What role does smooth play in L2, class features. LA2: Gladiators VI. Creating a Duelist

→ What role does smooth play in L2, class features

Today we will discuss the features of Glad in L2, whether he is able to dominate other classes, what he is like in leveling and pvp.

Glad la2 starts his journey from the starting location of people, where he, being only a lineage 2 warrior, takes the first steps towards a dangerous future, to conquer the expanses of the world of Aden and reach gaming heights. After a long grind of mobs and going through very difficult quests to get professions, lineage 2 warrior ceases to exist, and now he can proudly bear the name l2 gladiator.

Tattoos and gear necessary for the most effective game

Since the most important parameter for gladiator in l2 is strength, it is also str, then, accordingly, we put a tattoo on strength and put on a platinum set, which also gives a bonus to strength, in my opinion the most suitable set for a gladiator l2 until getting the third profession. Our strength is everything, the higher the str parameter, the more damage we give out, therefore, the character’s leveling in lineage is more effective and there are more chances to defeat the enemy in pvp. Having reached the third profession and received the title of duelist, we choose equipment based on what chronicles you play on, but, in any case, it should be a heavy set that would give a bonus to the str parameter. There are no dilemmas with the choice of fluff, we take duals that are suitable for the grade, sharpen them by at least +4 to get a bonus, we catch +1 str in fluff or active or passive duel might. As for specific la2 tattoos, +5 str - 5 con is enough for pumping, and +5 str -5 dex is suitable for pvp and olympus.

The main skills of glade la2 and their purpose, what to sharpen.

With a proper boost, glad in l2 gives out top damage in pvp from all melee classes, thanks to its powerful skills, as if created specifically to destroy other players. In my opinion, the gladiator in L2 is equipped with the largest range of skills for all occasions, which save him in those situations in which other classes would be powerless.

So, what do we have: firstly, buffs that increase speed and attack, both normal and in pvp, secondly, a buff that gives resistance to stun and mental attacks, auras with resistance to sleep, shock, as well as damage return and reflection of melee skills.

In addition to the above - powerful combat skills, 2 mass skills, 2 single ones for ranged attacks, a skill that allows you to knock weapons out of the enemy’s hands, as well as the most powerful skill in terms of damage - triple sonic slash, which in case of a crit can become lethal for your opponent . Not unimportant is the fact that the power of la2 skills depends on the number of charges, so make sure that your charge level is always at the maximum.

Sharpening skills before Freya's chronicles was effective only for the attribute, but starting from Freya and further, the greatest damage to the enemy's attributed set will be only in case of sharpening skills for pvp.

For PvP. And this is not surprising, because hikes in the rb and an endless swing sooner or later begin to tire. Yes, and the captures of the castle become boring over time.

But fights with other players... You will never get tired of it!

I think gladiators are the best human class in La2 for PvP. He can take out almost anyone because he has both ranged and melee attacks. He wears heavy armor and two swords. And in general, the power of skills is comparable to that of daggers. But if they die very quickly, then la2 gladiator is not easy to kill ... He skillfully combines two sides: a tank and a damage dealer.

In general, most characters are focused either on melee or ranged combat. Mages, archers - to the far, tanks, damage dealers - to the near. But the la2 gladiator can attack from any distance.

Best class in la2?

In order to use his abilities, the gladiator must first concentrate his strength. This is done using the Sonic Focus skill. For most offensive skills, there is a requirement in the form of a number of charges. But even if some skill requires one charge, it is better to charge them to the maximum. The more charges, the better.

The tactics of la2 gladiators are approximately the same. We charge a couple of times Sonic Focus and look at the situation. If we are against an archer or a magician (one who attacks from afar) - we shoot at them with a Sonic Blaster. Against the rest, it can also be used, since the blaster blows decently. Let's say a tank (or some other la2 person) is running at you. You should not go to meet him - better put a couple of blasters into him and then charge again. As soon as he approaches you, attack with Triple Sonic Slash and move on to sword fighting.

The main thing is to understand the principle itself: use long-range attacks when the enemy is running towards you, or when you yourself are running towards him. Against mages, they are best used when they cast some kind of powerful skill. So you have a chance to shoot him down. And correctly calculate mana, because all combat skills consume a lot of it.

You also don't have to worry about getting killed quickly. In la2, there are many passive skills for the gladiator. One of them gives an increase in HP regeneration speed. But with active buffs, everything is fine too! There is the same War Cry, which adds 25% to the attack, and Vicious Stance (all archers still have it) - increases the power of a critical strike.

In addition, the Gladiator has some combat skills for using an ax or a sword. Of course, it cannot be said that he is the best class in la2 among those who carry an ax or a sword. But you can't just use this skill!

Here you can act like this: with dual swords, use all attacking skills, and while they are reloading, pick up an ax and use skills for it. If you are swinging somewhere, then do not forget to include special buffs for mobs. They increase the damage dealt to a certain mob (depends on the buff).

With the third profession, the Gladiator becomes a Duelist in la2. He has resistances to most diseases, as well as a logical development of attacking skills. So, a new skill is added to the usual Sonic Blaster - Sonic Rage. It is in many ways similar to a regular blaster, but much more powerful. Sometimes crit can pass. On top of that, Sonic Rage can be charged up to level 8! From the buffs, the ultima Sound Barrier appears (it makes the glade invulnerable for 10 seconds and requires charging), Riposte Stance (reflects 30% of the damage received) and Final Secret (for half a minute, the strength of the damage dealt increases by 30%).

I) Gladiator guide - general information

1) Becoming
A gladiator is a warrior born to fight. Its main purpose is to kill, to kill as quickly as possible, in 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 amusement of the audience. In Lineage 2, the main purpose of gladiators is not very different from their occupation in Ancient Rome. They stand out among other classes for their strength, a large set of attacking 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 physical defense indicators.

If this brief introduction piqued your interest in the gladiator, I present to your attention a more detailed guide to the class. Gladiator/Duelist based on my experience with the game.
So, Recruits stage 1. After the appearance of a potential recruit - a fighter-salaga at the academy of the venerable Cedric on Talking Island (Talking Island), on the spot on small gremlins, he trains up to level 5-6, after which, at the insistence of Master Cedric, he cheerfully heads to village of the Talking Island (Talking Island Village), along the way on all living creatures (Keltir - Keltir) gets level 7, after which, with the help of a local teleport servant (Roxy), he goes to the village of Kamael, where he completes a simple quest that makes him run a little through the shops ( Supply Check (2+)). As a result, the recruit will receive light armor (no grade Wooden set) and some experience, after which he receives local free buffs from the newbie's helper and stomps to destroy "in the name of good and justice" (for self-affirmation xD) local winged creatures 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 pump).
Stage 2. Warrior. At level 20, a fighter has a choice of several further specializations: knight (Knight - specialization of the shield and sword / club), warrior (Warrior - specialization of the sword / club or spear), or rogue (Rogue - specialization of the dagger / bow). Since we, My Lord, are interested in potential gladiators, we will consider the profession of a Warrior. To get a recruit, he goes to complete a quest, or most likely buys from a cat just such a little thing, which is called Medallion of Warrior and rents it in the village (Village of) to the chief master of the local military guild. 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 on this or on this link. With the coupons received from the master, a recruit can purchase about 5 shadow swords / clubs / spears, but if the recruit is under the protectorate at the academy of some clan, then it makes sense to ask your mentor to help you make a clan clan 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 of n def + 5% and +85 hp.
Having received both armor and buffs from our Novice Master, the recruit should, as experienced warriors say, “stock up on consumables”, i.e. buy Soulshots, Regeneration Banks (Healing Banks) and then he can safely stomp into the Ant Nest, where he gains experience gradually delving into the nest. It is most rational to gain experience in the spearman mode in the nest, since the local ants stand quite close and “sensitively” react to beating their own brethren. However, I want to note that my own experience convinced me that it’s best to swing there in the Golem’s transform, this transform can be purchased for a couple of thousand in the Ivory Tower from the master of AvantGuard, the stomp of this golem stuns and most often kills all those who fled “look for this miracle "ants. Quite quickly there they rise to the 35-36th level. An alternative place to download is, of course, the area and territory of the Krum tower. In the old days there could be found quite big number warriors, future spearmen and gladiators. Some sometimes sit there until the 40th level. However, some warriors prefer to raise the last few levels in the catacombs, since in the Dragon Valley there are mainly magicians and there are always not enough enemies (mobs). Therefore, they are sent 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 the Lord of War (simply a spearman / pikeman, as you are used to). 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 Warriors Guild.

