Swordsinger (Freya) guide — Sword Muse

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

Swordsinger

Contents

What is SwordSinger?

Since the days of free servers, many have had the impression that SwordSinger is a wonderful elf (more often a female elf) whose lovely songs make everyone squeal with joy. Alas, the reality of official servers is far from these dreams. So what kind of class do we have?

If you don't mind the role of a mostly weak, but no less complex and interesting class, let's take SwS apart piece by piece.

Skills

Songs (Songs)

Lv. 40

The Song of the Hunter (Song of Hunter)Increases party members' Critical Rate by 100%. Our ticket into a party. But don't get your hopes up; our main rival Blade Dancer will periodically take our place in the party.

Lv. 43

Song of Warding (Song of Warding)Increases party members' M. Def. by 30. Practically useless at early levels, but still a good defense bonus.

Lv. 46

Song of Wind (Song of Wind)Increases party members' Speed by 20. You'll use this wonderful skill constantly.

Lv. 49

Song of Invocation (Song of Invocation)Increases party members' resistance to Dark Attacks by 20. Another song from the "for the future" category.

Lv. 52

Song of Life (Song of Life)Speeds up party members' HP recovery by 20%. The first useless song. Better save SP and don't learn it for now.

Lv. 55

Song of Earth (Song of Earth)Increases party members' P. Def. by 25%. Now melee players look at us differently and are ready to take us into a party.

Lv. 58

Song of Water (Song of Water)Increases party members' Evasion by 3. It may come in handy at first, but later more useful songs/dances will push it out.

Lv. 62

Song of Flame Guard (Song of Flame Guard)Increases party members' resistance to fire attacks by 30. A good resist you'll have to use fairly often.

Lv. 66

Song of Vitality (Song of Vitality)
Song of Vitality (Song of Vitality)Increases party members' max HP by 30%.

Lv. 70

Song of Storm Guard (Song of Storm Guard)Increases party members' resistance to wind attacks by 30.

Lv. 74

Song of Vengeance (Song of Vengeance)Returns 20% of the damage received by party members to the attacker. The effect doesn't apply to damage from skills and ranged attacks. The second useless skill, in my opinion. Only if MP allows, it can be used at the Olympiad against melee players.

Lv. 76

Song of Wind Storm (Song of Wind Storm)Increases party members' resistance to bow damage by 10 and crossbow damage by 5.

Lv. 77

Song of Meditation (Song of Meditation)Increases party members' MP regeneration by 20% and reduces the MP cost of magic skills by 10%.
Song of Renewal (Song of Renewal)Reduces the MP cost of physical/magic skills for party members by 5% and their reuse time by 20%.

Here it is, the joy of any SwS. Mage parties simply adore and cherish us, while we blink innocently and get XP.

Lv. 78

Song of Champion (Song of Champion)Reduces the MP cost of physical skills, songs and dances for party members by 20% and skill reuse time by 10%. With this song we're gladly taken into any party. At these levels SwS becomes an indispensable party member.

Lv. 79

Song of Elemental (Song of Elemental)Increases party members' resistance to the four elements by 30.
Song of Silence (Song of Silence)A song that blocks the enemy's physical and magic skills. Duration: 2 min. The biggest dirty trick of SwS. The land chance depends on STR.

Lv. 83

Song of Purification (Song of Purification)Removes debuffs from a party member with a 80% chance. Increases debuff resistance by 30% and the effectiveness of HP-restoring magic by 30%.

Active

First class:

Ultimate Defense Lv.1 (Ultimate Defense)
Ultimate Defense Lv.1 (Ultimate Defense)

Increases P. Def. by 1800, M. Def. by 1620, and resistance to buff removal by 80%. You can't move. Duration: 30 sec. One of the useful skills. Use it together with a bow, continuing to deal damage to enemy robe wearers.

