02.07.2020

Skills smooth L2. LA2: Gladiators. Vi. Creation of the Duelist


Introduction

  • The gladiator is a representative of the human race. By choosing this class, you will begin your journey as a simple Warrior, and in the end you can become a formidable Duelist.
  • Gladiators are considered an attacking class (damage dealers), that is, they inflict heavy damage on the enemy. Their main weapons are dual swords ("duals"). The Gladiator is a very strong class, effective in both solo and massive battles. This class has several skills that deal damage in a radius.
  • Equipped with dual wielding, Gladiators literally shower the enemy with a rain of blows.

Almost all active skills of a gladiator inflict a series of blows in one tact (using a number of skills in the shortest possible period of time).

  • This Lineage 2 Gladiator guide is focused on giving you basic guidelines for leveling, different outfit options, etc. You may find your own path as you gain experience, but for a beginner, these tips can be quite helpful.

Advantages and disadvantages

  • As a class of DD, it has the following "traditional" positive qualities: (here traditional in the sense mentioned in dozens of different guides)

Class advantages

  • A large set of attacking skills, including stun. (By the way, it's not always a plus, you need to know exactly what skill against whom and most importantly when to use it, and the camp so that it is generally on blunt, i.e. prepare and recheck the work of the macros for changing weapons 3 times and I will (you will have to change the type of your weapons during the battle).
  • Some of the most devastating skills in the game, they can kill almost any battle mage in one volley. In general, if you managed to run up to melee distance to the enemy, the matter remains small. :)
  • Indispensable self buffs for attack, attack speed, immunity to sleep, root, paralysis, stun, increased damage against certain types of monsters, as well as treatment (it is difficult to call BR treatment, but okay, we'll survive somehow).
  • Passive skill final frenzy.
  • Passive skill for heavy armor and light armor too.
  • A large number of HP and its regen.
  • More CPUs. (Rejoice TX with your flyers, of course if you are a lucky TX.: D)
  • Beautiful appearance
  • A rather unconventional style of fighting, an attacking and difficult style.
  • The presence of acceleration and celeste.
  • Little dependence on full buff, tk. the main damage the gladiator deals with skills, and they are almost independent of the buff.
  • One of the most useful military domes. This is the undisputed "+".

Disadvantages of the class

  • Due to the fact that gladiators can wear heavy armor and have a large number of HP, they are limited in speed, hence the common nickname of gladiators "tin can". The situation is slightly improved by the presence of the dream book of the muwa (analogue of Dasha - throw, dash) - uses more than half of our maximum class of charges.
  • Again, due to the high power of the skills, they need to be charged with dream books, before each use of the skill.
  • Little magic protection - the flaws of the human race and the lack of passives on m def.
  • In order to make a camp, you need to change the weapon to a blunt type. (crushing / chopping) (axes / maces of various types)
  • Difficulty in management and lack of buttons on the quick panel. Macros help here.
  • Uncertainty of specialization, which leads to the presence of useless skills and abilities, as well as very costly, in financial terms, the maintenance of additional sets of equipment.
  • Remember that any damage with skills is best done when fully charged with dream books, otherwise they simply do not justify themselves. (this is our curse and this is our thing)

First steps and equipment

1-20 lvl

40-52 lvl

52-61 lvl

61-75 lvl

76-80 lvl

  • So, sleepless nights and swinging days are behind you, and you still reached lvl 76!
  • The need for equipment has arisen again, still, our A-grade for 15 lvl is very outdated.

Armor: Imperial Crusader Breastplate.

Skills

Attackers

Auras and Self

Tattoo (Paint)

For a gladiator in nature, there are two types of Tattoos:

Olympiad

Prerequisites for entering the Olympiad

Combat tactics against certain classes

  • Magicians- an absurd accident, it is not clear what kind of wind was brought into the general Olympiad, free glasses and nothing more. Of all the possible magicians at the Olympiad, only Necromancer, due to Anchor ( Anchor) , Curse of Doom ( Curse of Destiny) and Summon Reanimated Man ( Summon the Resurrected One) ... Got necr? Run as soon as possible, it is better not to be distracted by the summon, he will die.
  • Luke- not even funny?
  • Daguerre- pitiful chests. In general, they can hardly do anything at the Olympiad. The chestnut has only 2 victory options.
  • Tanks- perhaps the most favorite opponents for a gladiator. At the Olympics, the fight with them lasts a long, intense, interesting, sometimes unpredictable. :) Naturally

A very bright and strong representative of the People race in Lineage 2 is Gladiator or Glad as it is called among the players. Starting your way for this class, you will go through a difficult road from a warrior to a duelist, which will definitely captivate you. By their immediate purpose, Glads belong to the attacking class, that is, they are pure daggers and are capable of hitting their opponents with incredibly strong damage. The main type of weapon for any Glad is dual swords, which are called duals in the game. Representatives of this class are distinguished by their strength, and their obvious advantage is self-sufficiency, both in single and in mass battles.

Due to the fact that they ideally wield a dual type of weapon, opponents who meet on their way fall under a huge number of blows, which are simply unrealistic to avoid. But in order for your Glad to be a balanced, dangerous enemy and a successful player, check out this guide, in which you will find basic tips for leveling your character, equipment options at one stage or another, and much more.

Let's make a reservation right away that the Gladiator as a class has its pros and cons. As for the positive qualities of this class:

Glad has a huge set of attacking skills at his disposal, including stun, as well as the most powerful physical skills and the most interesting in terms of MP "

Glad has excellent self buffs for attack speed and attack itself, buffs for immunity to root, stun, sleep, paralysis, as well as buffs for recovery and increased damage against monsters of certain types;

An obvious plus is that Glad has passive skills such as the final frenzy and light, heavy armor;

I am very pleased with the decent amount of HP and the speed of its regeneration, it is also distinguished by high CR rates;

Outwardly Glada are real handsome men;

An interesting style of fighting, playing for this class is always not easy, but this is its feature, you will be an attacking character who will always find something to surprise you;

Possesses a military dome, which is probably the most useful and desirable in the game;

And lastly, it has the ability to use accelerators and accelerators, which are very useful, but at the same time they have an immense amount of charging.


As for the negative qualities of this class:

Since the Gladiator has a decent HP indicator and he can wear heavy armor, as a payment for this, he is significantly limited in speed, since even though there is a dream book moving, this is something like a jerk, which often helps this class;

Before using any of the skills, Glad needs to charge them with dream books, this is another kind of payment for the presence of high-power skills;

They have a slight dependence on full buffs, all because they inflict all the main damage through skills, and they have practically no dependence on buffs;

There are absolutely no passives for m def, as well as very small indicators of magical protection, which, in principle, is a disadvantage for the human race as a whole;

It is not very convenient to make a camp, because you first have to change your weapon to blunt, as a rule it is crushing (axes) to chopping (maces);

For players who prefer Gladiators, especially at the beginning of the game, it is quite difficult to control them, I would like to significantly add the number of buttons on the quick access panel, because even the ability to use macros, if we take into account taliks and the like, does not really help;

The obvious disadvantage is that there is no specific specialization, and this leads to the fact that Glad constantly has a huge number of some incomprehensible skills that are useless, unnecessary skills. Plus, this is quite wasteful, because you also have to maintain additional sets of equipment, which cost a lot of money;

Before damaging the enemy with your skills, you need to make sure that the dream books are fully charged, because otherwise, your damage will not be what you expect.

Quality Glada and the choice of equipment at certain stages of the game

Starting out from 1 to 20 lvl , you will appear in the starting location which belongs to people, there you will immediately need to deal with several gremlins, and when you get already 5 lvl, start not just wandering around the game world, but completing quest tasks through which you will quickly reach lvl 20. This is a very fast process and if you do everything correctly, then you will spend no more than 1 hour on the level up to the 20th lvl.

Crossing the line 20th lvl, you need to go and get the first pro, which is referred to as Warrior, and then be sure to take care of the equipment for your character, as which at this stage of the game you will not be bad at the Brigandine Set. As a weapon, do not choose dual swords for now, it is better to give preference to a two-handed sword for a while, or a club, if you wish, you can also take a spear. After you have dressed up and armed, stomp in the direction of Gludio or Dion, the territories adjacent to them are teeming with various mobs, through which you can easily pump your gladness to the 26th lvl. As soon as you have reached the required level, you will immediately need to register to participate in the quest called "Seven Seals" and then go to the catacombs to complete it. Here, in the catacombs, you can easily pump your gladness to the 35th or even 40th lvl, and when you reach the last one, the time will come to get the second prof, if you don't want to strain too much, but there is an extra adena, then you can just buy a second profession and it's in the bag. By the way, for swinging in the catacombs, a spear is ideal as a weapon, because there are a lot of monsters there, and with the help of a spear you will quickly deal with them.

Having reached Lvl 40, you will need to get the Gladiator profession and, of course, since this is another conditional game stage, you will need to change your character's equipment. The best option for lvl 40 is armor and weapons from Rank C, this will be Plate Leather Armor equipment, which gives additional STR + 4 and CON-1, or another option from heavy armor, like the Full Plate Set, which gives additional Max HP + 270.

As a weapon at this stage, take one of two options - this is either Katana-Katana, or Raid Sword-Raid Sword, any of these options for duals, if sharpened by +4 or more, give small bonuses to the Atk indicator. speed. After getting dressed and taking a normal cannon, go to the level up to level 52 inclusive, to the area known as Dragon Valley, there you will find not a stressful exp, because there are all x1 mobs, or, if you are not looking for easy ways, go to Cruma Tower, there are already almost all the mobs x2 or even x3, besides, you will receive interesting percentages from the swing.


Having reached Lvl 52, you will need to change clothes again in order to continue swinging on equal terms with your rivals. With Grade, it will no longer take off at 52 lvl, so change into B Grade. Take the Blue Wolf Heavy Set as equipment, which gives additional Speed ​​+7, HP Recovery Rate + 5.24%, STR + 3, CON-1 and DEX-2, by the way, it is considered the most optimal for Glad at these levels.

For weapons, take the Samurai Dual Swords, which are called the Samurai Long Sword-Samurai Long Sword, which gives an additional + 4% Atk.Speed. Head to the area known as the Frozen Labirint or the Seal of Shilen for swing. If you have the opportunity and desire, you can collect a party and go to the necropolis or kats, swing there up to lvl 60 inclusive.

Having reached Lvl 61, once again dress up your Gladiator. a set called Tallum Plate Armor is suitable for the role of armor, giving such bonuses as STR +2; CON -2; Atk. Spd. + 8%; Weight Limit +5759; Resistance to Poison / Bleed + 80%, do not consider other options, this is the most optimal one. For the role of weapons, take one of the two options Tallum Blade-Damascus or Keshanberk-Keshanberk, because they give an additional + 8% to Atk.Speed.

Starting from the 61st lvl swing, go to the area known as the Valley of silence and there until the 68th lvl inclusive. Then stomp into Hot Springs and here already swing until you get the 76th lvl, for the solo version, this place is suitable inside and out. If you have the opportunity to swing as part of a party, then go either to Varka, or you can go to Stakato Nest, where you also need to get to level 76.

As you guessed Lvl 76 meaning that your character will need to change clothes again. For the role of equipment, unless of course you have sharpened your TM heavy at +6 or more, with such indicators it is better to leave it, but if not, then take the Imperial Crusader Set, which gives additional DEX-2, STR + 2, P. Def. ... + 8%, and Max HP +445. Resistance to Sleep / Hold + 70%. Duals are ideal for the role of weapons, and they give excellent bonuses that you will definitely appreciate, this is Tallum Blade-Dark Legions Edge - you will be provided with additional Max. HP by 15%, Max. MP by 20%, as well as Max. CP by 30%, but without fail they must be sharpened to at least +4. With regard to the swing, since you will already be at lvl 76, you don't even need to say anything. The only advice to get to the 80th lvl, collect a normal party and stomp in locations such as Forge Of The Gods or Imperial Tomb, the conditions are optimal there.

