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=Current Status: Still Updating=
{{Header Nav|game=Lineage II}}
=The Human Fighter=
'''Human Fighter''' is the starting fighter class of the Humans.
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.
They get '''Power Strike''' like Elves, Darkelves and Orcs.


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.  
They get '''Mortal Blow''' and '''Power Shot''' like Elves and Darkelves.


You should certainly explore the various classes if you do not mind the effort required to get to the appropriate levels, but [[wikipedia:Lineage_2|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.
They get '''Relax''' like Orcs.


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==
Format: Name (Max. Level) - Description (Level[+Updates]/Next Level ...)


===Active===
*'''Moral Blow''' (9) - Damage attack. Dagger only. (5+3/10+3/15+3)
*'''Power Shot''' (9) - Damage attack. Over-hit available. Bow only. (5+3/10+3/15+3)
*'''Power Strike''' (9) - Damage attack. Over-hit available. Sword and Blunt only. (5+3/10+3/15+3)
*'''Relax''' (1) - Doubles HP regenertion while sitting, costs MP. (5)


== Equipment ==
===Passive===
*'''Armor Mastery''' (5) - Increase P.Def. (5/10+2/15+2)
*'''Weapon Mastery''' (3) - Increases P.Atk. (5/10/15)


=== Armour ===  
==Development==
You should only learn the skills of the weapons you want to use in future, which means future rogues should learn ''Power Shot'' and ''Mortal Blow'', while the others learn ''Power Strike'', but should consider ''Power Shot'' too, especially if they have a good bow. For future Knights, ''Power Strike'' will be the only Overhit-able ability they will ever get.


=== Weapons ===
''Relax'' costs a fixed amount of mp, but doubles hp regeneration no matter how high the later is. On higher levels, around level 30, the mp cost becomes negligible, and the skill can save overall downtime. On lower levels, its almost always more effective to rest normally. In any case you should watch the hp and mp bar when using Relax; when they are on the same level, stop using Relax if you want to have max hp and mp after the rest.


== Skills ==
==Equipment==
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.
On this level, all one really needs is a good weapon. If money is no issue, the twohanded swords are probably most effective, as on lower levels you can kill non-aggressive mobs with one hit with them. Otherwise choose the weapon of the class you want to develop to in the end. Polearms are pretty useless on no-grade, as most low level mobs are not aggressive, one misses too often, and armor is not protective enough yet. A bow for ranged attacks will be helpful, so one can wound enemies before they go into melee; beware that higher bows use much more than only one soul shot per attack, but also do extreme damage, especially when combined with the ''Power Shot'' skill.


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.
The best armors on no-grade are those with the highest pdef, as the bonus of the Wooden Set is irrelevant. But unless money is no issue, it’s probably better to just rely on full drops which still happen quite frequently on this level, and just mass slaughtering through lesser mobs (green ones). This way you get more money and drops per level and don’t need that good armor to fight without pause. Buying jewelry is no issue either as there is nothing with dangerous spells around yet, again just rely on drops or only buy cheap versions.


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!
If money is an issue, future Knights should prefer the Piece Bone or better the Bronze Armor parts, as they will get Heavy Armor skill after the class change which will work immediately. Future Warriors should stay consistent, either both parts heavy or both parts light, as light will give them an evasion bonus they will miss if they also wear heavy.


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'''.
==Adventuring==
 
You can party with a mystic, who can offer healing quite early, but you probably really need a bow then. Anyway, once you can get them, you should always return to the starter town for getting new newbie buffs whenever they have run out.
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.

Latest revision as of 04:14, 14 June 2021

Human Fighter is the starting fighter class of the Humans.

They get Power Strike like Elves, Darkelves and Orcs.

They get Mortal Blow and Power Shot like Elves and Darkelves.

They get Relax like Orcs.

Skills[edit]

Format: Name (Max. Level) - Description (Level[+Updates]/Next Level ...)

Active[edit]

  • Moral Blow (9) - Damage attack. Dagger only. (5+3/10+3/15+3)
  • Power Shot (9) - Damage attack. Over-hit available. Bow only. (5+3/10+3/15+3)
  • Power Strike (9) - Damage attack. Over-hit available. Sword and Blunt only. (5+3/10+3/15+3)
  • Relax (1) - Doubles HP regenertion while sitting, costs MP. (5)

Passive[edit]

  • Armor Mastery (5) - Increase P.Def. (5/10+2/15+2)
  • Weapon Mastery (3) - Increases P.Atk. (5/10/15)

Development[edit]

You should only learn the skills of the weapons you want to use in future, which means future rogues should learn Power Shot and Mortal Blow, while the others learn Power Strike, but should consider Power Shot too, especially if they have a good bow. For future Knights, Power Strike will be the only Overhit-able ability they will ever get.

Relax costs a fixed amount of mp, but doubles hp regeneration no matter how high the later is. On higher levels, around level 30, the mp cost becomes negligible, and the skill can save overall downtime. On lower levels, its almost always more effective to rest normally. In any case you should watch the hp and mp bar when using Relax; when they are on the same level, stop using Relax if you want to have max hp and mp after the rest.

Equipment[edit]

On this level, all one really needs is a good weapon. If money is no issue, the twohanded swords are probably most effective, as on lower levels you can kill non-aggressive mobs with one hit with them. Otherwise choose the weapon of the class you want to develop to in the end. Polearms are pretty useless on no-grade, as most low level mobs are not aggressive, one misses too often, and armor is not protective enough yet. A bow for ranged attacks will be helpful, so one can wound enemies before they go into melee; beware that higher bows use much more than only one soul shot per attack, but also do extreme damage, especially when combined with the Power Shot skill.

The best armors on no-grade are those with the highest pdef, as the bonus of the Wooden Set is irrelevant. But unless money is no issue, it’s probably better to just rely on full drops which still happen quite frequently on this level, and just mass slaughtering through lesser mobs (green ones). This way you get more money and drops per level and don’t need that good armor to fight without pause. Buying jewelry is no issue either as there is nothing with dangerous spells around yet, again just rely on drops or only buy cheap versions.

If money is an issue, future Knights should prefer the Piece Bone or better the Bronze Armor parts, as they will get Heavy Armor skill after the class change which will work immediately. Future Warriors should stay consistent, either both parts heavy or both parts light, as light will give them an evasion bonus they will miss if they also wear heavy.

Adventuring[edit]

You can party with a mystic, who can offer healing quite early, but you probably really need a bow then. Anyway, once you can get them, you should always return to the starter town for getting new newbie buffs whenever they have run out.