Warlord (Freya) guide — Warlord

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

Contents

Warlord guide

Warlords. Lords, gods of war… Superb fighters who can fight not one but several opponents at once. Hard years of training that perfected their mastery of spears and halberds raised a caste of unrivaled warriors who in strength and toughness can compete even with orc raiders. Yes, all warlord skills are focused only on fighting with polearms (spears, staves, halberds), but in that they have no equal. Who else can stun all the enemies around him with one blow? Who else but a warlord can stagger the enemies around him with his war cry so that they ease their onslaught in confusion? Who else, at the decisive moment of battle, when life is almost spent and death walks very close, can, with one burst of willpower, give himself the strength and fury for a final attack? The answer is no one. Even orc raiders, mighty and hardy warriors, can't wield a spear the WAY warlords do. The path of the warlord is far from easy. True mastery and strength don't come right away… Only the most persistent and patient, finishing the school of warriors, choose this path. They must be ready to constantly balance on the edge of life and death in battle, relying only on luck and the skill of healers, if there are any nearby.

Class pros

Class cons

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Strength40, 1 less than the Dark Elves; governs melee attack power
Dexterity30; for us it's just movement speed, evasion and shield block chance; we're behind the Light and Dark Elves
Constitution43; this is HP and its recovery speed, stun resistance and weight limit; only Orcs have more
Intelligence21 governs magic attack power and debuff landing.
Wit11, right after the elven fighters; governs casting speed and magic critical chance.
Mentality25; governs the amount of MP and its recovery, and also affects M. Def. and mental resistance.

From level 20-40 you'll figure out leveling yourself; if not, this guide won't help you) So, the 2 class is Warlord (I don't like that name), WARLORD)

Skills

Passive skills
Heavy Armor Mastery
-Increases P. Def. when wearing light armor by 81.3 and Evasion by 6.
-Increases P. Def. by 79.3 when wearing heavy armor.
-Increases P. Def. by 79.3 when wearing heavy armor.
-Increases Max HP by 480.
-Increases Max HP by 480.
Final Frenzy
-Automatically increases P. Atk. by 129.3 when HP drops below 30%.
Polearm Mastery
-Increases P. Atk. when using polearms by 129.3, and lets you attack several enemies at once.
Increases HP Recovery Bonus by 4.
Increases HP Recovery Bonus by 4.
Active skills
Revival
Restores HP to full. Can only be used when HP is below 10%. (one of my favorite skills; too bad you don't always manage to use it)
Thrill Fight
-Lowers Speed by 20% and increases Atk. Spd. by 10%. Duration: 5 min.
Power Crush
Deals an extra 3288 damage. Can overhit. Can crit. (our main attack skill until the 3 class, and decent damage afterwards; crits often and very hard; can't be enchanted)
Fell Swoop
For 2 minutes, increases the number of simultaneous targets by 5. Requires a polearm.
Thunder Storm
Thunder Storm - Simultaneously hits and stuns enemies for 9 sec. with a sweep of the polearm. Requires a polearm. Ignores shields. Can overhit. Power 2082. (eats a lot of MP, little use; only for leveling on trains, or just for leveling)
Wrath
Swings the polearm and lowers the CP of surrounding enemies by 30%. Requires a polearm. (A very necessary skill in mass fights since it takes off CP regardless of defense; 2-3 Warlords take CP down to 0 even for tanks under invulnerability; not sure about Celestial)
Battle Roar
Regenerates 35% of the user's original HP and increases the user's Max HP by 35% for 10 minutes.
Whirlwind
Swings a spear to attack nearby enemies with 2740 Power added to P. Atk. Requires a polearm to be equipped. Ignores Shield Defense. Over-hit and Critical hit are possible.
Detect Beast Weakness
Increases the user's P. Atk. toward beasts by 30% for 10 minutes.
Detect Dragon Weakness
Increases the user's P. Atk. toward Dragons by 30% for 10 minutes.
Detect Plant Weakness
Increases the user's P. Atk. toward plants by 30% for 10 minutes.
Detect Animal Weakness
Increases the user's P. Atk. toward animals by 30% for 10 minutes.
Detect Insect Weakness
Detect Insect WeaknessIncreases the user's P. Atk. toward insects by 30% for 10 minutes.
Auras
Vicious Stance
Increases critical damage by 609. Consumes a certain amount of MP while active, depending on the level. (level it only at high levels, since SP for skills isn't always enough)
War Frenzy
Increases resistance to Stun attacks by 15 and resistance to Sleep attacks by 30. Continuously consumes MP proportionately to the user's level.
Focus Attack
When using a polearm, attacks a single enemy and increases Accuracy by 6 and critical damage by 30%. (should always be on in PvP, doesn't eat MP; the funny thing is that however long I play a Warlord, I can't figure out what's drawn on it =)))
Polearm Accuracy
Increases Accuracy by 4 when using a spear. Continuously consumes MP proportionately to the user's level.
Debuffs
Shock Stomp
Shock Stomp - Stuns surrounding enemies for 9 seconds and makes them lose their targets. Requires a polearm. (one of the most reliably landing stuns in Lineage)
Howl
Lowers P. Atk. of surrounding enemies by 23%. Duration: 30 sec. (I only use it when my weapon is knocked out, or in mass fights when there's nothing else to do)
Provoke
-The skill lures nearby monsters to the character and lowers defense against polearm attacks by 20 for 10 sec. (Grrr =), can be used in daily PvP if you have plenty of MP)
Passive skills
Health
HealthIncreases resistance to poison and Bleed attacks by 20.
Wisdom
WisdomIncreases resistance to Hold, Sleep and Mental attacks by 20.
Skill Mastery
Skill MasteryUses skills without reuse or with doubled duration. Depends on STR.