Top priority skills of the Gladiator class

In the group of attacking skills, the following are definitely worth highlighting:

Triple Slash or Triple Slash - this skill does not need to be precharged at all, it is most effective to use it as an addition to such a bundle as DSS with TSS. The power of the skill is 2557, cooldown is 3 seconds, reading takes 1.733 seconds;

Sonic Blaster or Sonic Pulse - this skill attacks the enemy by directing a sound pulse at him and strikes him at a distance. For a gladiator, this skill is the main of all ranged ones, it is used constantly, especially in combination with a sword, dual swords or a club. The possibility of inflicting an over hit or a critical strike is not excluded, but in order to use it, you need to pump Sound Focus at least to level 2. The skill is used as the main one in PVE, it is not excluded that it can be used in PvP battles. The power of the skill is 1827, the cooldown is 3 seconds, the reading takes 1.9 seconds;


Double Sonic Slash or Double Sonic Slash - this skill helps to convert sonic energy into a very strong blow with a sword. This is an ideal skill both before lvl 80 and after, it is optimal to use it in PvP battles when you fight with dual swords. The possibility of inflicting over blow and critical strike is not excluded, but to use it, you need to have a pumped Sound Focus, at least up to level 3. The power of the skill is 3196, cooldown is 3 seconds, reading takes 1.733 seconds;

Triple Sonic Slash or Triple Sonic Slash - this skill is the main attack skill for any Gladiator, which is why it is used constantly. For him, duals are necessary, there is an ignore to the defense with a shield, the possibility of inflicting an over blow is not excluded. To use it, you need to have a pumped Sound Focus, at least up to level 4. The power of the skill is 4262, the cooldown is 5 seconds, the reading takes 1,667 seconds;

Sonic Buster or Sound Wave - this skill does not work at low levels, it is used only after receiving the 3rd prof. It does not need charges, it has frequent critical hits and is active in close combat. It can be used with duals, a sword or a club, it has the property of consuming 3 Energy stones, and there is also the possibility of over-hitting. To use it, you need to have a pumped Sound Focus, at least up to level 2. The power of the skill is 457, the rollback is 2 seconds, the reading takes 0.72 seconds;

Sonic Storm or Sonic Storm - this skill is a ranged one, by its nature it is similar to a sound wave and is used for ranged attacks. It does not need charges, you can use it with duals, a sword or a club, it has the property of consuming 3 Energy stones, and there is also the possibility of inflicting an over hit or critical strike. To use it, you need to have a pumped Sound Focus, at least up to level 2. The power of the skill is 457, the cooldown is 3 seconds, the reading takes 1.9 seconds;

Blunt or Smash with a hammer - this skill does two things at the same time - stuns the target for 9 seconds, deals damage to the target in melee. To use it, you need a club, so it is not used very often in the game, but on Olympus, it can be especially useful. The power of the skill is 2411, the cooldown is 3 seconds, and the reading takes 1.08 seconds.

Among auras and selfs, the following ones stand out for their usefulness:

Vicious Stance or Combat stance of treachery - it helps to increase the power of crit impact by +609, consumes MP, the amount of which directly depends on the lvl of the character during use;

War Cry or Battle Cry - helps to increase the physical attack rate by + 25%, this skill is used by Glads everywhere, in PvP, in PvE, on quality and anywhere. Duration of action is 1 minute, rollback is 45 seconds, reading takes 1.5 seconds;

Lionheart or Lionheart - helps to increase your character's resistance to paralysis, stunning, holding, lulling and removing the imposed positive effects. It is very effective to use against classes that are characterized by the use of debuffs or stun classes. Duration of action is 1 minute, rollback is 150 seconds, reading takes 1.5 seconds;


Sonic Focus or Focusing sound is a kind of charging that precedes the use of various sound skills, up to level 78 inclusive, this will be your main source for charging. The rollback of the skill occurs within 0 seconds, and the reading takes 0.9 seconds;

War Frenzy or War Frenzy - helps to increase the resistance of your character to such types of attacks as sleep and stun attacks, spends MP, the amount of which directly depends on the character's lvl during use. This skill can be effectively used against classes that are characterized by sleep or moribund classes;

Sonic Move or Sonic movement - increases the speed of your character by +66 for 15 seconds. To use this skill, the Power of Sound must be pumped to at least level 3, and you also need dual swords. Ideal for that moment when you need to catch up with an object. Skill rollback occurs within 30 seconds, and reading takes 1 second;

Duelist Spirit or the Spirit of the Duelist - helps to increase the attack speed with dual swords by + 12%, at the same time increases the damage from PvP and ordinary skills by + 10%, lasting for 1 minute. It is very effective to use this skill in PvP, in PvE, or, of course, in the process of swinging. Skill rollback occurs within 30 seconds, and reading takes 1.5 seconds;

Riposte Stance or Fighting stance of reflection - to reflect attacks, you must use a weapon, while the skill reflects up to 30% of the damage received, and also, with a chance of up to 30%, reflects both negative and positive effects, but they do not include damage from ranged attacks and skills. Using Riposte Stance, the character's movement speed is reduced by 10%, attack speed by 20%, and accuracy by 4. Consumes MP, the amount of which directly depends on the lvl of the character during use;

Sonic Rage or Rage of sound - helps to make an attack on the enemy, throwing out the energy of the sword and at the same time collecting the energy of the soul. The rise can be carried out up to the 7th level, there is a chance of inflicting both a gift from above and a critical strike as well. Skill rollback occurs within 0 seconds, and reading takes 1.5 seconds;

Sonic Barrier or Sound Barrier - contributes to the creation of a protective barrier that will protect your character from any normal skills, blows, as well as weakening spells, in time for 10 seconds. Dual swords are required to use, and Sound Focus must be at least level 5.

We put tattoos on the Gladiator

Depending on the goal that you are pursuing and choose the most optimal from the below presented tattoo options:

1. In everyday gaming life for Glad who is close to IR, Dragon Set or Tallum, choose this tattoo combination - +5 STR \ -5 CON.

2. If your Glad is a frequent participant at the Olympiad, then to the above combination, you should add +4 CON +4 DEX, that is, the set will be as follows - +5 STR \ -5 CON \ +4 CON +4 DEX.

3. There is another build that is no less usable in the Olympic survival races, it looks like this - +5 STR +4 CON - 9 DEX.

Gladiator on Olympus

It is immediately worth noting here that in order to enter Olympus, Glada, like other classes, must meet certain minimum conditions - this is Hell Knife (Mental Shield) - it is useful in that it gives a buff (chance, and adds 50% when using a favorable skills) Mental Shit lvl 4, as well as Staff of Evil Spirits (Blessed Body) - it is useful in that it gives a buff (chance, and adds 20% when using a favorable skill) Btb 5 lvl.


On Olympus, it is very important to always adhere to certain tactics, which are completely different with different classes. The main types of combat for Gladiators on Olympus, now we will describe.

Magicians - out of all the huge variety of magicians, on Olympus you should only be afraid of necrov, because they have ancher, summon and dum. That is, if you get necr, you need to immediately put on a pl-set and wipe it the faster, the better, not paying attention to the summon, because he will eventually lie down on his own. The tactics against necr are as follows - preliminarily, 5 seconds before the battle starts, use the acceleration, run up close to the necr, give him a massive necr, then shh, then 4 crosses, as a rule, at this stage necr is already running away from you, so use a massive long-range and single long-range. Basically, this is enough, but if you have a real monster, then hit him with crosses, until the sonics roll back, you can repeat it after a massive long-range and a single long-range, this is definitely enough.

Luke - the tactics are the same as against magicians, just wear an IR set, periodically you will need to use resists from the camp - farfrenzi, Lionheart, they are very weak, so enough.

Daguerre - among daggers to be afraid, and even then only a noob, is PV, because he has a dodge. The tactics against these comrades are extremely simple - put on the IR set, use the resists from the stun and simply extinguish your opponent with any abilities that just come to your hand, give preference to massive ones, do not lose sight of the charge level. The simplest version of the combo, of course, if all the abilities pass, maybe this is a massive close, massive long-range, dss + shh.

Tanks - these are opponents with whom it is always interesting to fight. Wearing an IR set, be sure to try in every possible way to save your reserves of MR and gradually bring the enemy to the toll.

Paladin - do not run from the fallen, because under the icon he will quickly catch up with you, here the tactics are different, at the very beginning of the battle you need to use the leonhert from the camp, do not use warfrenzi, because you need to save mana reserves. Alternatively, you can turn on the reflector at the very beginning, but for a short period because it is like a bottomless pit for mana, during the battle do not use massive strikes, because they are thu for a tank, and they eat mana a lot. As a rule, Pal starts knocking down abilities with stuns, so if TSS is knocked down to you, you throw DSS in response, then crosses up to 7 charges, and then a single long-range one. When you bring the tank to the oud, move away from it at a distance that will be unattainable even for a bow with arrows, regen the CR, if necessary, then HP battle roar or brawheart. If a situation arises that Pal caught you at the roots and stood next to you in oud, let's answer your &

In short, this is not a guide, but just an indication of how and whom to kill =)))

ARCHERS: Crossbowman, Hawk, Silver Ranger, Phantom Ranger

This is a mess. First of all, we throw Sonic Blaster (SB), then immediately Sonic (CC). then we cut in Sonic Move (CM) and make a combination of Triple Sonic Slash + Double Sonic Slash (TSS + DSS). All the archer is dead. The only restriction is to shoot down the HP of the crossbowman, because if they have less than 10% HP and you do not have time to shoot them down, then you will be rewarded with a Lethal Shot.

MAGI - Sork, Spelsinger and CX

You should cut in the talisman for protection from the elements (it is just carved in arshin letters on the magician's forehead) and CM and then our crown TSS + DSS. Rob is lying around =))

SAMONER - Necr, Phantom Sumoner, Horse Breeder and Cat Breeder

We hang ALL talismans for protection (as well as for an instant heal HP and CP + on heal MP). Samoner is a difficult enemy. The main thing is to hit the samoner himself and not the samon. If this seems unrealistic to you, then in ordinary pvp it is better to do Bsoe and transfer them to Olympus (on Olympus, if no one wins within five minutes, then the winner is determined by the damage, while the CALCULATION OF DAMAGE FROM SAMON / ANIMAL does not count). The main thing here is to save MR. And always leave the charge on the CM. Therefore, it beats not as usual TSS + DSS but TSS + Triple Slash (TS) + DSS + TS + Soniс Buster

DD CLASSES: Maestro, Spoiler, Destr

Yes, I know, not all DD classes are here. Because I have highlighted the most dangerous classes for the gladness in a special section.

The main thing is to kite SB and SS as long as possible. oh yeah, and hit more remote charges. If melee is imposed on you, try not to throw out your trump card TSS + DSS. Or so TCC - charging - DSS - charging - TCC. By the way, do not forget about your sound PA for 15 seconds. and remember: the gnomes have a strategic reserve of GPC and GHP + the maestro has a transformation into a golem + the maestro has the golem itself, which we hit first. Frenzy should be fired at the sister. as soon as he starts to use frenzi, we immediately shoot SB and SS at him, or if he is close then TSS + DSS in order to try to bring down his caste frenzi. Destr without frenzi meat.

TANKS YES, Paladin, TC and SK

Well, that's a mustache ..... tanks to kite and kite especially stan. YES can be dangerous with Slamom (a sort of Salo for physical skills) and your cat. We bang the cat first. SK can hurt with magic. The main thing to remember is that tanks are armored barrels, which tend to stagnate and hammer with samons (bird, cat) or zatrynat magic (SHK). By the way, the ShK has a Shield Bash, so the whole thing is that it interrupts any action of the enemy).

