each player are accumulated and included in the total score of the whole Cabal.
Contribution points to the Cabal will be different based on stone color: Blue (1), Green (5), and Red (10). Seal Stones are items that can be exchanged among the players. If the seal stones are not entrusted to the Priest during the competition period, they do not disappear and can be used during the next competition period.
The Festival of Darkness
Overview
One chosen party participates in this challenge for the victory of the Cabal. Of the players participating in the Festival of Darkness, the party who recorded the best score in each grade will contribute some points to the Cabal it belongs to. The Festival of Darkness is divided by level and any players belonging to the Cabals of Dawn and Dusk can participate in it.
How to Participate
Players may participate only during the competition period. The party who wants to participate should pay Seal Stones to the Guide of the Festival in the Oracle. Priests in towns will teleport you to Oracle for free. The entry fee varies depending on the level and will be paid by party leaders.
The party must consist of minimum of 5 members belonging to the same Cabal, and the members of the party must correspond to the grade of the Festival they want to participate in. The characters who correspond to the level of the Festival, but have higher level skills than the party members may not participate. This happens when the character is de-leveled, but his skills learned from the previous higher level remain.
These challenges are always possible during the competition period and there is no limit in the number of challenges.
The Oracle
In the Oracle, where the Festival of Darkness occurs, experience loss is reduced to a quarter of the normal death penalty. If the competition is restarted within the Oracle, your party is moved to the nearby village when restarting. Within the center magic array in the Oracle, MP regenerates more quickly than normal. Players can be teleported to the Oracle and, when coming out, return to the place they left free of charge through the Priest of each village.
When players die, they will restart inside the room. Resurrection is not allowed within the Oracle. Archer monsters in the corners may pinpoint their attacks on healer classes.
Type of Challenges
The Festival of Darkness is divided into five grades as shown in the table below.
LevelBlue Seal StoneGreen Seal StoneRed Seal Stone
Below 32
900
540
270
Below 43
1500
900
450
Below 54
3000
1800
900
Below 65
4500
2700
1350
No Limit
6000
3600
1800
Process
Teleporting to the battle ground is possible only two minutes before the Festival of Darkness starts. Once the enrollment is completed through the Guide of the Festival, the party receives the Quest of the Festival of Darkness. The party is immediately teleported to The Oracle and, after two minutes, may begin the Festival.
The Festival of Darkness continues for 18 minutes, when each party can hunt the monsters to acquire the Blood of the Sacrificed. The number of this certificate corresponds to the performance score in the Festival of Darkness. All the Blood of the Sacrificed acquired is awarded to the party leader.
A party who wants to give up in the middle of the Festival can do so through the female shaman found in center of the room. If they think the Festival is too easy, they can request stronger monsters. The stronger the monsters they kill, the more Blood of the Sacrificed they can acquire. Please note that drop chances for Blood of the Sacrificed will be lowered when accompanied by pets.
Registering the Results
After the Festival ends, the leader of the party must register the results with the Guide of the Festival within 40 minutes. If the party fails to register within this time, the results will become invalid. If the registered result is lower than the previous highest record, the record is not updated. The players can confirm the participating members and score of the party who set the highest record for each grade through the guide of the Festival.
Prizes
After the competition period ends and their Cabal claims victory, the party members who set the highest record for each grade can receive Ancient Adena as compensation from the Guide of the Festival. After the entire amount of the entry fee is converted to Ancient Adena, the amount of compensation that is received is allocated to the winning parties.
Although a party may set the highest record in a specific grade, they cannot receive the prize if the Cabal they belong to loses.
The prize is paid only before the next competition period begins.
End of the Competition Period

Determining Victory and Defeat

The total of Seal Stones acquired by each Cabal and entrusted to the Priest and the scores for the victory in each grade of the Festival of Darkness is added at the end of the competition period. The side with the higher total score wins.
For the winner, the total score of the Cabal acquired during the competition period will disappear after winning, but for the loser, the score will be accumulated and remain until the party wins later.
Grade (level requirement)
Points
~ 32
60
~ 43
70
~ 54
100
~ 65
120
Unlimited
150


Ancient Adena
The Priest in the village exchanges the Seal Stones, entrusted as the contribution during the competition period, into Ancient Adena, and gives it to the winner.
If the winning Cabal did not entrust any Seal Stones during the competition period, they can bring them to exchange for Ancient Adena immediately. This way, the winner can receive compensation with Ancient Adena; however, the loser cannot receive compensation until they win in the competition. Seal Stones entrusted at the time of defeat may be compensated all together if they win in the next competition. If Ancient Adena was not transferred during the Seal Effective period, the transfer cannot be performed until the Cabal wins in the next competition. If they win, they can exchange all of their accumulated Seal Stones for Ancient Adena.

Purchasing Items
The winner can purchase a variety of items that cannot be purchased in the general stores by paying with Ancient Adena to the Priest of Dusk or Dawn.

Change in the Ownership of the Seal
The ownership of the Seal is changed based on the resulting victory or defeat and percentage of choice for the Seal.
- If a Seal was already closed or owned by the opponent and the new winner wants to assume ownership of the Seal, 35% or more of the members of the Cabal must have chosen the Seal. If they chose less than 35%, they cannot own the Seal.
- If the Seal was owned by the winner in the previous Seven Signs, they can retain that seal if 10% or more members have chosen it. If they want to possess a new Seal, at least 35% of the members of the Cabal must have chosen the new Seal.
Changes in the Sky
If Dawn wins, a solar eclipse occurs and the sky turns to a violet color, and if Dusk wins, an eye is created in the moon and the sky turns to a green color.
Entrance to Catacombs and Necropolis
The loser cannot enter the Catacombs and Necropolis. Only the Cabal who owns the Seal can enter. If there are any characters who do not own the Seal in the Catacombs and Necropolis, the monsters in the dungeon send the players back to the nearby village.
The Seals
If a party owns each Seal, the following changes will occur.

