Abyss Walker (Gracia Final) guide — Ghost Hunter
Abyss Walker class guide for Lineage 2 Gracia Final: how to get the class, which skills to take, what to wear and where to level.
Introduction
A shinobi is a killer for hire. They're deadly, stealthy, agile and just stylish guys.
So who are these Abyss Walkers anyway? It's one of the Dagger classes. It can take out an enemy BP or EE in a matter of seconds.
Class description
- The stats our assassin is born with (and he's a dark elf)
Now let's go through each one separately.
IntThe highest of all fighters in L2. Affects magic attack power and the landing of various curses on the enemy.
StrThe highest; shares first place with male Kamael. Affects only physical damage.
ConAlmost the lowest. Affects the amount of HP and carrying capacity.
MenShares second place with light Elves. Affects the amount of MP and also magic defense and debuff defense.
DexSecond place. Affects attack speed, running speed, evasion, accuracy and critical rate, and increases shield block.
WitSecond place. Affects the casting speed of magic spells and the chance of a magic critical hit.
The path from an ordinary Dark Elf to a Ghost Hunter
- You need to become an Assassin ( Path to an Assassin )
- Next you'll need to become an Abyss Walker ( Trial of the Seeker, Testimony of Fate and Test of the Searcher, or the alternative quest Good Work's Reward. )
- Next is the final part of the journey: you need to become a Ghost Hunter Saga of the Ghost Hunter
Skills

Acrobatics / AcrobaticsProperty: Increases the maximum height the character can jump down from without taking damage by 100.

Breath Boost / Deep BreathingProperty: Increases the maximum air supply when underwater by 300.

Acrobatic Move / Acrobatic MoveProperty: Increases evasion while running by 6.

Shadow Sense / Shadow SenseProperty: Increases accuracy at night by 3.

Long Shot / Long ShotProperty: Increases bow range by 200.

Esprit / Fighting SpiritProperty: Increases HP recovery by 6 and MP recovery by 2.5 while running.

Boost Evasion / Increased evasionProperty: Increases evasion by 4.

Quick Step / Quick StepProperty: Increases movement speed by 11.

Light Armor Mastery / Light Armor MasteryProperty: Increases P. Def. by 65,6.
Dagger Mastery / Dagger Mastery. Property: Increases P. Atk. when using daggers by 112.8. On a critical hit there's a chance to get a buff that reduces skills' MP consumption 5 times and increases the skill land chance.

Critical Power / Critical DamageProperty: Increases critical attack power by 384.

Power Break / Power BreakMP cost: 35. Property: Lowers the enemy's P. Atk. by 23%; land chance 80%

Hex / HexMP cost: 35. Property: Lowers the enemy's P. Def. by 23%; land chance 80%

Bleed / BleedMP cost: 89. Property: Lowers movement speed by 20%. Deals 67 damage/sec for 20 sec.

Sting / StingMP cost: 75. Power: 1218. Property: Deals damage. Applies a debuff, 67 damage/sec for 20 sec. Overhit possible.

Drain Health / Drain HealthMP cost: 48. Power: 108. Property: Deals a dark magic attack; 20% of the damage dealt is converted into HP.

Freezing Strike / Freezing StrikeMP cost: 69. Property: Deals magic damage and has a 40% chance to lower the enemy's movement speed by 30%.

Poison / PoisonMP cost: 32. Property: Puts a curse on the enemy that gradually deals 58 damage over 30 seconds.

Trick / TrickMP cost: 34. Property: Makes the enemy lose its target.

Veil / VeilMP cost: 34. Property: Makes a mob non-aggressive for 2 min.

Sand Bomb / Sand BombMP cost: 34. Property: Lowers the enemy's accuracy by 12 for 30 seconds.

Lure / LureMP cost: 44. Property: Lures a monster out of a crowd of aggressive monsters without pulling the whole crowd.

Rapid Shot / Rapid ShotMP cost: 14. Property: Increases bow attack speed by 8% for 20 min.

Attack Aura / Attack AuraMP cost: 13. Property: Increases P. Atk. by 12% for 20 min.

Defense Aura / Defense AuraProperty: Increases P. Def. by 12% for 20 min.

Ultimate Evasion / Ultimate EvasionProperty: Increases evasion by 25. Adds 40% evasion against physical skills. Adds 80 defense against cancel skills.