2) Class Benefits
As a DD class, 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 begins. May the Force be with him or may the Emperor preserve him for he should prepare to listen to the contemptuous voices of specialists from other classes calling him at best "meat" or "tin can". However, the potential of the class has not been completely ruined (yet) and there are some "berserkers" or rather "bashi-bazouks" (literally crazy) who still choose this class. If my words didn’t stop you, Milord, and you are still going to find out what it’s like to be a Gladiator, then read on, if you changed your mind (and often did the right thing), then feel free to 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 survive in an equal battle (cases are not considered when you approach and kill those who are in the AFC, are very busy with quality, etc.) And yes, get ready for a frequent solo swing ( not a densely populated serv, and not every party will take you, traditionally there are more DDs on servers than sups and other things)
At level 40, the Warrior is still fledgling smooth. (i.e. neither fish nor meat, you no longer have passives to protect the knights, but you haven’t received anything good yet. From this moment, the recruit becomes the Squire of the Order of the Gladiators. Reluctantly scrape out all the stocks and go to the Weapons and Armor store Giran, where we take a Full Plate Set (simply an FP set), from a weapon hmm, you can even just focus on the Samurai Sword, or 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 get invaluable combat experience.This is either Cruma (Cruma Tower) or ... The optimal places are the corresponding catacombs and necropolises in ascending order of Heretics (Heretics), then Pilgrims (Pilgrims), Apostates (Apostate) and Vichi (Witch). In which it is relatively easy to get up to level 64 inclusive (IMHO, especially considering that in modern times, kata/necropolises, especially at 6 shock, are absolutely empty and no one interferes.) Since we will consider equipment issues later, here we will simply highlight how and where to swing
After level 64, the Gladiator can stay in the catacombs / necropolises that were already fed up by that moment, mowing down hosts of undead, demons and other evil spirits, or go upstairs and deal with the same evil spirits, but in other places, for example, you can run in the LOA-Lair of Antharas (you still remember those legendary trains from C4?), you can in the forest of the dead - Forest of Dead, which are located in the vicinity of Rune or in Blazing Swamp - Blazing Swamps. The Tower of Insolence leveling option is also a good option, given that it’s time for you to fill the moons on the subclass anyway. Note, Milord, that I mainly suggest places where even a single hero can show himself (solo leveling places) with his own set of loyal support satellites. The gladiator is not a class that any party would welcome... unfortunately
In the places I have indicated, the Warrior can get up to level 70 inclusive without any problems.
Up to level 76, the Gladiator can swing again in cuts / necropolises, now it’s already FP - Forbidden Path, DO - Dark Omens, in disciples - The Disciples Necropolis or in The Saints Necropolis Saints, you can try in Staccato Nest, especially given the presence of us detectives, but the quality there as a percentage is certainly not bad, but it is complicated by the strong sociality of mobs and increased resistance to physical attacks, which often negates the advantages of detection.
At level 76, we make a profession for ourselves (we hone our skills). Please note that in the current assembly, the mobs in the brew have a buff with a pretty good return of damage, so most likely the allie 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 the brew are quite thin, but this is just 1 skill, so prepare a supply of cans and, of course, wamps of all kinds. The soldiers will not cause any problems for the gladiators, but the captains, if you beat them where the shamans of the brewing hang around, will more than compensate for the lack of problems with the soldiers, so you need to be prepared for very strong magic attacks and the mentioned mob self-buff to return damage, therefore it is desirable fill captains with a party with 2 friends archers or magicians. Quest to change profession or initiation into Duelists can be found here.
In a word, sooner or later we become a Duelist. Do you think that's it? Yep shaaaaaaaaaaaa Further, now the Duelists are again waiting for a tedious level up to the 78th - 85th level. From the 76th they can already be pathetically called the Duelists of the Order of the Gladiators, but they are still far from perfection. Further, to speed up pumping to level 85, I think it's best to first acquire the necessary subclasses and, accordingly, subskills.
From lvl 78 to 80, you can choose to master and capitalize the Forge of the Gods - Forge of the Gods, or you can move to the IT - Imperial Tomb as part of the party. On sepulchers, they often sit on the tail for pumping, but do real gladiators do everything themselves? It’s best to take a chance and, with good equipment, go to the Hellish (Atsk) Hellbound Island and there it’s okay to shred mobs to the victorious level 85? we deal 30% more damage to them. Also subject to attention is the tactics of pumping with spears and pikes, taking into account our detections (meaning that chimeras are subject to our detection) and the initial pumping of the passive on the 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 for passives. The first subclass that we need is 1 more military subclass (destroyer, shooting gallery, warlord, spoiler) and a subskill hast. As a passive bonus, we take m def.
  2. IMHO subclass for support for the sake of subceleste. (recommended by DB (almost no costs for gear), SHS is also possible, the norms were swung with duals, then at the discretion of vark, pp, ce, etc.). As a passive bonus, we take m def.
  3. Tank/Summoner/any class. From the tank you can take a sub UD for 20% protection from magic and physical attacks, from the summoner you can take something like a self-pof, but it works quite rarely. From the rest of the Subs, it's probably better to take a master focus or a master p attack. IMHO my choice is Sub UD from the tank.
  4. So, the optimal 24 buffs for a gladiator on the level, including triggers: (note: on the level I never noticed that all 3 runes worked simultaneously, maximum 2) I suggest the following order of buffs 1. berserker spirit, 2. divine / elemental protection (optional) , 3. xxxx resist, 4.mental shield, 5.cv+eva combo, 6.hast+vamp combo, 7.attack+pdef combo, 8.bless hp+mp combo, 9.crit rate+crit combo damage, 10.gp attack/war chant, 11.m def, 12.pow SE/CHOW, 13. cat's life (if you're flashing FB), 14.subhast, 15.villa fighters, 16.rune spot, 17. place for rune/ reserved for buff resist shock/detect, 18.sub beat/celeste, 19.duelist spirit, 20. warcry, 21. place for LH, 22. place for heal pots, while 23rd and 24th places can be reserved for domes, and also usually in the places of swing, all mobs hit with one type of attack, so you can maneuver with resists by removing unnecessary ones for the sake of what you need, the cat’s gift is also not particularly important, and try to place the least important buffs first when rebuffing, so that if so what flew off was these not very important buffs like chant of spirit or chant of revenge. For skeptics, I note that Clara is not particularly needed on the quality of the smooth. it is irrational to use skills on the kach, except for self-buffs. Optimal support on quality pp+vark+bd.

