Temple Knight (Interlude) guide — Elven Knight

← All class guidesChronicle: High Five Freya Gracia Epilogue Gracia FinalInterlude C4

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

Temple Knight

Contents

Elven Fighter - who is he?

Let's look at the base stats that all members of the Elven Fighter. class have

STR – 36Affects the physical damage the warrior deals in combat (p.atak).
DEX – 35Affects movement and attack speed (p.atak speed, speed).

-affects accuracy and critical rate (accuracy, critical). -affects the chance to evade the enemy's physical attack (evasion). -affects the chance to block an attack when using shields.

-affects resistance to stun, all kinds of stun attacks and bleeding (bleed) -affects the amount of HP and its recovery speed. -affects the maximum weight you can carry (load). -oxygen supply for swimming underwater.

INT – 23Affects magic damage and the success rate of magic debuffs (m.atak).
WIT – 14Affects the speed at which any magic spells are cast (cast speed).
MEN – 26Affects resistance to magic debuffs and to sleep, paralysis and hold spells.

-affects the amount and recovery speed of MP.


The elven fighter has the highest DEX of all races and classes, an average CON, a low STR and a high MEN. for a fighter. In general, you can see that all stats are balanced at an average level, which largely determines the features discussed below.

Elven Knight 20-40 lvl

So, you have finished your initial training and completed the task to get the Elven Knight. class

Let's see what the developers wrote about this class on the official website:

Elven Knight - fighters who have mastered the art of fencing at a professional level. To acquire more effective attack and defense skills, they continue to train in the art of swordsmanship and have the armor and weapons that make the best use of their skills.

Play style: Elven Knight differ from the knights of other races in their great agility and their ability to use light magic of recovery and healing. Their quickness and speed make them highly valued in groups.

So, let's start looking at the Elven Knight class in detail.

A couple of words about "sets": many armors give additional bonuses if you collect the full set.

I chose exactly this option for myself: having no spare money, until level 40 I wore what can be bought in the Giran shop.

You can check information about sets here: Armor

You can check information about sets here: Jewelry

Let's move on to the skills an Elven Knight can learn from level 20 to level 40

And we will try to look at the skills in more detail, with the main aspects of how and whether to use them.

At level 20, together with the class transfer, you get a lot of new skills; which of them are essential, which can be learned later, and which perhaps not at all?

Charm
CharmProbably one of the most useless skills in the game. According to the description, its job is to keep an aggressive mob from attacking you; in reality, the long reuse and very rare triggering make it completely unused.
Defence Aura
Defence AuraA very useful self-buff, the equivalent of shield lvl 2 for clerics and oracles; it will always serve you, helping out when there is no buff from others. Increases p.def by 12%, lasts 20 minutes.
Elemental Heal
Elemental HealA further development of the self-heal Elven Fighter’a, useful for solo leveling. With spiritshot, the spell's casting speed increases significantly and its effectiveness slightly. Goes up to level 74.
Heavy Armor Mastery
Heavy Armor MasteryHeavy armor mastery; tanks develop this skill up to level 74, each new level slightly increasing p.def when wearing Heavy Armor. For a tank it is as important as everything related to p.def. In addition, heavy armor mastery for knight classes reduces the critical damage taken by the tank by up to 30%.
Magic Resistance
Magic ResistanceSlightly increases m.def with each level, goes up to level 74.
Poison recovery
Poison recoveryLets the character cure poisoning; the type of poison depends on the skill level, and it keeps developing later. A useful thing — not critical at first, but at high levels it lets you cure what shop antidotes can't handle.
Shield mastery
Shield masteryThis is one of the tank's most important passive skills: shield mastery. Any character's base shield block rate is 20% (50% for arrows). This skill raises it with each level; see the details of how this skill and much else affect the shield block rate.
Sword/Blunt Mastery
Sword/Blunt MasteryThe skill that shapes weapon specialization in swords, axes and blunts; it goes up to level 74, each level slightly increasing p.atak when using these weapons.
Ultimate Defence
Ultimate DefenceThe most important skill of any tank; only with it can you survive difficult situations. The skill greatly increases p.def and m.def for 30 seconds, but the character can't move. (P.Def. +1800, M.Def. +1350)
Agression
Agression24 lvl. – one of the tank's main skills, the one that makes a tank a tank and not just a character with good defense. It is a physical skill with a very fast cast that deals virtual damage to a monster and forces it to attack you; the damage grows with the skill level. When leveling in a group, this skill lets you keep mobs on the tank and pull them off other characters, such as buffers/healers.