{{GuideSkill|icon=Fighter's Will.jpg|name=Warrior's Will|desc= When using melee weapons, increases P. Atk. by 100 and Atk. Spd. by 10%. During attacks, physical skill power and critical rate increase.}} </div> Learning Warrior's Will requires the book "Forgotten Scroll: Warrior's Will" - Tiat, Ekimus, Beleth

{{GuideSkill|icon=Archer's Will.jpg|name=Archer's Will|desc=When using a bow or crossbow, increases Accuracy by 8 and range by 50. During attacks, physical skill power and critical rate increase.}} </div> Learning Archer's Will requires the book "Forgotten Scroll: Archer's Will" - Tiat, Ekimus, Beleth

{{GuideSkill|icon=Protection of Alignment.jpg|name=Protection of Alignment|desc=Increases attribute resistance by 20. When the character takes damage, M. Def. and attribute resistance increase further.}} </div> To learn Protection of Alignment you need the book Forgotten Scroll: Protection of Alignment - Baium (75), Antharas (79), Printess (85)

{{GuideSkill|icon=Protection of Rune.jpg|name=*Protection of Rune|desc=Increases M. Def. by 15%. When the character takes damage, M. Def. and attribute resistance increase further.}} </div> To learn Protection of Rune you need the book Protection of Rune: Protection of Alignment - Baium (75), Antharas (79), Printess (85)

{{GuideSkill|icon=Protection of Elemental.jpg|name=Protection of Elemental|desc=Increases attribute resistance by 20. When the character takes damage, M. Def. and attribute resistance increase further.}} </div> To learn Protection of Elemental you need the book Forgotten Scroll: Protection of Elemental - Baium (75), Antharas (79), Printess (85)