Books that you need to have for accelerated leveling and skills that need to be sharpened for leveling, as well as a couple of tips:

III) Armament and equipment


As I said, the "uncertainty" of the gladiator's specialization leads to very high equipment costs. Different situations require different equipment. Let's take a closer look at the situation.
So, in terms of the formation of the class, I have already suggested 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 - Brigandine set, but instead of a weapon, a Common D sword or blunt will go, while swords have a higher Crit rate, i.e. they crit more often, while axes/maces, etc. have less crit rate, but more crit, i.e. they crit less often, but the damage on crit is higher.
At level 40, C-grade equipment becomes available to you. Up to level 52, i.e. up to grade B, it is optimal to take Plated Leather Set, which will give you 4 pp, at the cost of losing 1 horse, which is not essential at low levels. For those who do not have support friends or their own support, or simply do not have a support with a vampiric buff, I recommend the Full Plate Set. In it, you will become more tenacious, but your damage will decrease. Both sets can be purchased at Giran stores. Armament with a muzzle +4 to attack speed, i.е. Raid Sword*Raid Sword+4 or Katana*Katana+4.
At level 52, the Warrior of the Order is recommended to focus on the quality, and not on, so here the Blue Wolf Heavy Set is optimal for you, but if you decide to get by with the shop b grade, you can put on Zubei or Avadon Heavy Set, although I would recommend if you have a good support continue to upgrade in C grade, because the difference in pdefe is insignificant there, and the vampiric at these levels should draw. With jewelry at all levels, everything is clear, we take the best that is available. From the muzzle, 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 are faced with a choice among a variety of different sets and grade, although in my opinion at this level, the PWM mode is still a priority for us, so our choice is simple and unpretentious Tallum Heavy Set, which will give us + 8% attack speed, and also +2 p and -2 con and blew in the budget option Keshanberk*Keshanberk +4, and ideally Tallum*Damascus+4, which will also add +8% to our attack speed with a good indicator of attack as such. I recommend the optimal and neutral +5 str -5 con. At the same time, at level 78, you lose about 1k cp and 1.5k hp (on a selfie), so it's still good, although for the masses such a tattoo will do, because. if you are in a target party, then it doesn’t matter how much hp you have, they will still kill you. Olympus requires a different build, 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 struggle for a spot / a place to pump), Majestic Heavy Set and Damascus *Keshanberk +4 blows are optimal at this level, in this build you will have stun resistance, a decent amount of hp, the same distribution of stats, but in this build you will no longer feel like a "meat grinder" on the level, so the choice is yours
At level 76+ or S grade equipment does not shine with variety. In fact, from the equipment you have a choice between Imperial Crusader armor - an IR set and Draconic Leather armor - a fight set, really an IR set. Weapon dual swords 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 on the tactics of the game and his own preferences have already appeared. As I wrote above, first choose one of the elemental attributes for yourself and first of all attribute your weapon. After you have in your hands nice paired swords (duals) S of Tallum*Dark Legion Edge+4 grade for 150 attribute, you should sharpen all the main attacking skills to +1 for the same attribute as in your weapon. As for the armor attribute, everything is much more complicated, because. 6 attribute types, and only 4-5 weapon parts, not counting the Olympus of combinations. You can learn more about the attribute system. In daily battles with the participation of various professions, the IR set is optimal for us and at the same time we will need at least 1 unit for land (against SH), 1 unit for water (against sorcerers, often shooting ranges and destroyers), 1 for holiness (against necros and SB), 1 for fire (against SPS, horses), 1 for wind (it’s no secret that many melee classes put earth in their attribute) (this is an approximate attribute of an average IR set), this was taken into account by archers and we have 6 SHOKe widely spread bows with the attribute to holly, which are not bad against Bay 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 a weapon with 150 attribute, 156 defense attribute is enough (190 in the case of a mage attack). In fact, in daily PVP, a set with 60 attributes and learned runes is enough, then you, having a total protection from an attribute of 80-110, reduce the effect of the attribute of the weapon enough. The attribute modifier in enemy weapons against 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, a weapon with 300 attributes is another story, to effectively reduce weapon damage from 300 attributes you will have at least 3 parts in addition to Runes per attribute enchanted on the enemy if you can attribute armor by 120, then 1 part by 60 and 2 parts by at least 72, in the case of magicians at least 102, and preferably more. The proposed case simply reduces the damage to the same factor of 1.2-1.4. Otherwise, if you have only 1 item with the corresponding resist, you risk taking damage increased by 1.7 times.
Equipment class S -80. Well, if the Koreans strictly prescribed Dynasty Set from 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 received in PvP. There is a chance for an attacker to reduce Speed), as well as Dynasty Platinum Set (Set stats: CON-2, STR + 2, P. Atk. + 6.6%, Max HP +492, Dark Resist +8, MP Consumption for Melee Skills -6%, with PvP Infusion, get an additional reduction in damage taken in PvP. we've been ripped off. Dino duals - Dynasty Dual Sword, enchanted by +4 now will only give us a not very important addition of critical to us at 109, 10% to hp and an increase in pvp, so the bonus from them is not even close to the bonus from ordinary dual swords S grade. Therefore, if you buy it, then you should buy only MasterWork Icarus or Vesper, whose P.Attack is several times higher than that of the S grade. Nevertheless, the gladiator's attack is important, because. empirically, an increase in damage from skills was revealed, with a higher rate of attack. In the formula for calculating damage from a skill, there are the following indicators that increase the damage from the skill: p.attack of the weapon, passives on the weapon (?), lvl modifier, skill power, str modifier, attribute modifier and the following indicators that reduce damage from the skill: p armor def enemy, enemy lvl modifier, passives and defense buffs.
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 for each overpoint of a piece of armor. (that is, at a point of +4 and above or +5 for full armor)