Silent Move / Silent MoveMP cost: 7. Property: Makes you invisible to aggressive monsters. Lowers movement speed by 40%

Accuracy / AccuracyMP cost: 5. Property: Increases accuracy by 3 while on; consumes MP every second.

Vicious Stance / Vicious StanceProperty: Increases critical attack power by 609 while on.

Deadly Blow / Deadly BlowMP cost: 68. Power: 5479. Property: Deals a physical attack; usable with a dagger.

Backstab / BackstabMP cost: 112. Power: 5479. Property: Deals a strong dagger attack to the back; has a chance of an instant kill (0 CP, 0 CP and 50% HP), and also crit x2.

Blinding Blow / Blinding BlowMP cost: 72. Power: 3653. Property: Deals a dagger attack. Increases running speed by 40. Can turn the target around.

Mortal Strike / Mortal StrikeProperty: Increases the chance of x2 critical attacks from skills.

Escape Shackle / Escape ShackleProperty: Breaks free of shackles.

Shadow Step / Shadow StepMP cost: 50. Range: 600. Reuse: 1 min 15 sec. Property: Teleports behind the enemy's back.

Evasion Counter / CounterattackProperty: When evading, there's a chance to stun the attacker. Archers are stunned at close range.

Lethal Blow / Lethal BlowMP cost: 77. Power: 5773. Property: Deals a lethal dagger attack. Has a x2 chance and a chance of an instant kill.

Wisdom / WisdomProperty: Increases defense against mental attacks, sleep and hold.

Bluff / Bluff (Spoiler)MP cost: 35. Property: First – knocks off the target and the current action. Second – turns the enemy's back to you, like Blinding. Third – stuns for 9 seconds.

Skill Mastery / Skill MasteryProperty: Adds a chance of instant skill reuse and increased buff duration.

Focus Skill Mastery / Focus Skill MasteryMP cost: 35. Property: Increases the trigger chance of "Skill Mastery" 10 times; constantly consumes MP.

Focus Death / Focus DeathMP cost: 36. Property: **Critical rate -30%, success rate of "Blow"-type skills +60%
- Critical damage from the front -30%, from skills -15%
- Critical damage from behind +90%, from skills +45%. Usable only with a dagger.

Focus Power / Focus PowerMP consumption: 36 Property:
- Critical damage from the front -30% (for skills -15%).
- Critical damage from the side +30% (for skills +15%).
- Critical damage from behind +60% (for skills +30%)

Assassination / AssassinationProperty: A passive; increases P. Atk. with a dagger by 80 and the instant kill chance by 4%.

Counterattack / CounterattackMP cost: 29. Property: Counterattacks the enemy on any physical attack. Damage depends on STR.

Critical Wound / Critical WoundMP cost: 43. Property: Increases critical damage against the target by 30%

Symbol of the Assassin / Smoke ScreenMP cost: 80. Property: Creates a field in which evasion increases, and increases the frequency of critical hits.

Hide / HideProperty: Makes you invisible. Movement speed is reduced by 30%.

Sixth Sense / Sixth SenseProperty: When HP drops below 30%, evasion increases by 15.

Dual Dagger Mastery / Dual Dagger MasteryProperty: Lets you use dual daggers. Increases P. Atk. by 87.5.
Increases the lethal attack chance by 5%.

Fighter's Will / Warrior's WillProperty: When wielding a melee weapon, there's a chance to increase P. Atk. by 100 and attack speed by 10%; critical rate increases by a fixed amount.

Counterattack / Archer's WillProperty: When wielding a ranged weapon, there's a chance to increase range by 50, accuracy and critical rate.

Expose Weak Point / Expose Weak PointProperty: When taking damage, there's a chance to lower the enemy's P. Def. and critical attack resistance.
Protection of Rune,
Alignment,
Elemental / Protection of Rune, Alignment and Elemental Property: - 15% M. Def.
- 20 dark/holy defense attribute
- 20 fire/water/wind/earth defense attribute
- 1000 M. Def., fixed
- +20 to all defense attributes.