Disco: Dancing and Dancing Warriors

It is stupid to come up and do TSS + DSS. At the SVS it is worth singing a song of silence and at the SD a jellyfish. And mock the corpse =)))

AHTUNG !!! , Bersa, Executioners

Here is the very APOZH.

BERSERK - as my best friend said "Run, Forest, run !!!". By running, you need to burn out all the MR bersu. Without MR, bers (as well as smooth, and magician and TT) are harmless. Remember, light armor will not survive TSS + TS + DSS + TS. And we also burn 10% HP. The disgusting thing roared ..... bers for us is the most difficult opponent up to 79 lvl.

VARLORD - Kaitim, but don't forget about his remote control. Then we run from him while he tries to stun us with his stun and are afraid of his debuffs (howl). By the way, there is also a percentage skill Anger (it takes 30% of the CPU). We avoid it too. And still burning Revival.

EXECUTIONER - this is a real APOZH .... Steals buffs and debuffs. There is no roar, but there are a bunch of other skills.
To win IN NO EVENT, WE DO NOT USE UD !!!. otherwise he will steal and shoot with magic. we also do not turn our backs on them. And we try not to get on the kite. Those. turn in Sonic Move and catch up with him. By the way, he can also steal Sonic Mov. And the main thing is to put banks on HP and CPU. He has good physical skills to reflect. Not as good as ours, but still ... By the way, do not forget that the executioner steals debuffs. The best way is to let yourself get fucked up and use the UD to steal. and then hold on until the UD sinks into oblivion ..
The last should be ABSOLUTELY unnecessary buffs - fishing potion, caravan from the island of hell, etc.

By the way, the best tactics for the ShK. We take off the jewelry and turn on the "Reflect Magic" skill. Moreover, all the damage that would have gone to you is reflected.

TIRANT - I have not met yet, and therefore for me he is a dangerous opponent.

DAGERS

Everything is simple here. The only difficulty is Step Out of the Shadow. Therefore, as soon as we see that he is ready to jump, use TCC. And the backstab was not allowed, and they themselves ruined their health. Just remember about their evasion from skills and UE and EA (one + 60 evasion for 30 seconds, the other + 1600 for 7 seconds).

I hope I helped you with something and you won’t throw tomatoes =)))))))) good luck on Olympus =))

I) Gladiator guide - general information

1) Becoming
A warrior gladiator born to fight. Its main purpose is to kill, kill as quickly as possible, for a minimum period of time. In ancient Rome, gladiators were recruited from slaves to fight in special arenas with each other or wild animals for the entertainment of the audience. In Lineage 2, the main purpose of gladiators is not very different from their occupation in Ancient Rome. Rome. They stand out among other classes for their strength, a large set of offensive skills and self buffs to increase attack and speed, which emphasizes the purpose of the gladiator - to destroy enemies. Thanks to heavy armor, they have good indicators of physical protection.

If this short introduction piqued your interest in the gladiator, here's a more detailed class guide. Gladiator / Duelist based on my experience of playing.
So, Recruits stage 1. After the appearance of a potential recruit - a fighter-rogue in the academy of the venerable Cedric on Talking Island, on the spot on small gremlins, he trains up to 5-6 level, after which, at the insistence of Master Cedric, he cheerfully goes to the village of Talking Island, on the way on all kinds of living creatures (Keltir) gets level 7, and then with the help of the local servant of the teleport (Roxy) he goes to the village of Kamael, where he performs a simple quest, forcing him to run a little shopping ( Supply Check (2+)). As a result, the recruit will receive a light armor (no grade Wooden set) and a little experience, after which he receives local free buffs from the newbie's helper and stomps to destroy "in the name of goodness and justice" (for self-affirmation xD) local winged animals and golems near Citadels 2 and 3. Thus, you can get level 20 in about 30 minutes or an hour (depending on the intensity of the swing).
Stage 2. Warrior. At level 20, a fighter is given a choice of several further specializations: knight (Knight - specialization shield and sword / club), warrior (Warrior - specialization sword / club or spear) or rogue (Rogue - specialization dagger / bow). Since we, Milord, are interested in potential gladiators, we will consider the profession of the Warrior. To get the recruit, he goes to complete the quest or most likely buys such a thing from the cat, which is called the Medallion of Warrior, and hands it over to the main master of the local warrior guild in the Village of. For recruits who are interested and nobly want to get this little thing with the help of not a wallet, but a sword, you can find out how to do it using this or this link. With the coupons received from the master, the recruit can purchase about 5 shadow swords / clubs / spears, but if the recruit is under protectorate in the academy of some clan, then it makes sense to ask your mentor to help him make a clan one through a simple quest and about 900-1000 D crystals heavy armor. As a result of this quest, the recruit is given a choice between 3 sets of armor: - Our choice is heavy with a bonus in n def + 5% and +85 hp.
Having received both armor and buffs from our Master of Novices, the recruit should, as experienced warriors say, “stock up on consumables”, ie buy soulshots (Soulshots), banks of regeneration (banks of treatment) and then he can safely stomp into the Ant Nest, where he gains experience gradually going deeper into the nest. The most rational thing in the nest is to get experience in the spearman mode, since the ants there stand quite close and "sensitively" react to the beating of their fellows. However, I want to note that my own experience convinced me that it is best to swing there in the Golem transform, this transform can be purchased for a couple of thousand in the Ivory Tower from the Master AvantGuard, the clatter of this golem stuns and most often kills all those who run away. on this miracle "of ants. Quite quickly, they rise there to the 35-36th level. An alternative place to swing is, of course, the area and territory of the Cruma tower. In the old days, there could be found a fairly large number of warriors, future spearmen and gladiators. Some sometimes sit there until level 40. However, some warriors prefer to raise the last few levels in the catacombs, since in the Dragon Valley there are mainly magicians and enemies (mobs) are constantly in short supply. So they head to the Heretics Catacombs.
Well, finally, the recruit has reached level 40 and proudly goes to meet with the Chief Master of the Warrior Guild there. Again, he is faced with the choice of becoming a Gladiator or Lord of War (simply a spearman / pikeman, as anyone is more familiar with). Then he can get 2 specialization either by completing 3 small quests or simply by buying from a cat - Mark of Challenger, - Mark of Duelist, - Mark of Trust and handing them over to the same Chief Master of the Guild of Warriors.

2) Class advantages
As a class of DD, it has the following "traditional" positive qualities: (here traditional in the sense mentioned in dozens of different guides)

3) Disadvantages of the class

II) PvM


1) Place in PvM.
Finally, the recruit became a Gladiator. Now the hardest part will begin. May the Force be with him or may the Emperor keep him for he should prepare to listen to the scornful voices of specialists from other classes, who call him at best "meat" or "tin can". Nevertheless, the potential of the class is not completely destroyed (for now) and there are some "berserkers" or rather "bashibuzuki" (literally reckless) who still choose this class. If my words did not stop you, Milord, and you are still going to find out what it is like to be a Gladiator, then read on, if you changed your mind (and often did the right thing), then boldly close this message and read about another class (for example, about TX The class strongly depends on the equipment, the better it is, the more chances you have to withstand an equal battle (the cases when you approach and kill those in the AFK, are very busy with swing, etc. are not considered). And yes, get ready for frequent solo swing ( not a densely populated serv, and not every party will take you, traditionally there are more DDs on servos than glans and other things)
At level 40, the Warrior is a fledgling gladness. (ie neither fish, nor meat, passives to protect the knights you already have, and you have not received anything good yet. From this moment the recruit becomes the Squire of the Gladiator Order. Girana, where we take the Full Plate Set (simply FP set), from the weapon hmm, you can even just use the Samurai Sword for focus, or we take dual swords for +4 attack speed Raid * Raid, Katana * Katana +4. Now it's time to choose a place , where a novice gladiator can gain invaluable combat experience: either Cruma Tower or ... The best places are the corresponding catacombs and necropolises in ascending order of Heretics, then Pilgrims, Apostates and Witch. In which it is relatively easy to get up to level 64 inclusive (IMHO, especially considering that in modern times the kats / necropolises, especially at 6 shock, are absolutely empty and no one interferes). how and where to swing
After the 64th level, the Gladiator can stay in the catacombs / necropolises, already tired of the order by that time, mowing down hosts of undead, demons and other evil spirits, or go upstairs and do the same evil spirits, but in other places, for example, you can run in LOA-Lair of Antharas (you still remember those legendary paravoziki with C4?), you can in the forest of the dead - Forest of Dead, which are located in the vicinity of the Rune or in the Blazing swamp - Blazing Swamps. It's also a good option for swinging in TOI - Tower of Insolence, given that it's time for you to fill the moons for the subclass anyway.Note, Milord, that I basically offer places where even the only hero can show himself (solo swing places) with his own set of loyal support satellites. The Gladiator is not a class that any party will cheer ... unfortunately
In the places I indicated, the Warrior can get up to level 70 inclusive without any problems.
Up to level 76, the Gladiator can swing again in kata / necropolises, now this is FP - Forbidden Path, DO - Dark Omens, in disas - The Disciples Necropolis, or in Saints The Saints Necropolis, you can also try in Staccato Nest, especially given the presence of We have detectors, but the quality percentage there is certainly not bad, but it is complicated by the strong sociality of the mobs and the increased resist to physical attacks, which often negates the benefits of the detection.
At level 76, we make ourselves a profession (we hone our skills). Please note that in the current assembly, the mobs in cooking have a buff with a healthy return of damage, therefore, most likely, Alli will have to fill the range with skills, especially since the blast dream book is relatively economical in terms of MP, and the mobs in cooking are quite thin, but this is just 1 skill, so prepare a supply of cans and, of course, all kinds of wamps. The soldiers will not pose any special problems for gladiators, but the captains, if you beat them where the shamans of brewing hang out, will more than compensate for the lack of problems with the soldiers, so you need to be prepared for very strong attacks with magic and the mentioned selfbuff of mobs to return damage, so it is desirable fill captains from a party with 2 friends, archers or magicians. The quest to change profession or initiation into Duelista is found here.
In a word, sooner or later we become a Duelist. Do you think that's all? Yeah shchaaaaaaaz. Further, now Duelistov will again have a tedious level up to 78th - 85th level. From the 76th they can already be pathetically called Duelists of the Order of Gladiators, but they are still far from perfect. Further, to speed up the pumping to level 85, I think it is best to first acquire the necessary subclasses and, accordingly, subskills.
From 78th to 80th lvl, you can choose to master and capitalize the Forge of the Gods - Forge of the Gods, or you can move to IT - Imperial Tomb as part of a party. On seppulchers, they often sit on their tail for pumping, but do real gladiators do everything ourselves? It is best to take a risk and, with good equipment, go to the Hellbound (Atsky) island of Hellbound and there it is normal to shred mobs up to the victorious 85th level? we deal 30% more damage to them. Also, the tactics of swinging with spears and lances is subject to attention, taking into account our detections (meaning that chimeras are subject to our detection) and the initial pumping of the passive for a spear, the efficiency from such a swing comes out more than from the standard one.
2) PvM tactics and advice.