Deflect Arrow (Deflect Arrow)Increases defense against bow attacks by 24% and crossbow attacks by 12%. Duration: 20 min.
Aggression (Aggression)Increases your enemy's desire to attack. Power 6124.
Attack Aura (Attack Aura)
Attack Aura (Attack Aura)Increases P. Atk. by 12% for 20 minutes.
Defense Aura (Defense Aura)
Defense Aura (Defense Aura)Increases P. Def. by 12% for 20 minutes.

Second class:

Sprint (Sprint)
Sprint (Sprint)Increases Speed by 33 for 20 minutes.
Arrest (Arrest)Provokes the enemy to attack, then temporarily holds them in place. Duration: 10 sec.
Psycho Symphony (Psycho Symphony)Deals 1370 additional damage to the enemies around. Lowers Speed/Atk. Spd./Casting Spd. by 30%. Overhit possible. Can deal a critical hit. Duration: 10 sec.
Sword Symphony (Sword Symphony)Damages the enemy with power 1554 and restricts the use of magic skills for 10 sec. Overhit possible.
Entangle (Entangle)
Entangle (Entangle)Decreases the enemy's Speed by 30% for 1 minute.
Cure Bleeding (Cure Bleeding)
Cure Bleeding (Cure Bleeding)Heals major bleeding.
Poison Recovery (Poison Recovery)
Poison Recovery (Poison Recovery)Cures the user of minor poisoning.
Elemental Heal (Elemental Heal)
Elemental Heal (Elemental Heal)Restores one's own HP with 546 Power.

Third class:

Lv. 80

Symbol of Noise (Symbol of Noise)Creates a symbol that cancels all song and dance effects around it. Applies to all targets in the area of effect. The effect disappears if you leave the area. Consumes 1 Battle Symbol.

Lv. 81

Deflect Magic (Deflect Magic)Increases resistance to magic attacks by 100%. Duration: 20 min.

Passive

First class:

Shield Mastery Lv. 2 (Shield Mastery)
Shield Mastery Lv. 2 (Shield Mastery)

Increases shield defense by 40% and shield block chance by 70%. Once we get this skill, a shield becomes a necessary part of our gear.

Heavy Armor Mastery (Heavy Armor Mastery)Increases P. Def. by 47.7 and reduces critical damage received by 15% when wearing heavy armor.

Second class:

Magic Resistance (M. Def.)Increases M. Def. by 130 and defense against attack magic by 20%.
Mind Focus (Focus Mind)
Mind Focus (Focus Mind)Increases MP Recovery Bonus by 5.1.

Third class:

Lv. 76

Health (Health)
Health (Health)Increases resistance to poison and Bleed attacks by 20.
Wisdom (Wisdom)Increases resistance to Hold, Sleep and Mental Attacks by 20.

Lv. 78

Sense of Rhythm (Inner Rhythm)MP consumption during dances and songs is reduced by 10%. The irony — what our party members had to listen to before this skill appeared :)

Lv. 81

Sixth Sense (Sixth Sense)When your strength is running out, your senses reach their peak. The skill increases Evasion by 15 when HP drops below 30% of its maximum.

Chance-based skills:

Lv. 82

Chance-based skills:

Balance Protection (Protection of Alignment)Increases resistance to elements by 20. When the character takes damage, M. Def. and elemental resistance increase further.
Elemental Protection (Protection of Elemental)Increases elemental resistance by 20. When the character takes damage, M. Def. and elemental resistance increase further.
Rune Protection (Protection of Rune)Increases M. Def. by 15%. When the character takes damage, M. Def. and elemental resistance increase further.

Hive Five skills

Deadly Rhythm Lv. 40-85 (Deadly Strike)
Deadly Rhythm Lv. 40-85 (Deadly Strike)

Attacks the enemy and deals extra damage. Power 833. Can't be used with a bow, crossbow or fists. Overhit. The only attack skill that will liven up tedious leveling and PvP a bit. Learned from level 40 up to 85.

Battle Whisper (Battle Whisper)P. Atk. 15%, critical damage 10%, Atk. Spd. 10%. Learned at levels 46, 52 and 60. This skill makes us a more useful party member and partly solves the problem of leveling to level 76.