Master of Combat
Fighter MasteryIncreases attack power with swords, blunts, polearms, dual swords and fists by 80. Also increases max CP. by 5%
Active skills
Cursed Pierce
Needle PointDeals an extra 3849 damage. Can overhit. Ignores shields. Can crit. (our main skill in 1-vs-1 PvP and daily PvP; can't be enchanted, which is a pity)
Earthquake
EarthquakeDeals a powerful blow to nearby enemies and cancels their targets. Gives a chance to crit. Ignores shield defense. Can overhit. Requires a polearm. Power 4848. (this skill is the very reason almost all Dreadnoughts attribute their weapons to earth)
Eye of Slayer
Eye of SlayerIncreases P. Atk. toward monsters, magic creatures, Giants and Dragons by 30% for 10 minutes.
Eye of Hunter
Eye of HunterIncreases P. Atk. toward insects, plants and animals by 30% for 10 minutes.
Final Secret
Final SecretFor 30 seconds, you call upon your hidden reserves to increase your skills power and ordinary attack damage by 30% during PvP.
Braveheart
BraveheartIncreases combat spirit to recover CP by 1000.
There's only one aura
Parry Stance
Parry StanceBlocks an attack using a weapon. Increases P. Def. by 25% and M. Def. by 25%. Decreases Speed by 10%, Atk. Spd. by 20%, and Accuracy by 4. Continuously consumes MP proportionately to the user's level.
Debuffs

{{GuideSkill|icon=Expose Weak Point.jpg|name=Expose Weak Point|desc=Gives flesh and takes bone. After being attacked, reveals the enemy's weak points and lowers P. Def. Also increases the chance of a critical hit with normal attacks.}} </div> To learn the skill you need the book "Forgotten Scroll: Expose Weak Point" - can be bought from Legendary Blacksmith Shadai - 259 Ancient Demon Books, 12,000,000 adena

Shock Blast
Shock BlastCalls a blast wave that deals 2486 additional damage around the enemy. Stuns for 9 sec and lowers P. Def. by 30% and M. Def. by 30%. Requires a polearm. Overhit possible. Can deal a critical hit. Ignores Shield Defense. Cancels the enemy's selected target. (here's another stun of ours, which is not only ranged and mass, but also cuts P. and M. Def.; I use it in PvP if the other 2 stuns didn't land (the only downside is that the skill casts very long and eats HP))

{{GuideSkill|icon=Dread Pool.jpg|name=Dread Pool|desc=Spreads fear energy around. Lowers enemies' Speed by 33% and makes them flee in fear. Duration: 8 sec. (rarely lands, so I don't use it; P.S. if you have money and Olympiad tokens to spare, you can learn it)}} </div> To learn the skill you need the book "Forgotten Scroll: Dread Pool" - bought from the Olympiad Grand Manager - 52,000 Olympiad Tokens, 26,000 fame, 12,000,000 adena

Gear

Levels 40 to 52
- Plated Leather armor (+4 STR, -1 CON), only if you have a decent buffer (you won't survive big trains without buffs)
Full PlateIf it's at +6, you can wear it even to 61; if not +6, buy the plain one and don't bother
Common Item
Common ItemOrcish Poleaxe; if you have one, a top two-hander or duals will do; if not, no need to buy

jewelry by grade, but plain C is fine too

Levels 52-61

{{GuideSkill|icon=Zubei's Breastplate.jpg|name=Zubei's heavy set|desc= (P. Def. +5,26%, Max HP +294) enchanted to +3, you can run in it up to 76; P. Def. on par with TM/BW; if you have it, wear it, if not, don't buy it!!}} </div> weapon: keep the C one if you level with skills; if not, buy a low B

Common Item
Common ItemGreat Axe

Levels 61-76

    • Wear whatever we find, or enchant Zubei heavy and wear that; if you have no Zubei, you can buy plain Majestic or Nightmare (I broke my Zubei at +6 and ran until 76 in plain Dark Crystal heavy =))))
Armor of Nightmare
Nightmare armor - if your party has 2 Warlords and you tank, it's just right for PvP, or for an HP build too
Majestic Plate Armor
Majestic heavy is the best-looking set on human fighters; it gives accuracy and damage, and on trains it helps by making you harder to stun
Tallum Plate Armor
- gives attack speed; good with a Haste polearm, without it it's useless — Majestic or Nightmare are better; I don't like Tallum heavy
- If you have a clan, take it, and you don't need anything else
- If you have a clan, take it, and you don't need anything else