Equipment class S -84. Vesper Heavy Noble Set, there is nothing to choose from. The set bonuses are not bad, the character's defense rises well. Vesper duals, even pure ones, have n attack higher than those of the S grade, chiseled by +14, so it’s easier to sharpen and attribute them already than to find regular S grade duals that are equivalent in terms of n attack. The +4 bonus from enchanting Vesper dual, which is almost as useless as Dino's dual, but the many times increased 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 on m def +50. In the budget version, the easiest thing you can get is this, and the graded one on the CPU or the oli version of such a shirt. And a graded shirt on a CPU gives +564 CPU, when enchanted by +4 or more
. Of the belts, I would choose s for defense, and not like most for attack. Since in terms of protection, the gladiator has nothing but passives, but how you have to hit enemies in normal pvp with skills or a simple attack can still be chosen. (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 / PWM, but it only brought chaos to PVP, and he gave us the Gladiators, who have one of the strongest skills, the smallest increase, because. in my opinion, the dot on the attribute is IMHO absolutely ridiculous, for a skill at +30, it adds, according to various sources, from 30 to 50 attack attribute to the skill. It’s not entirely clear with alternative points for power (power skill increases) and for pvp (here it’s not clear whether this is an increase in power skill in pvp or just a fixed increase in skill damage), one can’t wait for logic from the Koreans, according to one of the databases, with 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, on the pvp skill point, a number is written less than the added power, which allows us to judge that the supplement has the form of a fixed damage increment. If anyone is aware of this issue, I would be very grateful for the clarification.
Further, according to the calculations from the L2WH.ru database. A separate skill is taken and the directions of its point are considered. My calculations, but I'm not sinless. A question to the administration on the formulas for calculating damage under the attribute system remained unanswered. Therefore, I calculated based on the formula for calculating damage during a normal strike, adding a power skill and a lvl modifier to the formula, replacing the skill lvl modifier with a modifier. Buffs weren't taken into account.
It turned out something like this:
Let's calculate a triple slash for the skill, which does not require charging. The target has 60 defense attribute in armor and 20 due to the learned rune. Total 80 protection attribute. Skill pierced to +30 attribute. This will add 50 attack attribute, with a 150 attribute weapon for a total of 200 attack attribute. The attribute difference will be 120, according to the table, the attribute damage modifier will be 1.4. Those. damage will increase by 40%.
The skill is accurate on PvP damage +30. According to the base on the Power point of the skill will increase by 1.52 times; 3898/2557 is about 1.52. This is 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 on the attribute, in fact, the messages on the forum say that this state of affairs persists now in some areas). In fact, pvp enchanting becomes profitable only at high levels of enchanting, if you don’t have the ability to enchant skills by at least +25, then you don’t have to bother with it, however, if we have the same attribute system as it was when the attribute of the weapon was distributed on non-attribute skills, then the profitability threshold for a point in pvp drops to +10. Those. a skill honed to +10 pvp will output more damage than a skill honed to an attribute. Here you need to understand that with a gun with 150 attribute on armor with 60 attribute +, no matter how you sharpen your skills, you will not get more than 40% increase, 40% is the maximum increase with an attribute difference of 90-149. Unlike the respected Drummi, I'm not currently considering the fantastical situation of having fluff at 300 attribute. If you have a weapon with 300 attribute, you can simply sharpen your skills for +10 attribute (or PvP, if the attribution system for non-attributed skills works)
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 much lower than the effectiveness of the point on the attribute or PvP damage.
For skills that require charging, the bonus from the charge level is calculated based on the base value (p.att+skill_power), and then added. And each charge, starting from the second, gives a bonus of 20%. It should be noted that this formula takes into account only the buffs of the group that gives 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 the skill, and some do not (experience was set on the Shock x 6 server, on other servers MB differently), which buffs affect, these are those that say about bonus PvP damage, some buffs on p.attack do not affect damage from skills. It is sad
Attack Skills:
Triple Slash- the first attacking skill of the gladiator on duals. Since it does 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 x2. Sharpen for attribute +1, after 85 sharpen for pvp at least +25. If it's a pity for books, you can leave it as it is, accurate to the attribute, because it's not the most important skill. At the last level, it consumes 86 MP. The base power of the skill at the maximum level is 2557
Sonic Blaster- the first skill that requires charging dream books. The more dream books we charge, the more damage. At least 2 charges of the dream book are required. It hits from a distance of 600. Also an indispensable skill in pvp. In mass pvp, along with storm and bast, one of the most commonly used skills. Advantages: relatively low cost for mp 53, good damage, it is advisable to use it at full charge, which will provide maximum damage. Dream book consumption: 2 pieces. There is a chance of critical damage (depends on str). Crit modifier x2. The base power of the skill at the maximum level is 1827
Double Sonic Slash- melee skill. The minimum required charging of the dream book is 3. Decent damage, respectively, a large consumption of mp = 105. There is a possibility of critical damage (depends on str). Crit modifier x2. Dream book consumption: 3 pieces. The base power of the skill at the maximum level is 3196
Triple Sonic Slash- melee skill. Our most powerful skill. Minimum charging of dream books = 4. MP consumption 148 (on Gracia, on Interlude it was 160). With all this, it is rather controversial to apply this skill everywhere. One of the skills in a bunch. There is a chance of critical damage (depends on str). Crit modifier x2. It has the smallest base crit chance compared to other skills, but if it crit…. The base power of the skill at the maximum level is 4262
Sonic Storm- remote (firing range 500) mass skill. Minimum charge of 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. Most useful property, the fact 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. Don't look at the fact that the base power of the skill seems so small, you should take into account that it only needs 2 charges, as a result, the more charges, the greater the increase in damage, it grows many times. 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 charges.
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. + This skill does not consume 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. In terms of % of introducing the enemy into a state of shock, it is significantly inferior to the shield camp of tanks, but still indispensable in pvp. The disadvantage of this skill is that it can only be used with a blunt (axe, blunt weapon). Therefore, you will have to practice in order to successfully use it in pvp. Most often, we make and calibrate a macro: blunt + Hammer Crush + replacement with duals + attack. It is desirable to have a blunt of the same grade as the duals. We sharpen for a chance, at least by +23, in order to increase both the probability of a 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 stun will take place more often than a shield stun, due to the fact that the skill level will increase compared to an inaccurate shield stun, as a result, the skill modifier will increase when calculating the debuff. Consumption mp 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. Used VERY rarely. Consumption in mp 75. Base power 3653
Sonic Rage– after level 78, 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 charge level is 7. Uses 5 mp and ... 50 hp.
weapon blockade- the skill is similar to the berserker's disarm, unlike it, it does not sharpen, has a chance of about 60% (Goha), consumes 2 sonic. One of the options for using the dream book is to use the barrier, 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 the applications for SHOCK, it has a very low chance of passing, so we learn last.
Common Combos: If the enemy is far away and is moving closer to you, then we use a bunch of dream book storm + dream book blaster + further recharging with a rage and repeat until we are completely close to the enemy.
If the enemy is close, then the combo looks like this in mvp: buster dream book + storm dream book + buster dream book (buster has a very fast rollback)
If the enemy is 1 and you need to inflict maximum damage, then the buster dream book + the storm dream book + the buster dream book + the triple slash dream book + the double slash dream book + the triple slash dream book (according to the Kusa patch, the base chance of Crit is the triple splash dream book 7.5%; and the double slash dream book has 15 %; therefore, some people prefer to use a double slash in a bundle first, but if you don’t rely on such a miracle as crits, then this combo is optimal). Often, after a combo, they take out a blunt, try to stun the enemy, or use the max dream book focus and repeat the combo again
2) Battle Cries (Selfbuffs).
War Cry- selfbuff on n attack. Does not stack with other buffs (i.e. can be used when you have a similar buff hanging on you) Consumes MP 19. Can be used non-stop, has time to roll back. Unfortunately it doesn't sharpen.
War Cry 1 - P.Atk. +20%
War Cry 2 - P.Atk. +25%
Duelist Spirit- increases the speed of battle at level 1 by 8% and pvp bonus by 5%, at level 2 by 12% and bonus pvp damage by 10%. Self buff can be used non-stop, i.e. after he comes down, he will already roll back. It also doesn't stack with any other buffs. We sharpen for additional damage (attack speed is important for leveling, not pvp) Consumes 34 mp. For information, when enchanted by 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 (turned 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. Doesn't fit.
3 professional detectors Unlike the second professional ones, they are combined, i.e. apply to several types of mobs (according to the Kusa patch = 30%). The biggest plus is that the damage against magical creatures is added, as a result, it makes it relatively easy to swing on chimeras. Focus on efficiency. Detection against animals/plants/insects also has an alternative enchant for time + damage increase in%. Because time is not important to us, but we want to spend books, we sharpen for general effectiveness, increased damage. First of all, we sharpen eye of Slayer, eye of Hunter may not sharpen at all. Consumption MP 70
Battle roar- treatment and increase in the maximum number of HP. Does not evolve further like a destra/warlord. The percentage of healing 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 chip, and at the same time a burden of hunger. 1 sonic=+30% skill damage. PvP glada turns into a 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 degree of charge becomes available, which cannot be charged using the rage. When charging, it consumes 5 MP and 25 HP.
Sonic Barrier- temporary invulnerability, base time 10 seconds, falls off with any body movement, except for running / walking. Very expensive in terms of charging, eats as much as 5 charges. Consumption MP 65
Sonic move- an analogue of Dasha in TX, temporarily increases the speed of the gladiator for 15 seconds, consumes 3 charges of the dream book. Often used in this form, the dream book move + barrier, we run up to the enemy, max dream book focus + combo, as an option we quickly eat energy stones, we try to fix the blockade, and only then the dream book focus + combo. Run speed is increased by 66, consumes 3 Dream Book charges and 32 MP
3) Other (passives and auras).
auras(the same for all classes that have them):
Relax– regenerates hp faster when sitting, constantly consumes mp. 5 hp per tick, absorbs 1 mp. Rarely used at high levels, only sometimes on Olympus, if any tank is stationary in UD, you can run back and sit down for HP regen.
BraveHeart– restores 1000 CPU base, sharpens for efficiency, since real pvp on Gracia is very fast, especially for us, sharpens for an increase in CPU recovery, 10 for each point (Kusa). Anyway, you won't have time to use it more than once in pvp.
Accuracy-increases accuracy by 3.
Vicious Stance-increases critical power numerically.
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 tick per 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 station Has a 30% chance to reflect back magical and physical debuffs, as well as damage dealt to the character. An important aura, unfortunately not sharpened. When used, it constantly consumes MP, MP consumption depends on the level of the character, at high levels MP consumption is barely noticeable and allows you to keep the aura on for quite a long time. When used, cuts running speed, attack speed, and accuracy.
Passive Skills:
Final Frenzy- an analogue of the frenzy of destra. But due to its passivity, it gives very little increase in n attack at 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
Sharpens for increased 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
Sharpened to increase regeneration, adds 0.1 hp regeneration per second
First-professional Armor Mastery-increases defense by 14 and gives a 10% bonus to MP regeneration, while 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 defense when wearing heavy armor. It is sharpened for an additional p def at 3.7 p def per point or for 10% HP regeneration at each point. We sharpen on n def. Our regeneration is more than weak and 10% will hardly change anything.
Light armor mastery adds 81.3 defense when wearing light armor. It is sharpened for an additional p def at 3.7 p def per point or for 10% HP regeneration at each point. You can sharpen for regen and while your opponent, if he is a tank in UD, run away from him in light armor and sit out. Point priority is secondary after Heavy Armor Mastery.
dual weapon mastery Adds damage when using dual swords. Base 129.3. Sharpens, adds 1 damage per point. A +30 passive adjusted for damage will give you approximately 167 increased attack speed, and the same passive adjusted for attack speed will give you a 5.5% increase in attack speed. What do you need to choose. The increase in both cases is insignificant.
Sword blunt mastery adds damage when using dual swords / swords / clubs / axes, incl. and two-handed. Base 129.3. Doesn't sharpen.
Master of Combat passively adds 5% cpu and 80 damage with swords/spears/clubs/dual swords and brass knuckles. It is sharpened either to increase damage with swords / spears / clubs or to increase damage with dual swords / brass knuckles, we naturally sharpen for dual swords. Each dot adds 1 damage.
Wisdom- Adds 20 resistance to sleep, mental attacks and spells. Can be sharpened to resist sleep, mental attacks, or hold spells. We sharpen either on the mental, or with the dominance of her to sleep.
Health- passive resistance of 20 to poisons and bleeding. If only the books have nowhere to go, then we sharpen against bleeding.

