Shillien Knight (Freya) guide — Shillien Knight

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

Shillien Knight

Contents

I - Introduction

I could write something terribly pompous here and add a pretty picture… but I don't think it's worth it — other dark elf guides have plenty of that. So let's get straight to the point.

So, the Shillien Knight (hereafter SK) is defined as a "defensive warrior" or simply a tank. Here it's worth pausing to say that there's only one tank in L2 - the TK (aka Temple Knight). The SK, on the other hand, is an example of a multi-class character (combining traits of other classes). This means he's rather hard to control but very interesting to play. What sets the SK apart from other tanks (well, by definition he's a tank, so that's what we'll call him) is strong physical attack, more melee attack skills and nukes, the most useful cubics, the ability to use various debuffs and a small amount of HP. I'll say right away that beginners shouldn't take this class. But not everyone who knows the world of L2 firsthand will take up an SK: after all, it's much more appealing to take a relatively fast-leveling DD or an indispensable party support… But if you've decided anyway, then create a dark elf and off you go. Fairly soon you'll have a real machine for killing everything alive at your disposal.

Created a dark elf fighter? Great! Then you have a character with the following stats:


As we can see, compared to the other races, our highest stats are str and int, and the lowest is con. This means we hit hard with weapons and magic and debuff well, but we don't have much HP. Unfortunately for us, CON affects not only HP but also the weight limit and stun resistance. Low CON scares many players a lot, and amuses some. But true fans of the class don't pay attention to such trifles. Perhaps they just enjoy hearing phrases from other players (a very polite version) like: "how did I die, you have half my HP", "how did you kill me, you're two nukes/one Double Shot/one backstab/two skills for me".

II – Leveling

III – Skills

The structure of the skill descriptions is quite simple: a picture, the standard description and my comment after the "*" symbol. The skills are in alphabetical order. For convenience, the skills are divided into those available before the third class and after it. The levels at which skills are learned aren't given – you can look that up in any database; there's also no division into active, debuffs, etc. – you can see that by opening the skills window in the game. The skills are considered at their last level, i.e. if it says power 100, that means the power of the skill at the last level available for learning, without enchanting.

Like any class, the Shillien Knight has completely unnecessary skills you shouldn't waste SP on; these include:

Confusion
ConfusionConfusion: confuses the enemy and makes it switch its attack target.
Corpse Plague
Corpse PlagueCorpse Plague: the corpse releases a cloud that poisons nearby enemies.
Life Leech
Life LeechDrain Health: deals non-elemental magic damage to the enemy; 80% of the damage dealt turns into HP.
Poison
PoisonPoison: poisons the enemy.


Second class skills

Aegis
AegisAegis: provides protection from all directions if a shield is used.
Aggression
AggressionAggression: makes your opponent attack you.
Arrest
ArrestArrest: provokes the enemy into attacking, then temporarily holds it in place. The target is immune to hold skills if it's already under a similar effect.
Aura of Hate
Aura of HateHate Aura: forces enemies to attack.
Banish Seraph
Banish SeraphBanish Seraph: frightens an angel, making it flee. Can deal a lethal blow. Consumes 10 Soul Ore.
Cubic Mastery
Cubic MasteryThe ability to summon n cubics at once.
Deflect Arrow
Deflect ArrowDeflect Arrow: temporarily increases defense against bow and crossbow attacks.
Drain Health
Drain HealthLife Drain: absorbs the target's HP.
Final Fortress
Final FortressLast Stand: a passive; automatically increases P. Def. when HP. drops
Focus Mind
Focus MindConcentration: a passive; increases MP regeneration.
Freezing Strike
Freezing StrikeFreezing Strike: freezes the enemy, instantly lowering its Speed.
Guard Stance
Guard StanceGuard Stance: increases P. Def. and shield block chance.
Heavy Armor Mastery
Heavy Armor MasteryHeavy Armor Mastery: increases P. Def. when wearing heavy armor.
Hex
HexHex: temporarily lowers the target's P. Def.
Judgment
JudgmentJudgment: deals dark damage and makes the enemy attack.
Lightning Strike
Lightning StrikeLightning Strike: lightning hits the enemy, adding 108 to attack power, disorients the enemy for 15 seconds and then paralyzes it for 10 seconds.
Magic Resistance
Magic ResistanceMagic Resistance: increases M. Def.
Power Break
Power BreakPower Break: instantly lowers the enemy's P. Atk.
Shield Deflect Magic
Shield Deflect MagicReflect Magic Shield: reflects magic back at the enemy for 8 seconds.
Shield Fortress
Shield FortressShield Fortress: increases shield block chance.
Shield Mastery
Shield MasteryShield Mastery: increases shield defense and block chance. Also increases P. Def. when wearing heavy armor.
Sting
StingSting: inflicts serious bleeding wounds with precise blows to especially vulnerable spots. Requires a sword, dagger or dual swords. Can overhit.
Summon Phantom Cubic
Summon Phantom CubicSummon Phantom Cubic: summons a Phantom Cubic that uses magic to lower the enemy's P. Atk., P. Def. and Atk. Spd. Requires 7 D-grade crystals.
Summon Vampiric Cubic
Summon Vampiric CubicSummon Vampiric Cubic: summons a Vampiric Cubic that uses magic to drain the enemy's HP and restore its master's HP. Consumes 13 grade D. crystals
Summon Viper Cubic
Summon Viper CubicSummon Viper Cubic: summons a Viper Cubic that uses magic to poison the enemy. Requires 6 grade D. crystals
Sword/Blunt Weapon Mastery
Sword/Blunt Weapon MasterySword/Blunt Weapon Mastery: increases P. Atk. when using a sword or blunt.
Ultimate Defense
Ultimate DefenseUltimate Defense: instantly increases P. Def., M. Def. and debuff resistance. Immobilizes the character.
Vanguard
VanguardVanguard: lets you make a swift dash into the heart of the battle. Lets you use dual swords effectively, but lowers P. Def. and shield defense.