Dark Crystal heavy is not needed at all (only plain, and only if you have no more money))

Common Item
Common ItemTallum Glaive, or if you have it
Item 11960
Halberd Atk. Spd. +6%. Deals additional damage in PvP; for the rich:
Item 11976
Tallum Glaive Max HP +25%. Deals additional damage in PvP.
  • Levels 76-80

It all depends on the server here: wear whatever is easier to get

Armor t89 ul i00
- Draconic Leather Armor (+4% P. Atk., +4% Atk. Spd., +1 STR +1 DEX -2 CON, +something to weight limit).c tattoo for +5 STR -5 CON and Haste SA = very fast leveling, but very weak in PvP
Armor t88 u i00
- Imperial Crusader set (DEX-2, STR+2, P. Def. +8%, Max HP +445. chance of Sleep/Magic Hold -70%) a good set, pleasant to level and PvP in; hard to get, but wear it if you can
Item 11218
Saint Spear - the SA depends on your taste and armor set: with Draconic take Haste; with Imperial Crusader HP or Haste, whatever you like (I use HP)
Levels 80-84: it all comes down to money
Moirai heavy 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. Lets you wear a cloak.)
Striped Mithril Shirt
Striped Mithril Shirt(Increases Max CP by 744 when enchanted to 4 or more)
Vesper light setSTR +1, DEX +2, CON -3; when equipped, P. Atk./P. Def. +5.57%, Atk. Spd. +5%, Speed +3%, paralysis resistance +50%, Fire/Water/Wind/Earth defense +5. Lets you wear a cloak. (Helps against Soul Breakers + wear jewelry for resistance)

{{GuideSkill|icon=Vesper.jpg|name=Vesper Breastplate|desc=When used: STR+2, DEX-2, P. Atk./P. Def. +5,57%, Max HP +531, Sleep/Hold Defense +70%. With the Vesper Shield it increases Shield Def. (a good set thanks to debuff resistance)}} </div> for the rich:

Elegia Breastplate
Elegia BreastplateSTR +3, CON -2; when equipped, P. Atk. +6.59%, Critical Rate +12.74, Bleed/Hold/Sleep resistance +50%, magic damage resistance +2%, Max HP +550, Fire/Water/Wind/Earth defense +5, restores a certain amount of HP from damage dealt to the enemy. Lets you wear a cloak. With the Elegia Shield, increases shield block chance
Dynasty Halberd
Dynasty HalberdSA: only Critical Stun
Icarus Trident
Icarus TridentSame
Doubletop Spear
Doubletop SpearSA: Haste, Health.
Ghostly Reaper SA
Ghostly Reaper SAHaste, Health.
Vesper Stormer SA
Vesper Stormer SAHaste, Health.

it all depends on your means and play style; some like Haste, some HP. I always make an HP build: jewelry by grade + TW jewelry for stun chance, Olympiad jewelry, or epics if you're a clan leader or just a lucky guy

