Tyrr Warrior guide — Tyrr Warrior, Goddess of Destruction

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Tyrr Warrior class guide for Lineage 2 Goddess of Destruction: how to complete the Awakening, which skills to take, what to wear and where to level.

Contents

Chapter 1. Getting started. Races and classes

There are 2 ways to become a Tyrr Warrior:

  1. Direct Awakening from the fighter classes - Dreadnought, Duelist, Titan, Grand Khavatari, Maestro, Doombringer.
  2. Awakening from any class using Br aga valakas 01 i00 0 Stone of Destiny, which was given to all characters of level 76+ when the update was installed. In this case you get the Gladiator's set of skills, which will later be replaced by 4th class skills (note: you get the stats of the race you belong to).

So all Tyrr Warriors differ in: their racial skills, stats, and the set of skills they can keep instead of replacing them with new ones on Awakening.

As for stats, we're interested specifically in 3:

Next you need to understand one principle: the total of the physical stats (STR, CON, DEX) is 225 for every race. It's only a matter of distribution. In my opinion, no race has an optimal stat distribution. Except maybe the exotic Dark Elves are a bit better than the rest, but I can't judge objectively, since I haven't seen them in action.

Let's look at the races in more detail:

Elves

(the only race that, in my opinion, is no good for a Tyrr at all)

Racial skills:

Dark Elves

Racial skills:

Next come the "core" races, which are the majority.

Humans

Racial skills:

Orcs

Racial skills:

Dwarves

Racial skills:

Kamael

Racial skills:

Awakening: Complete the simple Seize Your Destiny, then go to the statue you want and awaken. A Chant buff and any S80 gear are enough to complete it.

After Awakening and as you level further, you can learn many new skills; this is where I start the second part of my guide.

Chapter 2. Skills

It's important to understand one thing: you'll always have time to learn a skill — you can do it anywhere, anytime, at any level — but you can't "forget" it and get the old one back, so the main thing is not to rush. Below we'll go through all the details; I won't post descriptions from knowledge bases, I'll describe the skills "as they are". You can always check the exact numbers Tyrr Warrior.

Let's start with what you can learn without fear of losing something valuable: you can learn all the new passive skills. I won't list them; I'll go straight to the active skills. This color marks the first level at which a skill is learned if it differs from 85.

Five-minute totems

(they give our class huge flexibility)

Attack skills

Skill10289 0 Boost - Leaps at enemies and attacks them, dealing additional damage. Also reduces Speed by 70% for 5 sec. Uses up to 5 levels of Momentum. The damage dealt to the enemy grows with the amount of energy spent. A skill that lets you move quickly from target to target. It has a short cooldown — 3-5 sec depending on buffs and epics. Learned at level 87, it replaces the Berserker's [[Rush_Impact_(793)|]][http://linedia.com.ua/w/index.php?title=Rush_Impact_(793)&action=submit; I advise not learning it before level 91 (after that, as circumstances dictate), since rush works very well on summons and mobs up to those levels, not to mention the instant move to any target. Level 87.

Skill11023 0 Elemental Destruction - Charges at the enemy, attacks with a shoulder and stuns for 3 sec. Used mainly together with Skill10269 0 to "rush" there and back. It has a long cooldown.

Skill11023 0 Elemental Destruction - Attacks the opponent, deals additional damage and lowers P. Def. Without this skill all your efforts tend toward 0. Lowers the target's P. Def. by 30%, which increases melee and physical skill damage against it by 42%. This debuff should stay on your target as long as possible (not counting the Chant's "Angel's Hands" and the healer's constant mass cleanse).

Skill11023 0 Elemental Destruction - Attacks the enemy, dealing additional damage. Also stuns the opponent for 2 sec. and makes it change target. With a sword/blunt/fist weapon Power is reduced by 10%, with a spear Power is increased by 50%. A great skill with a short cooldown and decent damage, but the main thing is its chance to drop the target and stun. It's not used on cooldown, as some advise, but at strictly specific moments, when you need to control the opponent. The skill is targetless, so damage reflection doesn't work against it.

Skill11023 0 Elemental Destruction - no comment, just a useless skill.

Skill11023 0 Elemental Destruction - Attacks the enemy and deals additional damage. The damage dealt grows with the amount of Momentum used. When using the maximum of 5 levels of Momentum, damage increases by 30%; when no Momentum is used, it drops by 20%. Ignores Shield Defense. A skill with a long cast and cooldown. It "eats" charges. Useless outside the Olympiad.