  1. subclass and subskills except passives. The first subclass that we need is another 1 military subclass (destroyer, shooting range, warlord, spoiler) and subskill hust. Take m def as a passive bonus.
  2. IMHO subclass for support for the sake of subcelest. (recommended by the database (there are almost no costs for gear), it is also possible to have SHS, the norms swung with duals, then at the discretion of vark, pp, se, etc.). Take m def as a passive bonus.
  3. Tank / Summoner / any class. From the tank, you can take a sub UD of 20% protection against magic and physical attacks, from the summoner you can take something like a selfie pof, but it works quite rarely. It is probably better to take master focus or master attack from the rest of the Sabs. IMHO my choice is the Sub UD from the tank.
  4. So, the optimal 24 buffs for a gladiator on a quality, including triggers: (note: I never noticed that all 3 runes worked at the same time, maximum 2) I suggest the following order of buffs 1. berserker spirit, 2. devine / elemental protection (optional) , 3.resist k xxxx, 4.mental shield, 5.combo cv + eva, 6.combo hust + wump, 7.combo n attack + n def, 8.combo bless hp + mp, 9.combo crit rate + crit Damage, 10.gr p attack / option chant, 11.m def, 12.pov CE / CHOV, 13. cat lift (if you shout FB), 14.sabhast, 15.fighters villas, 16.place under the rune, 17. space for the rune / reserved for the resist shock / detect buff, 18.sab ud / celest, 19. spiritist, 20. warkray, 21. space for LH, 22. space for heal banks, while 23 and 24 places can be reserved for domes, as well as usually in the places of swing, all mobs hit with one type of attack, so you can maneuver with resists, removing unnecessary ones for the sake of the necessary, it is also not particularly important to lift the cat, and try to place the least important buffs first when rebuffing That is, so that if something really flies, then these are not particularly important buffs such as chant of spirit or chant of revange. For skeptics, I would like to note that Clara is not particularly needed for good quality. It is not rational to use skills other than self buffs. Optimal support for quality PP + Wark + DB.

Books that you need to have for accelerated swing and skills that you need to sharpen for swing, as well as a couple of tips:

III) Armament and equipment


As I said before, the "uncertainty" of the specialization of gladiators leads to a very high cost of equipment. Different situations require different equipment. Let's take a closer look at the situation.
So, in terms of the formation of the class, I already proposed weapons and equipment for fighters and warriors, then I would like to clarify the equipment of warriors who are not members of the clan academy. So, at level 20 of the D-grade sets, the Brigandine set is optimal, but instead of weapons, the Common's d sword or blunt will go, while swords have a higher Crit rate, i.e. they crit more often, and axes / maces, etc. have less crit rate, but more crit, i.e. they crit less often, but the crit damage is higher.
At level 40, equipment with a grade becomes available to you. Up to level 52, i.e. to B grade, it is optimal to take the Plated Leather Set, which will give you 4 pp, at the cost of losing 1 kn, which is insignificant to admit at low levels. For those who do not have support friends or their own support, or simply do not have a support with the vampiric buff, I recommend the Full Plate Set. In it, you will become more tenacious, but your damage will decrease. Both sets can be bought at Giran stores. Armament with a duli +4 on the attack speed, i.e. Raid Sword * Raid Sword + 4 or Katana * Katana + 4.
At level 52, a Warrior of the Order is recommended to focus on quality, not on, so here the Blue Wolf Heavy Set is optimal for you, but if you decide to do with a store grade, you can wear a Zubei or Avadon Heavy Set, although I would recommend it if you have a good support continue to be in C grade, tk. the difference in n def there is insignificant, and the vampiric at these levels should draw. With jewelry at all levels, everything is clear, we take the best that is available. From mules, it would be nice to have a pair of Samurai at +4, but you must admit that this is a luxury, so the budget option Samurai * Delusion, Nightmare * Nightmare +4, Tsurugi * Samurai Longsword +4 i.e. blew on crits or attack speed.
At level 61+, we have a choice among a variety of different A-grade sets, although in my opinion at this level PVM mode is still more priority for us, so our choice is simple and unpretentious Tallum Heavy Set, which will give us + 8% attack speed, and also +2 pp and -2 knock and blew in the budget version Keshanberk * ​​Keshanberk +4, and ideally Tallum * Damascus + 4, which will also add + 8% to the attack speed with a good n attack as such. I recommend optimal and neutral +5 pp -5 con. At the same time, at level 78 you lose about 1k cp and 1.5k hp (on self), so this is still a good thing, although for the masses such a tattoo will do, tk. if you are in the target party, then it doesn't matter how much HP you have, they will kill you anyway. For Olympus, another build is needed, but more on that later.
For amateurs or for those who, according to statistics, spend more time in, and not in PvM (for example, an active fight for a spot / pitch) at this level, the Majestic Heavy Set is optimal and Damascus * Keshanberk + 4 blew, in this build you will have resist to the stun, a decent amount of hp, the same distribution of stats, but in this build you will no longer feel like a "meat grinder" for quality, so the choice is yours
At 76+ level or S grade equipment does not shine with variety. In fact, from the equipment you have a choice between the Imperial Crusader armor - an IR set and Draconic Leather armor - a fight set, really an IR set. Weapons double swords of S grade +4 and additionally basalt or DHA with SA on hp (PVP mod). At this stage of development, the player has already predominantly formed his own view of the tactics of the game and has already developed his own preferences. As I wrote above, first select one of the elemental attributes for yourself and first of all attribute your weapon. After you have in your hands cute twin swords (duals) S grade Tallum * Dark Legion Edge + 4 for 150 attributes, you should sharpen all basic attack skills by +1 for the same attribute as in your weapon. As for the armor attribute, everything is much more complicated, because there are 6 types of attribute, and there are only 4-5 parts of weapons, not counting the Olympus combinations. You can find out more about the attribute system. In daily battles with the participation of various professionals, the IR set is optimal for us and at the same time we need at least 1 per part on the ground (against the CX), 1 per part on the water (against magpies, often shooting galleries and destroys), 1 for holiness (against nekrov and SB), 1 on fire (against SPS, horses), 1 on wind (it's no secret that many melee classes put the earth in their attribute) (this is an approximate attribute of an average IR set), this was taken into account by the archers and our 6 SHOCK bows with an attribute on holly have become widespread, which are not bad even against Bai and Frintezza, so it would be nice for you to get at least spare gloves / boots / helmet attributed to the missing attribute. For maximum defense against weapons from 150 attributes, 156 defense attributes are sufficient (190 in the case of a magician attack). In fact, in the daily PVP, a set with 60 attributes and learned runes is enough, then you, having a general protection from an attribute of 80-110, reduce the effect of a weapon's attribute enough. Attribute modifier in enemy weapons for you will be 1.2-1.4 (1.7 is the maximum effect, but it will not be if you have at least 1 per piece of equipment sharpened against the attacking attribute of the enemy). This statistic is valid against weapons with 150 attributes, weapons with 300 attributes are a completely different conversation, in order to effectively reduce the damage from weapons from 300 attributes to you, in addition to Runes, you will have at least 3 parts sharpened for the enemy's attribute, if you can attribute armor by 120, then 1 per part by 60 and 2 part at least 72, in the case of magicians at least 102, and preferably more. The proposed case simply reduces the damage to the same ratio of 1.2-1.4. Otherwise, if you have only 1 item with the appropriate resist, you risk receiving damage increased by 1.7 times.
S-80 class equipment. Well, if the Koreans rigidly prescribed Dynasty Set from the armor (Set stats: CON-2, STR + 2, P. Atk. + 5.4%, Max. HP +492, Dark Resistance +8, MP consumption reduction with melee skills - 5%; with a PvP insert, an additional reduction in damage taken in PvP. There is a chance of a decrease in the attacker's Speed.), As well as the Dynasty Platinum Set (Set stats: CON-2, STR + 2, P. Atk. + 6.6%, Max HP +492, Dark Resistance +8, MP consumption for melee skills -6%, with the PvP insert you will additionally receive a reduction in damage taken in PvP. we were cheated. Dino duals - Dynasty Dual Sword, sharpened by +4, will now give us only a not very important addition to our critical in 109, 10% to HP and an increase in pvp, thus, the bonus from them is not even close to the bonus from ordinary dual swords S grade. Therefore, if you buy it, you should only buy MasterWork Icarus or Vesper, which have an attack rate several times higher than that of the S grade. However, attacking a gladiator is important because empirically it was revealed an increase in damage from skills, with a higher p. attack. The formula for calculating the damage from a skill contains the following indicators that increase the damage from a skill: p. Weapon attack, weapon passives (?), Level modifier, skill strength, str modifier, attribute modifier and the following indicators that reduce the damage from a skill: n def armor enemy, enemy lvl modifier, passives and buffs for defense.
Below is a table with bonuses from armor turned to +6, this table does not take into account the bonus to hp, which is given at each over point of a piece of armor. (that is, at a point from +4 and above, or from + 5 for full armor)

S-84 class equipment. Vesper Heavy Noble Set, there is nothing to choose from. The set bonuses are not bad, the character's def rises well. Vesper duals, even pure ones, have n attack higher than the S grade, sharpened by +14, so it is easier to sharpen and attribute them than to find ordinary S grade duals equivalent in terms of n attack. The bonus from sharpening to +4 vesper dual, which is almost as useless as that of Dino dual, but the multiply increased n attack leads to the fact that we will have to adopt this particular type of dual.
A few words about shirts, in principle, for all classes, the most useful is at m def +50. In the budget version, the easiest thing that you can get it, and the high-grade on cpu or oli version of such a shirt. And a high-grade shirt for cpu gives +564 cpu, when sharpened by +4 or more
... From the belts, I would choose the s for the defense, and not, like the majority, for the attack. Since in terms of protection, the gladiator has nothing but passives, but you can still choose how you have to hit enemies in regular pvp with skills or with a simple attack. (Of course, it is preferable to hit with skills, but anything can happen on the battlefield)