Leveling

  • Levels 40 to 52
    • Catacomb of the Branded (near Giran Harbor).
    • Tanor Canyon (I personally leveled there, but there's one downside: leveling on 1/2 mobs you'll be badly short of SP for learning skills)
  • Levels 52-61
    • level in the Ice Labyrinth, driving all sorts of riffraff off the spots (at these levels almost all classes can do little (only Destroyers, but if you interrupt their Limit cast, 1 PvP goes to you)); at 53 take the crystal quest; they give a lot of resources for them; choose resources from the quest depending on the economic situation on the market (I saved up there for an MJ body, only there were no pieces; then I sold everything, bought a low-A polearm with the Haste SA and broke it at +10 =)); don't go to the catacombs without decent support (unless you're a kamikaze; 1 it's very hard to level in the catacombs near Oren; with an SE it's the best leveling; EEs and Bishops can take a hike; if there's no SE, then those + BD/SwS will do))
  • Levels 61-76
    • here you can level from 61 on wigs in ABG (you need a healer and preferably someone either fast or well armored; ABG leveling tactic (a normal party: me (WL), mass damage, mass damage, healer, wig collector): the collector gathers a wig and runs to you, all the mass DDs stand in one spot on top of each other, the collector should circle around you; when you see the aggro reaches almost all the mobs, use aggro and lay out the wig; the main thing is that the healer holds up; while the collector goes for the next wig, everyone sits and regens mana). If there's no decent party for ABG and you don't like leveling on 1/2 mobs (mana drains fast), welcome to the catacombs (catacomb leveling tactic: as written above you need support, preferably an SE; you can also hold the 1 big room alone with mass aggro, stun mobs, drink heal potions, use Battle Roar/Revival on cooldown and pray they don't stun you) - that's what I did personally. Also, if you have a full party you can go level in the ToI on floor 5, and solo you can level in the Swamp of Screams with mass aggro, killing mobs with herbs to help you. I haven't leveled in the Forest of the Dead, so I don't know what it's like there; with a full party you can also farm LoA
  • Levels 76+
    • Imperial Tomb - you need a BD + SWS + Warcryer/Bishop/Shillien Elder, and you can farm the IT plus a good quest
    • Pagan Temple - you need to complete a simple quest, and leveling there is brutal; but while on the upper floors of the IT you can go without an attribute weapon, in the Pagan Temple you need 150 holy, preferably a Warcryer, BD + SWS + a healer if you can't manage
    • Forge of the Gods - you can level at the necro spot with a Warcryer; you also need the holy attribute
    • MoS no idea how leveling is there, haven't been
    • Better not go into the new location without 80 and decent support; leveling in GC is fine too thanks to the vulnerability to giants
    • You can go level on Crystal Island; you'll need a Warcryer or a Shillien Elder.

PvP

  • Daily PvP with clan hall buffs, 1 vs 1 tactics (my tactics, don't throw slippers at me for talking nonsense):
  1. tanks - Shock Stomp + single-target skills + Earthquake (use only when the stun lands); the main task is to out-damage them; they'll stun you very, very rarely, only if you've cut your CON
  2. daggers - the main thing is to kill them very, very fast: use 2 stuns, 1 hopefully one lands, and while the stun holds use Shock Blast, single-target skills + Earthquake (I remember a dagger going invisible in front of me; I used Earthquake and he dropped out of invisibility already a corpse); you can use the defense aura; the main thing is to periodically use /nexttarget
  3. Tyrants - use the anti-stun aura and hit them very, very fast like a dagger (everyone in light armor needs to be hit like that)
  4. mages - if Shock Blast lands, just run up; if not, use the defense aura: +25% M. Def. is a real thing, though -10% running speed is bad; if we reach the mage, he pops like a balloon
  5. Gladiator - if he's clumsy, such ones go down in packs (I played on Abyss x3k; there's a clan gladiko there; I took out Gladiators from that clan in packs + with a friend, the two of us (he was a WL too), we took out almost their whole clan (that was long ago; now they're all in Dynasty; I haven't played there for a while; I run in IC at +6, but I can kill 2-3 (P.S. on a character with 150 PvP, 120 of them on Gladiators))); if he's skilled, we won't even take down his CP; if the stun lands, that's half the victory (I PvP'd with a friend 3 times, he a WL, me a Gladiator, he didn't take down my CP even though he had 4k P. Def. + 22k HP; I only had Tallum*Damascus duals at +10 and IC at 3), and most importantly, periodically throw Howl at the Gladiator to cut his damage
  6. supports - if we don't stun them, we lose: 200% they burn our MP to zero, and without MP we definitely won't kill them with this little stick
  7. archers can be killed in 2 ways: 1 Shock Blast lands, you run up and simply keep him stunned; 2 the street-thug way) lie in wait around a corner and stun the foe in the face (I once walked away after a fight with 5 Gladiators (they attacked one by one), 1 SLH noob (died to 4-6 skills) and an SS (also a noob, died to 2-3 skills); I was at half HP (Revival and Battle Roar used), and my 10k HP went down the drain in about 5 seconds when I accidentally ran into a group of archers (5 seconds - and you're a hedgehog)); the nastiest is the SR - very hard to kill
  8. dwarves die with no problems at all
  9. summoners since we're mass entertainers, we damage not only the summoner but also the summon; since the summoner is 80% in a robe, he dies easily; but if Warrior Bane lands and you have no Haste/WW potions, that's a total disaster; there's also the tactic of stunning the summoner and killing the summon - without UD the summon is pathetic; and most importantly, in a fight with summoners turn on the weakness against the summon's type
  10. Berserkers: stun, damage; they usually don't get out of the stun
  11. Soul Hounds are a nightmare; you can only kill one if Shock Blast lands

