Hawkeye (Freya) guide — Hawkeye

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Hawkeye class guide for Lineage 2 Freya: how to get the class, which skills to take, what to wear and where to level.

Contents

About the class

In the Armenian-Russian localization he was undeservedly named the Shooter ("Strelok"). An extremely plain and unremarkable name compared to poetry like, say, Phantom Wanderer, Abyss Walker or Soul Eater. They could have translated it as Hawkeye, which would sound more interesting and be a more accurate translation. But, as the saying goes, if wishes were horses... Shooter it is. That's not the point. Who is the Hawk? The Hawk (Hawkeye in English) is the choice of any Lineage player who wants to play a normal human character with a ranged attack. The choice is small. Among human fighters only the Hawk and the Gladiator hit properly with ranged skills, and the Gladiator is still a melee class: his ranged blows are pretty decent (they crit), but they can't be used as his main way of fighting. Plus those damn charges, so inconvenient... Then again, Gladiators know best. The Hawk, like any archer, is strictly a party character, which in practice means getting beaten by pretty much everyone who can hold a weapon, unless you have a great buff behind you and a couple of healers. This class is no solo powerhouse, because it gets beaten up by opponents fairly quickly and depends heavily on buffs that solo players simply don't have (BD/SWS, EvE/PoF, the cat). With rare exceptions most solo players get by with a Prophet buff, which is nowhere near enough to dominate. For leveling, though, it's quite enough, you know. We have no self-buffs like M. Def. or P. Atk./Def., so in the Olympiad we're at an obvious disadvantage (especially in M. Def.). Well, in these chronicles archers have nothing to do in the Olympiad, so we'll skip that.

Stats. Comparing with other archers. Tattoos

Tattoos. Here it would be fitting to cover tattoos, which change these very stats. True Hawkeyes get a MANDATORY tattoo of +5 STR -5 CON. This maxes out our P. Atk. and gives our skills an extra chance to crit, without losing much survivability. Next, at the patient's discretion, a Hawkeye gets +4 DEX -4 CON. The author of the guide put this tattoo on and removed it from his alter ego several times, until he concluded it's, pardon me, total rubbish. You get a tiny bonus to running, critical rate, accuracy, evasion and attack speed, and lose your already weakened survivability and carrying capacity. Plus you become more vulnerable to stun, which is unpleasant. In short, it's not worth it, not to mention that good +4/-4 dyes cost money. As a separate point, I'll report that the STR + (insert what's needed) option is complete nonsense. So that's settled.

In the end we have a self-propelled but not very maneuverable surface-to-enemy missile launcher that hits hard and far and has good survivability. But it depends heavily on its crew, and especially on the driv... crew commander. What more do we need?

Tools of the trade

Bow.

C grade
Akat Long Bow. The perfect choice for those who don't want to level with a knife at noob levels. In a good one we can put an SA for Cheap Shot, which saves MP on shots. If not, we take the plain one and don't bother.
B grade.
Bow of Peril
Bow of Peril. An excellent gun; some archers run with a good one all the way to S grade. The plain one will serve us well until A grade.

True bow masters have tried every option many times over and know that the firing speed of the CarnageCarnage Bow (commonly called the "snag") is exactly equal to the firing speed of the Soul Bow Soul Bow (aka the Soul). The only difference is the moment the arrow leaves the bow. If you count the shots per minute from these bows, you get the same number, even though the listed attack speed differs. BUT! If you plan to fight with skills or do a lot of PvP, you'd better take the snag: its skill draw speed is noticeably higher than the Soul's. And one more thing: if you take a normal Soul and put an SA for Recovery in it, it will shoot faster, since the cooldown of a normal shot gets shorter. That won't help with skills, though. There's also the Sheed's Bow no SA Shyeed's Bow, but making it is a pain worthy of a true hardcore grinder. It's easier to make a Draconic with 150 attribute. Still, if you do get one, at low levels you'll have the Focus SA, which is very handy for killing mobs.