V) PvP
1) Place in PvP.
Many say that PvP life for gladness starts at lvl 55, some say about lvl 62. The real and familiar PvP glade begins only from the 78th lvl, with the advent of the dream rage. As the level increases, its capabilities will increase many times over.
I want to immediately discuss the scope of pvp. 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 held, the readiness of opponents for pvp. PvP melee or ranged, etc., 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 gladness as not being particularly dependent on the buff acts both as a minus and as a plus. For example, on self buffs, you are more likely to win than on a full buff. The next disadvantage of the smooth is the low speed, but indoors this does not bother us very much.
With such a large number of attacking skills, there are many pvp tactics. It all depends on the enemy and the place of pvp. For example, if a Sork or SS casts a Cancel on you, then you can successfully knock it down with the help of Sonic Blaster.
The place and tactics of fighting against different opponents vary widely. If we caught the enemy on a swing, then first of all we take out relatively weak robot carriers, i.e. healers of all stripes and magicians, then we switch to opponents in light armor and finish with heavy battleships.
Approximate 1v1 pvp tactics on a buff (not mvp, the buff is the same)
For miles and magicians (not kiting you)

  1. turn on DS, War Edge, LH (according to circumstances),
  2. we throw a 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 make such a combo dream book bast - dream book storm - (if you rolled back, then you can first use the dream book bast 1 more time) - TSS - DSS - TS. Maximum dream book focus and repeat combo
  4. we try to use the stun after the skill that requires charging, so that while you are recharging, the enemy does not hit you if you have not yet studied the dream book of rage and you are charging the dream book with focus.
  5. if you run out of mana and HP goes to 30%, just start chopping the enemy under the Final Frenzy (+ to n attacks when the HP level is below 30%), turning on the Vishius stun, often even in this case it is possible to defeat the enemy, because. from the return of damage (chant of revenge,) sometimes works sub celesta.

For range (those who use the kite in their tactic, but without the slow). For example hawk is trying to run away from you.

  1. selfbuffs
  2. launch dream book storm + dream book blast + dream book move
  3. we take an ax in our hands - and how we catch up we will stand. Charging
  4. if the camp passes, we do a close kombu. If the stun does not pass, we simply charge with a rage (if any) and write out a close combo.
  5. we become again, we charge, we do kombu

Note: often 1 combo is enough for an archer or robe, it all depends on the circumstances.
For melee, rage, slow and kite magicians
If suddenly a slow has passed 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 SSH, SB and SR from afar while we have a slow on us. As soon as it passes, we repeat the above 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 1v1 PVP in the section dedicated to Olympus.
As mentioned earlier, here is a general pvp plan. It can vary from many situations, from equipment, from learning skills. For example, we don’t take a blunt with us on a swing, and of course, if you were caught on a swing, then you will not use the stun. PvP of 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 things can happen, from meeting an enemy with a sharpened trance and stun, to the superiority of the enemy’s equipment over your equipment (I’ve said more than once that it’s smooth, a character heavily dependent on equipment), and of course, you should take into account the fact that many classes have grace skill evasion appeared, which was not there before, while others have skills to reflect skills, so it is advisable to have eyes in the back of your head and know in advance who you have to fight against. Those. never fight against anyone, do not expect 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 opponent, experiment, never act in a pattern, using 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 the Olympic battles.
Charge dream books as much as possible - first with stones - then with skills (by rage or focus, depending on the degree of pumping), otherwise you will run out of mp before the end of pvp, plus skill recharge is slow, there is time to fully charge.
I think the success of pvp depends like this: let's say from the tank-dd-super dd (mages). The first ones will be difficult for you to kill, the second ones are easier, the third ones are easy to gain (with normal working skills of magicians, not with these buggy meteors).
2) Tactics and advice in MPvP.
I’ll immediately clarify about MPvP, since it has become a rarity at SHOCK, perhaps someone, if desired, can supplement my information. On SHOCK 6, I have practical experience in the battle pack for pack, maximum 2 packs for 2 (yes, yes, yes, we consider this to be mega online). For MPvP, our following skills are most useful for them and we sharpen for this dream book storm, dream book buster and dream book blaster. They are the most commonly used, and triple and double in mvp are skills for self-defense or if you managed to get close enough to the robes that you have a chance to cut it off right away.
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, due to the fact that we have a fairly large amount of hp, is more likely to than for random daggers (although objectively speaking, shooting ranges have even more chances, given that their pvp insert is much more useful than ours, I mean the realities of shock, or rather, the implementation of pvp insert on shock), and the shooting range accelerates much easier and faster than hunger.
However, for example, on shock 6, our millipack has the following composition: DB, SHS, bish, wark, ee/SB, shooting range, 2 glades, bers. With this pack we also go to farm epics and we also go to ganks / sieges / wars.
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, such a target of a tank party, 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 allow us to run to our prey in the form of robes. But, if they begin to focus you, then without hesitation we turn on the barrier and go into the crowd of our allies.

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

Remember right away, we do not belong to Olymp farmers, although we have a chance to kill half of the classes and the chances are not bad. These calculations are more theoretical in nature, because. given the current attribute system, the battles are very fast and you can not always have time to do something. (Everyone remembers those fights against magicians with their buggy meteor? Even then I managed to kill them when their meteor hit the celeste xD) You won’t kill all life on Olya, but is there a smoothness 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 per spare part in inventory) (preferably rare)
Drac/Dino Light set with paired attributes (minimum 2 per dark)
Tattoo: tattoos on +5 p -5 dex and +4 vit -4 int are recognized as optimal, if you cut the dex further, then we become too slow. Even in this build, there will be big problems with eared ones (which for us will run too fast, even the light class mage). There is an alternative, in principle, a good option for +5 lines - 5 con and +4 vit and -4 int, it is bad only against the same glades and shooting ranges, and, well, partly tanks.
Spirit staff/hell knaif on mental shield.
Bija not lower than full epic +5. Moreover, both necks and frintezza and valakas should be available. Oli bija is certainly good, but it will not help you against oli farmers.
I will sign the taliks as necessary, the skills are chiseled 15-25 and more.
You can also use COECs for BTB (in rare cases, also for 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 one, for us, SA with dual, also disappears. Ideally, with a certain amount of luck, you can manage to buff the mental and BTB. Although I must note that mental buffing is not necessary against all opponents, but only against spells with a mental attack / slip. Let's consider opponents separately and in more detail. In general, it all depends on the tactics and preferences of your opponent, it does not matter if you lose 1 battle, it will also give you experience that you can use in the next battle against this opponent.
In general, remember that there is no single winning battle tactic, 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 unconventional for example, the tactic with the style of the tanks - it was a non-standard tactic and I don’t think that it will work 2 times, but nothing prevents it from being used again not in every battle, but 5 or 6 battles.