Skill11023 0 Elemental Destruction - Attacks the enemy, dealing additional damage. Also knocks the enemy down for 2 sec. The damage dealt grows with the amount of Momentum used. When using the maximum of 5 levels of Momentum, damage increases by 30%; when no Momentum is used, it drops by 20%. Ignores Shield Defense. A finishing and control skill; using it in time often decides whether your target survives. When using the skill you must be "charged". After the skill lands, an icon lights up on the screen (a picture will go here); if you click it or use the skill Skill10258 0, your character will leap at the opponent and deal damage, but remove the knockdown effect from the target, which isn't very effective. You can get a much better effect by using Skill10269 0 and landing a few melee hits.

Skill10288 0 Hurricane Storm - Attacks the opponent and deals additional damage to enemies around the target. With a sword/blunt/fist weapon Power is reduced by 10%, with a spear Power is increased by 50%. A long-range AoE skill with decent power but a long cooldown. If the opponent has reflect, you get back only part of the damage you dealt to the targeted enemy, and none from the ones around it.

Skill10289 0 Boost - Attacks the enemy with a shock wave and deals additional damage. A skill as useless as it is pretty. Equal in power to Skill10288 0 if you have a spear in hand. Cooldown 10 minutes. Level 95.

Skill10289 0 Boost - Attacks the enemy with a powerful blow and deals additional damage. A skill with very decent power (especially when enchanted), but a very long cooldown of 10 minutes. Maybe useful for finishing off, I don't know, I don't have it. Level 99.

Self buffs


Two self-buffs for leveling

Skill10289 0 Boost - Removes debuffs from the character. Also protects against normal attacks, skill attacks and debuffs for 10 sec. Additionally increases Speed by 30%. Available when HP is below 20%. The skill makes you fast and immune to everything, and also removes all debuffs from you on activation, but because of its use conditions it's mostly usable by orcs after the racial Celestial. For Kamael it replaces [[Soul_Barrier_(1514)|]][http://linedia.com.ua/w/index.php?title=Soul_Barrier_(1514)&action=submit — a skill that, with a good enchant (+15 or more), lets you keep x2 M. Def. non-stop. Level 91.

Skill10289 0 Boost - Instantly restores 35% of Max HP and 15% of Max CP. For 2 min. increases Max HP by 35% and Max CP by 15%. The skill greatly increases our "thickness" and is also used for self-healing; the cooldown equals the duration, not counting buffs, epics and subclass skills. Level 93.


Not quite self-buffs

Skill11023 0 Elemental Destruction - Restores all HP.

Skill10289 0 Boost - Raises energy at the cost of HP. Available up to level 10 at most. A toggle (skill on/off). Stores up to 10 charges. Useless in practice.

Skill10289 0 Boost - Instantly raises Momentum to the limit. Charges up to 10. Useless in practice.

Skill10289 0 Boost - Reduces enemies' aggression toward the character.

Debuffs

Skill10289 0 Boost - For 5 sec. disarms nearby enemies and lowers the opponent's P./M. Def. A very long cooldown and a short duration. But, first, "healers" can use their skills without a weapon in hand, so in mass PvP they often don't notice it's gone; and second, together with Skill10258 0 at the last skill level it lowers the opponent's P. Def. by 50%, which doubles physical damage against them.

Skill10289 0 Boost - A strong punch to the ground that stuns nearby enemies for 3 sec. A mass knockdown. An analog of the dwarven racial skill.

Skill10289 0 Boost - Uses the energy of wind. Lowers the HP of nearby enemies. A toggle. Constantly puts a debuff on opponents that deals pitiful damage over 3 seconds. For orcs it replaces [[Dark_Form_(423)|]][http://linedia.com.ua/w/index.php?title=Dark_Form_(423)&action=submit, but it's better to keep that one (20 attribute points are never superfluous); learn the rest. Level 89.

Skill10289 0 Boost - Enrages the opponent and for 10 sec. increases P. Atk./Atk. Spd., but lowers P. Def. No comment. Level 97.

Subclass skills


Chapter 3. Character development

3.1. Leveling

Unfortunately, in the GOD update the developers cut the number of XP locations so much that we don't really have a choice. Level wherever you can and wherever your gear allows.

3.2. Armor and weapons

The first thing to pay attention to when developing your warrior is gear. As strange as it sounds, a Tyrr Warrior is 90% gear, and only then skill and everything else. So I'll say it up front: a proper Tyrr is EXPENSIVE.

There are 2 ways to gear a Tyrr Warrior: mine, and the wrong one, for DPS or for defense. I don't like the second option, but I'll describe it too for completeness.