Seal of Avarice
  • The teleport NPC at the entrance of the Necropolis moves only the winner inside the dungeon, and they can receive various kinds of buffs if they pay with Ancient Adena. If they don't own the Seal, they cannot enter.
  • Able to enter all 8 Necropolis freely.
  • In the Necropolis, monsters are generated for the winner to hunt.
  • They can meet Anakim or Lilith in the Disciples Necropolis.
  • The Trader of Mammon appears inside of the dungeon. They can purchase a variety of items that cannot be purchased in the general stores by paying with Ancient Adena. The Trader of Mammon is not staying in one place, but often moves around each dungeon.
Seal of Gnosis
  • The teleport NPC at the entrance of the Catacombs moves only the winner to the inside of the dungeon. If they don't own the Seal, they cannot enter.
  • Able to enter all 6 Catacombs.
  • The winner can be teleported to the hunting field by paying the priests of the village with Ancient Adena at a cheaper price.
  • A hostile NPC moves around each village (except the starting villages), and randomly casts various kinds of harmful magic onto members of the losing side.
  • A friendly NPC moves around each village (except the starting villages), and randomly casts various kinds of support magic to the winner's side.
  • The Blacksmith of Mammon appears inside the Catacombs. The Blacksmith of Mammon receives Ancient Adena for giving special abilities to A-grade weapons, removing the seal on armor, making it possible to upgrade weapons to higher-level weapons, and exchanging weapons free of charge with other kinds of weapons at the same level. The Blacksmith of Mammon also moves around each dungeon continuously.
Seal of Strife
If owned by Dawn:
  • At the time of siege warfare, it becomes possible to hire the elite and Dawn mercenaries, in addition to the existing mercenaries.
  • The cost required for the upgrade of the castle gates and walls is slightly reduced.
  • The defensive power of the castle gates and walls is slightly increased.
  • The maximum tax rate that the lord of each castle can establish is increased to 25%.
  • The Revolutionaries of Dusk cannot use any siege weapons (Siege Golem, Wild Hog Cannon, Swoop Cannon).
If owned by Dusk:
  • At the time of siege warfare, it becomes impossible to hire the existing mercenaries and possible to hire only low-level mercenaries.
  • The cost required for the upgrade of the castle gates and walls is greatly increased.
  • The defensive power of the castle gates and walls is greatly reduced.
  • The maximum tax rate that the lord of each castle can establish is decreased to 5%.
  • If Dusk controls the Seal of Strife or if there is no owner, siege weapons can be used during the siege. 
Catacombs, Necropolis, and Oracles
The Oracle is the space to hold the Festival of Darkness, and, in the Catacomb and Necropolis, the players can hunt monsters and get Seal Stones necessary for the acquisition of the Seals. The Lilim and Nephilim drop Seal Stones but do not drop Ancient Adena. Access to these dungeons is limited based on the participation in the Cabal and ownership of the Seals.
Necropolis
  • Necropolis of Sacrifice: level 20-30 monsters appear and it is located on the southern seashore of the Gludio Territory.
  • Pilgrim's Necropolis: level 30-40 monsters appear and it is located near the Partisan's Hideaway in Dion Territory.
  • Necropolis of Worship : level 40-50 monsters appear and it is located near the Alligator Island in the Innadril Territory.
  • Patriot's Necropolis: level 50-60 monsters appear and it is located above the Gludio Castle in the Gludio Territory.
  • Necropolis of Devotion: level 60-70 monsters appear and it is located near the Altar of Rites in the Oren Territory.
  • Necropolis of Martyrdom : level 60-70 monsters appear and it is located near the Giran Castle in the Giran Territory.
  • Saint's Necropolis: level 70-80 monsters appear and it is located near the Field of Whispers in the Innadril Territory.
  • Disciple's Necropolis: level 70-80 monsters appear and it is located near the Devastated Castle in the Aden Territory. From here, the players can move to the place where Anakim or Lilith appear, based on the ownership of the Seals.
Catacomb
  • Catacomb of the Heretic : level 30-40 monsters appear and it is located near the Execution Ground in the Dion Territory.
  • Catacomb of the Branded: level 40-50 monsters appear and it is located near the Giran Port in the Giran Territory.
  • Catacomb of the Apostate: level 50-60 monsters appear and it is located near the Plains of the Lizardmen in the Oren Territory.
  • Catacomb of the Witch: level 60-70 monsters appear and it is located near the Forest of Mirrors in the Aden Territory.
  • Catacomb of Dark Omens: level 70-80 monsters appear and it is located near the Dark Elven Village in the Oren Territory.
  • Catacomb of the Forbidden Path: level 70-80 monsters appear and it is located near the Hunters Village in the Aden Territory.
Oracle
  • Oracle of Dawn: located near the Orc Barracks in the Gludio Territory.
  • Oracle of Dusk: located near the Windy Hill in the Gludio Territory.
Access to the Dungeons
During the competition period, any characters who joined a Cabal can access the dungeons. Characters that did not join a Cabal cannot access the dungeons. After the competition period is over, for the next week when the Seals are effective, only the Cabal who owns the appropriate Seal can have access. The loser, or even the winner who did not achieve the percentage necessary for the acquisition of the appropriate Seal, cannot access the dungeons for one week while the Seals are effective.
Monsters in the Dungeons
The Cabals can acquire seal stones by hunting the monsters in the dungeons. Nephilim drops stones necessary for Dusk and Lilim drops stones necessary for Dawn. In the Competition Period, the general monsters Lilim and Nephilim all appear, but if the players acquired the Seal during the Seal Effective Period, the general monsters and the monsters who drop only the items necessary for the winner appear.
Seven Signs Related Items and NPCs

Seal Stones
Seal stones can be acquired by hunting Lilim, Nephilim, Gigant, or Nephilim in the Catacomb and Necropolis. The value of seal stones are higher in the order of Blue < Green < Red. If entrusted to Priests in town, it will add contribution points to your Cabal. Each blue, green, and red seal stone contributes points as much as 3, 5, and 10 respectively.
Ancient Adena
Ancient Adena is an item that can be acquired through Seal Stones, converted to regular adena by 1:1 through the Black Market Trader of Mammon, and used to purchase the items from the Priests of Dawn or Dusk, Blacksmith of Mammon and Trader of Mammon or utilize various kinds of functions.
The Record of Seven Signs
This is the item that allows you to see overall situations, main events and Seal states of the Seven Signs at a glance. Anyone can buy this item at 500 adena through the Priests of Dawn or Dusk.
Approval Certificates of the Lord
With this item, even the characters that are not members of castle-holding clans and completed the second change of occupation can join Dawn.
The Black Market Trader of Mammon
They exchange Seal Stones and also exchange Ancient Adena with Adena.

PVP Comparison

PVP COmparison:

Mage win against fighters

Archers win against mages

tanker win against mage

Healer lose to every thing

assasins lose to fighters and thankers

lose and win means advantages not absolutely mgae will always win gainst fighters, level, and player skills play as supporting factor