It also works in PvP, switching opponents' target to the tank and forcing them to attack him when used again. It is quite effective when used wisely and under normal conditions. Unfortunately, in CT1 the skill's reuse was greatly increased, which practically cancels out its advantages in PvP.

Cure Bleeding
Cure Bleeding24 lvl– heals bleeding wounds, like a bandage from the shop.

Develops as you level up.

Deflect Arrow
Deflect Arrow24 lvl– a very useful skill, reduces damage from arrows.

Develops as you level up. 1 lvl - 16% ; 2 lvl - 24% ; 3 lvl - 33% ; 4 lvl - 40% of damage. Needed when leveling against archer mobs and in PvP; largely thanks to this skill, a high-level tank is practically invulnerable to a lone archer.

Attack Aura lvl 2
Attack Aura lvl 2

28 lvl- a very useful self-buff, the equivalent of might lvl 2 for clerics and oracles; it will serve you faithfully for a very long time, helping out when there is no buff from others. Increases p.atak by 12%, lasts 20 minutes.

Sprint lvl 1
Sprint lvl 132 lvl– the equivalent of the wind walk 1 lvl buff (haste potion), +20 speed.
Focus Mind
Focus Mind36 lvl.– increases mana recovery speed; all active skills need mana, so overall it's an essential passive.

A bit about leveling at levels 20-40

Main mottos: exploring the world, learning the game, meeting new people, traveling. Gradually moving through the locations from your home village to the big cities, you will destroy hordes of monsters, live through many adventures, meet many people, learn new skills and look for new equipment. It is best to level on green or white monsters, after assessing their abilities in test fights. Many choose the darkness of the catacombs and their monsters, but I would choose the surface — it's simply more interesting, although perhaps a bit slower. Your self-buffs will give you a great opportunity to level both alone and in small groups, and maybe even take part in raids, who knows? Don't miss gatherings for such expeditions in towns if your level fits. The Adventurer Guildsman in towns will tell you about available quests. The manor system will help you earn money if needed. In general, travel and prepare for the first big quest, the task to get the 2 class. And start doing it.

Temple Knight 40-52 lvl

Since the main task at these levels is leveling, and above all its efficiency solo, the best choice is a sword, and here's why.

Special Abilities

In Luxor you can only buy the Stormbringer and Sword of Delusion; the other swords can be exchanged for these two at the Blacksmith of Mammon for ancient adena.

http://www.lineage2.com/Knowledge/item_sets.html especially since the set bonus is minor and practically useless. So people buy what can easily be obtained in the already familiar Giran Luxore, namely the body, gloves and boots; pick a shield from what is on offer, or look for Full Plate shield on the market.

Tattoos

It makes sense to get +4 str -4 con; if you like, you can add +4 dex -4 con (a more extreme DD option). All of this will help a lot while leveling. Dyes are bought from the Mammon NPCs or on the market, 10 dyes per tattoo.


So let's see what the creators have rewarded us with at 40+, as a truly real knight now. Besides further levels of existing skills, we get a number of new ones.

Aura of Hate
Aura of Hate40-74 lvl. A skill similar to agression, but with a mass effect; it has a very long reuse - 20 seconds.

In PvP it works the same way as agression.