Useless

We've already found that SwS has a few useless songs, but the Koreans didn't leave us without useless skills either. So:

Charm (Charm)Reduces the target's desire to attack. Power 458. Learned from the first class all the way up to level 74. It casts slowly, so it won't save us from a train of mobs. And against a single monster your trusty weapon will help. My advice — don't waste SP.
Sword/Blunt Weapon Mastery (Sword/Blunt Weapon Mastery)'Surprised? The reality is that SwS are equipped with daggers or two-handed swords, and this skill becomes simply useless.'


Gear (weapons and armor)

Please note that SwS is a very expensive character. The options I suggest aren't mandatory, but in my opinion they're ideal.

Lv. 1+

Lv. 20+

Lv. 40+

Start carrying a two-handed sword for solo leveling or leveling in a melee party. Though you can get by with just a dagger.

Dark Screamer Focus (Dark Screamer
Dark Screamer Focus (Dark ScreamerFocus)
Berserker Blade
Berserker BladeFocus (Berserker Blade - Focus)
Full Plate set (Full Plate Set)
Full Plate set (Full Plate Set)

Max HP +270. shield defense +5,26%

Lv. 52+

Kris
KrisFocus (Kris - Focus)
Great Sword
Great SwordFocus (Great Sword - Focus)
Blue Wolf set (Blue Wolf Set)
Blue Wolf set (Blue Wolf Set)

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

Lv. 61+

Infernal Master
Infernal MasterFocus (Infernal Master - Focus)
Bloody Orchid
Bloody OrchidFocus (Bloody Orchid - Focus)
Tallum Plate set (Tallum Plate Set)
Tallum Plate set (Tallum Plate Set)

STR +2; CON -2; Atk. Spd. +8%; Weight Limit +5759; Resistance to Poison/Bleed +80%.

Lv. 76+

Time to forget the two-handed sword and replace it with a bow. We could have carried it earlier, but unfortunately we don't have that much room.

Angel Slayer PvP
Angel Slayer PvPHaste (Angel Slayer {PvP} - Haste)
Draconic Bow
Draconic BowFocus (Draconic Bow - Focus)
Imperial Crusader set (Imperial Crusader Set)
Imperial Crusader set (Imperial Crusader Set)

DEX-2, STR+2, P. Def. +8%, Max HP +445. chance of Sleep/Magic Hold -70%. Chance of Poison/Bleeding -80%.

Lv. 80+

Icarus Spitter PvP
Icarus Spitter PvPFocus (Icarus Disperser {PvP} – Focus)
Icarus Spitter
Icarus SpitterFocus (Icarus Spitter – Focus)
Dynasty Blast Plate
Dynasty Blast PlateBard

Con-2, Str+2, P. Def. +5.4%, MaxHP +492. Increase Darkness Resistance +8, reduces cost of song/dance skills, increases P. Atk.

Moirai set (Moirai Set)
Moirai set (Moirai Set)

STR +2, CON -2; when equipped, P. Atk. +4.26%, Atk. Spd. +4%, magic damage resistance +2%, stun resistance +50%, Fire/Water/Wind/Earth defense +3. Increases shield block chance

Lv. 84+

Vesper Shaper PvP
Vesper Shaper PvPHaste (Vesper Shaper {PvP} – Haste)
Vesper Thrower
Vesper ThrowerFocus (Vesper Thrower – Focus)
Vesper set (Vesper Set)
Vesper set (Vesper Set)

When used: STR+2, DEX-2, P. Atk./P. Def. +5,57%, Max HP +531, Sleep/Hold defense +70%. Increases shield defense.

Elegia set (Elegia Set)
Elegia set (Elegia Set)

STR +3, CON -2; when equipped, P. Atk. +6,59%, Critical Rate +127, bleed/hold/sleep resistance +50%, magic damage resistance +2%, Max HP +550, Fire/Water/Wind/Earth defense +5, restores part of HP from damage dealt to the enemy. Increases shield block chance.

Tattoo

Swordsingers have 3 tattoo options:

I'm sure with experience you'll figure out what's best for you.

