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target, which will allow them to put some distance between them and the dagger user, or
hopefully get some assistance from a healer to root the opponent and recover some of
your HP.
Maximum effectiveness of an archer in group-PvP relies on coordination with other ranged
attackers. If several ranged attackers hit one target simultaneously they can quickly
reduce the opposing force, especially if surprise is on the side of the ranged attackers.
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Sometimes this can result in over-kill, but one very dead opponent is better than two
opponents that can strike back despite having very little HP/CP. For this reason, when in
a group with other ranged attackers it s important to know whom you are assisting, and
who is the leader of the ranged group. It s also important as an archer to choose your own
targets and not pursue, as this can lead to a cross-kiting situation (as shown above).
3.7. Mages
Mage characters typically attempt to manipulate their gear to aim for a buffed cast speed
of about 900, regardless of class. Through trial and error most mages arrive at this cast
speed because it allows them blazing fast spells, but it doesn t reduce their damage
output too far. The single largest impact on mage PvP, however, is their spell selection.
Silence, slow, cancel, anchor, aura burn and other spells that are unique to a given class
are typically what decide mage battles. Finding the correct combination of gear to be able
to get these spells off quickly, while still having enough Magic attack to be sure that they
land is the combination that every mage class looks for. Focusing on just magic attack or
just cast speed typically just leaves the mage with spells he can t land, or high damage
spells he can t cast before he dies.
Mages are in a unique situation that they can truly target anyone and expect to do equal
damage. Their ability to kite gives them the opportunity to select bards, tanks, hybrids,
and buffers as easy targets. Their high damage output may give them the opportunity to
kill some DD s, such as Gladiators, Destroyers, Tyrants and Dagger users, but if they fail
to kite them properly, they could end up loosing very quickly. Additionally, kiting dagger
users will typically end up in a quick death for a mage.
A mage s largest gear disability in Lineage 2 is over-enchanted jewelry. Unfortunately this
particular gear cannot be determined until it s too late. This means that it will become
critical to avoid certain types of characters all together and hope for the best especially
since this type of gear is simply too expensive for most characters. In PvP battles Mages
should avoid archers, other mages, and any close combat melee damage as much as
possible by using kiting or immobility spells. Taking advantage of their crowd-control
type spells, such as sleep and paralysis is critical to PvP success for mages.
When choosing targets, mages must act similarly to archers, in that they need to
coordinate with other ranged attackers to quickly remove targets and reduce the enemy in
number. Also, because of armor choice (robes instead of archer s light armor) it becomes
even more critical to avoid melee damage. Fortunately the spell selection available to
mages allows them to immobilize targets and run, even though their run speed is quite a
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bit lower than archers. However, it is important for mages to realize that doing damage
and staying alive aren t their only duties in PvP. Using their immobility spells to assist
archers and other classes in avoiding damage, as well as neutralizing multiple threats
(AoE sleep) or doing wide scale damage (AoE poison, AoE damage) are also extremely
important to the success of any PvP group. In groups with multiple ranged attackers it is
good idea to designate at least one mage as a sleeper to AoE sleep a group while the
others attackers neutralize a single target, similarly to PvE.
Overlords aren t a true mage, in that they don t have a nuke to kite with, but their offensive
magic and reliance on INT to land their debuffs and curses make their gear setups very
similar. Overlords have a CP heal, alliance heal, AoE root, and AoE poison in addition to
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