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Best Dmg Dealer Lineage 2 2015

 
Find out how to build a proper Retribution Paladin for Raids and Mythic+ Dungeons

Lineage Forum Rpg: Best subclasses for. Lineage 2 s grade armor 4 game lineage 2 classic. Crit.dmg Reduction Reduce the amount of received critical damage 5%.

  1. L2 classic ( expierenced player) want to join u guys. By radon on Wed May 20, 2015 10:54 pm. There are no top B grade weapons. And PR is not the best dmg from archers. Check this video and learn more about classic archer;). Join date: 2015-05-07. Re: L2 classic ( expierenced player) want to join u guys. By Sponsored content.
  2. The HE is most stable archer. It has all on equal proportions. Equilibrate atack, hp, def. SR is known to be faster, PR is known to be the dmg dealer:D but the HE is the best in my opinion.

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Spec Overview

Retribution Paladins are a solid single and multitarget melee damage dealers. Their lack of mobility compared to other melee classes is somewhat compensated by many good utility and defensive cooldowns but can prove to be fatal in some Raid encounters. Retri Paladins are currently solid, but not outstanding performers when it comes to Raiding, but in dungeons, they provide much-needed support, thanks to their strong utility.


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Statistics Priority

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1. Strength - Primary statistic for Retribution Paladins, it increases your total Attack Power and gives a damage boost to all your abilities.
2. Haste - Lowers your global cooldowns and increases the speed of your attacks, it also provides a nice additional boost to your DPS by reducing the cooldown of Holy Power generators.
3. Critical Strike Versatility Mastery- Critical strike gives you a chance to do additional damage/healing with your attacks and abilities. Versatility Decreases all damage received while increasing all damage and healing done. Mastery provides a bonus based on your specialization; Mastery: Hand of Light provides a bonus to all Holy Damage done by your abilities.

The Best Talent Choices


Level 15: Recommended choice - Zeal
Zeal - Judgement makesyour next 3 auto-attacks deal additional damage and occure 30% faster. Lasts for 20 seconds, and stacks up to 9 times. This is the only talent that keeps its value when fighting multiple enemies, and as such is a great choice for AoE and dungeons.
Other two choices (Righteous Verdict and Execution Sentence) provide no boost to your AoE damage, which makes them more situational. Chose Execution Sentence if the encounter requires you to burst something down fast.
Select Righteous Verdict for a nice, sustained boost to your single target damage.

Fires of Justice

Blade of Wrath

Hammer of Wrath
Level 30: All Three choices are viable, we recommend a simulation to determine which one is the best for your current setup.
Fires of Justice - Provides yourCrusader Strike with a 15% cooldown reduction and gives it a 15% chance to reduce the cost of your next ability by 1 Holy Power. Please note that choosing this will make you a bit RNG dependant in short encounters.
Blade of Wrath - Increases damage done by the Art of War ability by 25% and causes it to reset the cooldown of your
Blade of Justice 100% more often (4 Real Procs Per Minute). This Talent provides a boost to both Single Target and AoE damage.
Hammer of Wrath - Only usable on targets with less than 20% maximum HP or when Avenging Wrath or Crusade is active. Deals moderate Holy Damage to a target in a 30yd range and generates 1 Holy Power. Chose this for increased burst damage in the execute phases. Selecting Crusade at level 100 further increases this talents viability.

Level 45: Recommended choice - Blinding Light
Blinding Light - Blinds all enemies within a 10yd radius disorienting them, lasts 6 seconds any non-Holy damage received by affected targets will break the effect, 90s cooldown. The most versatile Talent in this row, AoE disorient can prove to be very helpful in many encounters.
Other two choices are simply more situational. Fist of Justice enables you to use Hammer of Justice more often, and single target stun is overall less viable than AoE disorient in Raid Encounters. This is, however, a great choice for dungeons.
Repentance Incapacitates a single target for 60 seconds, any damage received by the target will break the effect. Usage of this ability is rather limited due to target limitations (it only works on Humanoids, Demons, Undead, Dragonkin, and Giants).