First, let's look at our armor options at different levels:

85-90

There can be many options here: 1) You leveled to 85 very fast by buying power-leveling and so on, you barely have enough money for soulshots and teleports, and your gear is the Dragonic set and an S-grade weapon. The saddest option for you.


Set effects: 2 pieces - STR +1, P. Atk. +155; 3 pieces - skill MP consumption -4%, hold resistance +5; 4 pieces - HP +463; 5 pieces - Atk. Spd. +3%, resistance to the four elements +10, P. Atk. +7%.

Set effects: 2 pieces - CON +1, HP +463; 3 pieces - chance to receive a Critical Attack -3.3%, stun resistance +5; 4 pieces - M. Def. +38; 5 pieces - P. Def. +77, resistance to the four elements +10.

2) Same as the first point, but you have enough money, or you already have the gear described below. Buy the Moirai heavy set (ideally rare +6, or something from it) or the Vesper light set with 1800 attribute, or the option for the "gods" — the Elegia set; although they're weaker in defense than the Twilight sets, they win in DPS, and you'll probably be able to sell them later. As for weapons, you need an S84-86 two-handed sword with SA Focus (ideally +7 or higher) and an S84-86 spear with SA Haste (+4 or higher); old-schoolers can arm themselves with fists or dual swords (this is also relevant for former Gladiators who kept "Duelist Spirit"). A spear with a crit stun SA also does well for leveling. Naturally, all the weapons have 300 attribute (holy for everyone or fire for orcs).

I won't describe "old" sets and weapons.

3) Your old gear isn't as good as in option 2, and you can't buy it. In that case your choice is the Apocalypse two-handed sword with Focus (or duals with Haste for a Gladiator) and the Apocalypse spear. Don't bother with attribute on Apocalypse, since at the moment the damage gain from attribute on mobs becomes noticeable only at 260+ attribute (because of mobs' high attribute resistance), and the cost of adding that much attribute is comparable to the cost of a normal S80 weapon from point 2. Of the sets, I advise the Twilight light set - enhancement.

Weapon vesper verteidiger i01 0 Twilight Leather Armor Enhance Type / Light

Set effects: 2 pieces - STR +2, CON -1, P. Atk. +180; 3 pieces - buff duration +10%, hold resistance +7; 4 pieces - HP +487; 5 pieces - Critical Damage +242, resistance to the four elements +10, P. Atk. +7%.


90-95

1) By now you should have saved enough to gear up as in point 3 for levels 85-90. You can already start crying that everything is bad and look for a constant party or change class. 2-3) Keep wearing what you have, except that the Vesper light becomes less relevant because of how "thin" it is.


95-99

1) Either you've moved out of the "beggar" category, or you've already rerolled into another class. 2) Put on the Seraph light set (enhancement); it'll be your main set for leveling and PvP, or the Aidos light set (enhancement) with a crystal rune (relevant only for RU servers). You also need the Seraph heavy set - Attack, for the Olympiad and some PvP.

Seraph light set - enhancement. Set effects: 2 pieces - STR +3, CON -2, P. Atk. +214; 3 pieces - skill MP consumption -4%, hold resistance +10; 4 pieces - bonus to mental attacks +20, HP +511 5 pieces - Atk. Spd. +3%, resistance to the four elements +15, P. Atk. +7%.

Aidos light set - enhancement

Set effects: 2 pieces - STR +3, CON -1, P. Atk. +246; 3 pieces - skill MP consumption -4%, hold resistance +10; 4 pieces - skill attack +6%, HP +521 5 pieces - Atk. Spd. +3%, resistance to the four elements +15, P. Atk. +7%.

Seraph heavy set - attack. Set effects: 2 pieces - STR +3, CON -2; 3 pieces - Critical Damage +281, hold resistance +10; 4 pieces - HP +511, skill attack +6%; 5 pieces - P. Atk. +214, resistance to the four elements +15, P. Def. + 7%.

For weapons we also have several options: the budget option is a Specter Slasher with SA Focus, or Specter dual swords with SA Haste and a Specter spear with SA damage boost. A more expensive option is an S84-86 weapon enchanted to +12 or higher. Very expensive (at least until the Tauti chronicles) but very effective: a blessed Apocalypse two-hander with 2 SAs Haste+Focus enchanted to +4 or higher, Apocalypse duals with 2 SAs Haste+HP. A super-expensive option bordering on fantasy is the same thing in the Specter or Helios version.