Ghost Walking / Ghost WalkingMP consumption: 36 Property:
- For 30 seconds:
- increases evasion by 15
- movement speed by 33
- "lethal attack" chance by 40%
- 60% chance to evade a physical skill
Tattoo
Here you have a couple of options
- Don't get tattoos for leveling, which is until about level 76—79.
- Get a fearsome tattoo
- +4 STR -4 CON
- +4 DEX -4 CON
- +1 STR -1 CON (optional)
- Get the PvP tattoo that any "Shinobi" should have at level 78—79
- +4 CON -4 STR
- +1 CON -1 STR or +2 WIT -2 INT
- +4 DEX -4 STR
Armor and weapons
D-grade

Common Item — Mithril DaggerPrice in Giran: 81,975 adena

Common Item — Salamander Skin Mail
C-grade

Common Item — Crystal DaggerPrice in Giran (shop): 349,250 adena

Plate Leather Set(+4 Str, -1 Con)

Common Item — Drake Leather Armor
B-grade
![Kris [Focus]](/w/images/a/ab/Weapon_kris_i01.png)
Kris [Focus]Price in Giran (shop): 10-12kk plain and 14-15kk with SA

Zubei Light Set+4 Evasion or keep running in the same C grade; costs around 5-6kk in the shop
A-grade

Majestic Light Set(+1 Dex, -1 Con) +8% P.Atk from bows and crossbows, +240 MP, +5759 Load, -50% chance to be stunned.The best set for PvP against stunning opponents, and also useful when leveling a subclass, especially an archer. Be sure to enchant the PvP option too (Endless Mirage will raise our survivability).

Dark Crystal Light Set(+1 Str, -1 Con) +4% P.Atk, +4% P.Aspd, +50% to paralysis resistanceGood for PvE (leveling)

Tallum Heavy Set(+2 Str, -2 Con) +8% P.Aspd, +5759 Load, +80% resistance to poison spells, -80% chance of getting a bleeding wound.Also an interesting option, but since the Light armor passive started giving extra + to evasion, it's less interesting than the previous ones.
I don't recommend buying a weapon for this grade, since a Crystal Dagger with the Focus SA is quite enough for leveling. You can enchant it a little to +4—5 and also insert a Life Stone.
S-grade

Angel Slayer [Critical Damage] or [Haste]The price depends on the server, but it's better to either get it from a RB or craft it (more profitable, sometimes faster). Also collect Attribute stones to insert into the AS and get AS +150 attribute, which gives a huge damage boost provided your skills are enchanted for the same attribute. And add the PvP option.

Draconic Leather Light Armor Set(+1 Dex, +1 Str, -2 Con) P. Atk. speed +4%, Max MP 289, weight limit +5759Collect it in any case, since you can insert attribute stones, which gives a solid boost to defense. Also be sure to enchant the PvP option (Endless Mirage will increase our survivability).
S-80 Grade

Dynasty Leather Armor
Con-1, Dex+1, accuracy +1.72, Evasion +1.72, MaxHP+418. Dark Resistance +6

Dynasty Knife(Evasion,Focus,Critical Damage) P.atk:291

Icarus Disperser(Evasion,Focus,Critical Damage) P.atk:319
S-84 Grade

Vesper Leather Breastplate
- STR+1, CON-2, DEX+1, P. Atk./Atk. Spd./MP regen +5.57%, Max MP +347.4 Spoiler:

Vesper Shaper(Hp Drain,Haste,Critical Damage)
PvE (leveling)
I won't describe it up to level 20 — all the quests come from the Newbie Helper
20—28
- Go do the Path of Destiny quest, and here we are at level 21. Also do Dangerous Seduction, which gives another +20% and 100k
- Go to Gludio and, with 2 people, clear the Hall of the Abyss level 23 (Kamaloka)
- Register for the catacombs. Go level in the Necropolis of Sacrifice (below Gludin).
28—40
- I chose the Partisan Hideaway: mobs are x2 and herbs drop.
- You can go to the Catacomb of the Heretic (near Dion)
- Start the quests for the 2 class, and also do quests such as Temple Missionary, Temple Executor, Temple Champion — 1, Temple Champion — 2, Twilight Fox — 1, Twilight Fox — 2, Twilight Fox — 3, Fallen Angel — Request of Dusk.
40—52
- The best here is the Catacomb of the Branded.
- Alligator Island
- We go to Kamaloka.
- Dragon Valley.
52—60
- Catacomb of the Apostate.
- The Ice Labyrinth is a veeery good place for resources; if you go there, be sure to take the quest Dream of an Ice Merchant at level 53.
60—66
- Or go to the Witch's Catacombs. AAs drop quite well there, but you'd better have either a static or a mini party of a buffer + one more dagger.
- The Necropolis of Devotion. Almost like the Witch catacomb, only with fewer people.
- The Blazing Swamp.
66—74
- I'd choose the Tower of Insolence (ToI) with the quests Legacy of Insolence and Audacity — everyone should complete the latter to be able to go to Baium.
- Or, alternatively, various catacombs or necropolises.
- Again, the Blazing Swamp with the quest Supplier of Reagents
- Near Goddard. Very good, since at 66+ the mobs there basically go down from 1 backstab.
74+
- There are many places here; the best is the Hot Springs with the quest Best of Ingredients – part 1 for the 3 class + decent solo leveling there with an MJ light set, since many mobs stun.
- Varka Silenos Barracks or Ketra Orc Outpost + the corresponding alliance quest with one or the other, whichever you like more.
78+
- In the Giant's Cave or under it. It feels like the best of the new locations.
- This is Parnassus, in a party
- Hellbound, but here you need good gear and a well-built party
Subclass skills
I think there are 2 directions in which an AW can choose subs. Namely PvP and PvE builds.
PvP build
The damage dealt after 78+ is high, so we need to concentrate on "survivability".