For leveling you can use any attribute (Holy/Dark is cheapest), but if you want to fight properly 1x1 or in small brawls, use an elemental one and enchant the Double Shot skill to +1, getting +40% of its damage; it helps when fighting those who like dodging shots. The SA is definitely Focus, +88 to critical rate.

S80
Dynasty Bow
Dynasty Bow(attack 654) — guess what? A bow made of plucked Kamael feathers. There's not much to say about this thing. Sure, it's better than S grade, but that's offset by the hassle of a level 14 SA. Of course, we put Focus - +116 to critical rate.
Icarus Spitter
Icarus Bow(attack 689). This gun (unsurprisingly) hits harder than its predecessors, has the Focus SA (increases critical rate by 116), and is the most you can run with if you don't have the strength to grind to 84. But again it requires a level 15 SA crystal, and adds as much crit as the Dynasty bow. It looks like someone took a normal bow and split it apart at the ends. Very gothic.
S84
Vesper Thrower
Vesper Thrower(attack 724). Freya let us craft it, and the rare bow (if you're lucky) gives + to shooting range, which is great. The Focus SA adds 100 to critical rate (interestingly, less than S80!). The SA requires a level 16 crystal.
Skull Carnium Bow
Carnium Bow(attack 768). The machine gun from Freya. It needs a level 17 SA, and it gives (omg) 139 to crit. Naturally, once you reach 84+, Vesper Thrower no longer rules. Take this thing, enchant it to +100500, put in the SA and 300 attribute, and go punish.

Some especially crazy... savvy Hawkeyes use it quite productively...

And alsooo.... It has an awesome PvP bonus (11.5k Fame to insert, and a million-plus adena), which cancels the foe (removes their buffs) with a 15% chance on any normal hit! No comment needed. Once we were fooling around with a 80+ Paladin; I took the dagger instead of the bow (he has a crazy resist to bows), and by the end of the duel he had no buffs at all. But I still lost ;) Opinions on whether archers need a dagger differ; it's a matter of taste. But the most interesting thing is that a Hawkeye with a good dagger can play the role of a melee DD quite well while leveling with melee partners, since its P. Atk. is almost like a TH's; the only difference is the lack of skills, which are rarely used while leveling anyway out of laziness to press buttons. And a bit in attack speed - the TH does have evasion hastes and an attack speed passive. Again, whether a dagger is useful is decided individually. So see for yourselves.

Outfit

Tallum HeavyA great DPS set: +8% Atk. Spd., +2 STR, + to carrying capacity. The downside is that evasion drops by -10, and you can't add a PvP bonus. The set itself doesn't lower evasion, but it's heavy, which takes away our light armor passive that gives that very evasion. But! Do you get hit by normal attacks a lot? Skills and magic don't care about evasion. So this set is the editor's choice. Of the A grade, of course.
DC lightAn excellent set for leveling. High DPS thanks to +1 STR, +4% Atk. Spd. The downsides are low P. Def. and, again, no PvP bonus. The upside is that it's relatively cheap and easy to craft. And a human looks like a real man in it, unlike all those elves.
MJ lightNow this is the golden mean. It has +8% to bow attack, +1 DEX, + to carrying capacity. Anti-stun. The top A set in P. Def. You can add a PvP bonus. For light armor it's a 15% chance that the enemy's target is canceled when they hit you. In passive skills it shows up as that cheesy TH Mirage. It works, and works well.

A lyrical digression. Starting from S grade, we can attribute each part of the set for elemental resistance by inserting stones. The stones give a defense attribute opposite to the element we insert. I.e. insert holy - get dark resistance, insert wind - get earth resistance, etc. One item can get at most 120 resistance to the chosen element; up to 60 we insert stones, then crystals up to 120. Starting from Freya, we can put 3 attribute types into each set item - one from each pair: wind-earth, water-fire, holy-dark. Naturally, in a Draconic set this makes sense only if it's rare and +6, otherwise it's too expensive.

