Bishop (Gracia Epilogue) guide — Bishop
Bishop class guide for Lineage 2 Gracia Epilogue: how to get the class, which skills to take, what to wear and where to level.
Contents |
Cardinal - the heart of any party
If I have the desire and the opportunity, and of course the interest, I'll make a few guides. I'll start with the character who, already from a low level, is the heart of almost any party and whom all smart people always take "to level". That's right - it's the Bishop (Bishop), who after the 3rd class becomes an epic character - the Cardinal (Cardinal). In this guide I'll try to cover most of the main points about this character. Everything said below doesn't claim to be the one true and ideal way to develop the character. Also, everything here is positioned from the perspective of American/European servers, not RuOff, so don't even ask me about the Russian names and other RuOff-related things!
Skills
I'm not covering the skills of Human Mystic and Clerica. Our goal is the Bishop's own skills. I won't go through all the skills, because many are useless or of little use. Many drop off as you level. So I focus only on the needed and positive skills. I also don't mention the books for increasing buff slots; they're learned at levels 40, 61 and 76. The 4th, last buff slot can be obtained for an expensive book from the Olympiad.
- 40-75
So, already at level 40 we get 2 quite useful skills that will decide the outcome of many PvP fights and battles at later levels (at early levels they're hardly that useful, but nobody cancels them either).
- Greater Battle Heal, Range: 600 Eats shamelessly much MP, but heals very fast, and when someone gets assisted — especially by mages — only this skill lets you heal them in time. But if there's no Elven Elder, or at worst a Shillien Elder, behind you, after a few heals the Bishop will be empty. This is especially noticeable and critical at low levels.
- Mass Resurrection A priceless skill. Resurrects everyone around the Bishop. Must have in any PvP with 3+ dead clan members around :) More than one PvP has been turned around thanks to a well-timed mass resurrection.
At level 44 an extremely useful skill appears that lets a Bishop level like a mage :)
- Inquisitor
After getting this skill, you can go level in any location, preferably with a weakness to Divine (Holy) Magic. The requirement - herbs should drop in the location and/or there should be a buffer/recharger. The self buff Holy Weapon also helps. In Inquisitor, several new skills appear (a holy nuke, a mass skill, surrender to holy attacks, and a regen debuff) + the ability to transform back. A few of the old ones remain, like Celestial Shield, Invocation and the above-mentioned Holy Weapon. Not long ago nukes were heavily nerfed in PvP, so the Bishop became a support again rather than an uber-nuker conqueror :)
Among the useful things at level 44 it's also worth mentioning
The next important turn, with a number of new but priceless skills, comes at level 56. It's, so to speak, a turning point where the Bishop's potential as a character and as a healer really starts to open up.
- It has several, so to speak, kinds of outcome:
- Doesn't trigger
- Triggers partially and the mob runs away (the Fear effect)
- A lethal triggers
- It has several, so to speak, kinds of outcome:
- At level 58 we get 2 more very critical skills.
There are 3 more important skills:
- Any action (drinking a potion, using a skill, hitting someone etc.) removes Celestial'a.
- You can still be cancelled (buffs removed) by a skill or a hero polearm (Cancel Stick).
- There are no more useful skills after this. All the old ones grow in level and power.
- 76-83
Well, congratulations — you're a Cardinal. A healer with a capital H. Now almost all roads are open to you (not counting Hellbound; you need level 78 for that :))
- 76 - we get 1 active skill and 3 passives.
- Healing power increases by 30
- MP regeneration increases by 17% (!!!)
- The sigil gives minimal P. Def. and isn't a shield, so it doesn't block hits that could land on a shield. So you don't need buffs for shield block chance or shield defense.
- Increases defense against poison and bleeding by 20 - Poison and Bleed.
Increases defense against Hold, Sleep and other Mental attacks by 20.
Increases the skill effect's duration 2 times. Instantly "resets" the skill's reuse (for example, an instant Balance reuse :)) Considering that the Cardinal is Human and all the tattoos go into Casting Speed, running speed and HP (i.e. STR is minused), there's not much STR in the end. Again, I advise learning it once the more important skills are learned.
- 82
- All the books for these skills used to be for level 81, but they have now been moved to level 82.
- 82
Another very cheesy, overpowered skill. It used to be at level 81, but it was moved to 83. True, everyone who managed to get the books before the change could/did learn it at 81 :) In peace-zone it works on everyone (including antagonists, NPCs, etc.), except enemies (but in a peace zone it doesn't restore MP for some reason). Outside peace-zone it works on everyone who isn't at war with the Cardinal and is within the skill's range. Restores ALL CP/HP/MP and gives invincibility for 15 seconds. Costs 4 000 HP to cast. Reuse 1 hour. That's the kind of cheat it is :)
Skill enchanting
Below are just tips, names and numbers, without pictures :) Skills of the 3 class, which are much harder to enchant, are in italics.