Boost CPIncrease max. CP (Warrior Class - Gladiator, Warlord, Bounty Hunter, Tyrant, Destroyer). An interesting and useful skill. Of course it won't save you from mage/archer nukes much. But it increases survivability against other classes, and it's easier to heal up with SP potions.

Boost EvasionEvasion increase (Rogue Class - Hawkeye, Phantom Ranger). We already have plenty of evasion. BUT it's our main stat for defending against archers. The more evasion, the higher the chance they miss the AW.

Counter BarrierWhen hit, there's a chance to get temporary invincibility (Enchanter Class - Prophet, Warcryer, Bladedancer). A very good skill. Why? Because it's invincibility, and you can do anything you want while it's on. It's just a pity it's only 5 sec.

Counter DefenseWhen hit, there's a chance to increase P. Def. and M. Def. for a while (Knight Class - Paladin, Dark Avenger, Shillien Knight) - Of course it won't raise defense as much as counter-Celestial. But it lasts 15 sec. And this skill gives exactly +20% M. Def. and P. Def.
PvE build
Here it's simple: you need to increase damage.

Counter SpiritWhen hit, there's a chance to get a soul (Summoner Class - Warlock, Phantom Summoner) - A chance to get +10% to P. Atk./Atk. Spd. and M. Atk./Casting Spd.

Counter FocusWhen hit, there's a chance to get a temporary Critical increase (Rogue Class - Hawkeye, Phantom Ranger) - A chance to get +33% to crit rate.

Enhanced Passive FocusGives a permanent ++30 to crit rate. (Rogue Class - Hawkeye, Phantom Ranger)