There's also an alternative way to gear a Tyrr Warrior. This way suits those who mostly level solo and in PvP deal damage only with skills. This build is characterized by using a heavy defense set at every stage of character development. For a short description of this build, I'll quote someone who uses it in practice:

Message from steelfury
Let's go over the Tyrr's strengths and weaknesses.
  1. The Tyrr is tanky. Anyone who thinks otherwise — just ask any Tyrr how much HP and CP he has.
  2. The Tyrr is versatile. He can be:
    1. fast - rabbit
    2. tanky - ogre
    3. damage-dealing - bear and hawk.
  3. Debuff resistance. With proper use of Berserker by switching weapons, the Tyrr is hard to land any debuffs on.
  4. The Tyrr is the best DD in mob trains. Yes, yes and yes again. I've decided this for myself clearly once and for all; if you don't believe it, don't, but under Hawk, melee crits with an attributed pike deal far more damage across the pack than the same mage, let alone an archer. The most important thing is to pull the train so that the Tyrr hits the whole pack — into a corner or against a wall, and then it's a whole different story — the class has potential.
  5. Average single-target damage (1 target), static. And even that's a stretch, given our wonderful Armor Crush. And yes, DPS from melee crits and from skills don't differ so much, IMHO, that it's worth killing your survivability by turning on PvE totems and a PvE weapon. Maybe with 2 rings the situation changes epically and 30% crit rules, but without rings crit DPS in PvP is lower than skill DPS (Spear of Courage). It's not even worth talking about attribute for now, since right now absolutely everyone resists attribute and it doesn't really carry.
  6. Excellent mobility. Rush and leap do their job; the Tyrr is perhaps the most mobile class in PvP.
  7. A decent set of control skills. Disarm, 2 knockdowns, target drop, stun. A real gentleman's kit.

That is, we have no outright weaknesses, but few strengths either. In balance terms, a middling class with chances against every class.

Weapons.

  1. We need a leveling spear. Our main tool for punishing mobs is the Apocalypse spear. In my opinion, you should put an SA in it only when you already have the full epic set, a Twilight set, your spear has long been 300 and you simply have nowhere to put your money. Add attribute only if you can go straight to 300; anything less makes no sense — mobs' resistance doesn't care about weapons below 260.
  2. We need a 1-target DPS weapon. Whatever people say about Tyrr DPS, it's more than decent, and on raid bosses I usually lead in DPS; only summoner cats outdo me. The best option is an Apocalypse slasher or duals with Focus. The slasher hits less often than duals but harder, so under the right circumstances its DPS can be higher than with duals. Some say duals trigger procs better. Fists hit the cap, blunts crit too rarely. Focus gives about 18% DPS, and crit rate is rather hard to cap, unlike Haste, which gives 15% DPS and is useless under Rhapsody.
  3. We need a PvP weapon. The simplest option here is to buy a spear at the Luxor shop, put an HP SA in it and add a PvP bonus — cheap and cheerful; P. Atk. affects skills quite weakly, and the PvP bonus makes up for it.
  4. We need a conversion weapon — to quickly turn on the Berserker skill, which leaves mages and summoners no chance in PvP, unless of course you step away for a bathroom or smoke break.

Jewelry

Don't overthink it; the most sensible option is to farm Vesper jewelry early on and unseal it — you get a reasonable price and higher M. Def. than with Immortal. As soon as you've sorted out attribute and the set, get the AQ right away.


Another important note: the pants of any R-grade set give crit chance when enchanted, which is boosted by buffs. The values in brackets are under the standard Chant buff.

Enchant level 5 6 7 8 9 10
normal/sealed 0 12 (28) 12 (28) 24 (57) 36 (85) 36 (85)
blessed 12 (28) 12 (28) 24 (57) 36 (85) 49 (114) 61 (142)

3.3. Additional equipment

I believe there's only one headgear for a Tyrr Warrior: the hat with 50 critical attack chance; you can get it by chance during the Donations for the Reconstruction of Aden event, or buy it from traders. You also need to get a Seraph Belt with the Perfect Magic Ornament "Normal attack during PVP" And of course Olf's T-shirt at +6 or more.

3.4. Epics

The standard set: max out crit power and stun chance. The only question is what money and options we have. The minimum option:

The mid-range option:

The option for investing a huge amount of money:

And, accordingly, there can be mixed options.

3.5. Tattoos

It's all pretty simple here. DD option: max STR while reducing DEX as little as possible. Minimum option: 3 dyes - +3 STR -1 DEX. Maximum option: 3 dyes +5 STR +1 DEX +25, or any option in between that you can afford. 1 STR ~ 1% P. Atk. Defensive option: the same, but max CON while cutting STR as little as possible.