3rd class skills

Wisdom
WisdomWisdom: increases resistance to Hold, Sleep and Mental Attacks by 20.
Health
HealthHealth: increases resistance to Poison and Bleeding by 20.
Fortitude
FortitudeResistance: increases resistance to stun/paralysis attacks by 30.
Shield Bash
Shield BashShield Stun: a powerful shield blow that stuns the enemy for 2 seconds. Requires a shield. Cancels the target.
Vengeance
VengeanceVengeance: with power 7987, draws aggression from nearby enemies and changes their target. Increases P. Def. by 5400, M. Def. by 4050, resistance to buff removal by 50, and binds you in place. Requires a shield.
Touch of Death
Touch of DeathCancels up to 25% of buffs, max 5. Consumes 90% CP and reduces Max CP by 90%, magic HP recovery power by 30%. Increases vulnerability to debuffs by 30% for 2 minutes.
Magical Mirror
Magical MirrorMagic Mirror: reflects physical buffs/debuffs with a 10% chance and magic buffs/debuffs with a 30% chance. Duration: 5 minutes.
Knighthood
KnighthoodKnighthood: increases P. Def. by 87.1 and shield defense by 10% when wearing heavy armor.
Iron Shield
Iron ShieldIron Shield: with a certain chance, increases shield defense effectiveness when the character is attacked by an enemy.
Shield of Faith
Shield of FaithShield of Faith: a shield that protects party members. When activated, maximizes the party members' P. Def. and M. Def. and absorbs most of the damage they receive.
Symbol of Defense
Symbol of DefenseSigil of Defense: creates a sigil that maximizes the defensive abilities of those around. The effect disappears if you leave the area. Consumes 1 Battle Symbol.
Summon Smart Cubic
Summon Smart CubicSummon Smart Cubic: summons a Smart Cubic that removes all debuffs from its master and uses useful skills. Consumes 2 grade A crystals when summoned.
Fighter's Will
Fighter's WillWarrior's Will: when using short-range weapons, increases P. Atk. by 100 and Atk. Spd. by 10%. During attacks, physical skill power and critical rate increase.
Archer's Will
Archer's WillArcher's Will: when using a bow or crossbow, increases Accuracy by 8 and range by 50. During attacks, physical skill power and critical rate increase.
Anti Magic Armor
Anti Magic ArmorAnti-Magic Armor: increases magic resistance by 5000 for 30 seconds.
Protection of Rune
Protection of RuneRune Protection: M. Def. increased by 15%. When the character takes damage, there is a chance that M. Def. and elemental resistance increase further.
Protection of Elemental
Protection of ElementalElemental Protection: elemental resistance increased by 20. When the character takes damage, there is a chance that M. Def. and elemental resistance increase further.
Protection of Alignment
Protection of AlignmentBalance Protection: resistance to elements increased by 20. When the character takes damage, there is a chance that M. Def. and elemental resistance increase further.
Pain of Shilen
Pain of ShilenPain of Shilen: you share your pain with Shilen, and she in turn shares hers with you. The Pain of Shilen level rises by a certain amount when you take damage. As it grows, extra abilities appear.
Spirit of Shilen
Spirit of ShilenSpirit of Shilen. When characters feel Shilen's touch, their party's combat ability rises significantly. For 1 minute, Attack increases by 30%, Speed by 30, Atk. Spd. by 30%. When using a sword, Critical Rate increases by 100, and when using a blunt, Critical Damage increases by 100%. In addition, 40% of normal physical damage dealt to the enemy is converted into HP for party members. The effectiveness of HP-restoring magic is reduced by 80%.