Tanking Class Comparison

Guide to Tanking: Class Breakdown
Guide to TankingHere, I lay out the general conclusions people have made about the different tank classes. This dissertation ignores things that are generally considered ‘common knowledge’, like the fact that Elves have certain self buffs that other classes don’t have. I’ve tried to take a ‘neutral’ stance regarding each class’ advantages and disadvantages, reiterating the comments and general thoughts of the Lineage II message boards here and elsewhere regarding tanks. My own experiences are thrown in as well, so your mileage may vary.
Temple Knights
The Temple Knight (TK) is the most "PVE-iest" of the tank classes. In Player vs. Environment, he is THE best field Area of Effect (AoE) tank, with 360 degree shield blocking, high block and evade rate due to DEX, and high speed to outrun the big nasties. The HP is about in the middle of the Shillien Knights and the Human Knights; not bad, but not exactly great. HP weapons are favored here as well, but many choose swords and focus weapons. The healing cubic keeps him going slightly longer and keeps mana consumption down a tiny bit for his party, but is generally considered not really useful most of the time. The Temple Knight has a toggle that improve his ability to fight/tank undead which consumes very little mana, but is really only help in PvE. Guard Stance, the MP-abusing toggle that provides tons of P. Def, was often described as the main reason behind being a TK. However, with the gift of this skill to SKs, it’s no longer as big of a selling point. In small parties, the ability to self-heal very high level bleeds and poisons comes in handy every now and then.
At first glance, TKs are limited in what they can offer parties in PvP. The Temple Knight finds his high speed and high M. Def useful in chasing down slow, lightly armored classes like nukers, praying his HP and healers hold out while he cuts away at the mage in front of him. Speed is his friend. He can perform quick hits and fade away, and even slowed has a fairly decent run speed. He has two cubics; a healing cubic and a storm cubic. The healing cubic is generally considered ineffective, never healing when you really need it. Reportedly, this has been improved over previous chronicles (such as healing party members) but it’s still fairly weak. The TK’s storm cubic, also, is not considered very powerful, but adds a shot in here or there. The ability to sustain three cubics, while not having the ability to summon three, has been a constant thorn in the sides of all TKs. However, this has been changed now in Chronicle 4 with the ability for Summoners to do a 'mass summoning' of cubics for their party. Normal tanks/players can only carry one cubic, but the TK can carry multiple. A party of different summoners and a few TKs (now armed with THREE nuking cubics or two and a debufing cubic) can now fight even more effectively. Entangle, the bane of all archers and nukers, is in the arsenal of the TK, and one of his most important weapons. A slowed enemy is a dead enemy. TKs who forget this important skill are really reducing their chances in PvP; both their own and their side’s.
High level (76+) TKs get a Shield Bash, a skill that interrupts the player’s current skill and disarms them. Temple Knights get an ultimate healing skill: Touch of Life. By sacrificing 1621 hp, it restores a significant amount of HP, protects against cancellation, debuffs, and improves the power of HP Rejuvenation magic. They also get another Ultimate Defense with effect 3 that causes people to change their target to the TK. Like all other tanks, TKs get passives to resist poison, bleeding, sleep, and holds. Most importantly, they get a toggle that greatly increases their resistance to stun and paralysis. TKs will also get the self buff Magic Mirror, a buff that reflects 100% of magic debuffs back on to the caster, helping high level TKs in the task of ‘mage hunter’ in Chronicle 4.
Paladins
The Paladin is a hybrid healer-tank class. Mostly tank, partly healer, the Paladin can heal friendlies (or mobs...) in a burst for almost as much or more as a Bishop can. They cannot, however, sustain this; four or five HP blasts with mana and they’re out. They have the Sacrifice skill, a unique skill that lets them sacrifice their HP in exchange for healing another player a somewhat smaller amount. The human tank’s Shield Stun is the only non-force stun in the game, and has the highest land rate of all stuns in the game. In PvE, the stun will sustain about 5 hits (by anyone) on average before breaking, but in PvP, you can rely on it to only survive about 1 to 3 hits. Majesty, the human tank’s unique self buff, increases P. Def again at the same rate as Shield 3, but at the cost of 8 Evasion. Even little level 52 daggers will be able to hit you, so get ready.
In PvE, Paladins are considered some of the best at tanking undead mobs. Their high CON and affinity for HP weapons tends to make them excellent at soaking hits from most things. Unlike the TK, the Paladin is slow. He has a 360 degree blocking toggle (which consumes no mana) that sacrifices blocking power in exchange for all around blocking. For fighting undead and dark-magic casting mobs, there are none better: High HP and low-MP consuming toggles that add extra resistance to dark attacks and damage to undead give the Paladin the decided advantage as the tank of choice against these foes. The Paladin has several other undead skills, including an undead-damage attack and area of effect P. Atk debuff on undead, further helping them in their fight. Be warned though: the landing chance of the debuff is reported to be low, making it most effective when fighting more than a few undead monsters at once.
Because of the extreme defensive nature of the Paladin, some refer to them as “Combat Medics”. With the introduction of CP, a Paladin can spam away all his mana and his HP and still have about 3000 CP for enemies to cut through at the highest levels. Final Fortress, the tank passive that increases P. Def when HP becomes low (under 30%) especially helps protect the Paladin CP after he’s consumed all his HP. Fortunately, their place as a tank leaves them as one of the last targets in PvP, allowing them to throw in an annoying stun or last heal, possibly swinging the balance of the PvP in your party’s favor. Most PvP Paladins that take up the role of combat medic tend to go –STR +CON, -STR +DEX, -INT +WIT, enabling the most blocks, HP, and casting speed they can get.
There’s a new trend recently of Paladins giving up the life of the healer, and going the route of the damage dealer. These Paladins sacrifice their CON for extra DEX and strength, acquire Focus weapons, and get armor that enhances their damage dealing ability (Blue Wolf, Tallum or Majestic Heavy). Bows are also favored weapons of the Damage Dealer (DD) Paladin. With these builds, the Paladin expects their enemies to become confused; generally, tank classes do not do exceptional damage. A few critical hits with a Focus Damascus or bow tends to change their mind, allowing your weaker DD’s to get in and really let loose.
High level Paladins get skills to help them in fighting melee DD's: Shield Slam, which interrupts physical skills, and for everyone, disarms them. They also get Physical Mirror, a buff that reflects Melee debuffs back on the caster. Like the TK, the Paladin gets an ultimate healing skill: Touch of Life. By sacrificing 1621 HP, it restores a significant amount of HP, protects against cancellation, debuffs, and improves the power of HP Rejuvenation magic. They also get another Ultimate Defense with effect 3 that causes people to change their target to the Paladin. Like all other tanks, Paladins get passives to resist poison, bleeding, sleep, and holds. Most importantly, they get a toggle that greatly increases their resistance to stun and paralysis. Also, Paladins get a self buff, Physical Mirror, which acts like Magic Mirror, except reflecting debuffs caused by physical attacks. These together will give human tanks a distinct advantage against classes that rely on physical attacks.
Dark Avengers
The Dark Avenger (DA) is a hybrid summoner-tank. Mostly tank, partly summoner, the Dark Avenger has a drain of the same power as other magic skills. Of course, having no M. Atk passive skills leaves his drain relatively weak, but useful nonetheless. They retain their level 35 self heal, but even with Blessed Spiritshots, it tends to just make you an arrow/nuke magnet. The Dark Avenger’s main draw point is its summon: the Dark Panther. Once feared universally, in the current age of archers and nukers with soulshots, spiritshots, outrageous casting speed, the Dark Panther has fallen by the wayside. Thanks to Chronicle 4’s improvements to the summoning system, summons once again pose a significant threat. The human tank’s Shield Stun is the only non-force stun in the game, and has the highest land rate of all stuns in the game. In PvE, the stun will sustain about 5 hits (by anyone) on average before breaking, but in PvP, you can rely on it to only survive about 1 to 3. Majesty, the human tank’s unique self buf, increases our P. Def again at the same rate as Shield 3, but at the cost of 8 Evasion. Even little level 52 daggers will be able to hit you, so get ready.
The DA has other skills of importance, including Hamstring and his life drain. To M. Def-resist people your level, expect your drain to do no more than a few hundred damage. You might be able to do double to low M. Def or badly jeweled enemies, and much more to lower level enemies. Hamstring, the bane of all archers and nukers, is in the arsenal of the DA, and one of his most important weapons. A slowed enemy is a dead enemy. DAs who forget this important skill are really reducing their chances in PVP; both their own and their side’s.
In PVE, you can’t really go wrong picking a DA to tank for your group. They’re the only pure tank that doesn’t get 360 degree shield blocking of any kind, so the DA must either rely on his skill or luck to keep his shield between him and the gobs of mobs. They generally have tons of HP, like Paladins, but they do not have any undead passive skills. Instead, they have Corpse Plague and Corpse Drain, which if managed properly can add a some extra uptime to your party. The Corpse Drain returns about 100 HP + 10* skill level per corpse for a light amount of mana…not enough to solo on, but enough to help in a small group. Corpse Plague is really just a novelty at higher levels; the DA’s low M. Atk and infrequent levels of the Corpse Plague skill make it unlikely to land on mobs your level.
In PvP, the DA was once king of the hill. The DA as of now still packs a decent punch, but not what it used to. Being a hybrid summoner-tank, expect to play that way in most PvP’s: as support for your panther. A Dark Avenger’s most conventional attack strategy is to stun their opponent, Hamstring (slow) them, and drain them while their panther does most of the damage. HP weapons are common and some say most preferred. The PvP style of a Dark Avenger relies heavily upon his panther, and his ranged slow, Hamstring. The Dark Panther is extremely annoying to anyone not attacking it, deadly to those who ignore it. The second the panther is targeted though, it’s just another mob: dropped in three to six hits from ranged DD ’s, about double from melee DD’s. He’s got high P. Atk, HP, and base run speed, but it has low P. Def, M. Def and critical rate, even buffed. Even with those disabilities, the panther can really do some serious damage to an enemy (especially with pet soulshots). Some DAs have foregone their HP heritage and set themselves up similar to the Paladin Damage Dealer, but this trend doesn’t seem as common among DAs as it is Paladins.
High level Dark Avengers get skills to help them in fighting melee DD's: Shield Slam, which interrupts physical skills, and for everyone, disarms them. They also get Physical Mirror, a buff that reflects Melee debuffs back on the caster. Unlike the Paladin and the TK, the Dark Avenger’s dark nature lets him learn an ultimate curse: Touch of Death. By sacrificing 1338 HP, it significantly decreases a target’s maximum CP for a brief time period and decreases resistance to debuff attack, and the effect of HP regeneration magic. However, it's limited in that it can only be used at less than 75% HP. They also get another Ultimate Defense with effect 3 that causes people to change their target to the Dark Avenger. Like all other tanks, DAs get passives to resist poison, bleeding, sleep, and holds. Most importantly, they get a toggle that greatly increases their resistance to stun and paralysis. Also, Paladins get a self buff, Physical Mirror, which acts like Magic Mirror, except reflecting debuffs caused by physical attacks. These together will give human tanks a distinct advantage against classes that rely on physical attacks.
Shillien Knights
Shillien KnightAh, the Shillien Knight (SK). Once considered the worst tank, the SK has come far, and now understood for the true power that they can bring forth onto the battlefield. Sometimes described as a “mage tank”, the SK is definitely the most offensive tank of all the tank classes. Unlike other tanks, SKs almost universally use sword weapons, and many use mage swords. Special abilities of choice are Focus and occasionally Haste for melee weapons, and Acumen or Magic Power for mage weapons. Mage power is one that really helps the SK out: normally, the small set amounts of bonuses weapons give are not useful for mages, but for tanks without M. Atk boosting passives, the small amount makes a big difference, greatly increasing the chance of landing debuffs and damage dealt with magic. The main weakness of the SK is their low CON and HP; they stun almost as easily as mages, and unlike all other tanks, the SK has no self-mdef buff.
In PvE, and PvP the SK has many options available to them. With the highest strength of all tanks and an affinity for damage, the SK can solo efficiently. While it’s true that a Dark Avenger with a panther, or a Paladin fighting undead mobs can kill well, both are limited. The SK at highest levels has four ranged nukes. The first is the the Dark Elf racial drain nuke, which returns 20% HP of the damage done. Second is the Dark Elf racial Ice Bolt nuke which has a chance of slowing, effect 2 (effectively a force slow attack). Third, they have the SK-only special nuke, which has half-power of the racial dain but returns 100% damage done as HP, and is fairly mana efficient. Fourth, and perhaps most feared, is the SK’s Lightning Strike, which does damage and has a chance to land a 2 minute paralyze. The SK also has the racial poison, Bleed, Hex, and Power Break skills at his disposal for improving his damage output. Needless to say, the choice to use a high M. Atk weapon by many SKs should be clear by now. Of course, we must not forget to mention the recent Chronicle 3 addition of the TK’s Guard Stance to the repertoire of the SK, as well as 360 degree shield blocking. Both of these things have greatly helped the SK.
The SK also has three cubics. The first is a draining cubic, which does direct damage, returning some of the damage done back as HP to the SK. The second is a debuff cubic, which has a chance at landing Hex, Power Break, or Wind Shackle against your opponent. For those counting, this means an SK can at the absolute best land seven debuffs on an enemy. Against tanks and archers or any other highly buffed class, even if the debuffs did nothing else, rolling off some of their buffs is nearly guaranteed. The third is a cubic that poisons enemies.
Of course, there are downsides for being an SK. As mentioned before, your low CON makes you a stun-magnet. Your low HP presents some issues in PvE; Bishops heal you the least effectively of all tanks. You’re not as fast as TKs, and you’re the only tank without a self-M. Def buff. Many people still have the perception that, even with all the offensive capability of the SK, they still cannot tank, and you may be relegated as a ‘backup’ tank. In these situations, SKs can have a lot of fun; instead of worrying about managing hate, you get to sit back and use your debuffs, drains, nukes, bleeds, poisons; everything else you wouldn’t normally get to do when all your MP is used on hate. Just hope you don’t pull aggro, and the healer forgets about you! Another pain for being an SK is the mana drain. Shield Fortress, Guard Stance, debuffs, nukes, cubics…it adds up. Some see this as a boon, others, a curse. Opinions vary widely on this. Cubics only last 15 minutes, and if you die, they disappear too. They can become quite expensive.
In Chronicle 4, the SK has been confirmed to get a few weak skills, and another Ultimate Defense like the TK’s, Paladin’s, and DAs. However, they also get some very interesting skills. Like the DA, the SK gets a new, very powerful dark attack that "launches a dark curse at the expense of player's HP. Cancel's enemy's buffs and decreases their max CP, resistance against debuffs and decreases heals received by the enemy. Can be used only when player's HP is less than 75%". The SK also gets a very mana efficient shield stun at high levels. Also, SKs get a self buff of Magic Mirror, a buff that reflects 100% of magic debuffs back on to the caster. This should help at high level SKs in fighting all magic using classes.
High level (76+) SKs get a Shield Bash, a skill that interrupts the player’s current skill and disarms them. The SKs dark nature also lets him learn an ultimate curse: Touch of Death. By sacrificing 1338 HP, it significantly decreases a target’s maximum CP for a brief time period and decreases resistance to debuff attack, and the effect of HP regeneration magic. However, it's limited in that it can only be used at less than 75% HP. They also get another Ultimate Defense with effect 3 that causes people to change their target to the SK. Like all other tanks, TKs get passives to resist poison, bleeding, sleep, and holds. Most importantly, they get a toggle that greatly increases their resistance to stun and paralysis.