3.6. Augmentation (LS)

First, let's look at what useful things you might get in your main weapon (all the skills below are passive):

Focus, level 10??? to crit chance. Looking for info on how much.
Duel Might, level 105% P. Atk. in PvP.

Now let's move on to the active LS skills (they're best "caught" in the Mysterious Sword):

Heal, level 10Heals ~700 HP, cooldown ~30 sec.
Duel Might, level 105% P. Atk. in PvP (lasts 2 minutes, cooldown 5).
Focus, level 1020% crit chance regardless of buffs (lasts 2 minutes, cooldown 5).
Clarity/Skill Clarity, level 3Reduces MP consumption for all/physical skills.
Lesser Celestial ShieldGrants temporary invulnerability to damage. Lasts 7 seconds, cooldown half an hour.
Damage Reflection, level 3Reflects 20% of any targeted damage dealt to you (lasts 5 minutes, practically no cooldown).


Chapter 4. PvP

Now I'll try to outline my view of PvP as a Tyrr.

Rule one: movement is your life and your opponent's death. Rule two: if the target is moving, you have to either stop it or switch targets. Rule three: on your own you can beat only a cripple; assist is everything to us.

Our main target in 7 vs 7 PvP, or thereabouts, is the enemy's robe and light armor wearers. A Tyrr works well together with any physical DD: with a Chant he cuts the target's P. Def. several times over, with a dagger the dagger starts landing really brutal crits, with a summoner he slows or stops the target so it can be chewed up, and he lets an archer one-shot everything that otherwise wouldn't be one-shot. The Tyrr's main "working" skills in PvP are or ; the first lets you instantly move to the target you need, the second deals decent damage and, most importantly, cuts the opponent's defense by 30%. In my opinion, in PvP a Tyrr should play the role of main assister and party protector. Let me explain what I mean. A standard melee pack has 3 DDs, i.e. there are two main damage pairs: DD+DD and DD+Chant. Depending on the party composition, the Tyrr can be in either one, but while an archer under the 3rd eye or a dagger under its setup can one-shot, we can't. But the Tyrr is perfectly capable of keeping the target from dealing damage in peace without any tricks, so the pair the Tyrr is in assists the enemy's main DD (usually there's 1), and if there isn't enough damage, the second pair also switches to this target on command. So how exactly do we "control" the target so that it's practically out of the game: - the perfect control skill, short cooldown and fast cast, and while the stun effect doesn't often please us, the target drop works great. Used when you need to finish off a healer frantically healing himself, or to knock off the enemy DD's target. - irreplaceable when you need to slow down or finish off a target. - use carefully after the enemy has used their mass cleanses, near healers or the main DDs. You can also add to the list, but its cooldown and success rate aren't great; use it if Bombardier is on cooldown and the target needs to go down.

In mass PvP we pick up the "oar", aka the spear, and spin AoEs on cooldown. If you're not lagging too badly, pick out one of the enemy mages and kill him if you can; if you kill all the mages, the amount of lag will tend toward 0.


Chapter 5. Olympiad

5.1. Additional equipment

First, we need the good old Weapon lancia i01 0 Staff of Evil Spirits Blessed Body and Weapon the hammer of hero i00 0 Hell Knife Mental Shield. We'll also need any weapon with an HP SA.

Also, if you're not a Kamael (divine winged creatures can't be bothered with A and B grade heavy armor and robes; in short, they can't wear them), you'll find a Doom heavy armor set enchanted to +lots useful, or a Dark Crystal robe set enchanted to +very lots. The first set gives you a lot of HP (the more it's enchanted, the more), letting you reach full HP (or simply more than without it) after the Blessed Body buff and switching back to your main set; the second lets you try to buff faster and with a good enchant also gives decent HP.

5.2. Talismans

Red Talisman - Life Force, "LF" for short: fully restores the character's HP/MP; a vital item against "long" opponents — healers/tanks/chants. One talisman lasts for 2 uses, cooldown 30 minutes, so once you've used it, the next time won't come soon.

Red Talisman of Maximum Clarity — MC (max clarity): reduces the MP consumption of the second half of a skill by 90%. Simply a must-have in fights against healers.

A set of yellow run-speed talismans, Yellow Talisman of Alacrity and Yellow Talisman - Speed — 2 each; there are 2 different talismans with the same name in the Russian translation.

Etc talisman i01 0 Blue Talisman - Divine Protection - despite its name, it doesn't make you immortal; it "only" greatly reduces the damage you take.

All these talismans can be obtained at random for 10 Knight's Epaulettes in a castle or fortress.

