Sigel Knight guide: Sigel Knight, Goddess of Destruction

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A guide to the Sigel Knight class for Lineage 2 Goddess of Destruction: how to go through awakening, which skills to take, what to wear and where to level. This is my 1 version; things will be added/changed/removed, and I hope for your help.


Contents

Part 1. Awakening

There are only 2 ways to become a Sigel Knight:

1) Be level 85 (I'm not sure whether the 3 profession is required, but I assume it is), have the profession Eva's Templar, Shillen Templar, Phoenix Knight, Hell Knight and complete the small "rebirth" quest Seize Your Destiny.


2) Have a Stone of Destiny. It can't be obtained by normal in-game means, and on many servers it's impossible altogether. It may be in the item shop or given out in an event.

then your 3 profession doesn't matter; you can be reborn as any class (this is the only way orcs/dwarves/Kamael can become tanks), and you also complete the "Seize Your Destiny" quest (see the walkthrough above)

After rebirth, the enhancement of all old skills is reset. As compensation you get back part of the SP and receive Essence of the Giants.


Part 2. Races/stats

1) Elves Stats: STR 82 DEX 61 CON 82 Skills:

2) Dark Elves: Stats: STR 92 DEX 56 CON 77 Skills:

3) Humans: Stats: STR 88 DEX 55 CON 82 Skills:

Cancels Poison/Bleed/Hold/Stun and renders immune for 10 seconds.

4) Orcs: Stats: STR 88 DEX 50 CON 87 Skills:


5) Dwarves: Stats: STR 87 DEX 53 CON 85 Skills:

6) Kamael: Stats: STR 88 DEX 57 CON 80 Skills:


Sigel Knight

The information for this chapter was shamelessly stolen from fantome from the thread Skills + Enhancement Sigel Knight. May he forgive me. Skill damage vs. stats:

Test conditions:

Conclusion:

[Physical skills] +

- Gust Blade +

[Description]


[Enchanting]

- Chain Galaxy +

[Description]


[Enchanting]

- Chain Blow +

[Description]


[Enchanting]

- Chain Hydra +

[Description]


[Enchanting]

- King's Attack +

[Description]


[Enchanting]

- Superior Aggression +

[Description]


[Enchanting]

- Superior Aggression Aura +

[Description]


[Enchanting]


[Magic skills] +

- Summon Lion +

[Description]

- The Lion's level rises with the skill level. - Summoning the lion puts a P. Def. debuff on the tank.

[Enchanting]

- The Lion's level increased when the skill was enhanced to +1; after that its stats don't change (the lion's skill values probably change, but I can't test that right now)[screenshot of the lion without buffs].


- Summon Knight Cubic +

[Description]


[Enchanting]


[Buff skills] +

- Ultimate Defense +

[Description]

The reflect % is based on the damage that would have hit the Sigel Knight before it was cut down to 100.

[Enchanting]

- Each enchant adds +1 second => +0 - 30 seconds, +10 - 40 seconds.

- Noble Sacrifice +

[Description]


[Enchanting]

- Each enchant adds +1 second => +0 - 10 seconds, +10 - 20 seconds.

- Protection of Faith +

[Description]


[Enchanting]

- Each enchant adds +1 second => +0 - 15 seconds, +10 - 25 seconds.

- Spike Shield +

[Description]


[Enchanting]

- Each enchant adds +1 second => +0 - 10 seconds, +10 - 20 seconds.

- Deny Death +

[Description]


[Enchanting]

- Each enchant adds +1 second => +0 - 10 seconds, +10 - 20 seconds.

- Self-Sacrifice +

[Description]


[Enchanting]

- Knight's Oath +

[Description]


[Enchanting]

- For each enhancement +2 seconds => +0 - 60 seconds, +10 - 80 seconds (or 1 minute 20 seconds).