equipment tips

For equipment i am going to gave you my own personal tip,

For fighters, tankers, archers, assasins:

Try to buy top common grade equipment every time you reach the grade required. It will gave you decent defense and attack since fighters has good skills, but for pvp you better buy genuine low b's or blue wolf or doom if you got the money. At A grade is not recommended to buy real ones unless you are very rich. Better to save money for an S grade.

For mage, buffer,summoner, and healer:

Buy genuine armor and weapon that increase cast speed, since mage life is not just depend on mana, and m.atk but also on the cast speed. I recommend genuine avadon robe and sword of Valhalla. Since it cheap you could use from bg rade to the third job. Save money for an s.


That concludes to buy always grade b genuine items, and save for a s grade when you are 80. Except for fighters its recommended to buy top commons since most of you will be attacked by the monster, for archers better buy that increases atk speed.

Friday, August 21, 2009

Phantom summoner hunting grounds

Hunt:
40-56 in outlaw forest uses souless
56-64 in buffalo use nightshade
64-70 in VoS use nightshade
70-77 in Hotspring use nightshade
77-79 in IoP use souless
79-??? At IoP use spectral lord
*Solo cata use shadow (coz have lifesteal) enough, shadow lvl 76 (skill ps lvl 74) add buff pp enough for 1 room.