Counter HasteWhen hit, there's a chance to increase attack speed for a while (Warrior Class - Gladiator, Warlord, Bounty Hunter, Tyrant, Destroyer) - A fun skill. A chance to get a +30% Atk. Spd. buff.
Personally I choose the PvP build. At 76+ you level in a party (static), where DPS is huge, especially in a dagger party.
Olympiad
What to buff? Before the fight the NPC can give only 5 buffs of your choice; everything else is self buffs or from augments/sticks. Right now I can't spend large sums on talismans/augmentation, so I buff like this:
- I teleport to the arena with a Mental dagger in hand.
- I take the following buffs from the NPC, in order: Wind Walk – Haste – Death Whisper – Berserker Spirit – Acumen. Some prefer Focus and Guidance instead of Berserker and Acumen – well, that's your right, but this is more convenient for me.
- I cast Mental from the dagger.
- I turn on FD, then MS.
- With the AS in hand, I first buff Attack Aura, then Defense Aura, Blessing of Noblesse, Rapid Shot, and use a fishing potion – there are just too many cancel lovers around.
- I turn on Vicious Stance.
Opponent overview
Dagger (TH/AW/PW)A fight that depends heavily on luck; even a newbie can kill a very strong opponent with luck (Softex, you get it ;) ). UE+GW are a must; better not waste Shadow Step until the enemy's UE+83 skill runs out - if he dodges, it'll all be in vain. You should also land Bleed as soon as possible so the enemy doesn't go into hide, and the extra damage won't hurt. It's better to kite the PW's Dodge to have the advantage later; at worst, trade it for CA. The TH's Mirage can be controlled without much trouble even without a radar. Before turning on CA in a fight against a TH, it's very useful to use Blinding - they often try to kite it with Dash, using their speed advantage. Blinding + landed Bleed take away that advantage, putting their back right under your Backstab. It's also very important to have a Life Force talisman - very often daggers burn all their mana against each other with no visible effect.
Healers (Bishop/SE/EE)Very often they die to the Shadow Step + BS combo. BUT! If you didn't kill them with this combo, you have problems. These gentlemen are especially annoying with crazy self-healing, an MP cost debuff and mana burn, especially EEs – they can drain all your MP with one Mana Burn crit. Without a max Clarity talisman, killing a good healer is unrealistic (if your DPS isn't enough to out-damage GBH spam, it's unrealistic even with it), and it's better to keep Life Force charged. Besides, it's important not to Shadow Step into a self Medusa, and with a Bishop also into Celestial. It's better to wait out their Enlightenment in hide – they heal too fast and too much. The key to successfully killing these monsters is a timely CW and 300 attribute in the dagger.
DestroyersA scary beast if he comes out under Guts + Zealot; a couple of hits if he comes out on Frenzy or without limits at all. The most important thing is to run out Guts. First run into hide – that's 30 seconds of safety. Then run for 30 seconds under GW. Another 30 seconds run any way you like under UE, praying the stun doesn't land. After that, use the UD talisman and kill the now almost harmless Destroyer. A shock-resist set is mandatory in a fight with a Destroyer. True, I killed Destroyers even in Draconic, but low-level fights against bums don't count.
TyrantYou also need an anti-stun set. These green guys often cut CON to zero, and they wear light armor, so there's a decent chance to kill one with 1 BS. Again, it's important not to walk into the barrier. If you have a castle circlet, he's a fairly easy opponent.
GladiatorsGladiators come in two kinds. First, idiot Gladiators who try to hit you with their pretty, powerful skills under GW, wasting MP. You can kill those even with a Mental dagger to the face. Second, smart Gladiators who, under Refresh, hit with an attribute-enchanted stun from a blunt. That's serious, since an enchanted Gladiator has a chance to simply keep us stunned until GW wears off and then kill us with one triple – you can't turn on UE while stunned. An anti-stun set and the circlet will help. Some especially cunning Gladiators also put on a shield in addition to the blunt – that's even worse, since our skills are blocked by shields. But since, thanks to DanielDefoe, idiot Gladiators predominate – the fights are often simple.
Prophets95% of the Prophets in the Olympiad are someone's second windows; often you don't even have to fight them. The other 5% are fans of the class who squeeze the maximum out of their characters. These are very dangerous. First, they always come out under a very good buff, and you rarely manage to kill them in 1 hit. Second, their root is magical and isn't removed by Escape (you can use a talisman, of course, but it has a long cooldown, and the Prophet recasts root every second). Third, for the first 30 seconds they're immune to any debuffs. Fourth, a Prophet 83+ is very tough thanks to counter-critical. They burn mana even faster than EEs, since they put Bless the Soul on the opponent. And if he has a nuke in his weapon… Max Clarity + LF + root resist talismans are a must, because the only chance is to pray the root doesn't land and race on DPS (a Prophet heals much worse than healers). But if you've used Shadow Step and didn't kill him, then got rooted and the opponent has a nuke in his weapon - it's over.