- Sigel's Power +

[Description]


[Enchanting]


[Debuff skills] +

- Shield Charge +

[Description]


[Enchanting]

- Last Judgment +

[Description]


[Enchanting]

- Justice Punishment +

[Description]


[Enchanting]

- Shield Impulse +

[Description]


[Enchanting]

- Shield Wave +

[Description]


[Enchanting]


[Toggle skills] +

- Shield Focus +

[Description]


[Enchanting]

- Aura of Rage +

[Description]


[Enchanting]

- Challenge Aura +

[Description]


[Enchanting]

- Steel Aura +

[Description]


[Enchanting]

- Resistance Aura +

[Description]


[Enchanting]

- Endurance Aura +

[Description]


[Enchanting]

- Spirit Aura +

[Description]


[Enchanting]


[Passives] +

- Greater Sword/Blunt Mastery +

[Description]


[Enchanting]

- when enhanced to +0, P. Atk. 205..., then +1 218 +2 232 +3 245 +4 259 +5 272 +6 286 +7 299 +8 313 +9 326 +10 340

- Greater Heavy Armor Mastery +

[Description]


[Enchanting]

- at +0 P. Def. +315, HP recovery bonus 8.4, critical damage -35%, 10% reflect; if HP is below 30%, an extra +280 P. Def. and +17 evasion. +1 P. Def. +335, if HP is below 30% P. Def. +298 +2 P. Def. +356, if HP is below 30% P. Def. +316 +3 P. Def. +377, if HP is below 30% P. Def. +334 +4 P. Def. +397, if HP is below 30% P. Def. +353 +5 P. Def. +418, if HP is below 30% P. Def. +371 +6 P. Def. +439, if HP is below 30% P. Def. +389 +7 P. Def. +459, if HP is below 30% P. Def. +408 +8 P. Def. +480, if HP is below 30% P. Def. +426 +9 P. Def. +501, if HP is below 30% P. Def. +444 +10 P. Def. +522, if HP is below 30% P. Def. +463

- Greater Shield Mastery +

[Description]


[Enchanting]

-at +0 chance +100%, shield defense on a successful block +80% plus 209 extra defense, then +1 222 defense +2 236 defense +3 249 defense +4 263 defense +5 277 defense +6 290 defense +7 304 defense +8 317 defense +9 331 defense +10 345 defense

- Greater Magic Resistance +

[Description]


[Enchanting]

- Increases M. Def.: +0 158 +1 168 +2 178 +3 188 +4 199 +5 209 +6 219 +7 230 +8 240 +9 250 +10 261

- Greater Debuff Resistance +

[Description]


[Enchanting]

- +1 defense point for each enhancement; when enhanced to +10, 30 resistance to sleep, mental attacks, poison, bleed and stun.

- Last Drop +

[Description]


[Enchanting]

- Greater Elemental Mastery +

[Description]


[Enchanting]

- +1 attribute for each enhancement; when enhanced to +10, +30 attribute (both elemental and holy\dark).


Part 4. Sub skills

- reuse\clarity 3% (requires 3 books). Be sure to learn this first - P.\M. defense +90. - Increases resistance to mental attacks (requires 3 books); learn either this or the physical debuff one - Increases physical resistance (requires 3 books) - P. Atk./M. Atk. increase - Atk. Spd./Casting Spd. increase - Critical Rate increase - Critical Damage increase - Physical Abilities increase


Part 5. The thorny path 85-99

Part 5.1 armor+weapons

So you're level 85, and you face the question of what to wear:

85-95

Armor: If you've just started playing and have a S grade set, you should buy the Immortal set, or if your budget allows, the Twilight set (it will of course be better than Immortal, BUT it costs many times more, and since you won't be able to sell it (well, unless you buy a normal/blessed one, then you can sell it), you can run in it until 95; if you have the money and level fast, it's better to buy the Seraph set and run under a rune until level 95). If you've been playing for a long time/or you bought Vesper/Noble Venera +6 1800 at level 80, better keep it and run in it until 90/95