Olympiad

Olympiad gear + to the main

- Mithril Bracelet (has 4 talisman slots)
  • Armor magic deco belt i01 - Mithril Belt with a Perfect Magic Ornament - skill attack during PVP
  • Weapon hell knife i01 - Hell Knife - Magic Mental Shield. Gives a 50% chance to cast Mental Shield when using a beneficial skill on the target. Effect 4.
Armor t95 u i03
- Vesper light set STR +1, DEX +2, CON -3; when equipped, P. Atk./P. Def. +5.57%, Atk. Spd. +5%, Speed +3%, paralysis resistance +50%, Fire/Water/Wind/Earth defense +5. Lets you wear a cloak. (Helps against Soul Breakers + wear jewelry for resistance)

here are my modest observations from playing a warlord on the Cadmus server and some free shards - about 15 free servers where I was a multiple-time hero in different classes; I've been on LA since C1, I play a warlord as my main on Cadmus, hero for 6 months, never took part in clan battles. About the Olympiad: I tried different builds, now I go without tattoos at all (I'll explain below), crit-stun spear +7, Dino and IC sets +4 with different attributes, Olympiad AQ + normal AQ, Olympiad Zaken + normal Zaken, Olympiad Frintezza. Draconic bow 150 SA, dagger set: refresh, PvP damage increase, clarity, mental. Default talismans: UD, teleport (removes roots etc.), shock resist and sleep resist (don't remember the name), crit power and all kinds of run speed (Berserker - Talisman of Defense) and attack speed ones. I put them on depending on the opponent. Practice showed that using SoES on BtB and SoES on Focus makes no sense: the first because there's Battle Roar (6 lv. Bless HP); sure, you could use it for healing, but it's so minor and casting BtB with SoES takes so long that by the time you're done you forget why you even came out :) Roar is enchanted for cooldown +10 = 2 minutes; when I get into the Olympiad I use it right away, and it turns out that against a tank or support class it will definitely come off cooldown during the fight :) Focus with SoES: just as annoying to cast as BtB and practically pointless, since the Olympiad NPC buffs Focus too, and buffing it from the stick leaves us a choice of either Berserker or Guidance :) Guidance doesn't help at all against dagger classes and is simply unnecessary against others. Berserker only against supports: EE, SE, PP, BP. So: equipment - simple, put on the set or the limb pieces depending on the opponent, different attributes + sets of limb pieces. So far: I've tried both different builds and different spears and came to the conclusion that the Dino crit-stun is the ultimate spear vs supports, since they'll drain your MP fast if the opponent is enchanted and has anti-stun jewelry; with the passive from the +30 sub, crits + Focus + Berserker, we get a decent crit rate and attack speed (WW gets removed right away) and just run and hit; I had several fights with Cadmus's top BP/EE where I won thanks to this SA; after the mana burn I ran and hit until the stun landed, and once it did, under the aura (+30% crit power) the support went down very fast. HP spears make sense with other classes; I think it's clear: the more HP, the longer you'll stand and the more skills you'll land + a decent chance to use Revival. Skills: after long searching on forums I decided it's better to check everything on my own character and started enchanting! There were completely idiotic fails on +1, 4 times in a row :) and that's on level 82; at the end of the agony I realized that at level 82 it doesn't enchant above 20 :) enchant passives only for regen, since the HP and P. Def. gains are so minor that you want to write to NCsoft and swear, swear. Tattoos: I removed them completely; STR - the P. Atk. gain is noticeable but not as important as the HP the full-back tattoo takes away; the mythical skill crit chance may depend on STR, but I didn't notice it :\ DEX - 5 run speed? that's just funny, who are you running from in the Olympiad? Against everyone you might run from or chase, we use Berserker + Berserker talisman, that's quite enough, and again it's a shame to lose the HP :) Tanks: important! run through his party