Lately, though, top archers like to have a fully rare Draconic set, with every piece enchanted to +6 or higher. In that case the Dino set (more on it below) simply loses. But, again, it's hard to get.

Armor t101 u i00S80 gear that appeared in Freya as an alternative to Dynasty. No hassle with shoulder pads, no splitting into Berserker/Gladiator/archer versions. It gives the following stats: DEX +2, CON -2; when equipped, P. Atk. +4.26%, Atk. Spd. +4%, Speed +3%, hold resistance +50%, Fire/Water/Wind/Earth defense +3. Put this set on as soon as you can; it's more fun than both Draconic and Dynasty in terms of boosting DPS. And root resistance comes in very handy for an archer.

In plain words, it's the same Draconic, but as if with a second essence: attack and attack speed are one and a half percent higher, P. Def. is higher, and the rest is the same, except for increased weight. Oh yes, if you stick Noble Enhancement Stones in, you get the "Noble" addition (heh, Innova's own translation of the word "noble") to your Vesper set. It becomes nobler, and you can wear S84 cloaks with it. Right now the Vesper Noble set gives no stat boost, BUT! The High Five update is around the corner, and there they'll change the set's stats and add an extra boost for Noble sets. Archers are affected quite well overall, and after the update comes out I'll be busy editing the guide - but for now we wait. :)

Vesper light set -Stats: STR +1, DEX +2, CON -3; when equipped: P. Atk./P. Def. +5.57%, Atk. Spd. +5%, Speed +3%, paralysis resistance +50%, Fire/Water/Wind/Earth defense +5.

Now this is cool, guys. It adds the sometimes much-needed P. Def., and +speed is nice too. And the most fun part is paralysis resistance. In today's conditions, when every group has a 83+ SLH chicken with its cheesy mass paralysis, this set is just the thing for staying mobile (well, at least trying) in mass brawls.

Elegia light set -Stats: STR +1, DEX +2, CON -2; when equipped: P. Atk. +6.59%, Atk. Spd. +6%, Critical Rate +17.05, paralysis resistance +50%, Speed +3%, Fire/Water/Wind/Earth defense by 5.

The top set at the moment, nothing more to say. The +3/-2 stats alone are worth it. Good attack speed, a good bonus to attack; it's a pity it's DEX +2 and not STR — P. Atk. matters more to us. Oh well, you won't be able to collect it anyway

Skills

Here are the best, most useful skills. If you didn't find something here, the skill is junk, rarely used, or I simply haven't leveled to it yet. Or I forgot or didn't get to it. It happens. So, here we go.

Offensive

Stun Shot.
Stun Shot.Well, it's all clear here: stuns the enemy, deals a little damage, knocks off the enemy's target. There are various enchant options; the preferred one is Chance. Overhit.
Double Shot
Double Shot. Our main combat skill: hits for good damage and often crits x2. Mostly enchanted for Attribute; +1 is enough.

Why is +1 enough? Because when enchanting a skill beyond +1, we add not damage but the skill's attribute. That lets us increase the difference between the weapon's attribute and the enemy's defense attribute (too big a topic; read the attribute guides). In normal PvP or killing mobs you won't notice the difference between a +1 and a +10 skill. The Duel enchant (power in PvP) is also interesting, but there's no data on it anywhere. Maybe they don't want to give away the secret? Overhit.

Lethal Shot.
Lethal Shot.An attack skill; deals mediocre damage (can crit x2), and has a chance of a semi-lethal, like daggers, but a very, very low one. Some Hawkeyes have never landed a lethal shot with it in all the time they've used it. Enchanted for attribute. It takes a long time to draw, so many Hawkeyes, including the author, never learned it at all, but it's worth mentioning. Overhit.
Hamstring Shot.
Hamstring Shot.An important skill; appears at level 77, slows the enemy by 30% for 1 minute, deals damage roughly like the stun - but can crit x2, which is more fun. Mostly enchanted for land chance. Used against tanky foes running after us to give us a beating, if the stun doesn't land on them or the opponent doesn't care about it (Destroyers, Tyrants, dwarves and the like in Majestic). Overhit.