Leveling theory

1-20

Level like a regular fighter. I always take the shadow daggers from the Newbie Helper and the No-Grade set quest from Markela in the Kamael Village. Then just run the suggested quests. From level 17 the first class quest becomes available.

20-40

After the class we get passive skills for wearing heavy armor and shields. From D grade I buy common items: armor with the highest P. Def., jewelry, and as a weapon I take a "common item" dagger and don't bother — it's convenient for me. In general you can choose anything to your taste and budget; there's no point showing off at these levels.

Also, right after getting the class, I recommend doing the wolf quest. In solo leveling the wolf will help nicely with damage.

40-51

52-60

At these levels you'd better have a static party (if you started solo) or 2-3 DD friends and a buffing support (a mini party). Naturally you should already have a wolf — it gives good DPS; without a wolf it's simply suicide. Everywhere.

61-76

The class quest starts at level 73, and to me it's easier than the second class quest, especially if you have helpers

Disco

The most important thing a SwS must know is how to work with each other in a party.

Since SwS usually sings more songs, they go first to save as much MP as possible. Then take turns, i.e.:

song/dance/song/dance and so on. But you mustn't doze off; watch that everything is on time.

I know from experience that after cancels and mass cancels it's very rare to land song/dance/song, but you should try)

In a mage party, start with the song: Song of Renewal, then Song of Meditation, and then the ones needed: vitality, P. Def., M. Def.

In a physical party everyone has their own way, but usually you start with the song: Song of Champion, then Song of Renewal — many don't buff it since there's not enough room, but when leveling, why not — and then the usual songs: vitality, P. Def., M. Def., critical attack.

PvP

What does the party expect from us? Timely songs and debuffs when possible. After you've successfully put songs on the party, it's your turn to deal damage to the enemy. Our main targets will be enemy healers. It's best to stand between them and use our wonderful skill Song of Silence (Sonf of Silens). If the "silence" landed, you can safely forget about those annoying healers for the next two minutes. Otherwise give them Arrest and use Sword Symphony (Sword Symphony). Don't overdo the debuffs; first of all the party expects songs from you, and you must have enough mana for them. Try to keep assist on the healers, watch their state and give them no life at all. When the healers aren't bothering you, you can try handing out roots to the enemy DDs or fight the SwS of the enemy party in a fair duel. In narrow corridors, on bridges, in small rooms use Noise (Symbol of Noise). At the very least the enemies will have to recast their songs\dances.

In mage and archer parties I don't recommend running far from your party; deal only with enemies approaching you. There's practically no class that could go on comfortably after the Song of Silence (Sonf of Silens). Use this skill wisely; it has a long reuse.

If you're attacked, you can always use UD, pull out a bow and keep shooting the enemy.

This is just one of many tactics. You'll work out your own through many victories and defeats. But I'm sure this option will help you get your bearings at first.

Skill enchanting

Don't neglect skill enchanting. It's what lets you greatly strengthen both your character and your usefulness to the party. And if you don't want to run low on MP, think about enchanting as early as possible.

Active:

All the main songs are enchanted for cost. Their order depends on your needs and, in the end, on how much money is left. Keep in mind that in mass PvP you and your dark brother will have to perform 12 songs, 8 of which rest on your fragile shoulders in a melee party. Those are the ones to pay attention to:

Song of Champion
Song of Renewal
Song of Meditation
Song of Hunter
Song of Earth
Song of Warding
Song of Wind Storm
Song of Vitality

Each party has its own list, of course, but I hope this option helps you choose the ideal singing lineup. A song enchanted to +10 cuts its cost by 21%, to +20 by 41%, and enchanted to +30 by as much as 63%. A serious bonus, isn't it?