Weapon: Buy absolutely any sword/axe with HP (a C-grade sword/axe is best, since inserting life stones into it is cheaper; you ask why we need that? see the answer below in the augments section)

Tattoos: The ideal option is +5 CON -1 STR (translation error: it actually adds 1 STR). Slightly worse: +5 CON -4 STR. If you have no money at all, put +3 CON -2 STR


95-99 So you're already level 95; I think nobody will have questions about which set to wear here; there's no alternative but Seraph. You could of course wear Aidos, but leveling to 99 takes much longer, and you'll spend a lot of money on crystal runes.

Part 5.2 Aggroing mob packs

You've got a question: how best to aggro mobs? Where's the best place to stand? The mobs run off; what am I doing wrong? Well, I consider this skill combo ideal ++++; also, before a train, turn on Spike Shield; it increases the chance that the mobs won't leave you (don't forget to cancel the movement sonata, otherwise Spike Shield won't land). With this combo, mobs very rarely break off, and if they do, it's 1-2 at a time; aggro them with single aggro and pull. The best tank position is with your back to a wall, since crits to the back are more frequent and stronger


Part 6. Augmentation

To insert/remove a life stone in a C-grade sword we need 150k adena, and in a 99 sword ~10kk, and since P. Atk. doesn't affect the damage of our skills (there's no point in hitting with auto-attack), it's better to run with a C-grade sword. The list of augments we need: Augments +


Active\Passive: Lets you reflect part of the damage received back to the enemy for a certain time (excluding skill damage and ranged attacks).

In GoD it works on any kind of incoming damage. It causes the enemy a lot of pain: with both, you return 50% of damage to the attacker. It's the main tool for oppressing fellow tanks in the CC. It comes from level 76+ life stones. If you have these 2 life stones, others will be hard to use (the active reflect stone gets replaced by another active one, so think 2 times about whether it's worth it).

Active: Instantly restores your HP.

It will help you stay alive longer while kiting the enemy.

Active\Passive: Temporarily reduces the reuse time of physical skills.

or

Active\Passive: Temporarily reduces the reuse time of all skills.

Also a useful perk for the Olympiad, especially if you don't have reflects, but MP will drain faster too.

Active\Passive: Temporarily reduces MP consumption of physical skills.

or

Active\Passive: Temporarily reduces MP consumption of all skills.

No need to consult a fortune teller here: clarity is clarity. While kiting a healer you can build up some MP, cast it instead of reflect, unload a series of abilities and keep running.

Active: Bestows temporary invincibility.

Situationally useful, but not essential



Part 7. Useful information

Useful threads + Skill replacement after rebirth

Sub skills: what to take?

Skills: description, enhancement, damage dependence <<<< A must-read thread

Olympiad

Effect of P. Atk. on skill damage

Accessories

Our attribute

Epics and a little comparison of them


Bonuses for enchanting weapons\armor to +4 +

Special weapon properties:

Special Property - One-handed sword: Accuracy +2, Critical Rate +27

Special Property - One-handed blunt: Accuracy +3, Critical Damage +338

Special Property - Two-handed sword: P. Atk. +96

Special Property - Fists. P. Atk. +18, Atk. Spd. +3,4%

Special Property - Dual blunts: P. Atk. +54, skill attack +118

Special Property - Dual swords: P. Atk. +18, Critical Rate +27

Special Property - Daggers: Critical Damage +844

Special Property - Dual daggers: P. Atk. +18, Critical Damage +506

Special Property - Bow: Skill attack +338

Special Property - Crossbow: Atk. Spd. +3,1%

Special Property - Magic sword: Magic Critical Rate +2%, M. Accuracy +2

Special Property - One-handed magic blunt: Magic Critical Damage +381, M. Accuracy +2

Special Property - Two-handed magic blunt: M. Atk. +44, Magic Critical Damage +381, Casting Spd. +1%

Special property - Spear: Increases the number of targets hit (the exact number is not yet known)

Special properties of set pieces:

Helmet - M.\P. evasion 0.6

Top - M. Atk. 2.02, P. Atk. 6

Bottom - M.\P. critical rate 1.02

Gloves - M.\P. accuracy 0.6

Boots - speed 1.8

The special property is gained once, when the item is enchanted to +4. Its value doesn't change as the enchant level grows.

