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Lineage II C1: Harbingers of War

Defenses — Lineage II C1

For each type of opponent or effect: which sets, jewels, your own skills, and buffs from other classes protect you. Only effects that raise a specific defense or resistance according to their in-game text are included. In parentheses, the classes that learn the skill.

Against daggers (criticals, Blow, Backstab, bleed): heavy armor sets

Daggers kill with criticals and Blow-type skills, especially from behind. Defense: more P.Def and evasion, bleed resistance, don't turn your back on them, and stop them before they reach you. Sets whose bonus covers it: Set Brigandine Tunic (grade D): When wearing this along with brigandine gaiters and brigandine helmet as a set, it will increase one’s maximum HP value and P. Def. In addition to wearing this set, if one carries a brigandine shield, an additional effect will be generated.

Against daggers (criticals, Blow, Backstab, bleed): buffs other classes can cast on you

Ask for them before heading out or before the fight: Agility (Oracle and Elder): Temporarily increases evasion. Intensity 1.; Chant of Evasion (Warcryer): Temporarily increases party’s evasion. Intensity 1.; Tact of Paagrio (Overlord): Temporarily increases clan members’ evasion. Effect 1.; Song of Water (Swordsinger): Temporarily increases party’s evasion. When singing continuously, additional MP is consumed.

Against daggers (criticals, Blow, Backstab, bleed): skills you cast on yourself

Skills the character casts on themselves: Ultimate Evasion (Assasin, Elven Scout, Rogue, Abyss Walker, Plain Walker and Treasure Hunter): Instantly increases evasion.

Against daggers (criticals, Blow, Backstab, bleed): class passives and toggles

Classes that already have this defense on their own: Boost Evasion (Assasin, Elven Scout, Rogue, Abyss Walker, Plain Walker and Treasure Hunter): Increase evasion.; Light Armor Mastery (Artisan, Orc Raider, Scavenger, Warrior and Bounty Hunter, Destroyer…): Increases defense and evasion when wearing light equipment.; Guard Stance (Temple Knight): Increases P. Def. and the success rate of a shield defense. MP will be consumed continuously.

Against daggers (criticals, Blow, Backstab, bleed): how a mage stops it

In a robe, a mage can't hold up in melee: their defense is not letting it reach them. Mage class crowd controls: Stun Attack (Orc Shaman): Attack that sends opponent into shock. May be used when armed with blunts. Power 30. Over-hit available.; Sleep (Cleric, Dark Wizard, Elven Wizard, Oracle and Shillien Oracle, Wizard…): Temporarily puts to sleep.; Sleeping Cloud (Sorcerer and Spellsinger): Temporarily puts several enemies to sleep.; Fear (Orc Mage, Orc Shaman and Warcryer): Makes enemy fearful and run away.; Dreaming Spirit (Orc Mage, Orc Shaman and Warcryer): Temporarily puts to sleep.; Curse Fear (Necromancer): Makes enemy fearful and run away.; Anchor (Necromancer): Paralyzes an enemy.; Hammer Crush (Overlord and Warcryer): Attack that sends opponent into shock. Available with blunts. Power 123. Over-hit available.

Against daggers (criticals, Blow, Backstab, bleed): how a fighter or tank stops it

Fighter class crowd controls: Stun Shot (Assasin, Elven Scout, Rogue, Hawkeye, Phantom Ranger and Silver Ranger): Attacks with bow and puts into shock. Power 287. Over-hit available.; Ultimate Defence (Elven Knight, Knight, Palus Knight, Dark Avenger, Paladin and Shillien Knight…): Optimizes physical, magic defense for a certain period while immobilized.; Stunning Fist (Orc Monk): Attack that sends opponent into shock. Available with combat weapons only. Power 38. Over-hit available.; Lightening Strike (Shillien Knight): Inflicts damage to an enemy with a lightning bolt, and paralyzes it. Power 82.; Soul Breaker (Tyrant): Attack that sends opponent into shock. Available with combat weapons only. Power 144. Over-hit available.; Lionheart (Orc Raider, Warrior, Destroyer, Gladiator and Warlord): Greatly reduces the probability of falling into a state of paralysis, hold, sleep or shock during a short period of time. Effect 1; Thunder Storm (Warlord): Inflicts damage to an enemy and puts it into shock. Available when equipped with spears. Power 123. Over-hit available.; Horror (Dark Avenger): Makes enemy fearful and run away.; Deadly Blow (Tyrant): Inflicts greater damage by using own HP. Becomes shocked after attack. Available with combat weapons only. Power 3664. Over-hit av; Shield Stun (Knight, Dark Avenger and Paladin): Puts into shock; Sword Symphony (Swordsinger): Inflicts damage on enemies and makes them flee.