Holy Armor
Holy ArmorLvl 1. 40 lvl. An aura that, when turned on, gives +7% resistance to dark magic. It doesn't consume mana while active.
Spirit Barrier
Spirit BarrierLvl.1. 40,46,58 lvl. A self-buff that increases m.def by 15%, the equivalent of magic barrier for Prophet. The last level 3 is given at level 58 and increases m.def by 30%.
Storm Cubic
Storm Cubic40,46,52,58,62,66,70,74 lvl. a summoned cubic that helps its master in battle; it uses wind strike-type magic and attacks the target its master is attacking.
Cubic Mastery
Cubic Mastery40 lvl. Lets you summon 2, and later 3, cubics at once.
Guard Stance
Guard Stance40,52,62,70 lvl. An interesting skill. An aura that is turned on with a key press, after which it consumes mp c at a constant rate. While active it increases the shield block rate by 50% and adds pdef depending on the skill level, from 122 at level 1 to 256 at level 4. When on, it lets you block with the shield practically 100% of the time. On the downside, it consumes a lot of Mana and can't be kept on for long — only in emergencies. Many advise learning only level 1, giving up the further pdef increase in exchange for the lowest possible mp. consumption
Summon Life Cubic
Summon Life Cubic. 43, 49, 55, 60, 64, 68, 72 lvl. That very new cubic. It heals the character and their party members based on its own judgment and their condition :)

Real PvP at these levels is hard to imagine these days, and a tank has little to shine with in it; try using the skills you have — in mass PvP that is mainly hate — and if things go wrong, your main skill is fast legs :)


Temple Knight 52-61 lvl

Well, our tank now has plenty of skills — everything needed to perform the main functions. And the main moment comes: time to change into B-grade.

Decide on your priorities: do you need to live longer or deal more damage? If it's hard to decide, Zubei Set is your choice — it's average but quite good and fits everything. Details on the available sets: http://www.lineage2.com/Knowledge/item_sets.html; all of them are easy to buy on the markets.


Skills:

Mostly you get new levels of existing skills, apart from a couple of new skills at levels 55 and 60:

Final Fortress
Final Fortress52,55,58,60,62,64,66,68,70,72,74 Increases P.def. by 115-216 depending on the skill level when HP drops below 20% of the total
Arrest
Arrest55,58,60,62,64,66,68,70,72,74 lvl. A physical skill that roots a single enemy for a short time (7 seconds) and also has a hate effect. It has a small range and a fairly fast reuse.
Holy Aura
Holy Aura58,60,62,64,66,68,70,72,74 lvl A mass-root spell that affects, with a certain chance, all undead mobs nearby (chance and radius - ?). It doesn't affect mobs that are currently under this spell.
Tribunal
Tribunal55,58,60,62,64,66,68,70,72,74 lvl. A physical skill that deals damage to the enemy according to the skill level and applies a debuff that lowers its critical attack; it lands fairly well. However, it only affects the base critical attack stat, so the effect is not very strong.
Aegis
Aegis60 lvl. An essential, brilliant passive skill that lets you block blows with the shield from any direction — yes, now even blows to the back land on the shield, and all with the block rate you can achieve with Guard Stance.

Leveling: possible solo locations:

Nothing new: you still can't do much besides hate, but you already live quite long. Except that now you have Arrest and Tribunal, which can also slightly harm the enemy. In party-vs-party PvP you are now definitely the tank, though at these levels it's very rare. And for sieges you're still too small to manage anything…

Temple Knight 61-75 lvl

Equipment:


Skills:

Summon Attractive Cubic
Attractive Cubic 62,66,70,74 lvl. The TK's third cubic; it casts hate and root on the enemy, and like the storm cubic its trigger rate depends on how often you hit.
Shield Fortress
Shield Fortress 64,66,68,70,72,74 lvl. An aura that, when turned on, increases the shield's pdef by a fixed number depending on the level, from 446 to 560. mp consumption is constant but minor, roughly equal to normal regeneration speed. A very useful skill that gives about 800 extra defense on a block, and even more with the EE buff.


Leveling: Solo is possible, but it's better to start gathering parties — the tank was made for that, and it's faster, since as levels grow the tank's lack of DPS is felt more and more and there are fewer simple mobs. There are few proper solo locations for this stage, practically none: for some your level is already too high, for others still too low.

A little about PvP: Everything is as before: in mass PvP — hate, Arrest, Tribunal, Entangle; in 1-vs-1, the extremely low DPS leaves no real chances. All of your tank's skills are aimed only at defense, not attack.

Videos of playing the class

http://www.youtube.com/watch?v=EdCd4YrUDlo&feature=fvsr

Source

http://forums.goha.ru/showthread.php?t=148588