Weapon data is taken from the Russian GoD client of 13.09.11 Danmer


Auras +

Facts about auras: 1) Only one aura works on a party 2) If there are 2 tanks in the party, their auras will periodically override each other 3) If there are 2 tanks in the party, the auras on the tanks stack. 4) Aura range is very small, 300-400

The auras themselves and their bonuses:

Aura of Rage: when using Swords/Blunts, increases P. Atk. by 10%, Atk. Spd. by 10% and Speed by 10%. Reduces the attack power and speed of surrounding enemies by 20%. The buff works only on the tank; the debuff doesn't flag you and doesn't draw mob aggro.

Resistance Aura: increases P. Atk. by 5%, Atk. Spd. by 5%, Magic Resistance by 10%, and resistance to elemental and attribute forces by 20.

Endurance Aura: increases P. Atk. by 5%, Atk. Spd. by 5%, debuff resistance by 20, the effectiveness of incoming healing by 10% of HP restored, and HP regeneration speed by 10%. Only one aura can be active per party.

Spirit Aura: increases P. Atk. by 5%, Atk. Spd. by 5%, resistance to debuffs and mental attacks by 20, increases MP recovery power and gives a 10% bonus to MP regeneration speed. Only one aura can be active per party.

Steel Aura: increases P. Atk. by 5%, Atk. Spd. by 5%, heavy armor defense by 215, Shield Defense by 50%, shield block rate by 100%, defense against bows/crossbows by 20% and defense against critical hits by 15%. Only one aura can be active per party.

Challenge Aura: increases P. Atk. by 5%, Atk. Spd. by 5%, reduces MP consumption by 20% when using skills. When using Swords/Blunts, increases monsters' desire to attack. Only one aura can be active per party.

Lyrics: everything below is purely my humble opinion

Resistance Aura: PvP against mage packs, the Olympiad against healers and mages.

Challenge Aura: a way to save the party's MP if the fight isn't coming soon; useful clarity in the Olympiad if you still have plenty of HP but MP is starting to run out

Steel Aura: the Olympiad against archers

Aura of Rage: the Olympiad against everyone else, leveling on trains (I like Rage more than Steel for tanking).

Spirit Aura: an MP regen boost, usable for the Olympiad

Recovery Aura - ???????.


Credits + The information for parts 6 and 7 was taken from Guntz from the thread Sigel Knight: everything you wanted to know but were afraid to ask.


Part 8. PvP

So, I've finally found the time to write chapter 8.

Part 8.1 PvP 7 at 7

Here our main task is to make the enemy damage dealers hit you and keep the enemy healers from healing (stuns/aggro/slow). You need to watch for mass cleanses and must not use mass aggro carelessly: use reflect with mass aggro, and also watch for Angel's Touch/mass cleanse when you throw slow and stun. If you see your party member being broken through, throw Sacrifice on him.

Part 8.2 Mass PvP

It's all simple here :) run into the crowd, use reflect, mass aggro and watch the numbers)



Part 9. Olympiada

Yellow Talisman of Haste: increases attack, magic and speed. The effect doesn't stack with another talisman of the same type. This item can't be sold or dropped.

Yellow Talisman of Damage Transfer: when worn, transfers part of the damage you receive to your servitor. The effect doesn't stack with another talisman of the same type. A shadow item that can't be traded/dropped. (gives 10% TP)

Yellow Talisman of Speed: when worn, increases speed. The effect doesn't stack when using another talisman of the same type. A shadow item that can't be traded/dropped.