Prophet Guide

Lineage II: The Chaotic Chronicle: Prophet Guide by OrganicAlkemist
Version 1.337, Last Updated 2006-02-21 View/Download Original File
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================================================================================
LINEAGE 2: THE ALL-YOU-NEED-TO-KNOW ULTIMATE PROPHET GUIDE
By:  OrganicAlkemist (no this is not my character name.)
================================================================================
(Not a very fancy header, but...  I don't care. I'd rather
get to the damn point.)

FOREWORD:  This, as it states, is meant to be the
ultimate, all-you-need-to- know-guide for being a prophet in Lineage 2. 
I'd suppose there's a couple of people wondering why I'd
write a guide on simply this particular character type and why I care. 
For starters, I've been playing Lineage 2 ever since the open beta,
so I've been around for a while. All in all, hopefully that means that
you can trust me and the methods to my madness. My first character
I ever created WAS a human mystic. Most called me a bit crazy
with a support character being my first and  only character since
I don't believe in making multiple characters unless I'm RPing, which I do.
(Hey, if you're going to play a ROLE-PLAYING game, then might as well
tack on a role and a personality to your character, otherwise..  why are
you playing?  Do you REALLY like the XP grind THAT MUCH?  There's something
wrong with you then.) Originally I intended to go all the way as a healer,
but when attempts on my character's life was made on a fateful day
in a vicious 2 vs 1 fight (Me, versus a dagger and an archer, oddly
enough I won and I wasn't higher in level), I had realized that you
can't always depend on a party to be there to save you.  Enter the
Prophet class and its wondrous benefits, and its consequences. First, I'll
dismiss the obvious questions though before I get to the nitty gritty.
                                                                         
================================================================================

Why write about the Prophet Class??

-Simple...  It's my first class, and the class that I've played as the
longest. Obviously for the next reason, there ARE no L2 FAQS on this site
haha..  No..  I wrote about this class since I believe it is one of the
best classes around.  While I know this is a moot point, it is for the
most part true in terms of the benefits that you get and the consequences
that come about.  After all, if you become an Attack Prophet, you don't
need a healer, you don't need a buffer. You can be completely independent. 
If you become a run-of-the-mill Support Prophet, you'll never have trouble
finding groups.  See?  It works, and there's nothing really that you could
rag about on with Prophets since they also have a penchant for saving YOU
half the time.  :)

Don't you think that people already know enough about the Prophet class? 
They could just go to the main site and pop up the information on the
character and see.

-Maybe...  but that's not the issue here is it?  We're not discussing as to
how much info a person knows about the Prophet class, we're discussing more
so...  HOW to play as a Prophet effectively and well so that you don't really
have to be picked on about your skill as one.  You would be very surprised as
to how some people can't get with the program and do their job.
You get Prophets that talk more than they work, some that have no clue
what in the hell they're doing, and others that are just plain loony.
This Guide isn't JUST for Prophets to read, but also for OTHER people to
read so that they DON'T get a loony in their party.  I'm writing this
not just to inform, but to show people HOW to be a good Prophet, and to
show other people what kind of Prophet you'd want. :)

Will you be writing any other guides?

-Maybe.

Can you put up your character information?

-No.

Why?

-As much as I like helping other people,I also have to protect myself.
As much as I hope you'd want me in your party or to find me in a server
to play with me, there are people that would take advantage of me more
so than ask me to help.  So in the best interest to protect both parties,
no, I won't post anything thathas to do with my own L2 character or any
information like that,so don't ask me about it, period.

What if I disagree with what you write?

-If there is any mistake that I made in this guide, then please tell me.
I keep up to date with the new and upcoming chronicles, so I will change the
information in the guide accordingly if I need to.  If you disagree with
my methods though or my own thoughts, then I'd like you to keep it to yourself,
otherwise hundreds of people would tell me "Well I don't think you should...
etc etc etc."  Whether or not you follow the advice I have here is up to you.

What if I have comments or feedback?

-Any feedback is welcome, be it scrutiny or compliments.  You can send feedback
and comments to this site www.xanga.com/ProphetGuide under the respective topic
"Prophet Guide Comments here".  This is a specific site only for this guide,
and no, I am not a blogger, but there is always going to be some smartass
that'll put my email address in some spam or try to toss a virus as me or
something stupid.  So to even the playing ground, this is what I'll do,
and plus, it's live and I can respond whenever.  Don't waste my time saying,
"your guide *piip*" or "you're a n00b" because I'll just shut down the site if
things like that appear and then no one will benefit since if there's really
something wrong, I won't update.  If you really do have useful feedback and info
you won't mind making a fake account on that site just for that reason.  This is
again to deter would-be trolls.
================================================================================
THE NITTY GRITTY:  The Prophet Commandments
================================================================================