Subclass skills
Everyone chooses the intermediate skills for themselves; I preferred M. Def. But the useful ones deserve a closer look.
75 class skills
- Boost CP Gives a permanent +738 CP bonus
- Counter Barrier When hit, there is a 3% chance to get Celestial Shield for 5 seconds
- Counter Defense When hit, there is a chance to increase P. Def. and M. Def. by 20% for 15 sec
- Counter Spirit When hit, there is a chance to get, for 15 sec: +7% M. Atk. and P. Atk., +8% casting speed and attack speed (attack speed)
- Mana Gain 6% more MP restored by recharge
The other skills don't deserve enough attention to take them or level a subclass to level 75 for them :) Unless you're leveling the subclass for yourself rather than for the skills.
Gear
Sets
- B Grade:
- Avadon or BW.
- A Grade:
- I recommend Dark Crystal. Some collect Tallum (the same casting speed, the differences are in other bonuses, e.g. Tallum gives a bit of M. Def.), and others **Majestic. But DC is the choice of champions :)
- It's worth enchanting the set thoroughly, because it'll usually stay with you all the way to Dynasty.
- S Grade:
- Arcana Set - in my opinion, not a suitable set for a Cardinal at all, but it has a number of advantages. P. Def., carrying weight, stun resistance and, most importantly, you can insert elemental stones. Still, DC >> Arcana. If you manage to get 2 sets - that's simply great.
- S80 Grade
- Dynasty Set - the goal and last step for a Cardinal (I'm not counting Vesper :)) - has mostly advantages. It combines the capabilities of DC + Arcana, so must have. And if the party is smart, it gears up the Bishop and EE first, and then everyone else.
Cannon
- Anything with SA for Acumen. The more M. Atk., the better. Why? At low levels it's easier to level (we're mages, after all, while not in a party). At high levels, M. Atk. means:
- Healing power
- If the weapon is A/S/S80 Grace - PvP bonuses
- Debuff land chance
- The ability to add a PvP option to Top an A/S/S80 weapon and insert the maximum Life Stones with nice passives/bonuses
- Starting from A Grade you can make an Masterwork item with useful bonuses (e.g. Masterwork Flaming Dragon Skull[A] has built-in Clarity. Acumen+Clarity makes a nice combination :))
- The party shouldn't underestimate Bishops and EEs, and should also think about Arcanas for them.
- In general, the weapon list looks like this:
- Mysterious Sword[Low C], Sword of Homunkulus [C], Sword of Valhalla[ B], ***Wizard's Tears[Top B], Sword of Miracles[A], Flaming Dragon Skull[A], Arcana ***Mace[S], Dynasty Mace[S80], Dynasty Phantom[S80], Icarus Spirit[Top S80], ***Vesper Buster[S84], Vesper Caster[S84].
Other perks
- Jewelry So as not to describe everything at length, I'll say that the better and more enchanted the jewelry, the better. I'll dwell in more detail only on the epics.
-
Necklace of Valakas - a priceless epic. Damn hard to get and usually goes to mages. But in the hands (or rather on the neck) of a Cardinal, it works wonders. The main thing for the Cardinal is to be geared up (an enchanted Dynasty set, etc.); a couple of Mana Storm and Mana Burn and the PvP is over :) -
Frintezza's Necklace - an order of magnitude easier to get. Useful first of all for skill reuse and resists to almost everything :). -
Earring of Antharas - also a very useful epic for a Cardinal. The main thing is the built-in Clarity effect, which gives 5%. It also provides a seriously strong stun resistance (with enchanted Resist Shock and Frintezza/Zaken/Antharas, a level 79 Cardinal gets stunned roughly 1 out of 25 times +28 by the stun of a level 84 full-epic archer. Verified by me ^^) -
Zaken's Earring- gives decent stun resistance + several other resists to mental attacks. It also increases the HP restored to the Cardinal by heals (not by the Cardinal to others). -
Earring of Orfen - an epic of little use. A cut-down version of Zaken and doesn't give stun resistance. -
Ring of Baium - useful first of all for the casting speed bonus. -
Ring of Queen Ant - an almost useless epic for a Cardinal, but useful for any physical damage dealer (be it an archer or a melee-dd like a dagger). -
Ring of Core - an epic of little use. Better to wear another one or a Over-Enchanted ring. - Also useful: if you can't get/make Sigil, the Cardinal needs a shield. The better, the better.
- A shirt for CP. Preferably S Grade.
-
- Farm Territory Wars - the goal is to buy and make a belt for Weight Limit. While archers and others can carry a ton, the Cardinal is a frail and weak creature in this respect :)
- A bracelet. Preferably at least A grade. It lets you wear a bunch of talismans at once. Talismans are power! Even a basic Low MP Regeneration talisman for 12k in the Aden shop is a boost to MP regen while leveling!