Level 60: Recommended choice - Wake of Ashes
Wake of Ashes - Powerfull damaging ability with a 45s cooldown. It damages all enemies within 12yd in front of you, while also reducing their movement speed by 50% for 5 seconds; Demons and Undead are Stunned for 5 seconds instead; This ability does Radiant (Holy+Fire) damage.
Consecration is another viable choice in this row. Thanks to its shorter 20s cooldown it enables you to be more consistant when fighting multiple add spawns during encounters; the main weakness of Consecration is its static nature (when you place it somewhere it stays there, and some adds tend to move around). Divine Judgement provides you with the lowest DPS bonus overall and it should not be considered as an option in this state.

Level 75: Recommended choice - Unbreakable Spirit
Unbreakable Spirit - Provides an 30% cooldown reduction for your Divine Shield, Shield of Vengence,
and Lay on Hands. This is a defensive talent (same as other two choices in this row), but in contrast with other two,
Unbreakable Spirit actually increases your damage slightly (thanks to CD reduction on your Shield of Vengence) and as such is the best choice for Raiding.
Eye for an Eye viability largely depends on the encounter, making it really situational, and situational = worse most of the time. Cavalier increases your mobility in combat by adding a second charge to your Divine Steed ability; this can compensate for a lack of mobility but is the worst choice overall, as lack of mobility can be somewhat compensated by situational awareness and right character placement.

Selfless Healer

Word of Glory
Level 90: We recommend choosing one of the above, select whatever fits your playstyle better.
Selfless Healer - Your Holy Power requiring abilities reduce the cooldown of your next Flash of Light by 25% and increase its healing done by 10%, this effect stacks up to 4 times.
Word of Glory - 40yd range Heal that also targets 2 most injured friendly targets within a 30yd range, this ability has 2 charges and a one minute recharge time.
Justicar's Vengeance is meant as an ability that heals you while providing a boost to your DPS, but in reality, it just costs too much to be worth it; your HP is better spent on Templar's Verdict

Divine Purpose

Crusade

Inquisition
Level 100: All Three choices are viable, a simulation may be required to determine the best choice for your current setup.
Divine Purpose - Your Holy Power consuming abilities now have a 15% chance to increase damage and healing done by your next Holy Power consuming ability by 20% and reduce its cost to 0.
Crusade - Your Haste and Damage are increased by 3%, this bonus is increased by another 3% for every Holy Power spent during uptime of the ability, this effect stacks up to 10 times; Crusade lasts for 25s, and replaces Avenging Wrath. Please note that Crusade increases the viability of Hammer of Wrath, and might be flat out the best pick if you have chosen Hammer of Wrath at level 30.
Inquisition - Your Haste and Damage are increased by 7% for 15s per each Holy Power spent on this ability, for a maximum of 3 HP spent for a 45s duration.

The Basic Rotation

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Retribution Paladins do not have a Rotation per se, but rather use a priority list for Holy Power generation and Holy Power spending. Holy Power generation is prioritized until there are 5 HP stacked or the next HP generator used puts HP over the threshold, therefore wasting the excess.

Use following Priority for Holy Power generation:
1. Wake of Ashes
2. Blade of Justice
3. Judgment
4. Hammer of Wrath
5. Consecration
6. Crusader Strike (at 2 charges)
7. Crusader Strike (at 1 charge)
When you reach 5 HP or the next ability would cause you to lose excess HP, please use the following Priority:
1. Inquisition (This should be used with 2+ Holy Power)
2. Execution Sentence
3. Templar's Verdict / Divine Storm (when facing 2+ enemies) /
Offensive cooldown usage:
1. Avenging Wrath/Crusade (should be used when available)/

Please note that your priority list may differ slightly in some places because of talent choices.

Tips and Tricks for Improving your Gameplay

1. NEVER waste your Holy Power (check Priority list for Details)
2. Do not waste your Global Cooldowns (every second counts in a Raid encounter)
3. Stay behind your target at all times (C'mon.. you are not a tank!)
4. Use your Shield of Vengence for a slight damage boost (please check Talents section for more detail)
5. Use all your cooldowns when available
6. Refresh your Inquisition only when it is about to expire, and try to keep its uptime as close to 100% as possible
7. Always try to improve and analyze your mistakes


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This is an early version of our guide, we plan to upgrade upon it, and add further sections. So please leave your suggestions in the comment section below. We would also like to state that this is meant as a pocket guide and therefore we will not go into too much detail (please visit more specialized sites for a much more in-depth build/stat/gear/rotation analyses).