Song of VitalityEnchant for time (up to 6 is quite enough to start; further as far as your patience lasts). Each enchant gives 5 or 6 seconds of duration.
Song of SilenseI recommend enchanting for chance, because the higher the chance, the more likely it lands, and enchanting for time makes no sense (unless you have Antharas); the seconds the healers spend silenced are quite enough)
ArrestEnchant for success chance. Enchant at your discretion.
EntangleI enchanted it for chance; basically there's also effectiveness (your target will run slower), but the chance is so tiny it's not worth it. So, chance. Enchant it among the last.
Elemental HealEnchant for power. Useful only at the Olympiad. The skill's base power is 546. Each enchant adds 36, and enchanting the skill to +30 gives 1640 power.

Passive:

Sword weapon MasteryYou can enchant it for attack speed or P. Atk. Choose for yourselves what you need more. I enchanted for speed. But if you run with a dagger, there's no point enchanting it at all.
Focus MindOne enchant route, for power. A useful skill. Enchanting to +1 gives 0.5 MP per tick, with each next enchant 0.1 MP per tick more.
HealthYou can enchant it for poison resistance or bleed resistance. Here too, choose what you need. I enchanted for bleed resistance. But overall there's no point.
WisdomIt can be enchanted in 3 directions:

How to enchant Wisdom depends on what your character focuses on more. If the Olympiad, choose either Sleep Defense or Hold Defense; if you don't really like the Olympiad (like me), then Mental Attack Defense)

Magic ResistanceEnchanted only for power. Be sure to enchant it, since there's never enough M. Def.
Inner RhythmEnchanted only for power. At +1 it lowers the cost by 1%. Enchanted to +15, by 5%.

When to start enchanting skills?

It's best to reach level 80 first and learn all the skills, and only then start enchanting. But you can start from level 78.

2 class skills:

78 79 80 81 82 83 84 85
+3 +6 +9 +12 +15 +18 +21 +24

At +24 the chance will still be 51%; with each further enchant the chance drops rapidly. And the chance to enchant a skill to +30 at level 85 is 24%.

3 class skills:

83 84 85
+3 +6 +15

Having reached level 85, enchanting the 3 class skills is more fun, since enchanting to +15 has a 54% chance, much more than the maximum enchant of second-class skills.

And, of course, remember that up to and including the Gracia Final update, skill enchanting requires SP and XP (Exp).


Subclass skills


Olympiad

The SwS's Olympiad is simple. Very few classes we can beat. The most important skill is song of silence, the Song of Silence, so pay attention to enchanting it.

For weapons, I recommend having:

Forgotten Blade Health,

and in the backpack carry:

Weapon draconic bow i01 0
Draconic Bow Focus with the Focus SA (if your finances are good)
Weapon angel slayer i01 0
Angel Slayer Haste with a PvP insert gives a chance to cancel enemies, which will help you in PvP and at the Olympiad, but given how RU servers have developed now, it's NOT recommended to seriously go to the Olympiad in anything below S80.

In the main weapon, boldly aim for an active stun skill, in the dagger a vampiric passive. Even so, the Olympiad is a sore subject for a SwS, and you can count more on class-based fights.

Additional items

Staff of Evil SpiritWhen using self buffs, there's a chance that Blessed Body 5 level will be applied to you. Comes in handy at the Olympiad
Hell KnifeFor Mental Shield. When using self buffs, there's a chance that Mental Shield 4 level will be applied to you. Comes in handy at the Olympiad
Shirt s
Striped Mithril Shirt CP (Striped Mithril Shirt CP) Increases Max CP by 744 when augmented to 4 or more.
Mithril belt pin
Top-Grade Magic Pin Mithril Belt (Top-Grade Magic Pin Mithril Belt) Weight limit increased by 12000.
A S-grade bracelet with 4 talisman slots.
A S-grade bracelet with 4 talisman slots.
Dragon Bomber
The armored dragon petUseful because it has a stealth skill (you can run among aggressive mobs and they won't notice you)

You'll master all the other skills in PvP/PvE yourself; it takes only experience: fight and die, fight and win - only then will you learn something.

In short, good luck to you on this hard road!!!

Class gameplay videos

http://www.youtube.com/watch?v=caYdZtf4aqY

Sources

The article uses data from http://danieldefo.ru/forum/showthread.php?t=21849.