WarcryerTries to stun something, but stuns badly. Also tries to hit with Drain, but hits little. Tries to sleep you – while he's casting sleep, you can go to the toilet and pour yourself some tea. His only advantage – he comes out under good buffs. But as practice shows, that rarely saves them.
OverlordHeaven forbid you mix up a Warcryer with an Overlord. Thanks to his set of buffs, huge P. Def. (for a robe) and Enlightenment, the Overlord is very strong as a mage and can basically kill you with Drain alone, after applying his nasty "clock" and "anti-chant" (not resisted by Mental) to kill our DPS. He can be killed, of course. But it's hard. The UD talisman and OE jewelry should give hope of victory, after you've waited out Enlightenment in hide.
WarlordStrangely enough, a fairly dangerous opponent, since he has a set of powerful stuns, a huge amount of HP and can easily knock us out of hide – almost all his skills don't require targeting. His weakness is that his most powerful skills take a long time to cast, deal little damage, and the polearm itself isn't known for attack speed – during those seconds under the circlet you can try to land some hits. You can also try to wear him down with GW + hide – a Warlord has little MP and spends it very fast. But the risk is high. Luckily, the Warlord is a very rare class, and at the Olympiad it shows up once in a hundred years.
Summoners (Warlock/PS/ES)With an enchanted Transfer Pain and a talisman they shift up to 80% of the damage they take onto the summon, which gives them, in a robe, the armor of tanks and the thick hide of Destroyers. Besides, the Warlock and ES have a WW block, the PS can shoot a bone (dark magic), and the ES's horse also has a hugely powerful stun and a water nuke. Killing these hulks isn't easy. First - instead of WW, buff Berserker against a Warlock/ES. Second - never buff Berserker against a PS. Third - if the summoner didn't immediately put Servitor Barrier on the summon (a minute of invincibility, looks like a blue sphere), that's our chance. Shadow Step to the summon and shove all your skills under its tail; if even one crits, it's dead. After this the summoner is practically helpless. Skilled ones are harder - they immediately put the beast in the barrier, using it only as a meat shield, and spam augmented/first-class nukes themselves (don't laugh, they hit pretty hard). Here hide, a landed CW, an enchanted Hex (not much chance to land it, especially on an ES, but still) and a max Clarity talisman save you. Also, against an ES you should always come out in an anti-stun set.
Elemental mages (Sorc/SH/SpS)Incredibly dumb fights that last no more than 5-10 seconds (not counting time sitting in hide). Everything depends on who lands a crit first and whether you manage to hit with BS from hide/step. As a rule the scheme is: a second before the fight starts, the mage uses the UD talisman without Enlightenment and starts shooting. It's very important to trade the mage's UD for your Celestial and make him use up his slug. Also watch Enlightenment carefully – as soon as it's on, hide, try not to get hit by Aura Flash and count 20 seconds. After that, killing the mage isn't particularly hard, unless his crit lands, of course. If you're confident in your strength (the mage is in a DC robe, or you have 300 attribute in the dagger), it's enough to simply interrupt the vortex cast with Shadow Step.
NecromancerHalf mage, half summoner, and both halves are the worst. Killing this machine in one go is practically unrealistic – Transfer Pain won't allow it. And Enlightenment, Drain and the physical skill block debuff make him even more dangerous than the chickens. Still, he has weak spots too, the main one being that he can't protect his zombie in any way. In no way at all – no UD, no barrier, no decent healing skills, the zombie's buff is weak, and necros rarely give it Mental. I think the tactic is clear – get to the zombie by any means and kill it as fast as possible, then – hide/UD talisman and Shadow Step to the necro himself. If you waited out Enlightenment before that – 95% you've won. If the necro managed to apply Doom – everything's bad.
Tanks (DA/Paladin/SK/TK)The chances of winning are slim. A tank of equal level/epics/enchants is practically unkillable. They can counter us with a lot, maybe even too much. First – the tanks' heavy armor passive reduces critical damage by 35% (and therefore all our skills). Second – by Murphy's law, only our skills are blocked by shields. Third – ToD/ToL either make us even more vulnerable or make the tank even tougher, and ToD also has a solid chance to knock off Mental. Fourth – tanks have only one attack skill (Tribunal/Judgment) and it's fairly weak, but it doesn't miss under UE, since it has a debuff effect. Fifth – for the first two minutes of the fight the tank has huge accuracy, crit rate and crit damage (thanks to the self buff from the combat transformation). Fifth – the most powerful stun in the game. Sixth – three variations of UD, one of which doesn't lower speed. So how do you fight all that?