Iv) Abilities


1) Skills (Skills).
A small digression: I would like to say a few words about the attributes, their introduction certainly facilitated PVE / PVM, but brought only chaos to PVP, and he gave us the Gladiators, who have some of the strongest skills, we can say the smallest increase, because In my opinion, the point on the attribute is IMHO absolutely ridiculous, for a skill of +30, it adds, according to various sources, from 30 to 50 of the attack attribute to the skill. Everything is not entirely clear with alternative points on power (power skill increases) and on pvp (here it is not clear whether this is an increase in power skill in pvp or just a fixed increase in damage from a skill), you cannot wait for logic from Koreans, according to one of the databases, when sharpening on pvp simply doubles the bonus from the corresponding point on the power, i.e. not 37 power is added to the skill, but 74 power. According to Kusa's patch, a number less than the added power is written on the skill pvp point, which makes it possible to judge that the additive has the form of a fixed damage addition. If anyone is aware of this issue, I will be very grateful for clarifications.
Further, according to calculations from the L2WH.ru database. A separate skill was taken and the directions of its point were considered. Calculations are mine, but I am not sinless. The question to the administration on the formulas for calculating damage with the attribute system remained unanswered. Therefore, I calculated based on the formula for calculating damage with a normal hit, adding power skill and level modifier to the formula, replacing it with the level skill modifier. I didn't take buffs into account.
It turned out something like the following:
Let's calculate a triple slash for the skill, which does not require charging. The target has 60 defense attributes in armor and 20 from the learned rune. A total of 80 protection attributes. The skill is machined to +30 attribute. This will add 50 attack attributes, taking into account weapons for 150 attributes, there is a total of 200 attack attributes. The difference in attributes will be 120, according to the table, the attribute modifier to damage will be 1.4. Those. damage will increase by 40%.
The skill is accurate on PvP damage + 30. According to the base, the Power point of the skill will increase by 1.52 times; 3898/2557 is approximately equal to 1.52. This is even without taking into account the attribute modifier (on SHOCK, until recently, the attribute modifier was added to the damage of the skill, even if the skill is not accurate for the attribute, in fact, applications on the forum say that this state of affairs persists even now in some areas). In fact, pvp sharpening becomes profitable only at high levels of sharpening, if you do not have the opportunity to sharpen skills at least +25, then you do not have to bother with this, however, if we have the same system of attributes that was when the attribute of the weapon was extended on attribute-free skills, then the threshold of profitability of a point on pvp drops to +10. Those. a skill sharpened to +10 pvp will give more damage at the output than a skill sharpened to an attribute. Here you need to understand that with a gun for 150 attributes in terms of armor from 60 attributes +, no matter how you sharpen your skills, you will not get more than 40% increase, 40% is the maximum increase with a difference in attributes of 90-149. Unlike the respected Drummy, I am not considering at the moment the fantastic situation with the presence of fluff for 300 attributes. If you have a weapon for 300 attributes, you can simply sharpen skills for +10 attributes (or PvP, if the attribution system for unattended skills will work)
If the skill is accurate for power, then according to the mentioned base the ratio will be 3250/2557 or approximately equal to 1.271. The effectiveness of this direction of sharpening is significantly lower than the effectiveness of a point for an attribute or PvP damage.
For skills that require charging, the bonus from the level of charge is calculated based on the base value (p.att + skill_power), and then it is added. And each charge starting from the second gives a 20% bonus. It should be noted that this formula takes into account only the buffs of the group giving an increase in pvp attacks from skills
That is, it looks like this:
[(skill_power + p.att) + 0.2 * (charge_count-1) * (skill_power_p.att)] * (2) * 70 * Resault attr. Modifier * bonus from PvP buffs / Resault p. Def of target
Empirically, it was revealed that some buffs affect the increase in damage from a skill, and some do not (the experience was set on the Shock server x 6, on other MB servers it is different), which buffs affect, these are those that say about the bonus PvP damage, some buffs on attack do not affect damage from skills. It is sad
Attacking skills:
Triple slash- the first attacking skill of a gladiator on duals. Since they do not require charging, it does little damage, but it is still important in pvp, it often appears as a finisher in a bunch of skills. There is a possibility of Crete. (depends on str) Crit modifier х2. Sharpen on attribute +1, after 85th, sharpen on pvp by at least +25. If you feel sorry for the books, you can leave it as it is, sharpened on the attribute, because it is not the most important skill. At the last level, it consumes 86 megapixels. Base skill power at max level 2557
Sonic Blaster- the first skill that requires charging dream books. The more dream books we charge, the more damage. The minimum required 2 charges of the dream book. It hits from a distance of 600. Also an irreplaceable skill in pvp. In the masses, pvp, along with storm and bast, is one of the most commonly used skills. Advantages: relatively low costs for 53 mp, good damage, it is advisable to use it when fully charged, which will ensure maximum damage. Dream books consumption: 2 pieces. There is a chance of critical damage (depends on str). Crit modifier x2. Base skill power at max level 1827
Double sonic slash- short-range skill. The minimum required charge of the dream book is 3. Decent damage, correspondingly high consumption of mp = 105. There is a probability of critical damage (depends on str). Crit modifier x2. Dream books consumption: 3 pieces. Base skill power at maximum level 3196
Triple sonic slash- short-range skill. Our most powerful skill. The minimum charge for dream books = 4. Consumption of mp 148 (on Graces, on Interlude it was 160). With all this, it is rather controversial to apply this skill everywhere. One of the skills in a bundle. There is a chance of critical damage (depends on str). Crit modifier x2. Has the lowest base chance of crit in comparison with other skills, but if critical…. Base skill power at max level 4262
Sonic Storm- distance (firing range 500) mass skill. The minimum charge for dream books = 2. A very useful skill if a crowd of enemies gathered in one heap. Use only if there are more than 3-4 enemies. The most useful property is that despite the fact that the skill depends on charges, its use does not consume them. 3 energy stones and 90 mp are consumed. There is a chance of critical damage (depends on str). Crit modifier x2. The base power of the skill at the maximum level is 457. Do not look at the fact that the base power of the skill seems so small, it should be borne in mind that it only needs 2 charges in base, as a result, the more charges, the greater the increase in damage, it grows significantly. Of course, in the end it is weaker than any other skill with charging, but it comes out more powerful than a triple slash and also de facto does not use charging.
Sonic buster-similar skill Dream Interpretation of the Storm-only short-range. The same conditions for charging. Fast rollback, faster than Storm. Consumption 90 mp and 3 energy stones. + of this skill there is no consumption of dream books. There is a chance of critical damage (depends on str). Crit modifier x2. The base power of the skill at the maximum level is 457.
Hammer crush- the same camp. By% the introduction of the enemy into a state of shock - significantly inferior to the shield camp of tanks, but still irreplaceable in pvp. The downside of this skill is that it can only be used with a blunt (ax, blunt weapon). Therefore, you will have to practice in order to successfully apply it in pvp. Most often, we make and calibrate a macro: blunt + Hammer Crush + replacement for duals + attack. It is desirable to have a blunt of the same grade as the duals. We focus on the chance, at least by +23, in order to increase both the probability of the stun and the level of the skill to 83. For information, so that the skill is equal in chance to the shield stun of tanks (inaccurate), you will have to sharpen it to +30 (maximum), but with In this case, our camp will pass more often than the shield stun, due to the fact that the skill level will increase in comparison with an imprecise shield stun, as a result, the skill modifier will increase when calculating the debuff. MP consumption 72, ignores shield, base power 2411.
Fatal strike- short-range skill, works only with swords, blunts. Deals little damage, does not justify the time-damage spent on it. It is used VERY rarely. Consumption in mp 75. Base power 3653
Sonic Rage- after 78th level, the most common skill among gladiators, because in addition to damage to the enemy, it allows you to charge dream books, which are spent on using other skills. The maximum available charging state is 7. Uses 5 mp and ... 50 hp.
Weapon blockade- the skill is similar to the disarm of a berserker, unlike him, it is not sharpened, has a chance of about 60% (Goha), consumes 2 sonics. One of the options for using the barrier dream book, run up to the enemy, use the blockade, maximum dream book focus and combo. The chance of passing does not depend on the number of charged dream books. According to applications for SHOCK, it has a very low chance of passing, so we teach last.
Common combos: If the enemy is far away and goes to rapprochement with you, then we use a combination of storm dream book + blaster dream book + further recharge with a rage and repeat until it is completely close to the enemy.
If the enemy is close, then the combo has the following form in MPVP: dream book buster + dream book storm + dream book buster (buster has a very fast rollback)
If the enemy is 1 and you need to inflict maximum damage, then dream book buster + dream book storm + dream book buster + dream book tripple slash + dream book double slash + triple slash (according to the Kusa patch, the base chance of Crete is 7.5%; and double has a dream book of 15 %; therefore, some people prefer to use a double slash in a bundle first, but if you do not hope for such a miracle as crits, then this combo is optimal). Often, after the combo, they take out a blunt, they try to stun the enemy or use the max dream book focus and repeat the combo again
2) Battle Cries (Selfbuffs).
War cry- Self-buff on attack. Does not fit with other buffs (ie can be used when a similar, alien buff is hanging on you) Consumes MP 19. You can use non-stop, it has time to roll back. Unfortunately, it does not sharpen.
War Cry 1 - P. Atk. + 20%
War Cry 2 - P. Atk. + 25%
Duelist spirit- increases the battle speed at level 1 by 8% and the pvp bonus 5%, at level 2 12% and the pvp bonus damage 10%. Self-buff can be used non-stop, i.e. after it descends, it will already roll back. Also does not stack with any other buffs. Let's focus on additional damage (attack speed is important for pumping, not pvp) Consumes 34 MP. For information, when sharpening for 30 bonus PvP damage reaches 25%
Lionheart- Temporarily increases resistance to paralysis, sleep or shock attacks. (Does not stack) 1.lvl = 40%, 2lvl = 60%, 3lvl = 80%. Unfortunately, it does not sharpen, as a result it is ineffective against high-level (sharpened skills). Consumption mp 29
Detect XXXXX Weakness-increases n attack by 30% (according to the Kusa patch, which I have no reason not to believe) against certain types of monsters. Does not fit.
3 professional detectors In contrast to the secondary ones, they are combined, i.e. apply to several types of mobs (according to the Kusa patch = 30%). The biggest plus is that it adds damage against magical creatures, as a result makes it relatively easy to swing on chimeras. Focus on efficiency. Detection against animals / plants / insects also has an alternative sharpening for a time + increase in damage in%. Because time is not important to us, but we want to spend books, sharpening on the overall efficiency, increase in damage. First of all we sharpen eye of Slayer, eye of Hunter you can not sharpen at all. MP consumption 70
Battle roar- treatment and increase in the maximum number of HP. Does not progress further like a Destroyer / Warlord. The percentage of treatment is calculated based on the maximum amount of HP, i.e. the effectiveness of treatment increases with the presence of bless.
Focus sonic- the same feature, and at the same time a burden of gladness. 1 sonic = + 30% skill damage. Glacier PvP turns into constant charging of dream books - in order to use skills. With each level of the dream book, the maximum number of possible charges increases. At level 79, the 8th state of charge becomes available, which cannot be charged using a rage. Charging consumes 5 megapixels and 25 hp.
Sonic Barrier- temporary invulnerability, base time 10 seconds, decreases with any body movement, except for running / walking. Very expensive in terms of charges, it eats as many as 5 charges. MP consumption 65
Sonic move- analogue of Dasha at TH, temporarily increases the speed of the gladiator for 15 seconds, consumes 3 charges of the dream book. The dream book move + barrier is often used in this form, we run up to the enemy, max dream book focus + combo, as an option, we quickly eat energy stones, try to hang up a blockade, and only then the dream book focus + combo. Running speed increases by 66, consumes 3 charges of the dream book and 32 MP
3) Others (passives and auras).
Auras(the same for all classes that have them):
Relax- regenerates hp faster when you are sitting, constantly consumes mp. 5 hp per tick, absorbs 1 mp. It is rarely used at high levels, only sometimes on Olympus, if any tank is stationary in the UD, you can run back and sit down for HP regen.
BraveHeart- restores 1000 cpu baseline, focuses on efficiency, since real pvp on Graces is very fast, especially for us, it focuses on increasing cpu recovery, 10 for each point (Kusa). All the same, you won't have time to apply more than once in pvp.
Accuracy-increases accuracy by 3.
Vicious stance-Increases the power of the crit.
Vicious Stance 1 - P. Atk. on a critical hit +35, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 2 - P. Atk. on a critical hit +48, ​​MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 3 - P. Atk. on a critical hit +64, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 4 - P. Atk. on a critical hit +84, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 5 - P. Atk. on a critical hit +109, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 6 - P. Atk. on a critical hit +139, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 7 - P. Atk. on a critical hit +166, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 8 - P. Atk. on a critical hit +196, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 9 - P. Atk. on a critical hit +229, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 10 - P. Atk. on a critical hit +266, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 11 - P. Atk. on a critical hit +306, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 12 - P. Atk. on a critical hit +349, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 13 - P. Atk. on a critical hit +379, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 14 - P. Atk. on a critical hit +410, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 15 - P. Atk. on a critical hit +443, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 16 - P. Atk. on a critical hit +475, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 17 - P. Atk. on a critical hit +509, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 18 - P. Atk. on a critical hit +542, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 19 - P. Atk. on a critical hit +576, MP regen per tick varies based on your level (base is 0.4)
Vicious Stance 20 - P. Atk. on a critical hit +609, MP regen per tick varies based on your level (base is 0.4)
Riposte stance with a 30% probability reflects back magic and physical debuffs, as well as damage to the character. An important aura, unfortunately, is not sharpened. When used, it constantly consumes mp, the consumption of mp depends on the level of the character, at high levels the consumption of mp is hardly noticeable and allows you to keep the aura on for a rather long time. When used, it cuts running speed, attack speed and accuracy.
Passive skills:
Final frenzy- an analogue of the frenzi in the destroyer. But due to his passivity, it gives very little increase to n attack with hp below 30%.
Final Frenzy 1 - P. Atk. +32.9 when HP falls to 30% or less
Final Frenzy 2 - P. Atk. +39.4 when HP falls to 30% or less
Final Frenzy 3 - P. Atk. +46.6 when HP falls to 30% or less
Final Frenzy 4 - P. Atk. +54.6 when HP falls to 30% or less
Final Frenzy 5 - P. Atk. +63.3 when HP falls to 30% or less
Final Frenzy 6 - P. Atk. +72.7 when HP falls to 30% or less
Final Frenzy 7 - P. Atk. +79.3 when HP falls to 30% or less
Final Frenzy 8 - P. Atk. +86.1 when HP falls to 30% or less
Final Frenzy 9 - P. Atk. +93.1 when HP falls to 30% or less
Final Frenzy 10 - P. Atk. +100.2 when HP falls to 30% or less
Final Frenzy 11 - P. Atk. +107.5 when HP falls to 30% or less
Final Frenzy 12 - P. Atk. +114.8 when HP falls to 30% or less
Final Frenzy 13 - P. Atk. +122.1 when HP falls to 30% or less
Final Frenzy 14 - P. Atk. +129.3 when HP falls to 30% or less
It focuses on increasing damage, 1 for each point.
Fast HP recovery- fast recovery of HP ..
Fast HP Recovery 1 - HP regen per tick +1.1
Fast HP Recovery 2 - HP regen per tick +1.6
Fast HP Recovery 3 - HP regen per tick +1.7
Fast HP Recovery 4 - HP regen per tick +2.1
Fast HP Recovery 5 - HP regen per tick +2.6
Fast HP Recovery 6 - HP regen per tick +2.7
Fast HP Recovery 7 - HP regen per tick +3.4
Fast HP Recovery 8 - HP regen per tick +4.0
Sharpens to increase regeneration, adds 0.1 hp regeneration per second
First-class Armor mastery-increases defense by 14 and gives a 10% bonus to MP regeneration, when wearing light armor gives +3 to evasion
Weapon mastery- increases physical. attack by 8.5% and an additional 4
Heavy armor mastery adds 79.3 p def when wearing heavy armor. It is sharpened on an additional n def by 3.7 n def per point or by 10% regeneration of hp at each point. We point to n def. Our regeneration is more than weak and 10% will hardly change anything.
Light armor mastery adds 81.3 p def when wearing light armor. It is sharpened on an additional n def by 3.7 n def per point or by 10% regeneration of hp at each point. You can sharpen it on regen and while your opponent, if he is a tank in UD, run away from him in light armor and sit out. The priority of the point is secondary after heavy armor mastery.
Dual weapon mastery adds damage when using dual swords. Basic 129.3. Sharpens, adds 1 damage per point. Passive +30, fine-tuned for damage, will give you approximately 167 increase in attack speed, and the same passive, fine-tuned for attack speed, will give you an increase in attack speed by 5.5%. What is more necessary for you to choose. The gain in both cases is insignificant.
Sword blunt mastery adds damage when using dual swords / swords / clubs / axes, incl. and two-handed. Basic 129.3. Not sharpened.
Master of combat passively adds 5% cp and 80 to damage with swords / spears / clubs / dual swords and brass knuckles. Sharpens either to increase damage with swords / spears / clubs or to increase damage with twin swords / knuckle dusters, sharpening naturally on twin swords. Each point adds 1 to the damage.
Wisdom- adds 20 resistance to sleep, mental attacks and spells. Targets a choice of resistance to sleep, mental attacks, or hold spells. We focus either on the mental, or with the dominance of her to sleep.
Health- 20 passive resistance to poisons and bleeding. If only the books have nowhere to go, then we sharpen them against bleeding.