Also, for Knight's Epaulettes we buy (now of our choice) talismans for attack power and speed, crit power and crit defense, P. Def./M. Def., active and passive, by grade. If you have a summoner or chanter dual class, the Special Talisman - Reduce MP Consumption will also come in handy.

5.3. Tactics, sort of

(the section most open to criticism, since the guide author's experience leaves much to be desired).

First I'll describe the start of almost any Olympiad fight. Port to the arena with the observation list open (even if someone is on Ventrilo/TS/Skype with you watching your fights — "driver" from here on). If you don't belong to the divine Kamael race, before the fight put on the Doom heavy set or the Dark Crystal robe set, but in any case with the Staff of Evil Spirits in hand. Right away, buff yourself at the NPC with Drum Melody (20% MP is never superfluous) and Lute Melody. These buffs will be useful in a fight against any opponent. Buff . Against some opponents it's critical that this self-buff comes off cooldown as early as possible. Turn on Blessed Spiritshot B, target yourself and start buffing yourself with Blessing of Noblesse until the buff lands on you. Meanwhile look (for this you need to have it at hand; I keep all Olympiad weapons and the skills needed for this on the 9th panel, which initially occupies the 1st) at what opponent you're up against — more precisely, look at his nickname. Target him with the command /target. After the command it's enough to type the first 1-3 letters of the opponent's nickname that differ from yours; Russian nicknames are case-sensitive. If you have a "driver", or you've figured out from the nickname what opponent you're up against, then after typing /target nickname, don't press Enter, then you won't have trouble taking the target later; if you don't know who you're up against, press Enter and figure out who he is from his buffs. From there it all depends on who we're up against.

Let's go from simple (from my point of view) to complex.

Archers

It's better to wear epics with resistance to mental, stun and paralysis attacks — Antharas, Zaken, Frintezza. Talismans for crit defense and P. Def.

Add Harp Melody, Horn Melody and Knight's Harmony. As soon as Bless the Body has buffed, or 30 sec before the fight starts if it hasn't, put on and buff Mental Shield; as soon as it's buffed, take the HP weapon and buff and right away. Target the opponent via /target. Buff the crit-resistance talisman and the LS for reflect or skill cooldown. Put on your main set (against daggers I prefer heavy) and weapon.

Attack the archer head-on; he uses his UE right away (if he doesn't, he goes down right away), then charges "Impulsive Shot"; control him if you're a Human, Dark Elf or Kamael, or hope it won't land. Hit with plain attacks, try to land ; if he jumps back and forth, close the distance right away with rushes, heal up and ; when the dagger uses "Flash" and disappears from your target, use , then finish off. If the arena allows, you can kite the archer's UE. You can also use together with the archer's UE — it lets you both kite and hit better.

Wizards

Add Harp Melody, Horn Melody and Wizard's Harmony. Talismans for M. Def. active and passive, and protection from knock-up.

Go in under limits and the Ogre totem, press until he drops; as Kamael use Soul Barrier and the racial debuff protection, others use the 50% M. Def. talisman at the start. Control jumps with rushes; next target is our friend.

Rogues

Buffs and the set of epics and talismans are the same as against archers + the Blue Talisman - Divine Protection.


Next, the main thing is to keep facing the dagger all the time; in 90% of cases the dagger comes out right away under one of his UEs ; if he's without it, give him a couple of whacks and that's it. But most likely he's under it; he'll most likely start the fight by porting behind your back and, if lucky, stunning you for 2-4 seconds, so you need to turn around properly at the moment of his port to 180.

Hit the dagger in the face with plain attacks and try to land ; this dagger UE has 1 nasty effect, namely a paralysis effect (it has 2 stages of 5 seconds: in the first you move slowly, in the second you stand still and can't do anything); if the paralysis lands on you, the dagger will most likely use his clones; when 1-2 sec of the first debuff stage remain, use the Blue Talisman - Divine Protection; if you don't have it, things are bad, but can save the situation.

After the paralysis ends, use and turn on ; as Kamael you can also turn on , because will hit you in the back right away (or a bit later if the stun landed) (if things are really bad, use right away, and if things are really, really bad, ).

Kite the dagger and his shadows: run along tangled paths, run around obstacles, etc.; the shadows get really "dumb" from this. If the dagger has moved far from his shadows, you can rush him and land a couple of hits, not forgetting to heal up with and and buff ; by this point, if the UE hasn't crit, it should already be over.

The dagger will either go into Hide or use his second UE .

If he goes into hide, use right away; most likely we'll knock him out of it; if not, run along tangled paths, changing direction unexpectedly, or back into a corner; if we knocked him out of hide, press him; if not, as soon as he comes out, find him and press. Ideally use right away and finish him off.