Leveling
- Solo
- There are many places to level, and level well. For example, the start of Dragon Valley, then near Aden, then Cemetery, Fields of Massacre, Valley of Saints and Forest of the Dead. An almost classic nuker chain. Focus on places with undead monsters; they're weak to Holy Magic. Having herbs is also quite critical; if there's no buffer, a recharger is desirable.
The real fun starts after level 76 and the ability to enchant skills. First enchant Turn Undead to +1 Attack and... sit down to buy Dimensional Fragments. As soon as we've gathered a pile and a bit more, buy a MOUNTAIN of SO, take any leecher, preferably a useful one, and go duo to the Hero Rift. You can even leave him far from the entrance, and then only 1 person is teleported (the condition for entering the rift is a party, i.e. at least 2 people. But 1 can enter). And off we go leveling with lethals. Nothing faster solo has been invented yet :)
- In a party
- In a party it's easier - wherever they take us, that's where we'll level. Usually at low levels these are mini parties that go to x-boosted mobs somewhere in the Catacombs or something like Lair Of Antharas. Closer to the 3 class, Pagan or the ImT is optimal. MoS is also possible, but IMHO it's not the best location for leveling. There's also the option with mages in Forge of Gods; if the mages carry well, the Bishop levels quickly and without much strain from somewhere around level 64 :)
The main leveling spot is of course Hellbound, but for that you need level 78 and to get seasoned in easier places :) By the way, if you have access to HellBound on any class (main/any sub), you can enter there at any level. In a party, leveling a Cardinal becomes much easier when there's a tank. And also if the EE doesn't let the Cardinal fall asleep at the keyboard and can back him up in an emergency.
Olympiad
The Olympiad is a separate story. Only top characters can farm their class, and only classes. The open one is a whole separate story that needs more than one article :)
I'll try to cover the Olympiad from the Cardinal's side, and only partly, since I often watched it but didn't take part (I'm still Mystic Muse for now, but the main <> sub change isn't far off ^^).
In the current reality it's almost impossible to counter enemy Cardinals if you don't have: 81+ level, a charged weapon, an S80 set, an epic and a number of other goodies like talismans, etc. Let's go in order. It used to make sense to gear a Cardinal in Arcana 150 Holy, make a set against Holy and go drain the competitors, but after the damage nerf in PvP (and the Olympiad accordingly), this scheme no longer makes sense.
It makes sense to stuff LSs into the weapon until a nuke goes in, and then load the weapon with the element the inserted nuke belongs to. The nuke should preferably be: Boulder or something like Hydro Blast. Why these? Well, to begin with, Hydro Blast, like several other nukes, is NOT blocked by a shield. Unlike, say, Hurricane or Prominence. Second, if the nuke has a relatively rare element, it's harder to defend against (though on RuOff everything is different because all stones are cheap).
You need a set of weapons that apply positive buffs, like Mental and Bless the Body. The Cardinal and the NPC that gives a choice of buffs before the start have the other buffs.
Next, for Epaulettes, get the needed talismans at a castle/fortress. For example, the UD talisman, Max Clarity, or HP/MP/CP recovery. Usually (in most cases) a fight goes in several stages - trying to land Backfire and Mana Burn. Whoever burns all the opponent's MP first is the boss :) Then just nuke the opponent and get ready for the next match.
Often you know your opponents by sight, so you can take the trouble to prepare a few more sets mixed with defense against different elements. Or coordinate with someone. For example, the EE makes boots with Holy defense, and we make boots with Dark defense. And so on.
It also makes sense to carry several weapons with different nukes. And you can try inserting some active skill into the buff weapon. This will help a lot if you manage to make a good combination. The whole game is a sum of huge and tiny bonuses. Some are measured in tens of percent, others give hundredths to already small values. Nevertheless, whoever gets more in the end is stronger. So any chance to raise each of your stats even a little more is a plus to your chances of winning, both in PvP and at the Olympiad.
Conclusion
I tried to put a lot of information into this guide, but a lot was still left out. I deliberately excluded things like PvP and some others, because covering them would take another article, or maybe even several.
The Cardinal isn't just a character, it's a calling and the heart of any party. These characters have little fun and work a lot for the party. You need strong nerves and calm to play one day after day. Those who leveled on chimeras or in the citadel for 7+ hours straight without a break at a crazy nonstop pace, staring at a column of 9 HP bars and a line of debuffs, when it's night outside and the clock is well past 2, will understand what I mean :)
Class gameplay videos
http://www.youtube.com/watch?v=D7_SSABvDa8&feature=related http://www.youtube.com/watch?v=mFkulBF7T5E