Generally speaking, a tank can be killed IF you have a significant advantage in epics (say, 2 earrings against none). A rare MJ is also a must. Specifically MJ, since UE/GW is very hard to cancel, and tanks mostly hit with normal attacks - so there's a chance the counter-stun will trigger. Next, a max Clarity talisman. You'll have to hit the tank for a long time, mostly in the face, and under normal conditions you simply won't have enough mana. Then, keep moving. Constantly, even between hits - evasion is higher while moving, and so is survivability. A subclass passive for +4 evasion will also be useful specifically for Olympiad fights against tanks. Also remember that, however you look at it, our speed is much higher (except when a DA has landed Hamstring or a paladin is under the angelic icon), and a normal UD and Vengeance can be kited (but without a bow the damage is zero, and DAs and SKs are pretty good at hitting with magic at short range). It'll also be very useful to get a talisman and augment for reflect, plus a Frintezza/Olympiad necklace. Together this gives 45% damage reflection - not as much as you'd like, considering our HP in Olympiad conditions, but still. And of course a Life Force talisman. Also, if you have a castle crown, you can pull the following trick: as soon as party UD turns on (the animation is very noticeable), first use the crown and then immediately the Steal Buff talisman. With a dumb or simply inattentive tank it'll work, and we'll get that party UD for ourselves, and if we're lucky, something else nice that will make the rest of the fight easier.
DwarvesI just don't understand why dwarves go to the Olympiad. Their job is to spoil, not to go to the Olympiad. But if we see a dwarf in front of us, remember that they have not only Spoil but also a stun. In principle you can kite the whole fight under the WW+Berserker buff, occasionally shooting a bow (if you have one), but with a crafter you should first kill the barrel - it shoots and moves fast. Also, since dwarves rarely do the Olympiad and usually don't prepare properly, they rarely have Mental - you can throw Trick/Bluff. Strictly speaking, almost any character without Mental is a free frag for us, but with dwarves it's especially fun. I remember one fight when, still at level 76 in an MJ with a common Sepor, I killed a BH 80+ (in a Dynasty set). The whole point was that he had no Mental, so first I ran from him for a long time, closing in now and then, dropping his target with Trick and constantly reapplying Bleed. When he had about two-thirds of his health left - Shadow Step, a full series of skills, and the crit flew. GF.
BerserkerPure hell, between us. Without a very serious boost to shock resistance you can easily die without ever leaving the stun from Rush Impact. Not to mention the damn Disarm with its 101% success rate. Still, even these pink-faced mutants can be killed. If the Berserker is a fool, he'll turn on UD right before the fight. We answer with GW+hide and count 30 seconds, keeping a small distance; when 6-7 seconds of hide are left, close in, and when 1 second of hide is left, plunge the dagger right under the left shoulder blade. Often that's enough. If not - Shadow Step and another 1 Backstab. Then it's definitely enough. True, this trick is only possible with a refresh, otherwise Backstab won't come off cooldown in time. If the Berserker is an even bigger fool, he won't turn on UD and will Rush in the first second. These are easy to deal with - since Step casts faster, by hitting its button we'll end up behind the chicken's back even though the Rush animation seemed to be visible. It looks roughly like this (me 77 without SA and rings, the opponent - a Berserker in a Dynasty set):
If the Berserker is NOT a fool (quite a rarity, by the way), he'll start the fight with the UD talisman/Celestial. A very unpleasant situation, since by going into hide in response we lose our countermeasure for UD. How to save yourself here – no idea, since even if you stand in Celestial or use the circlet, you'll get disarmed and it's bye-bye.
There are three approaches to destroying these creatures: dumb, elegant and skillful.
- Dumb: wait out their invulnerability in hide, SS + BS. If you're lucky, you killed it; if not, you weren't lucky.
- Elegant: buff the way I described, add a heat potion from Hellbound and (attention!) charge a meditation talisman. Run out into the open area of the arena, write something like "Damn, I just got my points :(" in white chat, and use the talisman right before the fight starts. The next moment we get Steal and they take from us: the talisman, Rapid Shot, two potions, the wing and the defense/attack auras. FD + MS stay with us, as does DW. The chicken meanwhile stands in invoke wondering why its skills won't work. We don't waste time on talk, Step and finish the fight with one series of hits. Or one hit.
- Skillful: work out your own tactic and describe it yourself.
Female ArbalesterWith GW, a fairly easy opponent, since she cuts her already low CON to zero with tattoos and has no stun. Still, it's worth landing Bleed; these chickens run fast.
Bards (BD/SwS)Even these guys can cause trouble under certain conditions. A BD can theoretically kill us if he lands Medusa and cancels us to zero with PvP fists. A SwS can theoretically kill us if Silence lands. In both cases the main thing is not to panic, to remember that they'll be lucky to hit us 1 time out of three, and our DPS with dual daggers without skills, or with skills without buffs, is still higher anyway.
Class gameplay videos
http://www.youtube.com/watch?v=hIlsh1mBNgY&feature=fvsr