From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
*>Lynx7725
m (→‎The Human Fighter: typos and formatting.)
*>Lynx7725
(→‎Skills: Added Relax skill description and comments.)
Line 21: Line 21:
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.
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 '''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 except for Mortal Blow 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'''.
* 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 except for Mortal Blow 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!<BR><BR>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'''.<BR><BR>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 experience is that the SP are well spent, particularly if you solo.


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 experience is that the SP are well spent, particularly if you solo.
 
* The last skill to discuss is one that does not fit cleanly into any category: ''Relax''. ''Relax'' is a skill which allows you to recover '''HP''' at around double the normal rate while consuming an amount of MP. At low levels, the MP consumption is actually of a rather large percentage of your MP pool, and you may actually be better off resting normally, particularly for archers who need the MP to power their bows. <BR><BR>However, once your PC hits mid-levels, your HP and MP recovery rates increases, and by the low-30s, the MP consumption is actually negligible. It becomes efficient to ''Relax'' wherever possible, as it would actually reduce downtime.<BR><BR>Thus, ''Relax'' is one of those skills that you don't really ''need'' it at the level it is first offered, but is rather useful once you levelled up further.

Revision as of 03:27, 3 June 2005

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.


Equipment

Armour

Weapons

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 except for Mortal Blow 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 experience is that the SP are well spent, particularly if you solo.


  • The last skill to discuss is one that does not fit cleanly into any category: Relax. Relax is a skill which allows you to recover HP at around double the normal rate while consuming an amount of MP. At low levels, the MP consumption is actually of a rather large percentage of your MP pool, and you may actually be better off resting normally, particularly for archers who need the MP to power their bows.

    However, once your PC hits mid-levels, your HP and MP recovery rates increases, and by the low-30s, the MP consumption is actually negligible. It becomes efficient to Relax wherever possible, as it would actually reduce downtime.

    Thus, Relax is one of those skills that you don't really need it at the level it is first offered, but is rather useful once you levelled up further.