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One of the best DPS builds for the Mage class in WoW: Battle for Azeroth

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Spec Overview

Arcane Mages are very strong ranged damage dealers. They excel at both single and multi-target encounters, depending on talent choices, but can get punished heavily by some of the Raid mechanics. Arcane is even better than other Mage specs at doing Encounter-specific tasks, because of its impressive mobility, kiting and survivability toolkits. Playing Arcane Mage in the current patch can get very skill-demanding, but this spec offers a lot of potential to both experienced and newer players.

Pros Cons
Extremely Mobile Loses DPS in Two-Target encounters
Very high Burst Damage potential Gets punished heavily by some Raid mechanics
Solid AoE Damage dealer Its single-target DPS depends highly on cooldowns
Excells at Kiting, Baiting and overcomes Raid mechanics easily
Deals with incoming damage better than other Mage Specs


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Statistics Priority

  1. Intellect - Increases your Spell Power, which in turn provides a damage boost to your spells. Intellect is Arcane Mage's primary statistic.
  1. Critical Strike - Gives your spells a chance to do increased (critical) damage.
  1. Haste - Increases Casting Speed and Reduces your Global Cooldowns.
  1. Mastery - Arcane Mage's Mastery: Salvant Increases damage bonus gained per Arcane Charge, boosts mana regeneration and increases mana pool, which allows you to cast more harmful spells at max Arcane Charges before using Evocation.
  1. Versatility - Increases your damage, healing, and absorption done, while also protecting you by decreasing all damage received.

The Best Talent Choices


Level 15:
Recommended choice - Rule of Threes
Rule of Threes - Gaining third (or jumping straight to fourth via Charged Up or Arcane Orb) Arcane Charge reduces the cost of your next Arcane Missiles or Arcane Blast by 100%. This is the best single target and AoE(indirectly; Free
Arcane Blasts gained from Rule of Threesallow you to cast more Arcane Barrages which in turn gives you better AoE potential) DPS booster, and that makes it the default choice.
Amplification gives just too little in terms of extra damage (That one extra Arcane Missile gained from Clearcasting is not worth it). Arcane Familiar summons a pet that attacks your Enemies and boosts your max mana by 10%. It is worth a consideration for AoE heavy encounters.

Level 30:
Recommended choice - Shimmer
Shimmer - It is a great upgrade over Blink ability, Shimmer has 1 more charge, can be cast off the global cooldown, and does not interrupt your spellcasting, but it does not break stuns and has 5s more cooldown (20s instead of 15s). We recommend Shimmer over Slipstream because it can save you from any sudden life-threatening Raid mechanics.
Slipstream allows you to move while channeling Evocation or Arcane Missiles giving you an ability to reposition without losing damage output; this, while useful, doesn't have the life-saving potential of Shimmer. Mana shield removes cooldown from your Prismatic Barrier but causes it to drain your drain mana proportionally to damage absorbed. Mana=damage, and therefore Mana shield should not be considered unless you REALLY need that extra damage absorption (here's a hint: don't stand in the fire.. just Shimmer out of it).

Level 45:
Recommended choice - Rune of Power
Rune of Power - anActive Ability that lets you place said Rune of Power on the ground which increases your spell damage done by 40% for 10s if you stay within 8yd from it; has two charges and 40s recharge timer. This is the best choice for Burst Damage as well as sustained damage output, but using it in some encounters might get tricky. If fights require you to move a lot, and you lose a good portion of Rune of power's uptime, consider picking Incanter's Flow instead.
Incanter's Flow gives you a sustained damage bonus that starts at 4%, builds up to 20% over 10s, and then resets back to 4% just to start building up again. This talent doesn't restrict your mobility, and therefore could be considered over Rune of Power for very dynamic encounters. Mirror Image, while 'classic' gives the worst overall damage boost, and should not be picked.