  1. soul hound(SB-rapier) - at first, we buff from the NPC to ourselves only bers, we also throw ourselves a bers from the talik (if the SB is inexperienced, then 1 time you can catch it with a meditation talik, but I doubt that this feature will work for you 2 times), dress in light set with 2 minimum attributes for dark (drac/dino set). SB is unlikely to stick into melee with you, it will rather shoot you with magic from a distance, also, after the first steal, when SB gets up in its celeste, we try to use a talik cansel, then SB will be forced not to wait for the rollback of the still or knock down your cast or you cut the buff of our chicken a little bit, wait for 2 stills and use selfies / especially don’t forget the FS, then the dream book move, celeste, run up, do the camp, maximum dream book Focus write out the combo. Do not forget that the chicken has UD, also taliks for UD / celeste, life forces, etc. In general, the fight is difficult, our only chance is a dream book move and an accurate hammer crash. The chances are small, but the opportunity is always there. Do not forget that the target has a small horse, we stand and throw the blockade as far as possible / rollback. If you hesitate, then defeat is more than likely.
    Thanks to the gladiators from other SHOCK servers, more specifically Fee1good. It turned out that the peculiarity of SHOCK is that the SB Steal Divinity skill does not steal our buffs if they are protected by a celesta. Most likely, this feature applies to all types of steal, i.e. including talik. Hence, it is reasonable to use a talik, only for the steel / kensel of UD chicken. So there is an alternative approach to destroying SB when you buff yourself before the battle with cc, hast, DS, LH, mite, warcry, BR, detective, berserker spirit, focus, talik bers, HB bank, fishing bank and when the fight starts you use a barrier , there is a good chance that 1 Still SB will go into the void, in any case, hast and BB buff first, and at the end leave a trashbuff for SB, including HB banks, detects, nubles, mental, bers from talik and bers from NPCs, as well as fishing banks. IMPORTANT: Try to use a celeste when SB intends to use his steal. In close combat, there is only reason to stun or try to throw a blockade. Don't rely too much on melee combos, as there is a very high chance of falling into paralysis, so it is important to keep LH from stealing, using a talik against paralysis makes sense, but is ineffective, it is much more effective to transfer damage to SB with ranged skills, especially since they can be spammed non-stop, in melee it makes sense to use riposte, with luck, paralysis will be reflected . Have life force and divine protection in stock (against chickens with magic weapons, which are the majority on the 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)- also a rather difficult opponent, here we need taliks for celeste, life force. We are in heavy armor. Before the fight, we take an NPC buff: mite, hast, cc, both Crits are possible, we use 1 more reflection talik. 10 seconds before the start of the fight, use the duelist spirit, war edge, LH, war frenzy and turn on riposte. When the bers starts to run up, we use long-range combos. As soon as it runs up, we switch to nearby ones, the main thing here is to survive the UD of the bers and force them to use the body reconstruction, having at least 3-4 to hp in reserve, if you see that the bers are in UD, then you can safely play for time using taliks on UD / celesta or your native barrier (attention to use only if you have a maximum focus dream book). Run as close as possible to the bers, 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 off the chicken is gone, try a close kombu. It will hurt to say the least. With luck (crit skill) you can even kill. We use the final secret after the UD of the bers, in order to quickly knock him out of the game. Or, if the bers runs out of UD, then you can immediately. In general, see for yourself. This fight is more than likely to use talik life force. In addition, given the small counter of the bats, it can also lead to a blockade
  3. Maestro (Crafter) Don't underestimate this gnome. The honed hammer crash goes well through our own LH (fortunately, it does not sharpen and its lvl modifier is low, because it is a secondary skill). Here the talik will show itself well on the reflex, occasionally riposte. First we kill the summon, then the gnome himself, there may be problems if the gnome has a transform. But even in this case, in the most extreme case, you can just run back and shoot him. Fortunately, there is a dream book move.
  4. Fortune Seeker (Spoiler)– The enemy is basically lighter than the crafter, but you have to be wary of debuffs from the spoiler. In general, the dwarves, despite their survivability, are not tanks, so here our chances are better. For especially fat gnomes, you can first use a talik on Clara.
  5. Magi Mystic Muse , Storm Screamer , ArchMage (SpS, CX, Sork)- all buffs must be completed BEFORE opening the gate, when opening the gate we use the dream book move and quickly move closer, but do not go close, it is enough to make the magician run past you if he wants to go out. We charge if there is time for focus, if there is no max dream book with focus. Then we give a combo, if there is no focus, and the magician is still alive, you can catch it, if there is a trick, then the focus is repeated. It's up to you how lucky the Mage will have time to crit at you or not. Alternative tactic: 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, Necros - Tactics vary as with us, these are quite rare visitors to the Olympus. In the general case, we’ll set up such a summons council, and shoot the owner. If we managed to catch the enemy in his cage, then we actively use mass skills. They hit us hard enough. In recent battles, he always hit only the owner of the summoner, as a result, the summoner died due to the re-sharpened transfer.
  7. Titan (Destra)- usually against us they merge into limits and use zealot, guts and rage. If destr runs towards you from HD, then you have good chances to win this fight. Before the fight, just in case, we use a reflex talik, if you see a destra with HD at the ready, we use a riposte stance, start shooting and, when approaching a combo, we issue it. If the destr is with a bow, then it will be more difficult, you will have to get close to such a destro, because, to be honest, the bow on your armor will write Crits no worse than your skills. Try to get close at the 10 second countdown, because during combat, seconds count, and you won't always be able to do everything you need to. During the fight, if you want to get close to him, use the dream book move and first the talik, and if he manages to break away from you, then the barrier, approach, followed by max focus and combos. Usually destroyers remember 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 lose, do not be discouraged, experiment, try to learn as much as possible about the enemy.
  8. Grand Khavatari (Tyrants)- at the moment, due to the specific implementation of pvp inserts on shock, one of the most difficult opponents. Start shelling him at the approach stage, you have more skills in close combat. But Tyr under the huge def is not sickly, which Glad didn’t even dream of, and the shooting rage animates faster than Glad’s rage, so provoke him to come up, since his pvp insert will quickly leave you without buffs. But do not get close yourself, you will lose important seconds. Nearby we write out combos and hope for Crete. We have more CPU, 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 good chances of winning, if in heavy armor, you will have to work hard. In general, the one who has the advantage in equipment or who turns out to be more tenacious / lucky, etc. will win.
  9. Doomcryer (Warcryer)- we approach at 10 seconds from the beginning of the battle, a long-range combo and a close one. In theory, this should be enough, but he should not have time to remove the CPU for you, if the CPU is removed. We issue combos as we roll back. (Restoring the CPU Brave Hart (sharpen for efficiency)). Remember the damage from a dryn is greater than from a rage, and therefore it is inefficient to beat a brew/Over with only rages, it is banal that he will damage you and restore.
  10. Dominator (Overlord)- a very difficult opponent, as in the case of tanks, be sure to take with you a talik that removes physical fat. His def is big. So be careful. Also use a talik on a reflex and possibly a riposte. If you do not act quickly, then the pierced Over kills a Glad in 20 seconds of combat. In this case, Tyr simply kicks Over with a physical attack, simultaneously canceling him, we don’t have such an opportunity, so we hope to reflect damage and have a melee physical skill. If Over is with necks, then a tactic has the right to exist in which, if physical fat has passed on you, change into light armor and simply beat him in close combat, if the sub celeste / ud turns on, then there is a chance to win. Yes, before the battle, use a talik on the active m def and if there is a place, then put on the passive m def as well. Still efficiency can be reduced by 30%. Not bad, considering that we don’t have passives for m def.