V) PvP
1) Place in PvP.
Many people say that PvP life for glad begins at 55 lvl, some talk about 62 lvl. The real and familiar PvP smoothness begins only with the 78th lvl, with the advent of the rage dream book. As the level increases, its capabilities will multiply.
I would like to discuss the pvp framework right away. The success of pvp depends on many situations: on the successful possession of your hero, on the buff that hangs on you and the enemy, a good understanding of the enemy's actions, weapons, the place where pvp is carried out, the readiness of opponents for pvp. Melee or ranged PvP, etc. Therefore, I will write my personal arguments based on my experience. If I'm talking about buffs, then they are the same on the enemy and on you (self, full, Oli buff)
Further - such a feature of the smooth as not a special dependence on the buff acts both to him in the minus - and in the plus. For example, on self buffs - you have a better chance of winning than on full buffs. The next disadvantage of smoothness is its low speed, but in closed rooms this does not bother us very much.
With such a large number of attacking skills - the gladiator of many pvp tactics. It all depends on the enemy and the place of the pvp. For example, if a sork or SS casts a cancell on you, then you can successfully shoot it down with the help of Sonic Blaster.
The location and tactics of battles against different opponents vary widely. If we caught the enemy for quality, then first of all we take out relatively weak robotic bearers, i.e. healers of all stripes and magicians, then we switch to opponents in light armor and end up with heavy battleships.
Approximate tactics of 1v1 pvp on a buff (not mpvp, the buff is the same)
For the mile and the mages (not kiting you)

  1. turn on DS, Var Kray, LH (as appropriate),
  2. we throw the dream book storm + SB (if you are against a mile of DD located at a distance from you) + dream book rage (if you have already studied it)
  3. near we do such a combo dream book bast - dream book storm - (if rolled back, then you can first use the dream book bast once more) - TSS - DSS - TS. Maximum dream book focus and repeat the combo
  4. we try to use the stun after a skill that requires charging, so that while you are recharging, the enemy does not beat you, if you have not yet studied the rage dream book and you are charging the dream book with a focus.
  5. if you run out of mana and HP goes to 30%, we just start to chop the enemy under the Final Frenzy (+ to n attacks, when the HP level is below 30%), turning on the Vishius stanz, often even in this case it is possible to defeat the enemy, because from the return of damage (chant of revange,) sometimes a celeste sub is triggered.

For range (using a kite in their tatik, but no slow). For example a hawk is trying to run away from you.

  1. self buffs
  2. launch dream book storm + dream book blast + dream book mov
  3. we take the ax in hand - and how we catch up we will become. Charging
  4. if the camp passes, we make a close combo. If the stun does not pass, we simply charge with the range (if any) and write out the close combo.
  5. stand again, recharge, do a combo

Note: often even 1 combo is enough for an archer or a robe, it all depends on the circumstances.
For melee, rage, slow and kite mages
If suddenly there was a slow on you, then your chances are noticeably reduced, but still there are chances, especially if the opponent is a robe without enlightenment.
Those. We rush into the enemy of the US, SB and SR from far away while the slow lies on us. As soon as it passes, we repeat the above written tactics.
This tactic has already been repeatedly stated and voiced, I can only add that, depending on the enemy, it will sometimes differ dramatically. We will consider more details on PVP 1 on 1 in the section dedicated to Olympus.
As mentioned earlier, the general plan of pvp is written here. It can vary from many situations, from equipment, from skill level. For example, we don’t take blunt with us for training, and of course, if you are caught in quality, then you will not use stun. PvP gladiators is ambiguous, so even if you can put all this into action, this does not mean that you will win in pvp. A lot of everything can happen, from a meeting with an enemy with a refined trance and stun, to the superiority of the enemy's equipment over your equipment (he has said more than once that gladness is a character heavily dependent on equipment), and of course, you should take into account the fact that many classes have grace Skills evasion appeared, which was not there before, while others have acquired skills to reflect skills, so it is advisable to have eyes on the back of your head and know in advance who you have to fight against. Those. never against whoever you fought against, do not hope for a 100% victory. It just doesn't exist, especially for this game and our class in it. Both of them are united by the fact that they have not heard about balance xD.
Tips for 1v1 PvP
Try to use 2-3 different tactics against each enemy, experiment, never act stereotyped, according to the same tactics. Even if this tactic is perfect, but if it is typical, counter-tactics will be developed against it and sooner or later you will lose. This is especially noticeable in Olympic battles.
Charge dream books as much as possible - first with stones - then with skills (rage or focus, depending on the level of pumping), otherwise you will end up with MP before the end of pvp, plus the recharge of skills is slow, there is time to fully charge.
I think the success of pvp depends on the following: let's say, tank-dd-super dd (magicians). The first ones will be difficult for you to kill, the second ones are easier, the third ones are easy money (with the norms of working magician skills, not with these bugged meteors).
2) Tactics and advice in the MPVP.
I will immediately clarify about the MPVP, since it has become a rarity at SHOCK, perhaps someone, if they wish, can supplement my information. At 6 SHOCK I have practical experience of the battle of packs on packs, maximum 2 packs on 2 (yes, yes, yes, this is considered mega online). For MPVP, our following skills are most useful, and for this we sharpen the storm dream book, buster dream book and blaster dream book. They are the most commonly used, and triple and double in mpvp are skills for self-defense, or if you managed to get so close to robes that you have a chance to immediately chop it off.
In MPvP our place is in the Milli party, we enter the battle after the tanks, we have 2 goals in this massacre: 1. break through to the enemy healers / mages / archers / TH, which, since we have a fairly large number of hp, is more likely, than for random daggers (although objectively speaking, shooting galleries have even more chances, given that their pvp insert is much more useful than ours, I mean the realities of shock, more precisely, the implementation of pvp insertion on shock), and the shooting gallery accelerates much easier and faster.
However, for example, at 6 shocks, our millipack has the following composition: DB, SVS, bish, wark, ee / SB, shooting gallery, 2 glada, bers. With this pack, we go to farm epics and to it we go to gangs / sieges / vars.
Now, about tactics, do not rush into heroes, if you want to be of great benefit and cut down frags, then join the battle when the enemies have already chosen their target and are trying to lay it down (ideally, this is the goal of a party of tanks, which usually starts all battles). Since our class is endangered, there is a high probability (psychological) that they will not even pay attention to us and will be allowed to run to our prey in the form of robes. But, if they start focusing on you, then without hesitation we cut in the barrier and go into the crowd of our allies.

3) The gods of Olympus or if you still entered the arena.

Remember right away, we do not belong to Olympus farmers, although we have chances to kill half of the classes and the chances are good. These calculations are of a more theoretical nature, since Given the current attribute system, battles take place very quickly and you may not always have time to do something. (Everyone remembers those battles against the magicians with their buggy meteor? Even then I managed to kill them when their meteor hit the celeste xD) You will not kill all life on Oli, but does smooth exist for this? We are warriors, we fight because we were created for war, if the battle is hopeless we do not retreat, but sell our lives at a higher price.
Prerequisites for entering the Olympus:
Multiresist IR / Dino Heavy / Vesper Heavy Noble pvp for 6 attributes (1 for a spare part in the inventory) (preferably rare)
Drak / dino light set with paired attributes (minimum 2 per dark)
Tattoo: tattoos at +5 pp -5 dex and +4 vit -4 int are considered optimal, if you cut the dex further, then we become too slow. Even in this build there will be big problems with the eared ones (which for us will run too briskly, even the magician is a class of light ones). There is an alternative, in principle, a good option for +5 pp - 5 kn and +4 vit and -4 int, it is bad only against the same gladi and shooting galleries, and partly tanks.
Spirit staff / hell knife on mental shield.
Bizha not lower than full epic +5. Moreover, there should be both nekli and frintezza and valakas. Oli bija is certainly good, but she will not help you against Oli farmers.
Taliki as necessary, I will paint, skills sharpened 15-25 and more.
You can also use COECS on BTB (in rare cases, also on magic focus), but, to be honest, I don’t take them with me. So, there is almost not enough time for a self buff, and if you remove the duals, then the useful, for us, SA with dual, disappears. Ideally, with a certain amount of luck, you can have time to buff the mental and BTB. Although I must note that the mental buff should not be against all opponents, but only against enchantments with a mental attack / slip. Let's consider the opponents separately and in more detail. In general, it all depends on the tactics and preferences of your opponent, it doesn't matter if you lose 1 battle, he will also give you experience that you can use in the next battle against this enemy.
In general, remember that there is no single winning tactic of battle, always have your opinion and your tactics in reserve. On Olympus, against each opponent, you need to have 3 different tactics and change them situationally. Be non-standard for example, tactics with a style for tanks - it was a non-standard tactic and I don't think it will work 2 times, but nothing prevents you from using it again, not in every battle, but in 5 or 6 battles.