Level 60:
Recommended choice - Charged Up
Charged Up - Grants you 4 Arcane Charges Immediately and has 40s cooldown. This gives you the best single target damage boost and works very well with Rule of Threes.
Resonance can be considered for AoE heavy fights, as it increases the damage of your Arcana Barrage for each damaged target. Supernova is a low damaging crowd control spell which has limited uses in Raids.

Level 75:
Recommended choice - Chrono Shift
Chrono Shift - Your Arcane Barrage now slows enemies by 50% and boosts your movement speed by 50% for 5 seconds. This talent gives you some extra mobility needed in Raids and Mythic+ progression.
Ring of Frost and Ice Ward are pure crowd control options with very situational uses.

Level 90:
Recommended choice - Touch of the Magi
Touch of the Magi - Your Arcane Blast now has a 10% chance to apply a debuff which accumulates 15% of your damage dealt to the target over 8 seconds after which the stored damage is dealt to the target and all nearby enemies. This gives you the highest Single Target damage boost, while also improving your AoE potential slightly.
Reverberate and Nether Tempest are both good AoE choices, but Reverberate requires targets to be in the range of your Arcane Explosion, and Nether Tempest is slightly worse than the Touch of the Magi when it comes to single target damage.

Level 100:
Recommended choice - Overpowered
Overpowered - Improves your Arcane Power's damage bonus to 60%, and Mana costs reduction to 60%.
Overpowered is the best choice for a single target DPS boost, but Time Anomaly is not far behind, and it is the 'fun' choice (who doesn't like random stuff happening from time to time?)
Time Anomaly gives you a random chance to get 4 Arcane Charges, 8s of Arcane Power or 1s of Evocation at ANY moment. You can consider picking it if randomness is not a downside for you. Arcane Orb is an AoE spell that generates 1 Arcane Charge when cast, and an additional one every time it deals damage, it should be considered for Multi-target heavy encounters.

The Basic Rotation

Arcane Mage's Rotation consists of two main phases, Burn Phase during which you convert all of your mana into damage and a Conserve Phase during which you try to maintain your Mana gained with Evocation used after the Burn Phase while waiting for your cooldowns to come back up. Following rotation assumes that you have chosen Talents recommended above.

The Burn Phase - use this priority list whenever your Arcane Power is ready to use and the following conditions are all met: Your Mana is over 30% of max capacity,
you have 4 Arcane Charges Stored,
At least 1 charge of Rune of Power is ready,
  1. Charged Up at 0-1 Arcane Charges
  1. Arcane Blast with a Rule of Threes proc active
  1. Rune of Power
  1. Arcane Power
  1. Presence of Mind if Arcane Power has < 2s left, to fire additional Arcane Blast during its uptime
  1. Arcane Missiles with Clearcasting up when Mana<95%, and Arcane Power not active
  1. Arcane Blast
  1. Evocation with no Mana left
  1. Arcane Barrage to dump Arcane Charges ⇒ resume normal rotation (if Evocation is on cooldown)
⇒ Resume rotation
Conserve Phase - Use following priority list after burning your Evocation
(please remember, that maintaining Mana is your main goal during this phase)
  1. Charged Up at 0 Arcane Charges
  1. Rune of Power on 2 charges if:
    Arcane Power's CD left >Rune of Power recharge time
    and you have 4 Arcane Charges
  1. Arcane Blast with a Rule of Threes proc active
  1. Arcane Missiles with Clearcasting up
  1. Arcane Barrage at 4 Arcane Charges when Mana<70%
  1. Arcane Blast

Tips and Tricks for Improving your Gameplay

  1. Make sure that you are stacked up on cooldowns before entering Burn Phase.
  1. Always be casting! Youse your filler spells to avoid downtime.
  1. Make sure you burn all your mana near the end of an encounter; mana left at the end of a fight equals damage lost during that fight.
  1. Always try to improve your mana management.


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END NOTE

This is an early version of our guide, we plan to upgrade upon it, and add further sections. So please leave your suggestions in the comments section below. We would also like to state that this is meant as a pocket guide and therefore we will not go into too much detail (please visit more specialized sites for a much more in-depth build/stat/gear/rotation analyses).

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Pictures used in this article are the intellectual property of Blizzard Entertainment Inc.