Self-buffs etc.

Hawk Eye.
Hawk Eye.+10 accuracy, -10% P. Def. A very useful skill for leveling, and in PvP against evasive classes it can come in handy. Use it. The most interesting thing is that only we, the beloved ones, have this skill; the others can only envy.
Spirit of Sagittarius.
Spirit of Sagittarius.Reduces MP consumption of physical skills by 30%. A great buff, use it. It lets us overhit with stuns while leveling without straining MP, which is good.
Soul of Sagittarius.Increases max MP roughly like a level 3 Prophet blessing; used when there's no Prophet in a second window, and when fighting with self-buffs.
Pain of Sagittarius.
Pain of Sagittarius.Converts HP into MP; sometimes useful when leveling; reuse of a few seconds.
Blessing of Sagittarius.
Blessing of Sagittarius.Reduces physical skill reuse by 30%. A cool thing, use it too. When it's in our buff bar, we can pepper enemies with stuns basically without reuse. If we want to, of course.
Snipe.
Snipe.Range +300, crit chance +20% to base, P. Atk. +177. Immobilizes (darn!), but enchant it for Penalty Reduction! Your humble servant has it at +3, speed about 30 (like with a wild grade penalty and overweight, heh), but to speed up you can use...
Dash.
Dash.Speeds up our restless body by 40. Lasts 15 sec, reuse 30 sec. Put the skill on a convenient key and use it all the time. It can't be enchanted, which is a shame.
Vicious Stance.
Viciousness Stance.Increases our critical damage by 609, constantly consumes MP. Quite usable — usually MP doesn't run out before the end of a PvP. Enchant it for Power, since we won't notice much MP saving from the Cost route.
Ultimate Evasion.
Ultimate Evasion.Even though it's a first-class skill, it's very, very useful. Increases our evasion by 20, gives debuff resistance, and (most importantly!) gives a 25% chance to dodge the enemy's physical skills. Get it? Daggers have it even better, with a 40% chance. Use it in any PvP against any physical class. Pity the reuse is 10 minutes.

The Robin Hood path. Leveling

General leveling tips

  1. Level by finishing mobs off with an overhit. When a mob has little left before it kicks the bucket, use what? Right, the stun. The cheapest overhit in MP. You get about a quarter more XP from the mob than usual, provided the stun's damage exceeded the mob's remaining HP by a lot. I.e. the less HP was left, the better. Don't listen to those who say OH is rubbish. In reality it boosts leveling quite a lot, as long as you have MP for overhits. Like in that joke - five old ladies already make a ruble.
  2. Level yourself a Prophet to level 56. It's fast, levels like a mage, and it's the ideal dual-box for an archer, since it has blessings, WW, Berserker. And Holy Weapon, after all, if you're hitting undead. The resistances are sometimes very useful too.

Innova allowed us to use multiple windows, and it would be silly not to take sneaky advantage of that. So, on to leveling spots.

  1. For those who don't mind leveling a twink for a second window, there's another fun option: level yourself (or borrow from a friend's account) a Bladedancer to level 58+. In 3 windows, with a Prophet and a BD, we'll have such DPS that mobs die from a single (well... almost) crit.

(we level with a knife, in the Plated Leather set)

(still with a knife, in the Plated Leather set)

(Buy a plain Bow of Peril, keep the Plated Leather) No other options, heh.

Achtung! The tigers have high evasion, so be sure to use the self buff for +10 accuracy. It does lower P. Def., but they shouldn't reach us, right? And if they do, they use a stun that lands well, after which you may not recover, so be careful. There are tons of people there, and melee players whose mobs we steal will often treat us to their swearing in chat. You'll rack up some PvP too. So, you can and should stay there until the tigers turn blue. After that it's pointless.