  11. Hell Knight (YES)- Another very difficult opponent for us. In general, all tanks are difficult opponents for us, but YES seemed to be specially made against us xD. So, before the battle, we put on a talik for a buff steal, buff, instead of crits, we have bers and akum (optional), we’ll leave hast, vv, mait. Taliki wear resist stun, buff steal, life force. We use detection against animals. YES, if he runs in with his cat, he usually runs out under the party UD (on shock, 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 we style the buff. The fact that the tank will get up in UD is more than likely against you. While LH is active, in close combat we work PvP with brass knuckles or Ace, if with Ace, 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, at least dark). In practice, you can not use stuns, as a rule, it doesn’t pass or reflect well, 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, sometimes instead of grounding I use a reflect talik and stand in a stance riposte. Riposte after LH I turn it on. The chance to win is below average, but there is. Alternative tactic: We put everything on the resist stun, cancel with sticks for 10-20 seconds, then hit with normal blows. Option 2, if long-range skills are not reflected, then we just run back and shoot the enemy. I didn't check the latest SHOCK updates, so I don't know how the situation with the reflection of physical range skills is now.
  12. Eva Templar (TK) – Templar of Eva- The most difficult opponent for me. It has almost endless Heal as it fell. The chance to win is even less, here you can use the buff steal and max Clara, you also need to have a life force for us by the NC software itself (almost an option). First, we begin to hang the TK. We bring it to UD. Usually, if TK has less than 50% HP, he gets up in UD and uses TOL, we immediately run back and use a steal, we succeeded, congratulations, you just significantly increased your chance, you couldn’t, what a shame. Usually, we lose to tanks, but you can always find a way out. (Yes, I am an optimist). If the TC does not use TOL, but simply heals from the arch, as in the case of YES, while the LH reflect and riposte are working, we take the stationery stick in our hands and begin to make people laugh. Fortunately, on shock, the buff ends very quickly. It will not work to break away from him with a simple run, without a move with our dex, therefore, to break away, we use the dream book of the move. You can forget about the stun because of the smart cube. The cube, which constantly reduces HP, is also very unpleasant. In general, it takes time.
  13. Phoenix Knight (Paladin)- Everything is the same as in the case of TK, but first we take out the summon, even under a party of UD, this is usually not a problem. A very difficult opponent for us. The chance is again below average. Under the friend’s icon, the DPS is growing quite well, so here it’s again difficult to do without a stationery stick and a still. In addition, the comrade has a strong self-hill, so most of the time we have to play for time. Enter into close combat only under LH, otherwise run around, periodically using the dream book of moves to break away and shoot with long-range skills (combs). Here your task is basically to survive until the end of the battle for 4 minutes. As soon as the paladin moves to 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 (Templar Shillien)- perhaps there are no normal barcodes left on shock 6. Unlike previous classes of tanks, it does not have a heal, so it flies away from combos quite quickly if it is not in UD. In the general case, from our combos, unless of course you write them out, when he is in UD he dies, not even reaching the 3rd degree of charge.
  15. Eva Saint EE (Priest of Eve)- you don’t have to worry about those that go to the DC, they die instantly, no heal, they won’t be saved here. Against her top, usually everything ends sadly for us, mp burn out for 1-2 casts, be sure to have and use a talik on max Clara, also hang a mental shield and go out in an IR set with an attribute against her nuke in the arch. HER at the entrance to the battle they have a full buff, for nothing that is a support, but it will tear almost anyone, besides, they have all subskills on def. Here you can win only if you manage to enter the melee and hang the stun before the LH and war frenzy ends, before you stop leaving the slip. By 10 seconds of opening the cage, you should already provide yourself with the most complete body kit with buffs and run towards the enemy for a dream move. Again, like magicians, we lock them in a cage and first we demolish the CPU, then we stand. If the stun passed, then you won with a bang, if not, then after LH you will lose. Chances of winning are well below average. In any case, we try to stay as close as possible and continuously spam skills, sometimes we manage to send her into oblivion with a crit even before LH goes down.
  16. Shillien Saint (CE) Cardinal (Bish) they are rare on Olya, but tactics against them are similar to tactics against her, against CE the situation is slightly better due to a slower cast, but it also all depends on the transfer of CE skills. Again, victory is possible only if you have time to finish them off 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 doesn't matter here, if you don't have time to burn it yourself, our healer class will kindly do it. It will be difficult with bish in the sense that he can heal all your damage (excluding Crit for all hp, and this happened), so you need to stun him.
  17. Hieroprophant (PP)- in principle, tactics, as with other healer classes, I only note that Hill has a weak PP, so it is much easier to kill, even PP in heavy armor. In any case, all healer classes should be forced to close combat, if you stand and shoot, you lost to everyone except MB PP and SE. Max Clara is also mandatory to use before the fight.
  18. Trickster (Arbalester)- for 10 seconds of the report, you must stand at the cage of the cart. If the arba 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 the arbs 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 arba. Therefore, we are not in a hurry to go into 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 arba tries to enter the field, even if by warp.
  19. Sagittarius (Hawk) , Moonlight Sentinel (Cheese) , Ghost Sentinel (FR)- Archers talik against the stun and LH, war frenzy, on the 10th countdown we run as close as possible, if the re-sharpened stun did not pass, then you are lucky, your frag, if the stun passed, then you may not even run. If, on the 10th, they managed to run up and lock the archer in a cage, then he is yours, the 1st close combo is often enough, more often even the 1st distant one and finishing off with rages is enough.
  20. Adventurer (TX)- before the fight, we use taliks reflex, riposte stans. Our happiness is that they are still melee fighters. Please note that in the battle with TX you need to have the next target button on the panel. In most cases, our skills will go nowhere because of UE, so we constantly spam the skill, because a couple of three hits can be enough for TX. If TX goes into Hyde, then just run to the nearest wall and stand with your back to it. You still have nothing to knock him out of the hide, so let him at least come up to us so that he cannot run away. We keep a full charge of dream books. In most cases, the first hit of TX from the Hyde is not too scary for us.
  21. Wind Rider (PV)- the same as against TX, but here you can safely try to fix the camp. We constantly spam skills, you have more hp and base damage from the skill too, so 3-4 successful hits can decide the outcome of the battle in your favor. Usually VP is completely focused on evasion, so your lvl, lvl of your skills and randomness decide here. You can hang a camp, but not necessarily, since hits decide here, whether they will win you, no, well, you can lose.
  22. Ghost Hunter (AB)– compared to previous opponents, has the skill of returning damage from skills, like YES. Therefore, we spam him exclusively with ranged skills or fire, using a counterattack. In general, the fight will be interesting, but fast, given the skill evasion (83) lvl, it makes sense to use a barrier to wait out at least part of it, riposte to use it.
  23. Spectral Dancer (DB), Sword Muse (SVS)- I think this class will not be a problem for you? The only thing I want to say is that SVS fat also blocks physical skills, and getting into a jellyfish to the DB can be very simple and, as a result, be left without buffs. Keep this in mind and be careful. In the event that the fat has passed, then we simply begin to chop with swords right up (there is no point in running from the SHS, it will catch up), it is our own fault with SD, use selfies and what rolled back forward. Kill must be in time for any