UD while casting Shock Stomp on the guy to make your beating harder for him during party UD, or, standing in your corner :) start running toward the opponent and sharply turn back toward your side! When the naive but very self-confident tank keeps running after you, sure that you got scared (I saw this very often with tank classes), turn around and Shock Blast; now it depends on how well your stun is enchanted, since you can keep a tank in stun the whole time; I think it's easier to hit with skills alternating with stuns + Howl (use it only if he hasn't used Reflect, otherwise you'll catch your own debuff). As for DA, the same, just try to use Shock Stomp more often to interrupt ToD (a debuff that removes buffs and lowers CP) while the dog is alive, plus mass skills; the beast goes down very nicely under Weakness (the bunny one). Supports, healers: as I already wrote (crit-stun SA; practice with other spears didn't live up to expectations), smile and wave, smile and wave .. with the spear, I mean. I have no experience fighting a Prophet; I had 1 fight with a normal PP (hero), which I won and didn't think much of; such a rare class in the Olympiad. Daggers: simple - if he has epics and he's 83+, we're done for :) if he's 83+ without epics, the odds are 40\60 in his favor because of skills like Ghost Walking that all 3 classes have (read their sections for what they do); daggers 81- 50\50, depends on the epics and a well-chosen attribute .. though more on the epics :) before the fight turn on the P. Def. aura and wait for the bread-slicer to jump behind your back (and he will, 90 out of 100 jump :) ), use Shock Stomp to drop his target; even if Backstab lands it won't kill you and will hardly take more than half your HP; after the shock turn off the aura and spam stuns + macro: next target-attack + debuffs. Warcryers and Overlords: depends on level, debuff enchant, attributes in the armor and epics; buff up for maximum DPS and hit, nervously glancing at your CP; regen it with the 1k skill, since any drain class can only refill HP from the enemy's HP, it'll give us a head start of a couple of extra drains; drop their target more often with Shock Stomp and Shock Blast. Gladiators, Tyrants, Destroyers: the first two usually kite until they catch Shock Blast + debuffs, then they come in with TSS and the like :) here we try to catch the moment and interrupt the skills with Shock Stomp; again, the HP build and skill spam will do the job. Destroyer - if he's not a GT :D but a standard Destroyer of about level 80, debuff and eat him, dropping his target with Shock Stomp; there's no point stunning these classes, since they have Lionheart (stun resist). Kamael: again, if it's not a cheater with a wild build :) then stun-stun-stun; though a Berserker has the Fortitude aura, it won't help him against a well-enchanted stun; for the first minute you can just keep the Berserker stunned, since if he's not a fool he'll go into UD, so we wait for it to wear off; you can also finish him with plain hits, they have little CON .. they're soft even in top gear. Arbalester .. forget it, a free frag. Rapier users: dropping their target is the main advantage, since if we don't drop the target with Stomp right away we lose a decent number of buffs (buff the most needed things first and then as many unneeded buffs as possible so he has something to please himself with; you can give some Weakness and Thrill Fight, under which he won't enjoy running around), then Shock Blast saves us as the partridge starts hopping around the arena like a zebra; little CON, easy to finish if he catches a stun. Summoners: the hardest for us is the ES (light), because his horse can stand and hit with water without running up to its master, but there's still a chance: at the start of the fight run after the ES and wait for the cast to begin (it's Warrior Bane) - use Shock Stomp, interrupted! great! rush to the horse - stun it, Shock Blast on the master and beat the pony into sausage, and then the master too, with a surprised face and a girly look regardless of gender. The easiest is the dark