Lineage II/Human Fighter

=Current Status: Still Updating= =The Human Fighter= The Human Fighter class is the starting Fighter class for Humans. All subsequent Human Damage Dealer/ Tank classes would descend from this class.

Given the flexibility of the Human race, the Fighter class is perhaps the hardest to write a guide for, as there are so many possibilities that can come from the Fighter class -- in all 6 2nd Professions are descended from the Fighter class. This accounts for about 20% of all 2nd Professions, the largest percentage descended from a single starting class.

As such, it is critical that players going for Human Fighter classes have a clear idea what 2nd Profession they want to be at the beginning.

You should certainly explore the various classes if you do not mind the effort required to get to the appropriate levels, but Lineage_2 is such a difficult game in terms of levelling that it is probably for the best that you concentrate on one class from the beginning.

At the point of this writing, this review/ guide is written more from the perspective of a Human Fighter who is moving towards a Paladin/ Dark Avenger. In the future, the other perspectives will hopefully be added both by this contributor and others.

Skills
A Human Fighter has quite a lot of flexibility in terms of skills. Like most classes, the skills can be broken down into Passives, Attacks and Buffs/ DeBuffs. However, the Human Fighter is fairly unique in that this class does not have any Buffs/ Debuffs skills.

In Passives, the Human Fighter gains Armour and Weapon Masteries. Since these are stackables and are very useful in (a) keeping you alive and (b) making opponents dead, investing in these is a good choice.

In Attacks, each of the three 1st Profession classes linked to the Knight has a specific attack here. Knights/ Warriors have Power Strike, Rogues get either Mortal Blow for daggers or Power Shot for bows. All these attacks allow for Overhits, which nets you extra XP and an increased odds of drops. As such, it is useful to expand some SP into these skills. For a future Knight, it is critical to pick up Power Strike, as there is no skills in the Knight's inventory that allows for overhit -- only Power Strike is available!

However, as might be guessed, not all skills are needed; for a a Human Fighter intending to move to a Knight/ Paladin/ Dark Avenger, there is almost no need for dagger skills. Bow skills however, are very useful. Personal experience shows that at low levels, it is useful to have the bow skills as there is no Hate or ranged spells for the Fighter to pull mobs, or to help kill off mobs chasing after somebody else. Power Shots do way too much damage in one shot compared to melee; it's not uncommon to see levels 15~18 PCs one-shotting Werewolves on Talking Island.

This usefulness must be weighed against the uselessness once you undergo your 1st Profession change. Knights no longer have any avenue for bow skill increases; in return, they get a ranged spell (Drain Life) and the much hyped Hate skill. Coupled with the fact that bows are not as good after 1st Profession change as D-Grade bows tend to take up too much MP to use, the ~3500 SP spent here must be weighed against the usefulness of it at the low levels. Personal experiences is that the SP are well spent, particularly if you solo.