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GROUPING vs. ENVIRONMENT

 When forming groups, mix races and class­es for maximum benefit. Consider all of the race and class advantages and disadvan­tages when you're hunting with a group. The best groups have a mixture of Fighters from the strongest physical races and heal­ers from the strongest magical races.

 When you join a party, look for the green dots on the radar. They represent your party members (useful if you've had to run away, or if you've died and restarted in a village).

 When you've got a group with several peo­ple, and multiple mobs are in the area, make sure the group concentrates on a sin­gle mob at a time. The group's priorities will vary, but in general, you can focus on eliminating the most dangerous mobs first. One of the most common mistakes made by young groups (and uncoordinated older groups that should know better!) is attack­ing multiple critters at once — the tank draws one, just as an anxious Fighter or Mystic is also getting off a first shot at another one.

 The easiest way to run as a party is to des­ignated a leader. All party members can then double-click the leader's name (MP and HP bar) in the upper left corner to automatically follow the leader.

 If you're one of the weaker characters (e.g., a Mystic), don't take the first hit on a crea­ture. It goes after the attacking player first, so leave the preliminary bashing to your tank, and then use your spells to either buff the Fighters, or harm the mob.

 In a group, be sure to follow the lead tanker and attack whatever he designates as a tar­get. Target your tanker, place the Assist but­ton on a hotkey bar, and use it to get your next target. If you don't, you run the risk of attacking the wrong enemy in a mob, or possibly even someone in your group.

HINTS, TIPS & STRATEGIESZ

 Never, ever run away from the party during battle, even if you're low on HP. Carry some Resurrection Scrolls if you're afraid you'll die, but don't run away. The only person that should run away — ever — is the healer/rezzer. If that character dies, so does the party. But, he or she will die with­out tank and damage support. So, let them heal you while you stand there and fight like a man! Or woman!

 If you buff a Fighter in mid-battle, you may draw the monster's aggression. Monsters are sometimes smart enough to figure out who's buffing, and attack that person.

•You can have up to nine people in your party (including yourself).

 The best advantage of partying is that for every kill, you get at least 7% more experi­ence than you would normally. (Sure, you're dividing XP with your party mates, but you can hunt longer and more quickly in a party.)

 In party situations, never run away, even if you're low on HP or MP. The only one who should ever run is the rezzer/healer/buffer.

 If you die and have to meet up with your party, you won't get experience again until you see them on your radar again. But, you'll still share adena they earn while you're traveling back to them.

 Depending on your level, bigger/smaller par­ties might be better. For example, while a Level 30 two-person group can get the best EXP in the Ant Nest, you need at least a four-person group to start at Cruma Tower at 32.

 Different characters in parties fulfill different roles. Know, before you go into combat, what your duties are:

The Tank. Usually a Knight class, the tank is the person who goes in and takes the hits, whether by pulling or by simply charging in.

Pulling. Pulling is when you use a bow, magic or careful movement to pull one monster out of a group, usually a group of aggressives or helpers.

The Healer. Despite popular belief, it's not necessary to have a healer... if the party knows how to work together and stay alive. As the name implies, the healer is in charge of keeping the other party members alive.

The Damage Dealer. Most tanks do not have a high attack power or many special attacks, so it's always good to have a dag­ger, bow, magic, or dual swords type along to help kill the monsters. Remember, the faster the monsters fall, the less HP your tank loses!

 If you want to maximize speed and mini­mize time between monsters, have some­one call out the next target, e.g., "NW Skel" ("northwest Skeleton!").

 Stunning a creature, while not doing much damage (for shield stun, no damage at all), gives your tank a break from being hit.

 It's better to go for a collection of monsters that you can kill nonstop then go for an area that spawns too slow or a spot where you need to rest a lot.

 Whenever your secondary meleers or even an archer has extra HP, let them tank one or two monsters. This gives the real tank some time to regenerate, and then they can regenerate while the real tank is tank­ing!

 Healers, don't heal the secondary tanks unless they're in trouble. Their tank time is also a time for you to regenerate more MP to heal the primary!

 And the most important one of all ... Listen!

Listen to each other, and have someone lis­tening to shouts/chats. You never know when someone might shout that a PKer is coming!

PLAYER vs. PLAYER (PvP)

Character name color indicates PvP status. You don't have to do anything special to enter PvP mode, except hit another player character (hold down the Control key while striking). This can increase your karma level (which is a bad thing, unless you like playing bad guys), changing your color as follows:
You Your Action Other Guy Your Result
White Hit White Purple
White Kill White Red
White Hit Purple Purple
White Kill Purple Purple, then White
White Defend Self Purple Purple, then White
White Hit/Kill Red White
Purple Hit Any Color Purple
Purple Kill White Red
Purple Kill Purple, Red Purple
Red Hit Any Red
Red Kill Creatures Red decreases
Red Die
Red decreases

 If your get karma, you turn red and become an instant target for guards and other PCs who won't be penalized for killing you. Also, if you turn red, you can't shop in towns.

 You also stand to lose items if you die and your name is red. Even if an item is equipped, you can still lose it!

 If you turn red because of bad (high) karma, the only way to lower it is to hunt a lot of creatures, the higher the better. Or die a lot.

 You don't really have a way to evaluate your enemy except by appearance (or rep­utation). Take a look at the weapon and armor listings in this guide and familiarize yourself with the list. Discover at what lev­els characters are most likely to be wearing certain types of armor.

 Be wary of someone dressed in newbie garb who's taunting you to start a fight. That person may lure you into swinging, then equip his or her real armor and weapons (or even worse, may have buddies lurking nearby).

 PvP may sound fun and powerful, but you should really hold off until you get to high-

er levels. If you strike out on the PvP path too early, you can destroy your character's karma (and become a prime target for oth­ers who won't be penalized for killing you).

 Some of the best PvP skills can only be used on purple or red player characters — root, snare, sleep, stun, and damage over time (DoT) skills. If you plan on going that route, make sure you pick the right profes­sion and skill set.

 Silver Ranger (<- Elven Scout <- Elven Fighter) is one of the best classes for PvP because of its speed, which gives the ability to kite enemies (continual hitting and run­ning, while avoiding most return damage).

 
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