summoner: run after him (keep him stunned) until the shadow catches up with us, stun both and spam mass skills .. bye, friend. With the cat-lover it's all the same as with the dark one, but a little longer and harder; cat-lovers apparently aren't used to dying by nature, they'll heal a long time and run around, annoying us and the young trash audience who'll cover your fight in chat. Mages: fighting a mage: running into a mage 81+ whose clan owns a castle is already unpleasant. What I know about mages: a mage has little HP and gets stunned well; if he's not 81+, he's meat in the Olympiad, because Arcane Power*, a level 81 skill, gives a simply unreal boost: if he crits, it's 12-15k (my experience), and every second hit crits. Fighting a mage: before teleporting to the Olympiad, charge the UD talisman and the defense talisman (Berserker); in the Olympiad buff everything as usual, only instead of DW (crit power) cast Berserker. The point of the tactic is to reach the mage in the time given before the gates open; if you know the opponent well (whether he has a castle), you can immediately predict whether he'll use the crown (a perk of a castle-owning clan - shock resist 90% or 100, not sure exactly) or not. If you manage to reach him and the mage has no crown, it's all trivially simple: stun, skill, stun, skill. But if there is a crown, mages usually wait to see what you'll do, i.e.: if you rush at him right away, he'll back into a corner, and then you need to quickly go behind the wall (don't leave too early, wait until he uses Arcane Power - blue animation) and wait for his actions, which are: he'll stand and wait for you, but then he'll lose Arcane Power, and that's an immediate 2 loss. Or he'll see you running, use Arcane Power and the crown and, after you go around the corner, run at you; that's the moment to use the UD talisman, and then everything the old way ) stun on cooldown and wait until roughly 15 seconds pass (Arcane Power wears off), and then alternate stuns with skills. Waiting for Arcane Power to wear off is needed because skills, like normal attacks and crits, can break a stun (that's theory; for example, a DA's dog has the lowest chance to break its master's stun on the opponent, since it counts as a mob). It's best to go through the whole fight without hesitation and not panic :) In my practice there were fights where I killed the server's top mages, but those were isolated cases, since our mages are fully geared :\ All archers: meat ) shall we discuss dwarves?) And important! put on active talismans (buffs) before you fly to the Olympiad so they come off cooldown (after the teleport, skills and talismans come off cooldown). The UD talisman won't work if its time is under 16 units. Better to take a talisman off once more to save its time than not to put it on and lose. For leveling I wear tattoos -9 CON +5 STR +4 DEX; when leveling HP doesn't matter at all + a crit-stun spear keeps wigs stunned very well.

Subclass skills

  • Warrior Class (Gladiator, Warlord, Bounty Hunter, Tyrant,Destroyer, Soulbreaker, Berserker)
    • Counter HasteCounter Haste - When you land a hit, there is a chance to increase attack speed for a while (+30% atk.spd. for 15 seconds)
  • Knight Class (Paladin, Dark Avenger, Temple Knight, Shillien Knight)
    • UdCounter Defense - when hit, there is a chance to increase P. Def. and M. Def. for a while. (+20% p.def., +20% m.def., duration 15 sec.)
  • Summoner Class (Warlock, Elemental Summoner, Phantom Summoner)
    • SpiritCounter Spirit - when hit, there is a chance to get a soul. (+10% m.atck, c.speed, atk.speed, p.atck)

in my opinion the rest is unimportant; for leveling, if you lack buff slots, you can replace counter-spirit and counter-UD with HP+MP; when a future update introduces a separate line for triggers, you can safely use counters. From the subs' passive skills I took only attack, since there's already plenty of defense; 40 M. Def. won't make a difference and can be made up with HP; M. Atk. isn't needed at all

Class gameplay videos

http://www.youtube.com/watch?v=L2MEDTAOWmo&feature=related