Blue Talisman of Invincibility: when worn, creates a temporary protective barrier. You become immune to HP/MP damage. The effect doesn't stack with another talisman of the same type. This item can't be sold or dropped. (In fact your defense goes up a lot, but you still take damage)

Blue Talisman of Reflection. When used, it reflects all melee damage received back to the enemy. The effect doesn't stack with another talisman of the same type. This item can't be sold or dropped. (a pretty good talisman, but very hard to get; as far as I know, from a quest in the Stakato nest)

Red Talisman of Life Force: fully restores MP/HP when used. The effect doesn't stack with another talisman of the same type. Can't be traded/dropped. (absolutely essential in fights with tanks and healers)

Red Talisman of Maximum Clarity: when worn, temporarily but significantly reduces MP. consumption The effect doesn't stack with another talisman of the same type. This item can't be sold or dropped. (absolutely essential in fights with tanks and healers)

Of the new talismans I recommend: the class one, P. Def. (3% and +43), M. Def. (3% and +43), crit resistance

What to buff: Harp Melody: for 30 min. increases a party member's Accuracy by 5, P. Evasion and M. Evasion by 5 and Speed by 34. Also reduces damage received from critical hits by 30%.

Drum Melody: for all party members, for 30 min. increases Max MP by 20%, the HP recovery bonus by 20%, Magic Critical Rate by 20, Critical Damage by 20%, P. Atk. by 10%, P. Def. by 20%, Atk. Spd. by 20%, M. Atk. by 20%, M. Def. by 20%, Casting Spd. by 20% and debuff resistance by 10%. Also increases P. Def. after an enemy critical hit. Additionally reduces Speed by 15% and increases Critical Damage after a party member's normal melee attack if the character has taken a certain amount of damage.

For 30 min. P. Atk. +17%, P. Def. +15%, M. Atk. +79%, M. Def. +30%.

then buff either: for 30 min. increases max HP by 37%, Max MP by 37%, max CP by 37% and the HP recovery bonus by 20% for a party member. or: for 30 min. increases a party member's Atk. Spd. by 34% and Casting Spd. by 31% and has a certain chance to apply a 9% Vampiric Rage effect. If you buff the lute, you should throw the HP buff from the SoE

If you're fighting a mage or a healer, buff: for 30 min. for a party member P. Atk. +8%, M. Atk. by 40%, Atk. Spd. and Casting Spd. by 8%, M. Def. by 14%, Magic Critical Rate by 100%, the MP recovery bonus by 20%, Speed by 8. Also reduces P. Def. by 8%, Evasion by 4, MP consumption by magic by 15%, MP consumption by physical skills by 5% and skill reuse time by 20%. Against everyone else: for 30 min. for a party member P. Atk. +12%, P. Def. by 45%, shield block rate by 30%, Shield Defense by 50%, Critical Damage by 35%, Critical Rate by 100%.

Olympiad tactics: 1) Dagger: go in and try to kill; if he goes into hide, knock him out of it with Chain Galaxy if possible; if he summons copies, turn on UD or try to run, then finish him off 2) Archer: kill him; there shouldn't be any problems 3) Enchanter: try to kill; if you see you can't, run for 5 minutes. 4) Tyrant: kill; against strong ones it makes sense to run around obstacles and come out only when reflect is back up 5) Mage: go in and kill; under no circumstances turn on UD before his Mystic Shield, otherwise it's a 70% loss 6) Healer: kill; if it doesn't work, run for 5 minutes 7) Summoner: go in and try to kill; don't forget to throw aggro/slow on cooldown so he can't heal his servitors 8) Tank: simple here; whoever dealt more damage won



P.S. + I'll finish chapter 8 a bit later

The article was copied from the forum thread GoHa.Ru - Guide Sigel Knight.