Against archers: heavy armor sets

Archers hit from range and run away. Defense: protection against arrows, P.Def, evasion, speed to close the distance, and slowing or immobilizing them. Sets whose bonus covers it: Set Brigandine Tunic (grade D): When wearing this along with brigandine gaiters and brigandine helmet as a set, it will increase one’s maximum HP value and P. Def. In addition to wearing this set, if one carries a brigandine shield, an additional effect will be generated.

Against archers: buffs other classes can cast on you

Ask for them before heading out or before the fight: Agility (Oracle and Elder): Temporarily increases evasion. Intensity 1.; Chant of Evasion (Warcryer): Temporarily increases party’s evasion. Intensity 1.; Tact of Paagrio (Overlord): Temporarily increases clan members’ evasion. Effect 1.; Song of Water (Swordsinger): Temporarily increases party’s evasion. When singing continuously, additional MP is consumed.

Against archers: skills you cast on yourself

Skills the character casts on themselves: Ultimate Evasion (Assasin, Elven Scout, Rogue, Abyss Walker, Plain Walker and Treasure Hunter): Instantly increases evasion.

Against archers: class passives and toggles

Classes that already have this defense on their own: Boost Evasion (Assasin, Elven Scout, Rogue, Abyss Walker, Plain Walker and Treasure Hunter): Increase evasion.; Light Armor Mastery (Artisan, Orc Raider, Scavenger, Warrior and Bounty Hunter, Destroyer…): Increases defense and evasion when wearing light equipment.; Guard Stance (Temple Knight): Increases P. Def. and the success rate of a shield defense. MP will be consumed continuously.

Against archers: how a mage stops it

In a robe, a mage can't hold up in melee: their defense is not letting it reach them. Mage class crowd controls: Stun Attack (Orc Shaman): Attack that sends opponent into shock. May be used when armed with blunts. Power 30. Over-hit available.; Sleep (Cleric, Dark Wizard, Elven Wizard, Oracle and Shillien Oracle, Wizard…): Temporarily puts to sleep.; Sleeping Cloud (Sorcerer and Spellsinger): Temporarily puts several enemies to sleep.; Fear (Orc Mage, Orc Shaman and Warcryer): Makes enemy fearful and run away.; Dreaming Spirit (Orc Mage, Orc Shaman and Warcryer): Temporarily puts to sleep.; Curse Fear (Necromancer): Makes enemy fearful and run away.; Anchor (Necromancer): Paralyzes an enemy.; Hammer Crush (Overlord and Warcryer): Attack that sends opponent into shock. Available with blunts. Power 123. Over-hit available.

Against archers: how a fighter or tank stops it

Fighter class crowd controls: Stun Shot (Assasin, Elven Scout, Rogue, Hawkeye, Phantom Ranger and Silver Ranger): Attacks with bow and puts into shock. Power 287. Over-hit available.; Ultimate Defence (Elven Knight, Knight, Palus Knight, Dark Avenger, Paladin and Shillien Knight…): Optimizes physical, magic defense for a certain period while immobilized.; Stunning Fist (Orc Monk): Attack that sends opponent into shock. Available with combat weapons only. Power 38. Over-hit available.; Lightening Strike (Shillien Knight): Inflicts damage to an enemy with a lightning bolt, and paralyzes it. Power 82.; Soul Breaker (Tyrant): Attack that sends opponent into shock. Available with combat weapons only. Power 144. Over-hit available.; Lionheart (Orc Raider, Warrior, Destroyer, Gladiator and Warlord): Greatly reduces the probability of falling into a state of paralysis, hold, sleep or shock during a short period of time. Effect 1; Thunder Storm (Warlord): Inflicts damage to an enemy and puts it into shock. Available when equipped with spears. Power 123. Over-hit available.; Horror (Dark Avenger): Makes enemy fearful and run away.; Deadly Blow (Tyrant): Inflicts greater damage by using own HP. Becomes shocked after attack. Available with combat weapons only. Power 3664. Over-hit av; Shield Stun (Knight, Dark Avenger and Paladin): Puts into shock; Sword Symphony (Swordsinger): Inflicts damage on enemies and makes them flee.