If the dagger used his second UE, hit him with melee, constantly pressing Next target, since the second UE drops your target when damage goes into the dagger. Then, if the dagger is still alive, chase him under the Rabbit while he doesn't have the buff; the rest of the time heal up with the Ogre and buff the Puma.

If at some point the dagger has brought your HP down a lot, use and .

Fighters

There'll be a lot of "ifs" here

Epics for stun. Talismans for P. Def., invulnerability and LF (you can't use it often, but sometimes you really need it).

Describing fights between equal classes isn't the most interesting thing, so I'll cover the main points.

Buff the same as against archers and daggers. Go in under the Ogre. Buff reflect or cooldown from the LS.

If the opponent comes out under limits right away, switch to the Rabbit and kite if the arena allows; if not, also use limits right away. When you've brought the orc down to almost 20% HP, use stun and hide. Heal on cooldown. After the opponent's invulnerability, or in its last seconds, close in on him right away and give him stun and Bombardier.

Summoners

Buff the same as against archers and daggers. Same epics.

If you can, use the Berserker's Soul Barrier. In the last seconds before the fight, turn on Berserker and Boost. You have a minute to kill the summoner; if you see that one of his pets is low on HP and the summoner is around a corner or behind some obstacle from it, or just far away, quickly kill it and keep hitting the summoner. If you haven't killed him within a minute, cage marks and other stuff start landing on you. Try to kite and attack the summoner unexpectedly.

Knights

Same buffs. Passive talisman for pull protection, reflect resistance, LF and MC.

The fight starts; watch the tank's buffs; when the buff from the tank's cubic appears, don't hit. Use the talisman for reflect protection and attack, using the skill combo . Don't forget to charge your skills . As soon as you see the tank use , run away. Use the MC talisman. And repeat this combo until the tank uses ; turn on the Rabbit and run until that thing runs out; if a chain lands on you, use Stun as soon as it pulls you in. When the tank has brought you down to limits and his has run out, turn on Berserker, heal up with the Ogre and Second Wind, and start pressing the tank. If the tank uses or or , run. If your HP has dropped a lot, use . In theory the tank should run out of all his UDs during your limits. Don't throw and while the buff from the cubic is on the tank, and keep charging skills and healing with the Ogre. If your MP has dropped a lot, use LF; as Kamael use the racial skill so you definitely don't get interrupted; others hide. Then turn on Boost and pound him with skills while the tank doesn't have the cubic buff and . And then run, heal and hit with the leap.

Healers

Add Harp Melody, Horn Melody and Warrior's or Wizard's Harmony depending on several factors: whether you have the Berserker's Soul Barrier, whether the healer you're up against is in heavy armor or a robe, and whether you can kill him at all.

Talismans for M. Def., protection from knockback, MC and LF.

For me, the fight tactic against a healer has 3 stages:

1st: buff the Ogre, use MC right away, press the healer with skills, force him to use any of his defenses, the more the better; as a former Berserker attack only while Soul Barrier is on, and hide when 2-3 seconds of it are left. 2nd: as soon as HP drops to 40%, use Berserker, Boost and the Bear totem; as a Berserker also press only under Soul Barrier, hide when it's on cooldown or when the healer has used any defense. When HP drops to 20%, use ; if it isn't learned, heal up to full. 3rd: run and hide; when the healer gets too close, use and keep hiding; if your MP has dropped a lot, use LF. Toward the end of the fight, if you have enough MP, you can hit the healer as in the 1st stage.


Chapter 6. Interesting facts

With Etc wind rune i00 0 Energy Stone you can raise your charge to the maximum almost instantly. They can be bought in any shop.


Fists vs Two-hander

...or maybe dual blunts and a pike?

A hot topic for many Tyrrs racking their brains over "what do I pick".

I myself chose fists because they're cute, and that's a weighty argument. But I advise sober-minded Tyrrs to go with a two-hander, since Atk. Spd. under full buffs in a party with a tank and a dagger (with their auras) will be around 1k. Under Rhapsody it hits 1500 and won't go further at all (but that happens once every 10 minutes for 30 seconds). But P. Atk., thanks to the trigger

won't hit the cap and will soar to a tasty number. Although Rhapsody isn't an indicator (god mode once every 10 minutes is too dubious a plus). Stable average DPS is much more important. Crit rate with a two-hander, because of the higher multiplier, is also higher — another plus for it. The only thing fists can counter with is attack speed. Exactly that average one, without Rhapsody, various Kamael stances, etc. With fists crit damage is lower, but crits are more frequent (read x2), whereas a two-hander every now and then really packs a punch. Something like the eternal vs sps debate in Interlude: what's better, crit frequency or crit power? But in PvP, numerous 2k crits are easily handled by a healer, while 2 hits for 4 are harder, and there's a better chance to put the target face-down in the dirt AHAHH@H@H@H@HH@. Got carried away.