The following are a set of rules, that I at least believe should be observed by
all Prophets regardless of whether you're a Mana, Light, or Heavy Prophet
(AKA Fighter Prophet).  Again, these are moot points and are debatable, but this
is what I think.  You're free to disagree but keep it to yourself unless you
thinksomething is REALLY wrong.
================================================================================
Commandment I: You will always put the party before yourself
================================================================================
-A party doesn't need a selfish Prophet.  No no no...
If everyone is running down on buffs and you've got mana, you buff them before
you take care of yourself.I know that you also have to watch out for yourself,
hell we all do it in the real world all the time, but if you're in a party,
obviously numbers= safety. The only way for a party,in a dangerous area with a
lot of aggro to be mostly safe, is to ensure that your party members are
protected.  Only if everyone is taken care of is it really okay for you to buff
yourself with whatever respective buffs you need depending on if you're a Mana,
Light, or Heavy Prophet. 
================================================================================
Commandment II:  IF, and ONLY IF, it is a lost cause are you allowed to
teleport out or run.
================================================================================
-If someone is training your party, or if something bad happens and your party
is rushed by a large amount of aggro and your party can handle it, then let
them.  Only a real cowardly gutless person will teleport out at the first
hint of danger.  The moment you see the tank fall, or other damage dealers
starting to go down, then it is a good idea to run.  Running is more
desirable than teleporting, since if you're nearby you can resurrect your
members and get some payback, or run for cover and rest.However, sometimes
running isn't a very viable option and you're faced with the fact that you
will have to teleport out of an area.  If the party is about to be lost and
you're alive,then you get out.  There's no point in helping the party if they're
dead, and there's 50 Grave Overlords in your face all in a group and
close together.  No one, not even a Heavy Prophet can withstand that kind
of trauma, so just get out of there while the getting is good. It's best to
teleport, return, and get the help of another party to clear the area while
you assist your dead comrades.  Dead Prophets help no team-mates, and this
rule of self preservation should be observed, always.
================================================================================
Commandment III: Always manually buff..  Always.
================================================================================
-This is a point that some people probably won't like at all...  but it is a
personal rule for myself and I leave it up to you if you want to follow it or
not.  Never buff anyone with macros.  I'm not sure why, but I just don't like
macros.  For one reason, is that you might get lazy. I've known some people that
will just buff someone by pushing a macro and then sit and do nothing.  It makes
you lazy and before you know it you're sitting down, eating a sandwich and with
your feet propped up, trusting your macro'd buffs; but, all of a sudden a large
aggro mob comes up and kills you and your party and you waste a good 4 seconds
getting your fat gut back into action. A party doesn't want a lazy prophet. No.
Lazy prophets= death.  A prophet must always be alert and ready in the case of
an emergency.  Remember, your protection magic is the only real reason why the
party might be able to kill mobs more efficiently. If they can kill more
efficiently, then your degree of safety goes up, and your risk of getting
gruesomely killed/PK'd/raped/harassed goes down.  You ARE part of the party's
line of defense alongside the tank and other buffing fighters. Aside from making
you lazy, different people want different buffs.  Obviously a Mage Damage Dealer
won't need might or death whisper, and a Close Range Gladiator won't need
greater concentration.  While you could macro specific ones in, I don't trust
macros and it's better to do it manually. This way you can keep an eye on what
you're doing.  You don't want the prophet that talks more than they work.  This
is a tell-tale sign of a lazy-*piip* prophet and a bad one.  You want one that
keeps an eye on what they're doing, and only that can be proven by always
making sure you give the right buffs, heal the right person if they need it,
and never get lazy or frivolous on you. 
================================================================================
Commandment IV: If you have to heal... Spiritshot it.
================================================================================
-Obviously from level 7-40 people depend on your ability to heal others.However,
this ability will eventually decay and stop as your heal and battle heal as a
Prophet will only go as far as Power 301. This is fine for dark elves and elves,
since they generally don't have a large amount of HP.  But for characters that
have slightly more, you're going to want to heal them with the most amount of
healing, but save MP.  As much as you'd like to be sometimes.. You're a Prophet
not a healer.  Healers have that nice, lovely greater healing..  You don't.
You're the underdog here as a healer. To make up for this lack, you're going
to be needing spiritshots, or if you're financially secure, blessed spirits.
You want to make the most out of your magic.  Another point about healing is
that if the damage rate that is done to your partymate is slow, use Heal
instead of battle Heal.  Again, you're the underdog and your heal isn't as
strong as a Bishops, or any other parallel class. A battle heal with 78 MP cost
versus the standard heal is only 52 MP has a lot to say about MP conservation.
If you have to heal someone a lot, that difference in MP can be useful for
something else instead of being wasted for the sake of speed healing. A spirited
heal is faster than a normal heal, so not only are you saving MP, but you're
putting the extra speed bonus in casting from a Spiritshot to good use. If you
ABSOLUTELY must heal FAST, then you've got no choice but to use spirit
battle heals.  For the most part though, if you're with a good party, this
sort of emergency hopefully won't happen.
================================================================================
Commandment V: Don't buff outside of party
================================================================================
-This is one that most people will probably not like.  If you're in a
large party and someone runs up on you going "Buff plz, ty".  Ignore them.  You
have more important things to worry about than a lazy-*piip* moocher.  If they're
nice enough about it and if they really need it, but most importantly, if you've
got the MP to spare, then okay, go for it.  This is really up to the Prophet
him/herself.  This is just one of the pet peeves that a lot of buffers get,
and not just Prophets.  Someone will run up to you and demand buffs.  If they're
an *piip* about it, then forget them.  If they're nice enough a person or if you
feel like it, go ahead. I'm not too keen on the subject and I honestly don't
like it when I'm hassled to waste time to buff someone.  It's just how I
personally feel. Whether or not you help someone out is up to you.  They are,
after all, YOUR buffs and no one elses.  Don't let anyone control you like that.
In my honest opinion, if you're going to buff them, and they don't DO anything
in return, why bother with them? It's pointless and stupid, and off the record..
A recommendation does NOT equal "doing something in return".  Please...  I lose
my recs more than I gain them... What makes you think I'd care about one?
I know being a Prophet is all about helping people, but it's about helping
people for a REASON, that is,if they're in trouble, you're their partymate, or
they're a good friend, husband, wife, online sex slave, etc.  If you're running
down a road and someone accosts you going, "Buff plz now ty", they're wasting
your time and you shouldn't bother with them. Remember, you're a PERSON,
not an automated buffer.
================================================================================
Commandment VI:  The Final Commandment:  Know who you're buffing!
================================================================================
-I touched on this a little in one of the above commandments, but to
recapitulate...  KNOW who you're buffing. Don't waste your mana on a needless
buff on someone when you can use it for a more useful buff on another.
Obviously casting Haste on a Mage is sort of worthless when that mana, and spell
 would be better used for a Fighter, Dagger,or heavy prophet.  Don't waste your
mp and know what to do.  This is more of a practical commandment based on the
experienceand initial effectiveness of a Prophet really.

================================================================================
THE MEAT AND POTATOS OF IT:  Prophet Types and Methods
================================================================================