Against mages (nukes and debuffs): buffs other classes can cast on you

Ask for them before heading out or before the fight: Chant of Fire (Orc Shaman and Warcryer): Temporarily increases party member’s magic resistance. Intensity 1.; Resist Wind (Shillien Oracle and Shillien Elder): Temporarily increases resistance to wind.; Resist Fire (Cleric and Prophet): Temporarily increases resistance to fire.; Song of Warding (Swordsinger): Temporarily increases party member’s magic resistance. When singing continuously, additional MP is consumed.; Dance of Mystic (Bladedancer): Temporarily increases party member’s magic resistance. When dancing continuously, additional MP is consumed. Available when equipped with double-blade.

Against mages (nukes and debuffs): skills you cast on yourself

Skills the character casts on themselves: Spirit Barrier (Plain Walker, Silver Ranger, Swordsinger and Temple Knight): Temporarily increases magic resistance. Intensity 1.; Iron Will (Dark Avenger and Paladin): Temporarily increases magic resistance. Intensity 1.

Against mages (nukes and debuffs): class passives and toggles

Classes that already have this defense on their own: Anti Magic (Dark Mage, Elven Mage, Mage, Orc Mage, Cleric and Dark Wizard…): Magic resistance increases.; Magic Resistance (Elven Knight, Knight, Palus Knight, Bladedancer and Dark Avenger, Paladin…): Increases magic resistance.

Against mages (nukes and debuffs): how a mage stops it

In a robe, a mage can't hold up in melee: their defense is not letting it reach them. Mage class crowd controls: Stun Attack (Orc Shaman): Attack that sends opponent into shock. May be used when armed with blunts. Power 30. Over-hit available.; Sleep (Cleric, Dark Wizard, Elven Wizard, Oracle and Shillien Oracle, Wizard…): Temporarily puts to sleep.; Sleeping Cloud (Sorcerer and Spellsinger): Temporarily puts several enemies to sleep.; Dreaming Spirit (Orc Mage, Orc Shaman and Warcryer): Temporarily puts to sleep.; Hammer Crush (Overlord and Warcryer): Attack that sends opponent into shock. Available with blunts. Power 123. Over-hit available.

Against mages (nukes and debuffs): how a fighter or tank stops it

Fighter class crowd controls: Stun Shot (Assasin, Elven Scout, Rogue, Hawkeye, Phantom Ranger and Silver Ranger): Attacks with bow and puts into shock. Power 287. Over-hit available.; Stunning Fist (Orc Monk): Attack that sends opponent into shock. Available with combat weapons only. Power 38. Over-hit available.; Soul Breaker (Tyrant): Attack that sends opponent into shock. Available with combat weapons only. Power 144. Over-hit available.; Lionheart (Orc Raider, Warrior, Destroyer, Gladiator and Warlord): Greatly reduces the probability of falling into a state of paralysis, hold, sleep or shock during a short period of time. Effect 1; Thunder Storm (Warlord): Inflicts damage to an enemy and puts it into shock. Available when equipped with spears. Power 123. Over-hit available.; Deadly Blow (Tyrant): Inflicts greater damage by using own HP. Becomes shocked after attack. Available with combat weapons only. Power 3664. Over-hit av; Shield Stun (Knight, Dark Avenger and Paladin): Puts into shock.

Against stun / shock: buffs other classes can cast on you

Ask for them before heading out or before the fight: Resist Shock (Elder): Gives temporary resistance to shock.

Against sleep, hold (root), fear, and mind control: buffs other classes can cast on you

Ask for them before heading out or before the fight: Mental Shield (Cleric, Oracle, Shillien Oracle, Elder, Prophet and Shillien Elder): Increases resistance against hold and sleep. Intensity 1.

Against poison and bleed: buffs other classes can cast on you

Ask for them before heading out or before the fight: Cure Poison (Dark Mage, Elven Mage, Mage, Cleric, Oracle and Shillien Oracle): Cures poison.; Resist Poison (Oracle and Elder): Temporarily gives resistance against poison.

Against poison and bleed: skills you cast on yourself

Skills the character casts on themselves: Poison Recovery (Elven Knight, Elven Scout, Plain Walker, Silver Ranger, Swordsinger and Temple Knight): Self-cures poison. Intensity less than 3.

Summary: mage against daggers

1) Robe: sets that boost P.Def/HP are scarce in this chronicle. 2) Enchant your armor to the safe max: each + adds P.Def. 3) Watch out: Cleric, Oracle, Shillien Oracle, Bishop, Elder, Prophet, Shillien Elder and Orc Mage have Light Armor Mastery and can wear light armor to take more physical hits. 4) Ask your buffer for P.Def, evasion, and bleed resistance (see above). 5) Use sleep/root/slow as soon as you see it coming, and fight with your back covered: Blow skills and Backstab are stronger from behind.

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