Subclass skills

Counter Haste
Counter Haste30% attack speed for 15 seconds (to get it, level as a subclass: Warlord, Gladiator, Destroyer, Tyrant or Spoiler; I'd recommend the Tyrant)
Counter Spirit
Counter Spirit10% M. Atk., casting speed, P. Atk., attack speed (to get it, level as a subclass: Warlock or Phantom Summoner; I recommend the Warlock)
Counter Barrier
Counter BarrierWhen taking damage, there's a chance to become invulnerable for 8 seconds. Subclasses: Warcryer, Bladedancer.


Basically, our tank doesn't need anything else. Until a separate bar for triggers is introduced, it's strongly recommended not to take more than two counter-buffs. From the third subclass you can take, for example, the critical rate passive (gives +30).

IV – Sets

Until level 61, wear the common gear that gives maximum defense. There's no point spending money on top B. But if you're joining a server late, say to friends who are ready to provide you with gear, then from B the Blue Wolf set will do fine:


- Blue Wolf set

Speed +7, HP Recovery Rate +5.24%, STR+3, CON-1, and DEX-2.

Honestly, the bonuses are very questionable, but among B sets there's nothing better for a Shillien Knight. Don't forget to take some shield.

- Tallum set

Atk. Spd. +8%, Weight Limit +5759, chance of getting Poisoned/Bleeding -80%, STR+2, CON-2. The ideal set for a SK – it'll serve us faithfully until level 76. Don't forget to take a shield – from the NM set, for example. The other A sets aren't for elven tanks, and I sincerely pity those who think otherwise. No arguments here, since in my view it's all obvious. SKs who put on this set will remember it fondly more than once.

Reached level 76? Great, time to put on Imperial Crusader:

Imperial Crusader Set
Imperial Crusader Set

DEX-2, STR+2, P. Def. +8%, Max HP +445. chance of getting Sleep/Hold -70%, with a shield chance of getting Poisoned/Bleeding -80%. With this set you need a tattoo (the only one for a SK): +2 DEX -2 CON. Our tank will wear this set until level 84, so you need to attribute and enchant it. Attribute 60 against everything except wind (or earth, if you think that's wiser). Enchant it to +6 if possible, or at least to +3. It's also nice if our IC is partly rare. I won't say anything about S80 sets, except that they're not for tanks. So IC will stay with us all the way to level 84. Then put on Vesper.

As I said above, I don't think S80 sets are good and right, but readers want to see their description in this guide. After all, it's not bad to have both an S and an S80 set, each for its own purpose. So I'm adding the description.

Two kinds of S80 armor
- Dynasty Shield Master set

STR-2, CON+2, P. Def. +5,4%, Max HP +492, Dark resistance +8, healing effectiveness +3%, stun resistance increased. With a shield: shield block chance increased.

- Dynasty Platinum Shield Master set

STR-2, CON+2, P. Def. +6,6%, Max HP +492, healing effectiveness +4%, Dark resistance +8, stun resistance +15. With a shield: shield block chance +5%.

S84
- Vesper set

When used: STR+2, DEX-2, Attack/Defense +5,57%, Max HP +531, Sleep/Hold defense +70%. With a shield: increases shield defense.

- Vesper Noble set

When used: STR+2, DEX-2, Atk./Def. +5,57%, Max HP +541, Sleep/Hold defense +70%. Lets you wear cloaks. With a shield: increases shield defense.