Oddly enough some people are a little confused when I use the terms Mana
Prophet, Light Prophet, and Heavy Prophet.  Yes! There are, at least in my
book, different prophet classifications.  Depending on what you want, you can
choose either and adjust yourself.  This is one of the reasons why I think
Prophet class is the best, since it's versatile.  You don't just break C grade
and do your 2nd class change and that's it, but there are other avenues of
alternating your character to a specific task you choose.  I'll let the
following descriptions and methods for each one be your guide.
================================================================================
Prophet Type A:  Mana Prophet
================================================================================
Pros: High MP pool.  Great Casting Speed.  Can double as a healer.
================================================================================
Cons: Vulnerable.  Easy to kill.  Very low PDEF and PATK.
================================================================================
Description:  The most common Prophet, is your everyday run-of-the-mill,
robe wearing,staff wielding prophet.  Generally, found in a party, they are
also the most desired because of their inexhaustible mana pool.  They can
double as a healer with their large supply and are generally always welcome.
These particular types of Prophets chose to stay, like their Cleric class
predeccessor,in robes.  Thus they have, consequentially, low PDEF and low
PATK.  Even with highest Shield on themselves, they can be killed quite
easily, and thus have a higher risk ratio of getting killed for fun if they're
attacked by a red in the open.
================================================================================
Methods:  As a Mana Prophet, you're going to want to maximize your skill points
to the best you can without having to tack them onto worthless skills that
don't work for you.  If you're a mana prophet, then your main objective isn't
to deal the largest amount of damage possible, but to cast the fastest,
the most, and to have the highest MP amount and the best buffs of course.
You can forget about putting SP on Weapon Mastery IMHO, since your P.ATK will
be worth nothing. Even with a Bow of Peril, your attack still isn't much of
which to boast.  My advice, you want the fastest cast speed and the best
MP amount.  Put SP on everything except Light Armor Mastery (you ARE staying
on robes as a Mana Prophet after all).  Put SP definite on Anti Magic,
HP & MP boost and recovery, Fast Cast and quick recovery, and your buffs,
with the exception of Word of Fear which, IMHO, is a worthless spell.
This is the general trend you'll follow as you advance onwards through the
grades and in levels.  For the C level, either Karmian and Divine will be
an optimal choice.  Karmian will give added magic speed, which, if combined
with a Crystal Staff that has faster casting speed as an enhancement, will
allow you to fully buff someone quick and in a pinch.  This is desirable if
you're in a nasty fight.  Divine is good, since it'll increase your mana
amount by 171 AND give you more WIT.  Not only does Divine GIVE you more mana,
but also still increases your cast speed.  Between the two is really up to your
monetary funds.  If you HAVE the funds, then go Divine. Karmian is still good
and is, between the two, the cheaper one.  Demon Set isn't useful for Mana
Prophets, since all it does is add int +4.  Might be good for Healing, but
we're not healers are we.  B level equipment, you'll still want a staff that
has faster casting as an enhancement.  Remember, we're going for mana here
and mana speed, not attack power, that's for Heavy Prophets, but not you.  You
don't need that bulky-*piip* armor or that heavy-*piip* sword.  Any B staff that
increases your cast speed is good.  As for Robes, we have a variety of choices.
Zubei, Doom, Avadon, and Blue Wolf.  Decisions... Decisions....  Looking at the
effects they all do (by this i mean SETS), the Blue Wolf robe set is the best.
With MP +206, MP Regen +5.24% and WIT (most importantly) +3 you'll become a
buffing machine.  Doom isn't really all that good for mana prophets,since you
really don't get the desired bonuses aside from the only one that does good
which is MP regen.  Zubei's Robe Set is honestly sort of worthless and provides
nothing you need.If you're skimping on money, Avadon robe is another decent
choice, though the least of the four overall.  It provides a PDEF +5.247%
and +15% Cast speed which is more than what I can see, and say, for zubei
or doom. A grade equipment, you want the same kind of staff, or if you want..
since all you NEED is cast speed enhancement.. you COULD just stick with your
C staff altogether, saves time, and money, and aggravation. Majestic is a good
choice for a Mana Prophet.  It gives MP +240, Cast Spd +15%,Mp regen +8%, stun
resist +50%, and Men +1. It'll overall protect you from getting stunned,
which is a bad thing, and it will also still give you the desired speed
and mana boost.  Nightmare Robes aren't very useful since, again, as a mana
prophet, you want Mana Boosting,and Cast speed robes.  You can look up the
bonuses you get on the main site.  Tallum robes are another desirable set
since it gives cast spd 15%, M.def +8%, poison bleed resist 80% and Wit +2.
This is the fastest gear of the A grades though it deprives you of the 240 mp
boost that majestic gives.  Between the two, I'd say take majestic.  You want
the mana boost as a priority over the cast speed generally.  No point in
casting fast if you have no mana after all.  You can do a LOT with 240 MP.
Dark Crystal is generally the same as Tallum with the exception of a slight
concentration effect, +7 movement, +8& pdef and +50% paralysis resist.  Good
and same cast ability as tallum, but between the two,I'd say go for tallum.
As for the paralysis resist.. I wouldn't touch that with a 50 ft pole.  Rather
than risking 50% paralysis hitting you, i'd more worry about avoiding it
altogether. 
================================================================================
FINAL SAY:  The common stereotype buffing magician with staff and robes
is a good choice for those that want to stay to their trade.
Though you sacrifice pdef and patk that a Prophet could possibly have,
that's not an issue.  You want MP boosting and Fast Cast gear
and skills, and this is what we're looking for.  Since you want cast
speed and mana amount, you really don't need your INT unless you
plan on healing, but if you're a prophet, you really aren't a healer. 
Sorry parties,but get a damn bishop.  You can get some dyes
and full your rap sheet full of -INT +WIT augmentations.  You'll
need em if you want to be the fastest buff in the west, east, north,
and south.  Overall, the cost for this character is the cheapest.
Since you're a buffer mainly, spiritshots aren't a need, though you
SHOULD keep them with you in the case that healing is needed. 
Since you won't need soulshots, they're not a necessity so you save money on
that.  Remember, mana prophets belong in groups, not as a solo character. 
In general, if you're looking for a *slightly* low cost prophet, this is a
decent choice.  However if you choose this option, I suggest that you somehow
find someway to make gameplay enjoyable..  These "buffboxes" as they're called
tend to stagnate as characters and in the end, are sometimes forgotten.  Do
some RP or something, but just don't play to run around, buff, and sit.  If
you really want to play with a set routine every-single-day, then run a damn
bot program.


================================================================================
Prophet Type B:  Light Prophet
================================================================================
PROS: Good pdef.  Can withstand light trauma before kissing the canvas. Still
decent cast speed.  Can still function as a healer (with some limitations). 
Can fight by themselves(to an extent)
================================================================================
CONS:  Lesser amount of Mana.  Slower cast speed than Mana Prophets.
================================================================================
Description:  Another, slightly common Prophet, though you see the Mana Prophet
the most.  These prophet has drawn on their Cleric predeccessor class's light
armor mastery to give them better protection than your Mana Prophet.  This makes
them a decent support fighter, though their damage is limited by their weapon. 
Slightly more costly in terms of both money and SP, this one takes a little more
time to build, though they are able to take more abuse than the Mana Prophets
and they are capable of soloing to an extent. With high-level Shield magic, they
have dependable defense in a light to moderate skirmish, though you shouldn't
depend on it all the time.  Remember, first and foremost, you're support. 
================================================================================
Methods:  As a Light Prophet, you really have no use for Heavy armor or
robe mastery, so you don't have to bother wasting any SP on those skills.
Use your SP for building your other skills, especially light armor mastery.
Chances are that your light armor mastery from the previous Cleric class will
keep you afloat in most fights, save that against the most powerful enemies. 
For C grade, as a light prophet, you'll want to attack as much as possible and
do decent damage. But remember, as a light prophet, you can't really take to a
stand up fight that well.  A dagger, sword, or a bow suits this class pretty
well.  As a light prophet if you want to fight, you unfortunately will have to
spend SP on weapon mastery, since every little bit will count in a fight. Though
you can fight, you'll still want to predominantly leave it to the party.  The
only true reason why you're wearing light armor and running around poking things
with your picksticker is so that you don't get knocked off as easily as a Mana
Prophet.  The best choice for a light prophet in a stand up fight against a
monster is one that allows you to have decent attack but still have some magical
ability.  Homunkulus Sword is a good choice, it being a magic speed sword.
Daggers are a good choice, since, when combined with focus and death whisper,
will give you a good amount of criticals. For a bow, obviously the eminence is
the strongest.  The reason why you don't want a strong patk weapon as a light
prophet is that, though you wear something that qualifies as armor, you still
can't take a lot of punishment, so you DON'T want to attract unwanted attention
from other monsters. Why fight if you can save yourself the trouble?  You don't
want to ruin your new light digs would you? As for light armor, Plated Leather/
Theca are good choices.  Plated Leather provides +4 STR and -1 CON.  Just what
you need for added damage oomph,and just enough so you do decent damage.  Theca
provides +5.24% pdef and is the optimal choice.  As a light prophet, you wear it
so you can stand damage more, not so you can DO damage.  Tempered Mithril adds
Evasion +4, but between dodging an attack on chance, and getting hit and just 
dusting it off, I'd choose the latter. Drake Leather provides M Def +5.24, but
since as a magic user, you have a natural ability skill for Anti-magic defense,
this is sort of a redundant thing.  For B Grade weapons, Bow of Peril seems to
be a popular choice, though given the cost of it it's sort of a turn off. 
Though you'll do damage a lot, this also is proportional to how often you'll
draw mobs away, and in light armor, you don't want to piss off a group of
monsters.  Stick with a decent magic sword or dagger which provides magic cast
speed, and allows you to do respectable damage, but notenough that you drag
aggro on a daily basis IMHO.  For B armor, you have a variety of choices from
Zubei, Avadon, Blue Wolf, and Doom light sets.Once again, Blue Wolf Light seems
to trounce the others as it gives +5.24% pdef,+15% cast speed, -2 int, +3 men,
-1 wit.  It gives you a decent amount of cast speed, though the cast speed
bonus and -1 wit will conflict a bit. The Pdef it gives will help you out in
the event that you end up taking damage.  The light avadon set is another good
choice mainly because it adds to your weight penalty limit.  The more you can
carry means more soulshots and spiritshots you can hold, even though this pales
comparison to the necessity of other bonuses that are out there.  Zubei's again
seems to be the underdog as it only provies +4 evasion.  Light Doom Set is
a decent choice as it adds to breath gauge, patk +2.7%, Mp Regen +2.5%
str -1, con -2 dex +3, and poison resist +20%.  It gives you the dex needed for
criticals to do what qualifies as damage, and gives you better atkspd; and, of
course, the Mp regen is welcome with the p.atk.  A Grade light armor is a
loooong list so here we go...    There's once again an menagerie of choices.
Depending on what you want, you'll generally find a specific armor set.
If you stick to bows, the Light Majestic Set add +8% archery damage and +1 dex.
It adds MP boost of 240 MP with a 50% stun resist but a -1 con.
Light Prophets that choose to mainly go toe-to-toe alongside the party can go
Light Nightmare with gives a weak vampiric rage effect of 3% melee recover HP. 
The +1 dex -1 con is decent for attack speed and the M.Def +4% and Sleep hold
resist +70% is excellent if you fight against mobs that use sleep and hold.
Light Tallum provides great Mp Regen and MP boost of +8% and 222 MP
respectively. Poison and bleed resistance +80%, Men +2,and Wit -2 also accompany
this set.  The Light Dark Crystal Set is for those light prophets that want a
little more oomph in their hand to hand combat with an atk spd and p.atk +4%.
It gives +1 Str and -1 con and paralysis resistance of +50%.  To reiterate,
I'd worry about avoiding and not tangling personally with paralyzing mobs since
they're just plain out bastards. 