  1. Soul hound(SB-rapier) - at first we only buff the bers from the NPC, we also put on a bers from the talik (if the SB is inexperienced, then 1 time you can catch him with the meditation talik, but I doubt that this feature will work for you 2 times), we dress in light set with 2 minimum attributes per dark (fights / dino set). SB is unlikely to poke into close combat with you, it will rather shoot you with magic from a distance, also, after the first steal, when SB gets into its celeste, we try to use talik kansel, then SB will be forced without waiting for the still to roll back or knock you down or you Cut the buff of our chicken a little, wait for 2 stills and use selfies / especially FS, we don't forget, then the dream book is moving, celeste, we run up, make a camp, maximum of the Focus dream book, write out a combo. Do not forget that the chicken has UD, also taliks for UD / celest, life forces, etc. In general, the fight is difficult, our only chance is a dream book mov and a chiseled hammer crash. The chances are slim, but the opportunity is always there. Do not forget that the target has a small end, we stand and throw the blockade as far as possible / rollback. If you hesitate, then defeat is more than likely.
    Thanks to gladiators from other SHOCK servers, more specifically Fee1good. It turned out that the peculiarity of SHOCK is that the SB skill Steal Divinity does not steal our buffs if they are protected by a celestial one. Most likely, this feature applies to all types of style, i.e. including talik. Hence, it is reasonable to use the talik, only for the steal / kensel UD chicken. This means that there is an alternative approach to destroying SB, when you buff yourself before the battle with cv, hast, DS, LH, maite, warkray, BR, detecting, berserker spirit, focus, talik burs, bank HB, bank from fishing and when the battle starts you use the barrier , there are good chances that 1 Steel SB will go into the void, in any case, hust and BB buff first, and at the end leave a thrashbuff for SB, including HB banks, detectives, nobles, mental, burs from talik and burs from npc, as well as banks from fishing. IMPORTANT: Try to use celesta when the SB intends to use its stell. In close combat, there is only a reason to stun or try to throw a blockade. Do not rely too much on close combos, as there is a very high probability of getting into paralysis, so it is important to keep LH from the style, using a talik against paralysis makes sense, but it is ineffective, it is much more effective to distribute SB with long-range skills, the more they can be spammed nonstop, in melee it makes sense to use riposte, with luck, paralysis will be reflected ... Have life force and devine protection in stock (against chickens with magician weapons, which are the majority on oli). It makes sense to use DS and FS after the 2nd still. In general, the SB girl is an easier opponent than the guy.
  2. DoomBringer (Berserker)- is also a rather difficult enemy, here we need taliks for celesta, life force. We stand in heavy armor. Before the battle, we take the NPC buff: mite, hast, cc, you can both Crete, use another 1 talik reflex. 10 seconds before the start of the fight, we use the duelist spirit, var edge, LH, var frenzi and turn on riposte. When the beers starts to run up, we use long-range combos. As soon as it comes up, we switch to the close ones, the main thing here is to survive the UD of the beers and force them to use the body reconstruction, having at least 3-4 to hp in stock, if you see that the beers are in the UD, then you can safely waste time using taliks on UD / celesta, or your own barrier (attention should be used only if there is a maximum dream book of focus). Run as tightly as possible to the berse, force him to engage in close combat, if possible, try to hang the camp, not so chicken and fat so that the camp does not pass on it. As soon as the UD comes off the chicken, try to carry out a close comba. It will hurt at the very least. With luck (skill critanet), you can even kill. We use the final secret after the UD of the berse in order to quickly knock him out of the game. Or, if the beers does not run out in the UD, then you can immediately. In general, see for yourself. In this battle, the use of talik life force is more than likely. In addition, given the small kontrukrylans, it can lead to a blockade
  3. Maestro (Crafter)- don't underestimate this gnome. The machined hammer crash goes well through our own LH (fortunately, he does not sharpen and his lvl modifier is low, since he is a second-class skill). Here the talik on the reflex, occasionally riposte, will show itself quite well. First, we kill the summon, then the gnome himself, there can be problems if the gnome has a transformation. But even in this case, in the most extreme case, you can simply run back and shoot him. Fortunately, there is a dream book mov.
  4. Fortune Seeker (Spoiler)- The enemy is, in principle, lighter than the crafter, but you have to beware of spoil debuffs. In general, gnomes, despite their survivability, are not tanks, so here our chances are greater. On especially fat gnomes, you can pre-use a talik on Clara.
  5. Magicians Mystic Muse, Storm Screamer, ArchMage (SPS, CX, Sork)- all buffs must be completed BEFORE the gate opens, when opening the gate, we use the dream book moving and quickly move towards a rapprochement, but do not go close, it is enough to make the magician run past you if he wanted to go out. We charge ourselves if there is time with a focus, if there is no max dream book with a focus. Then we give a combo, if there is no focus, and the magician is still alive, you can stop it, if there is a focus, then the focus is repeated. At this point, how lucky will the Magician have time to crit on you or not. Alternative tactics: wait for the magician to turn on the enlightment, use the barrier, run up and stand. Max focus and combos.
  6. Soul Taker, Arcana Lord, Spectral Master, Elemental Master Summoners, Nekra - tactics vary as here they are quite rare visitors to Olympus. In the general case, we will get the advice of such a summon, we will shoot the owner. If we managed to catch the enemy in his cage, then we actively use the mass skills. They hit us hard enough. In recent battles, he always beat only the owner of the summoner, as a result, the summon died himself due to a re-sharpened transfer.
  7. Titan (Destry)- usually against us they merge into limits and use zealot, guts and rage. If the destroyer is running towards you with HD, then you have a good chance of winning this battle. Before the fight, just in case, we use the reflex talik, if you see a destroyer with HD at the ready we use riposte stanzas, we start shooting and when approaching the combo we give out. If a destroyer with a bow, then it will be more difficult, you will need to get close to such a destroyer, because, to be honest, a bow on your armor will write out Crites no worse than your skills. Try to get close at 10 seconds of the countdown, because during the battle, seconds count, and you will not always have time to do everything that is necessary. During the battle, if you want to get closer to him, use the dream book moving and first the talik, and if he manages to break away from you, then the barrier, convergence, followed by max focus and combos. Usually, the destroyers do not forget to use LH, so there is no guarantee that the stun will pass, although if you have it from +25, why not try? If you lost, do not be discouraged, experiment, try to learn as much as possible about your opponent.
  8. Grand Khavatari (Tyrants)- at the moment, due to the specific implementation of pvp, inserts on shock are one of the most difficult opponents. Start firing at him at the approach stage, in close combat you have more skills. But Tyr has a rather sickly def under the huge, which I never even dreamed of, and the rage of the shooting range is animated faster than the rage of gladness, so provoke him to come up, since his pvp vstaka will quickly leave you without buffs. But don't get close yourself, you will lose important seconds. We write combos close and hope for Crete. We have more cp, and shooting galleries have almost 2 times more hp? If Tyr goes against you in light armor, if she is not MV Dino or there is a vesper, then you have a good chance of winning, if in heavy, then you have to strain yourself. In general, the winner will be the one who has the advantage in terms of equipment or who turns out to be more tenacious / lucky, etc.
  9. Doomcryer- we approach each other at 10 seconds of the first battle, long-range combo and melee. In theory, this should be enough, but he should not have time to remove the CPU for you, if the CPU is removed. We give out combos as you roll back. (Restoring the CPU with Brave Hart (sharpening for efficiency)). Remember the damage from the drin is more than from the rage, and therefore it is ineffective to brew / Over to beat only with raids, it is banal he will transfer you and retire.
  10. Dominator (Overlord)- a very difficult enemy, as in the case of tanks, it is imperative to take a talik with you that removes physical fat. P def is big. So be careful. Also use the talik on the reflex and possibly riposte. If you do not act quickly, then the pierced Over kills the gladness in 20 seconds of the battle. In this case, the shooting range simply kicks Over with a physical attack, along the way kansel him, we do not have such an opportunity, therefore we hope to reflect the damage and the physical skill of melee. If Over is with nekly, then a tactic has the right to exist in which, if you have fiz fat, you change into light armor and just beat him in close combat, if the sub celest / ud turns on, then there is a chance to win. Yes, before the fight, use a talik on m def is active, and if there is a place, then put on a passive m def. The efficiency of the still can be reduced by 30% this way. Not bad, considering that we don't have passives for m def.
  11. Hell Knight (YES) Is another very difficult enemy for us. In general, all tanks are difficult opponents for us, but YES seemed to be specially made against us xD. So, before the fight, we put on a talik for a buff steel, a buff, instead of crits, we will use bers and akum (optional), we will leave hast, cc, maite. Taliki dress resist stun, buff steel, life force. We use detection against animals. YES, if he runs in with his cat, then usually runs out under the UD party (on shock, the damage to the tank is not transferred). By the way, our SHOCKs have such a feature that tanks return damage not only from melee skills, but also from ranged ones. If the tank is in UD, style a buff. The fact that the tank will get into UD is more than likely against you. While LH is in effect, in close combat we work with PvP brass knuckles or As, if with As, then it is better with a shield (on this weapon, if you think of attributing it, it is better to have some kind of unusual aug and attribute, even dark). You can practically not use stanzas, as a rule, it does not pass well or is reflected, but if you see that the tank has already used a reflector and the battle has been going on for more than a minute, then you can try, also sometimes instead of grounding I use a talik reflex and stand in stanzas riposte. Riposte after LH cut in. The chance of winning is below average, but there is. Alternative tactics: We put everything on the resist stun, cancellim sticks for 10-20 seconds, then we hit with regular punches. Option 2, if the distant skills are not reflected, then we simply run back and shoot the enemy. I did not check the latest updates of the SHOCK, so I do not know how now the situation with the reflection of physical range skills.
  12. Eva Templar (TC) - Eva's Templar- The most difficult opponent for me. Has like the almost endless Heal has fallen. The chance to win is even less, here use the buff steal and max Clara, you also need to have life force, the NC software itself prescribed (almost an option). First, we begin to hang the TC. We bring it to UD. Usually, if the TC has less than 50% HP, he gets into the UD and uses TOL, we immediately run off and use the steal, we could, congratulations, you just significantly increased your chance, you couldn't, which is sad. Usually, we lose to tanks, but you can always find a way out. (yes I am an optimist). If the TC does not use the TOL, but simply heals from the arch, as in the case of YES, while the LH reflex is working and the riposte in our hands we take the cancell stick and start to make people laugh. Fortunately, on shock, the buff can be targeted very quickly. It will not work to break away from it with a simple run, without a move with our dex, therefore, to break away, we use the dream book move. You can forget about the camp because of the smart cube. The die, which constantly decreases HP, is also very unpleasant. In the general case, you have to play for time.
  13. Phoenix Knight (Paladin)- Everything is the same as in the case of the TC, but first we take out the summon, even under the UD party this usually does not pose a problem. A very difficult enemy for us. The chance, again, is below average. Under the icon, the friend's DPS grows well, so here again it is difficult to do without a stationary stick and a still. In addition, the comrade has a strong selfhill, so most of the time we have to play for time. Enter melee combat only under LH, and run around, periodically using the dream book to break away and shoot with long-range skills (combos). Here your task is basically to survive until the end of the battle for 4 minutes. As soon as the paladin gets onto the bow, we run up for a close combo, as soon as he puts on the shield again, we immediately break the distance.
  14. Shillien Templar SK (Shillien Templar)- maybe there are no normal HQs left on shock 6. Unlike the previous classes of tanks, it has no healing, so it flies away from the combo rather quickly, if it is not in the UD. In the general case, from our combos, unless, of course, you write them out, when it is in the UD it dies, not even reaching the 3rd degree of charge.
  15. Eva Saint EE (Priest of Eve)- about those that go to the recreation center, you can not worry, they die instantly, no heal, here they will not be saved. Against her top, usually for us everything ends sadly, MPs are burned out in 1-2 castes, be sure to have and use a talik on max Klara, also hang a mental shield and go to the IR set with an attribute against her nuke in the arch. EE at the entrance to the battle have a full buff, for nothing that a support, but it will tear almost anyone, in addition, they have all subskills on def. You can win here only if you manage to get into close combat and hang the camp, before the LH and var frenzi end, before you stop getting out of the slip. By 10 seconds of opening the cage, you should have already provided yourself with the most complete body kit with buffs and run towards the enemy to the dream book move. Again, like the magicians, we lock them in a cage and first demolish the CPU, then we will stop. If the camp has passed, then hurray you won, if not, then after LH you will lose. The chance of winning is well below average. In any case, we try to stay as close as possible and continuously spam with skills, sometimes it is possible to critically send her into oblivion even before the LH is gone.
  16. Shillien Saint (CE) Cardinal (bysshe) on Oli are rare, but tactics against them are similar to tactics against her, against CE the situation is slightly better due to the slower casting, but it also depends on the transfer of CE skills. Again, victory is possible only if you manage to end them before the end of the notorious LH. As a general advice, try to keep these healer classes constantly targeting not you, but themselves. Those. use cooldown skills, mp is not important here, if you don't have time to burn it yourself, our healer class will kindly take care of this. It will be difficult with a Bish in the sense that he can overheat all your damage (excluding Crete for all HP, and this has happened), so he needs to be stunned.
  17. Hieroprophant (PP)- in principle, tactics, as with other healer classes, just note that the PP Hill is weak, so it is much easier to kill, even the PP in heavy armor. In any case, all healer classes need to impose melee combat, if you stand and shoot, you lost to everyone, except for MB PP and CE. It is also mandatory to use Max Klara before the fight.
  18. Trickster (Arbalester)- for 10 seconds of the report, you need to stand at the cage of the cart. If the cart is not merged, then we kill it with close combos, if it is merged, then we go around the corner and wait for it to pop out and prescribe a combo with a lethal outcome for it. Usually carts stand in their cages and wait for us to approach, while at the entrance to the cage, with almost a 100% guarantee, you can expect a trap set by the cart. Therefore, we are in no hurry to enter the cage. Shooting can be successfully done from the entrance to the cage or from the side of it, as soon as the nerves fail and the cart will try to enter the field, even with a warp.
  19. Sagittarius (Hawk), Moonlight Sentinel (Cheese), Ghost Sentinel (FR)- Archers talik against the camp and LH, var frenzi, at the 10th countdown we run as close as possible, if the re-grinded camp has not passed, then you are in luck, your frag, if the camp has passed, you may not even reach. If at 10k you managed to run and lock the archer in a cage, then he is yours, 1 close combo is often enough, more often even 1 long range and finishing off with rajs is enough.
  20. Adventurer (TX)- before the fight we use taliki reflex, riposte stanz. It is our happiness that they are still melee fighters. Please note that in a battle with TX you need to have a next target button on the panel. In most cases, our skill will go nowhere due to UE, so we constantly spam the skill, because a couple of three hits may be enough for TX. If TX goes into hid, then we just run to the nearest wall and stand with our back to it. You still have nothing to knock him out of the hide with, so let him at least come up to us so that he could not escape. We keep a full charge of dream books. In most cases, the first hit of TH from the high is not too scary for us.
  21. Wind Rider (PV)- the same as against TH, but here you can safely try to hang the camp. We are constantly spamming skills, you have more hp and base damage from a skill too, so 3-4 successful hits can decide the outcome of the battle in your favor. Usually PV completely sharpen on dodging, so your lvl, lvl of your skills and random are deciding here. You can hang the mill, but not necessarily, since here the hits are decisive, they will win against you, no, well, you can lose.
  22. Ghost Hunter (AB)- in comparison with previous opponents, it has the skill of returning damage from skills, like YES. Therefore, we spam him exclusively with range skills or fire, the use of a counterattack. In general, the fight will be interesting, but fast, given the evasion of skills (83) lvl, it makes sense to use the barrier to wait out at least part of it, use the riposte.
  23. Spectral Dancer (DB), Sword Muse (SVS)- I think this class won't be a problem for you? The only thing I want to say is that SHS fat also blocks physical skills, and you can get into a jellyfish to the database very simply and, as a result, be left without buffs. Keep this in mind and be careful. In case the fat has passed, then we simply begin to cut with swords close (there is no point in running from the SHS, it will catch up), with the SD it is our own fault, use selfies and what rolled away and forward. You must have time to kill anyway