(buy a plain Soul Bow, wear the Dark Crystal light or Tallum heavy set)

The downside of the spot: no herbs. And the Knights stun, then hit you hard.

(Soul Bow, Tallum heavy (preferably)/Dark Crystal light sets)

(Draconic Bow with 150 attribute (with a penalty rune), Tallum heavy/Dark Crystal light sets)

After that there are no good solo grinding options, except staying in the same HS (Hot Springs) until 80. Or, as an option, raise the alliance with Ketra/Varka to the coveted level 5 and sit on the generals (around the village) as long as you like, farming quest items (manes) for S armor recipes. The generals go down no worse than the soldiers, and in some ways even easier. But I'd advise you to find (or gather your own) static party and continue leveling in meatier places. Besides, a 78+ Hawkeye with decent gear finds a party more easily than at earlier levels. The only downside - archer parties are dying out now, because of how the game favors other parties over archer parties. It's very hard to fight boosts when you've been nerfed yourself. BUT! Some guys are trying, and not without success. Go for it.

Subclasses. What to level to make your main stronger

We can take skills from subclasses at levels 65, 70 and 75. At levels 65 and 70 the skills are passive and minor. You can choose between M./P. Atk., M./P. Def. and some other nonsense. So. From all 3 subclasses at levels 65 and 70 we take M. Def. Because the rest is junk. And you can never have too much M. Def., especially these days. As soon as we level another powerful (or not so powerful) subclass to 75, we get to choose a more interesting skill. I won't list all the silly stuff available; I'll only mention what can be really useful to us. Let me point out right away: don't take more than one chance-based skill (trigger) from subclasses, so you don't cancel yourself - if they all decide to trigger at once, they'll knock your buffs right off. Keep room in your buff slots for the bow's PvP bonus and for the triggers you've learned. It's not always fun to trade some combo buff or Bless HP for a 15-second boost to attack speed. OK, let's go on.

So, for one of the subclasses we take a Dagger.

A passive for shooting range, gentlemen. Adds 50 to shooting range, 78 in total; with the Archery passive (increases P. Atk. by 200 and range by 50) we already have 1000 shooting range, which lets us start the drunken brawls first no matter what.

Alternatively, from the same dagger class you can take the evasion passive +4, but do we need it? As I said above, mages don't care about your evasion, and physical classes (the ones we should fear) hit with skills, so they don't care much either.

Alternatively, from the same classes you can take the Boost CP passive (rarely taken, actually... usually by mages etc.), which gives us an extra +738 CP, so we'll heal up with potions more productively.

Super magic defense (O_o). Gives a permanent 50 M. Def. bonus! You can never have too much. Critical chance. Gives a permanent 30 bonus to critical rate. Very good for solo leveling and/or the Olympiad.

The Olympiad! What it's all about

Introduction

So, my friend, you've leveled up to 76, earned Noblesse status at the cost of superhuman effort in the Territory Wars, and even got (mandatory!) your third class! And now you crave blood and Olympiad battles, where half the server will watch your feats while the other half levels up. Where you'll bask in glory, and young elf girls will consider it an honor to warm your bed between fights. Not a chance. The Korean devs arranged things so that we Hawks have practically nothing to do in the Olympiad, since every circumstance is against us. All the glory slowly passes us by, which is sad. If we're a ranged class whose damage depends on distance, then of course they make a 4x4 meter arena where you have to run in circles, and the opponent can easily catch us by cutting the corner. And when we lose distance, we lose attack power and generally die pretty fast. More examples could be given, but enough whining, back to the topic. So, you can read plenty about the Olympiad in lots of guides and articles; I'll tell you the minimum every player should know. The Olympiad has 3 types - party (3x3), class (Hawk vs Hawk) and open (anyone vs anyone). Because the first two types are so specific, everyone goes to open fights, so that's what we'll talk about.

Why would I need it?