VI) Conclusion
The most persistent all the same got to the conclusion, I hope you managed to find what you were looking for, or at least find food for thought. In no way am I trying to impose my style of play on you for such a wonderful class as Gladiator, everything written above is based on mine experience of the game, however, I do not exclude the possibility that I could be wrong about something, so I will be glad to see your comments in the comments.

This is where I want to end my gladiator guide Thank you all for your attention.

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

ARCHER: Crossbowman, Hawk, Silver Ranger, Phantom Ranger

It's a mess. First of all, we throw Sonic Blaster (SB), then immediately Sonic (SS). then we turn on Sonic Move (CM) and do a combination of Triple Sonic Slash + Double Sonic Slash (TSS + DSS). All the archer is dead. The only limitation is shooting the HP of the crossbowman, because if they have less than 10% HP left and you do not have time to shoot them down, you will be rewarded with a Lethal Shot.

MAGI - Sork, Spelsinger and SH

It is necessary to turn on the talisman for protection from the elements (it is directly carved in yard letters on the forehead of the magician) and SM and then our crown TSS + DSS. Robe is lying =))

SAMONERS - necro, Phantom Sumoner, Horse Breeder and Cat Breeder

We hang ALL talismans for protection (as well as for instant healing of HP and SR + for healing MP). Samoner is a difficult enemy. The main thing is to hit the Samoner itself and not the Samoner. If this seems unrealistic to you, then in normal pvp it’s better to do Bsoe and on Olympus to transfer them (on Olympus, if no one wins within five minutes, then the winner is determined by damage, while CALCULATION OF DAMAGE FROM SAMON / ANIMAL is not taken into account). The main thing here is to save MP. And always leave charging on CM. Therefore, it does not hit as usual TSS + DSS, but TSS + Triple Slash (TS) + DSS + TS + Sonic Buster

DD CLASSES: Maestro, Spoiler, Destr

Dada I know, there are not all classes of DD. Because I singled out the most dangerous classes for the glad in a special section.

The main thing is to kite SB and SS for as long as possible. oh yes, and beat with remote charging. If you are forced to close combat, try not to throw out your main trump card TSS + DSS. Or so Shh - charging - DSS - charging - Shh. By the way, don't forget about your sonic UD for 15 seconds. and remember: the gnomes have a strategic supply of GCP and GCHP + the maestro has a transformation into a golem + the maestro has the golem itself, which we beat first. At the destroyer, Frenzy should be fired. as soon as he starts using frenzy, immediately shoot him with SB and SS, or if he is close then TSS + DSS to try to bring down his frenzy cast. Destr without frenzy meat.

TANK YES, Paladin, TK and SK

Well, that's all ..... kiting tanks kiting and kiting especially those who are standing. YES, Slamom (a kind of Fat for physical skills) and his cat can be dangerous. We beat the cat first. SK can hurt with magic. The main thing to remember is that tanks are armored barrels that tend to catch and score with samones (bird, cat) or bully with magic (SHK). By the way, the HK has a Shield Bash, so the whole pzdts is that it interrupts any action of the enemy).

Disco: warriors with dances and dances

Stupidly come up and do TSS + DSS. At SHS it is worth firing a song of silence and at SD a jellyfish. And mock the corpse =)))

AHTUNG!!! , Berses, Executioners

Here is the most APOG.

BERSERK - as my best friend said "Run, Forest, run!!!". By running, you need to burn out all the MP of the Bersu. Without MP, bers (like smooth, mage and TT) are not dangerous. Remember light armor will not survive TSS + TS + DSS + TS. And we also burn 10% HP. The nasty thing revival ..... bers is the most difficult opponent for us up to lvl 79.

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

Executioner - this is a real APOG .... Steals buffs and debuffs. There is no revival, but there are a bunch of other skills.
To win, DO NOT USE UD IN ANY EVENT!!!. otherwise he steals and shoots with magic. We also don't turn our backs on them. And we try not to be led by a kite. Those. turn on the Sonic Move and catch up with him. By the way, he can also steal the Sonic move. And most importantly deozhat 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 allow yourself to be debuffed and use UD to steal it. and then hold on until the UD sinks into oblivion ..
The last should be ABSOLUTELY unnecessary buffs - a fishing potion, a caravan from the island of hell, etc.

By the way, the SC has the best tactics. We remove the bijou and turn on the skill "Reflect Magic". Moreover, all the damage that would go to you is reflected.

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

DAGERS

Everything is simple here. The only difficulty is the Shadow Step. Therefore, as soon as we see that he is ready to jump, we use TSS. And they didn’t let them hold a backstab, and they themselves spoiled their health. Just remember about their evasion from skills and UE and EA (one + 60 dodge for 30 sec, another + 1600 for 7 sec).

I hope I helped you in some way and you won’t throw tomatoes =)))))))) good luck on Olympus =))

Gladiator - Gladiator (Glad)

Guide for the 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 critical hit power. Continuously consumes mana.

Double Sonic Slash - Unleashes sonic energy to deliver a powerful sword attack. Consumes 3 charges of Sonic Focus.

Hammer Crush- Swipe, which stuns the target and deals damage. can/should be used in pvp/olympiad against dagger.

War Frenzy - Increases resistance to sleep and stun. Continuously consumes mana.

War Cry - Instantly increases Physical Attack. Very important skill!

Sonic Blaster - Throws a sonic blast at the enemy. Consumes 2 charges of Sonic Focus.

Sonic Buster - A burst of sonic power 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 charges of Sonic Focus depending on the level. I recommend trying not to learn this skill until the second level.

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

Lionheart - Temporarily but greatly increases resistance to sleep, paralyze, hold, stun, and debilitate attacks.

Duelist Spirit - Temporarily increases attack speed and (when enchanted for damage) attack power in PvP.

Sonic Storm - Discharges the power of sound, projecting a wave to strike at a distant target. Consumes 3 Energy Stones. Requires level 2 Sonic Focus charge.

Skills 3 professions:

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

Braveheart - Restores 1000 CP.

Master of Combat - Increases attack power with swords, clubs, spears, dual swords, and brass knuckles by 80. Also increases max. CP by 5%.

Sonic Barrier - grants complete invulnerability for 10 seconds, spends 5 charges.

Sonic Rage - long-range charge. Throws a charge at the enemy with the impact force 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 windings to the maximum.

Weapon Blockade - Knocks out a weapon from an enemy's hands and prevents them from being equipped for 5 seconds. Uses 2 charges.

PAINTS 1 set:

4 STR -4 dex

1 STR -1 DEX

4 CON -4 DEX

This is the first set of paints that I suggest you use in Mass mixes and if your skin is well dressed, then in any other PVP. The pros 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 POWER -4 OUT

1 POWER -1 OUT

4 DEX -4 CON

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

PAINTS 3 set:

4 POWER -4 OUT

1 POWER -1 OUT

This is the third set of colors. Most players use this set because they think attack speed is just as important as strength as opposed to HP.

PAINTS 4 set:

3 STR -3 CON

2 STR -2 DEX
Sharpening skills.

As everyone knows, you can improve skills, sharpen them like weapons. There are several options for sharpening skills on 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 duals (if in 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 disperse the attack, (with this use of sharpening skills, the holiness attribute is mainly used, because you can increase the holiness attack not only with an attribute, but also with a buff by 40,

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

The choice of subskills.

Subskills are very important in any kind of activity, whether it's PVP, the Olympics, or just farm / quality.

There are several possible sets of subskills for this profession:

Useful from DB / PP, hast (for example, from a tyrant, since it is very easy to pump) and a shield (for example, from a paladin).

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

Equipment for the gladiator

Gladiator - Gladiator (Glad)

What Glad wears

Faux 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 SKD, -1 CON

Tsurugi*Tsurugi (we sharpen duals at +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 Edge +4

Dynasty Dual Sword +4

Gracia final/Epilogue/Freya:

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

Dynasty Dual Sword +4/Dynasty Twin Sword +4/Icarus Dual Swords +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 crit chance 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 Hit Chance by 109 and Max HP by 10%.

Freya/High Five:

Elegy Heavy Armor Set STR +3, CON -2

Inexhaustible Essence Dual Swords P. Atk 532, when enchanted by +4 increases the chance of critical strike and Max HP

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Leveling Gladiator

And buff with PP berserker can not be buffed