What do we end up with? Actually, I have a theory that all these weapons (blunts, two-handers, fists), if you cut out the damage spread, deliver the same DPS on average. The Koreans aren't fools to give one a boost and the other nothing (though who knows?). It's about builds. Everyone picks theirs to suit themselves. Some want to swing more often, some less often but NASUKAGFBB. Some (like me) simply because of the looks.

To end my talk, I want to show two screenshots with the stats of two different Tyrrs with different builds. The first screenshot is yours truly. Fist build. 95 +8, AQ, Baium, Elegia heavy +6 — an orc slightly above average who got himself an Elegia through connections. Budget dyes +3 +3 +5 -7. Circlet +5% P. Atk. Spice +


The second screenshot: Don Gesmiel +

A well-connected guy. A donator. Multiple-time hero. A donator. Two-hander build. Lots and lots of money. A donator. Blessed Seraph +6. Blessed Apocalypse two-hander +6 with two (!) SAs Focus_Haste (YES, HE'S A DONATOR, DAMN IT!). AQ, Baium, +5 +5 +5 +1.

On stats Ges wins, of course. A 97 set, dyes, a sword with 2 SAs, but the guy (an orc) from the village with connections in town isn't far behind! Put on a hat with +50 crit and he's even closer! So the fist build is a valid option.


More on which old skills you can keep and why you'd want to

on Awakening, by no means all the new skills can or should be learned. There are tons of options; I'll set out some of them here. Then I'll ask the question itself and try to give a theoretical breakdown of how usable such a build is going forward, all the way to high levels.

So, the options:

1) Don't learn Berserker. Keep: a) Duelist Spirit Duelist Spirit Thrill Fight and Focus Attack Thrill Fight Focus Attack. Gives 10% haste with ANY weapon, but cuts speed by 20%. Enchants to +15 and then cuts only 10% of run speed. A great boost for farming, especially with a spear. Very debatable for the Olympiad. The 2nd skill is an aura (toggle) that gives +35% CD against 1 target if you have a spear in hand. Not sure, maybe it'll be usable in the 85-95 range if you only have money for a 1 300 weapon; for example, with an S80+ Haste spear it could well compete with duals/a two-hander, I even think it'll beat Focus fists. c) summon Golem (from the crafter branch). A very debatable option; I don't fully see its advantages in PvP or leveling; maybe at the Olympiad it'll help confuse the opponent. But only for a moment. d) Frenzy: gives from ~25% P. Atk. at full HP to 77% at low HP with a two-handed sword/blunt, but with duals/fists/pike only 15% P. Atk.! If you compare only DPS, Frenzy will be a bit better only with a Haste two-handed sword (and even then only in PvE, where the pike is used more often), when Atk. Spd. will already be almost capped; otherwise Berserker > Frenzy in DPS too. The only advantage of Frenzy is a slightly longer duration and a cooldown that can be reduced by buffs/gear. Overall, given the new Vampiric and the cooldown with a mage and other extras, I think Frenzy will be better for leveling.

2) Don't learn Rolling Thunder (level 87 or 88). Keep: a) Infernal Form for Destroyers and Tyrrs. Man, I don't know what the Koreans were thinking when they gave Tyrrs this skill. It probably takes first prize in the category "the most useless junk in GoD". Keep those +20 fire attack and +10 fire resistance — that's better than this garbage. Besides, IF takes up 1 buff slot and can be recast often. This gives a boost at the Olympiad: you can cast BtB on yourself faster from a staff (rather than Noblesse) and cover the buffs that an evil, skilled Iss might cancel.

3) the new Barrier (91+ I think, I'll correct it later). Keep: a) the Berserkers' Soul Barrier. You get x2 M. Def. non-stop when enchanted to +30, or simply about 40 seconds with a 10-29 second break instead of 20 seconds of full invulnerability. Pro: a great help in PvP against mages/healers/summoners. Con: you lose 20 seconds of life in PvP against any class

p.s The whole top will become irrelevant with the Glory Days update, in which all old skills will be forcibly removed. There's no info yet 1005 about whether this will affect those who completed Awakening before that update.

This article is copied from the forum thread GoHa.Ru - Tyrr Warrior Guide