For Olympiad fights you get Olympiad Tokens, which we'll use to buy goodies! So the more tokens we earn, the better the goodies (or the more of them). How do you earn them? It's simple! To start, you just have to play 9 matches (exactly 9, no fewer) - and then, my friend, even if you lost every single fight, at the end of the month (when the heroes are updated) you'll get a whole 20k tokens in your trembling hands! Then it gets more interesting. During the month you'll be given 3 Olympiad points 4 times. So your minimum goal is to play your fights on the first day of the Olympiad so that you have at least some points left, i.e. win two or three fights. Considering there are tons of noobs there, it's doable. After that you just forget about the Olympiad and wait for the end of the month while points are added gradually. If you have 15 points by the end of the month - congratulations, you'll get not 20k tokens but a full 35k! Naturally, we'll be glad. And so on. The more points you take away from the Olympiad by the end of the month, the more goodies you get at the end of the Olympiad period. To raise your chance of winning a bit, you need to buy 2 more weapons.

Hell KnifeBought in Giran for crystals; insert the Mental Shield SA and get a chance, when buffing, to put a level 3 Mental Shield on yourself. Which instantly and significantly lowers the chance of all sorts of stuff landing on us, like Trance, Arrest and other mental attacks. It won't help against Olympiad farmers (geared and enchanted guys and gals), but at least a 76+ Bishop or EE in DC won't Trance you anymore. And there are tons of them at the Olympiad, and they'll all hand us the victory if we're matched against them. We'll also be able to shrug off the Arrests of BDs, SwSs and tanks. Though against the last there's still no chance, at least we'll run around longer. Take the dagger in hand and buff Noblesse on yourself until you get the buff effect.
Staff of Evil SpiritsNot sold in shops; look for it in player ads. Insert the Blessed HP SA; it gives a level 5 effect, about +20% to HP, which lowers the mages' chances of killing us with 2 nukes, though not much. And who'd mind an extra thousand or thousand and a half HP? Again, with it in hand, buff Noblesse on yourself (there's no other magic) so the buff lands. Don't forget to pick the bow back up afterwards, heh.

We also need a dagger. Preferably a good one, at least an AS. Why? To cruelly trick the opponent. How? Let me explain. Jump into the Olympiad and do all the buffing tricks with the dagger in hand. If the enemy doesn't know you, or nobody told him, he'll see a TH in front of him. Which means he won't run right up to us after seeing a bow in our hand, but will stand there, timidly pressing his back to the wall so as not to die from one backstab. And we, having turned on Snipe with the bow beforehand, get a couple of seconds to shoot from long range until the confused opponent realizes he's been tricked. Sometimes it's too late. Even seasoned Olympiad wolves fall for the trick, and even knowing about it, they're afraid to take the risk. What if it really is a TH? Then bye-bye to lovingly grinded points.

So what do I buy?

Armenian Radio answers: skill enchant books - 5.5k symbols each (Giant's Codex), if you need to improve your gear. Each such book costs around 3-4kk, and you can make a bit of money once a month. And if you've already made it - then enchant your skills, where again it's better to burn your own books than ones bought from dealers, right? But there's something more interesting than books. Bring on the Chinese epics!

The most interesting thing is that this trinket gives 20% resistance to all sorts of nonsense like physical silence (skill block) and similar beauties. Which can't but please.

You can see the full list of consumer goods yourself at the Olympiad Head Manager.

That closes the subclass topic. Although you could argue about it forever, since everyone picks for themselves. Still, the bonus from these skills is the most sensible, no need to overthink.

Actually, forget about all this and level whoever you like and find really interesting. Because after leveling a necessary but uninteresting sub, swearing and going crazy from the dull leveling, you simply won't enjoy those extra 800 CP on your main and other little things. It's nice, of course, but it won't make you carry (or carry because of it); it's no more than a useful bonus (a BONUS, not a GOAL) of leveling a sub. But, as in that song, "think for yourselves, decide for yourselves...".

Class gameplay videos

http://www.youtube.com/watch?v=NnFlvetPASs