================================================================================
FINAL SAY:  Without a doubt, the light prophet is the most versatile of the
prophet classes.  The many bonuses that the light armor sets provide with help
you out with whichever avenue you choose if you use a dagger for speed, bow for
damage, or magic sword for cast speed.  Slightly more costly in terms of SP and
Money since their use of weaponry aside from staffs allows them more effective
usage of soulshots than the mana prophets. If you don't mind spending more time
getting SP or makin money, then Light prophet is a good class of Prophet. 
You've got decent armor, a decent weapon, and still retain the cast speed
needed for quick buffs; and, if you need to, you can solo to an extent.
================================================================================


================================================================================
Prophet Type C:  Heavy Prophet (AKA Combat Prophet, Fighter Prophet,
Crazy Prophet)
================================================================================
Pros:  High P.def. High P.atk. Can buff themselves to increase solo and fighting
proficiency.  Can heal themselves in the middle of a heated fight.
================================================================================
Cons:  Lower MP amount.  Slower Cast Speed (can be alleviated later in levels).
Most expensive of the Prophet classes.
================================================================================
Description:  Aren't you sick of the continuing stereotype of the weak little
prophet that everyone has to protect? Well so was I. Heavy Prophets are the
knights of the prophet kingdom and the rarest of any prophet class. 
As a heavy prophet you've got two objectives:  1) Protect people (your
partymates) and 2) Do as MUCH damage as Prophety possible. When combined with a

good powerful sword that has focus, (it MUST have focus) and death whisper,
focus magic, might, haste, and maybe dance of fire, they do hellacious damage
for a magic class in hand to hand combat.  When fully buffed, a heavy prophet
becomes a force to be reckoned with and they can take great amounts of damage
before having to heal or dying.  Of course you sacrifice the MP amount,and thus,
it can become a hindrance when you're in a large party.
================================================================================
Method: This is the most expensive of the Prophet classes, since you actually
have to bother about buying a REAL weapon, AND you have to get a Soul crystal
to focus enhance it.  The ultimate reason of why always get a focus enhancement
is simple, magic user's hand to hand attack *piip* period, that's it.  The only
real way to do damage is to depend on three things 1) Your overall Patk with
the weapon and your weapon mastery skill. 2) Soulshot soulshot soulshot
3) My favorite, Soul shot critical.  #3 of course,is the ultimate equalizer
which will allow you to do serious damage worthy of a fighter.  Of course later
on, with a powerful weapon and soulshots, your damage will already be nutty,
with a focus weapon, it adds salt to the wounds since with YOUR buffing magic,
you'll do soulshot criticals like there's no tomorrrow.  You'll want a sword
with focus, or any weapon with focus that has a high p.atk.  In grade C,
the Berserker Sword is the best choice since a +3 berserker with focus has 202
patk and 92 matk and it will give you, with focus magic, a critical level of
177.  You'll do serious damage with soulshot hits, and when a soulshot
critical comes, just watch the enemy's life go down fast.  Grade C Armor will
undoubtedly be Full Plate armor.  As Heavy Prophet you not only want to do the
maximumdamage you can, but you want the maximum protection, period.  In grade
B, you will DEFINITELY WANT a Great Sword, or any other 200+ p.atk weapon
that has focus.  When you get this type of weapon, you will walk around in
safety knowing that your B weapon only needs 1 soulshot, and with the focus
enchant on it and your buffs, you can steamroll a mob easily.  For B armor,
you'll probably want Blue Wolf over Doom.  Blue Wolf will give you Hp Regen
+5.24 and, most importantly +3 str, which, with some + Str dyes, will give you
the stats needed to do greater amounts of damage.  In my honest opinion, Blue
Wolf will give more protection than Heavy Doom.. Here's why...   When you get
Heavy Armor mastery, it provides a bonusamount of P.def for heavy armor.. 
understandable and easy right?  Here's how i think it works, and correct me if
I'm wrong...  It provides a bonus PER each article of heavy armor... 
Thus it'll give a bonus for the Blue Wolf Breastplate, AND the gaiters,
ultimately giving you, i think, more pdef than the doom armor.  I haven't
really compared them, but that's how I think it works. Correct me if I'm wrong
on this, i really want to know.  At A grade armor,  You can choose whichever
heavy armor set you'd like since they all provide very high amounts of pdef.. 
whatever bonuses you'd like, are up to you.
================================================================================
FINAL SAY:  Without a doubt, this class of prophet is the most expensive.
You not only have to buy a powerful patk weapon with focus, or give it focus
yourself by getting a soul crystal, but soulshots are fairly expensive later on.
In general, I wouldn't trust a party, a large one that is, with a heavy prophet.
Heavy prophets don't have a large amount of MP that Mana and Light Prophets do,
so if you have em, don't depend on them to always have MP at hand.  Heavy
Prophets are really, mainly, solitary hunters.  It really is a matter of
personal preference.  You don't see a lot of Heavy Prophets that much at all,
so it IS fun to imagine what a fighter is thinking when they see a Prophet
taking on a headless knight with ease, or demolishing a grave overlord with
no sweat.  Heavy Prophets are costly in terms of money, since a lot of the
heavy armor sets tend to be more expensive than their light and robe
counterparts.  My advice:  If you have the patience, the benevolence to take
a frontline stand against mobs and evil, are sick of the stereotype weak
flimsy magic user, or are just plain insane,this is the best prophet class
ever, and with that I end the guide.


Special thanks to...


YOU
NC SOFT
GAMEFAQS
L2, which is really saying NC SOFT twice, but what the hey.
l2orphus and lineage2.com
Lineage 2 is a trademark product of NCSOFT.  All right reserved. 
This guide has no affiliation with L2
and is merely a side-guide.
 Duplication of this guide will ONLY be allowed by permission.
 Please don't use this without asking me.  Thanks. 

~OrganicAlkemist                                     

Lineage II: The Chaotic Chronicle: Prophet Guide by OrganicAlkemist
Version 1.337, Last Updated 2006-02-21 View/Download Original File
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