V – Weapons

It's all fairly simple here: normally we run with common weapons even up to S grade, and then put together a Forgotten Blade. For those with lots of money or a way to get the right weapon somehow:

B grade
- Damascus Focus

Critical Rate +64.

A grade
- Tallum Blade Haste

Atk. Spd. +6%. Increases damage dealt in PvP.

CAD53606
- Forgotten Blade Focus Increases Critical Rate by 84. Increases damage dealt in PvP.

As you can already see, insert the Focus SA, enchant, and attribute with dark to 150. Then swap the FB for any sword of a higher grade that hits harder, and insert the Focus SA. When you level up, you'll see what swords there are; honestly, there aren't many. If you're curious, look in the database. The LSs that should be in your main weapon are chance-based anchor or doom. Other options aren't very suitable for a tank, including the nuke so loved by many. Separately, about a magic weapon for a SK: you don't need one. No objections or additions accepted on this.

Increases Critical Rate by 111. Increases damage dealt in PvP.

- Icarus Sawsword Focus

Increases Critical Rate by 111. Increases damage dealt in PvP.

- Vesper Cutter Focus

Critical Rate increased by 100. Multiplies damage dealt in PvP.

VI – PvP, mass PvP, Olympiad

I thought about whether to include this section even longer than about whether to include the leveling section. But I decided to. Of course, I won't say anything new, but… First, it's worth noting that template tactics in PvP are nonsense. So there won't be any here. Here are a few tips, or what we need: Spoiler:

Well, the captain-obvious tips seem to be done… Ah, no! I still need to write about the Olympiad (oly for short). Here our class shows itself fully and is even an Olympiad farmer. A small lyrical digression is needed to say that the Olympiad is needed so that the clan gets "fireflies" (heroes). They decide a lot in sieges, in PvP and more. For these fireflies to appear, you need Olympiad points. And where do you get them? Right - take them from other players and then pass them to your own in open fights. Of course, many classes can easily be fed points in class battles. But feeding isn't so simple, and you could write a whole dissertation… To put it very briefly, any clan leader wants more heroes. And so he's interested in those who can feed him those heroes, i.e. us. This means that by farming the Olympiad well and passing the needed number of points to our own when told, we'll proudly be called Olympiad farmers… and get various perks from the clan leader such as uniques, weapons, SA and books. I think a few hours a day in the Olympiad are worth it. For successful fights we'll need the following equipment:


Hell Knife Mental Shield
Hell Knife Mental Shield

Gives a 50% chance to cast Mental Shield when using a beneficial skill on the target.

Staff of Evil Spirits Focus
Staff of Evil Spirits Focus

20% chance to get the "Focus" effect when using a beneficial skill on the target.

-
-'Angel Slayer - PvP Haste '

Increases Atk. Spd. by 6%. Increases damage dealt in PvP.

Critical Rate increased by 88/116/116/100. Increases damage dealt in PvP.

- Dark Crystal set

WIT +2; MEN -2; P. Def. +8%; Casting Spd. +15%; Speed +7; Magic Cancel Damage slightly decreases; Resistance to Paralysis +50%.

- Arcana set

WIT+1, INT+1, MEN-2, M. Atk. +17%, Speed +7, chance of spell interruption -50%, stun resistance increased by 50%, weight limit +5759

More details

I hope I haven't forgotten anything. Oh, and of course we actively use talismans. Summon the cubics, preferably while still at the pillar. Don't forget to buff our cheesy buff from the transformation – it's not that long, so it's better done closer to the start of the fight. Now, with the introduction of the half-baked Noblesse for TW, you can see many people at the Olympiad who basically shouldn't be there. That's in our favor in the first days of the month, but not so much later – it's not pleasant to drain 1 point at a time from someone.

And at the Olympiad we may meet the following classes

Be prepared to have 10-15 worthy opponents from the whole server at the Olympiad. If more, you're very lucky — it makes the game more interesting.

VII - Conclusion

In conclusion, I'd like to wish you to love your character and play it no matter what, at least 6 hours a day.

VIII - Updates

We were given two new skills:


Combat Aura
Combat AuraIncreases party members' P. Atk. by 5% and attack speed by 5%.
- Patience
- EnduranceWhen taking damage, there is a chance that skill damage increases by 20%.

Class gameplay videos

http://www.youtube.com/watch?v=0W7_j2Iqp1g&feature=related