Vi) Conclusion
The most persistent still got to the conclusion, I hope you managed to find what you were looking for, or at least find food for thought. I'm not in any way trying to impose my own style of play on you for such a wonderful class as Gladiator, everything written above is based on my experience of the game, however, I do not exclude the possibility that I could be mistaken in something, so I will be glad to see your comments in the comments.

This is where I want to finish my gladiator guide, thank you all for your attention.

Gladiator - Gladiator (Glad)

Guide for a gladiator on moments not included in other guides

Important skills:

Sonic Focus - Accumulates a charge of energy for use with other skills.

Vicious Stance - Increases the power of a critical hit. Consumes mana continuously.

Double Sonic Slash - Unleashing sonic energy, unleashes a powerful sword attack. Consumes 3 charges of Sonic Focus.

Hammer Crush - Strong blow that stuns the target and deals damage. can / should be used in pvp / olympiad against daguerre.

War Frenzy - Increases resistance to sleep and stun. Consumes mana continuously.

War Cry - Instantly increases P. Atk. A very important skill!

Sonic Blaster - Throws an acoustic blast at an enemy. Consumes 2 charges of Sonic Focus.

Sonic Buster - A discharge of sonic force creates a wave that hits multiple targets in front of you. Requires 3 Energy Stones. Consumes 2 charges of Sonic Focus. The most important skill!

Sonic Move - Temporarily increases your Movement Speed. Spends 2 or 3 Sonic Focus charges depending on the level. I recommend trying not to learn this skill until the second level.

Triple Sonic Slash - Delivers a triple blow with swords. Consumes 4 charges of Sonic Focus. The most important skill. I do not recommend using it against daggers.

Lionheart - Temporarily but significantly increases resistance to sleep, paralysis, hold, stun, and debuff attacks.

Duelist Spirit - Temporarily increases Attack Speed, as well as (when enchanting for damage) attack power in PvP.

Sonic Storm - Discharging the force of sound, projects a wave to strike a distant target. Spends 3 Energy Stones. Requires level 2 Sonic Focus charge.

Skills for 3 professions:

Riposte Stance - a switching skill, gives a 30% chance to reflect the debuff on the enemy, reflects some of the damage from simple melee attacks. Decreases Atk. Movement, Speed Atk. and Accuracy ..

Braveheart - Recovers 1000 CP.

Master of Combat - increases the attack power with a sword, club, spear, dual swords and brass knuckles by 80. Also increases the max. CP by 5%.

Sonic Barrier - gives full invulnerability for 10 seconds, spends 5 charges.

Sonic Rage - Long Range Charging. Throws a charge at the enemy with the power of blow of two swords, charges the focus of sound by +1, but not more than 7.

Final Secret - Increases skill power and normal damage in PvP by 30%. Duration: 30 sec.

Maximum Focus Sonic - Instantly increases the number of creeps to the maximum.

Weapon Blockade - knocks out a weapon from the hands of the enemy and does not allow him to wear it for 5 seconds. Uses 2 charges.

PAINTS 1 set:

4 STR -4 DEPTH

1 STR -1 DEPTH

4 CON -4 LOVE

This is the first set of paints that I suggest you use for mass mixing and if your smooth is well dressed then for any other PVP. The advantages are that the attack speed will drop by a maximum of 30-50, and other characteristics will rise by a lot.

PAINTS 2 set:

4 STR -4 CON

1 STR -1 CON

4 LOVK -4 CON

This is the second set of dyes used for farming / leveling. With a normal buff on a vampiric (preferably DB and VARK), a large number of lives are not required, and the attack speed and attack power will be maximized.

PAINTS 3 set:

4 STR -4 CON

1 STR -1 CON

This is the third set of paints. Most players use this particular set, as they believe that attack speed is just as important as strength, as opposed to the amount of HP.

PAINTS 4 set:

3 STR -3 CON

2 STR -2 DEPTH
Sharpening skills.

As everyone knows, you can improve skills, sharpen them like a weapon. There are several options for sharpening skills for a gladiator:

Sharpening all active skills for attribute damage. With such an improvement in skills, it should be remembered that sharpening should be done on the element that you have in the duals (if in the duals the earth is on the ground, and by the way the most popular attribute, since it has the least protection from it). Thus, in our attack, not a physical attack, but an attribute, will be mainly used.

Sharpening skills for damage in PVP. This option is suitable for those who know how to accelerate the attack (with this use of sharpening skills, the attribute of holiness is mainly used, because you can increase the attack with holiness not only with an attribute, but also with a buff by 40,

With any improvement of skills, sharpen the active skill Duelist Spirit to increase the attack !!!

The choice of subskills.

Subskills are very important in any kind of activity, be it PVP, Olympiad or just farming / quality.

There are several possible sub-skill sets for this profession:

Celestial from the DB / PP, hast (for example, from a tyrant, since it is very easy to level up) and a shield (for example, from a paladin).

We take Celestna from the DB / PP, Counter Haste when receiving a hit has a chance to increase the attack speed for a certain time (from a tyrant), Counter Defense - when receiving a hit there is a chance to increase physical and magical protection for a while (from a paladin or other tanks)

Gladiator's equipment

Gladiator - Gladiator (Glad)

What Glad wears

Plastic Leather Armor Set +4 STR, -1 CON

Raid Sword * Raid Sword

Gracia final / Epilogue / Freya / higt Five:

Blue Wolf Armor Set +7 run speed, + 5.24% HP regeneration speed +3 STR, -2 SKR, -1 CON

Tsurugi * Tsurugi (we sharpen the duals to +4, we get crit.

Gracia final / Epilogue / Freya / higt Five:

Tallum Heavy Armor Set + 8% Attack Speed, + 2 STR, -2 CON

Keshanberk * ​​Keshanberk + 4

Gracia final / Epilogue / Freya:

Draconic Leather Armor Set + 4% physical attack power, + 4% attack speed, +1 STR, -2 CON

Tallum Blade * Dark Legion Blade +4

Dynasty Doublesword +4

Gracia final / Epilogue / Freya:

Dynasty Heavy Armor Set CON-2 STR + 1 DEX + 1, P. Atk. + 5.4%, Max. HP + 492.

Dynasty Doublesword + 4 / Dynasty Doublesword + 4 / Icarus Dualswords +4

Moirai Heavy Armor Set STR +2, CON -2. Phys. Atk. + 4.26%, Atk. Atk. + 4%.

Icarus Dual Swords P. Atk. 442, when enchanted by +4 increases Critical Rate by 109 and Max HP by 10%.

Gracia final / Epilogue:

Vesper Heavy Armor Set STR +2, DEX -2

Vesper Dual Swords P. atk 482, when enchanted by +4 increases Critical Rate by 109 and Max HP by 10%

Freya / High Five:

Elegy Heavy Armor Set, STR +3, CON -2

Inexhaustible Essence Dual Swords Phys.atk 532, when enchanted by +4 increases Critical Hit Rate and Max HP

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Leveling Gladiator

And you don't need to buff with the Berserker's PP