The post to pull them away is a good one, but in my opinion it does not have anything to do with being where they spawn or not. When you are leading them away, you are gaining ground so that you do not get hit when you attempt to FD.
IMHO not true - mobs spawn area are very important.
If you lure agro mob from place where they spawn (lets say - from one room in dungeon to another) and leave they here they will no longer agro - even on other player.
If you FD right in room where they "live", even if they stop attacking you will reagro - sometimes they take them 1 sec, sometimes longer.
This tactics is nice when PvP in dungeon if enemy following you close - just run to room where mobs are and FD - they reagro on your oponent.
There was realy good guilde about training with pets - not sure if you guys saw it already.
Explain good agro system in game.
(C) Horbeh
Ok, title joke aside, this guide is going to be huge and very extensive and I would like any one to input as much as they can to it, this is all in reference to my own personal experience with training and, I like to think I am good at it, statistically atleast I think I'm the best person on Bartz, Svendor I admired but even now I believe I have surpassed him.
So, lets do this shall we? This guide is going to be broken up into sections just due to the sheer size of it, now there are many things I WANT to talk about and many things I WILL talk about, the difference is that there really is too much for me to share atleast if I were to guarentee to put every thing I know down any way.
Who cares as long as I hit the bassics right?
Here's the general lineup of things I'm going to put in this.
Introduction to Training
Building the train/Types of Trains you can pull
Maneuvering your Train
Know your enemy
Tips and Tricks to finish the job
When bots strike back
The Anti-Train master
Final thoughts
Random one for the heck of making my guide seem even bigger.
Lets start from the top, each day I will be writing a new one or two of these topics, I've decided to do it this way for two reasons, first.. it ensures people will read the whole thread.. yeah I'm an [censored]. Seccond It gives me more time to go indepth with them all, and it's unfortunate that the better ones are later on, so I promise I will try to get through them as soon as possible.
Training: Introduction
Obviously every one knows the meaning of training, for those who live a sheltered life and all, training is the act of collecting many monsters and delivering them onto other people generally with the aim to kill that person(s), now that that's out of the way, what the definition of training is in lineage is the ultimate weapon in terms of killing groups or even one single person, it is also the ultimate bot/farmer killing weapon, while this guide can be used against players just as effectively, I will pretend it is purely for bot purging purposes. Essentially the hardest part about training is getting the monsters to train with, well.. and finding a group to train, depending on how "infested" your server is atleast ^_^
Now obviously the idea with training as a summoner is to get the summon to grab some monters and run it over to whomever you wish to have killed but there is alot more then meets the eye with the entire process, lets begin with our next topic.
Trains: Building and learning the different types
Now some thing alot of people don't know, there are different types of trains, simply put there are two types of trains, or should I say two variants, it's like politics really, there are two "wings" and every one else is expected to fall in the middle, well the two types of trains are simply put aggressive and passive-aggressive, by passive aggressive I mean they are agressive only when some one near them is attacking one of thier "kind" for others this nature is called "Aggro assist".
Now, there is an art to training, and there is a train to suit any challenge bassically if you can't kill some one I guarentee you that eventually you can build a train big enough to do it for you, on that note making an agressive train is difficult and requires some better summon handling skills then most are used to having to you, bassically the idea behind making an aggro train is to build a train capable of killing some one who is not doing any thing which would normally get an aggro assist trains attention or... your in a bad mood that certain annoying person (read: Patron) just ticked you off and some one 3000 miles away is going to pay for it. The trick is to NOT hit any of the agressive monsters with your summon, try to get your summon to run up to the monster without hitting it then get it to run to another monster before it actually hits that monster.
What will happen is every monster which aggro'd to your summon will aggro to any one nearby when it dies. Now SOME TIMES, a group of aggro monsters will not harm a person even when they are actively aggro, the reason for this is a certain level of protection for players but also, mobs gain agression from players, a player doing nothing can have a 0 agression rating, however to move means your level of agression can be read by a monster, players have a 100 agression rating to agressive monsters, now if a player isn't doing any thing then that agression cannot be passed from the player to the monster, you need to keep that in mind when training a group sitting down regening or just standing arround I of course developed a trick arround that, but more on that later.
The MOST important thing I must stress when using an agressive train is that you must NOT get close, if you get close to the train or the action the mobs may jump you and not your target also, you may respect the person in your party alot, but in truth, treat them as you would a three year old child because they don't know what your doing with your summon, you do, my rule is, they keep close to me at all times, if I start running they should try to keep up, if I restart they should too, TeamSpeak or some other voice over IP software goes great for co-ordinating your trains with party members.
Now, it's always nice to collect a bunch of aggro assist mobs as well just incase they hit the aggro monsters back to defend thier healer or whomever you got the summon to attack ^_^.
Now, here is the question with an aggro train, how do you get the monsters to attack some one who is doing nothing?
Well, the answer to that is simple, while the summon is running up to the groupget it to force attack one of the bots/farmers, the action of either making them stand or just getting them from a neutral state to a defensive one will cause that 100 aggro rating.. aren't I an [censored]?
Now, the other train is the aggro assist one, which by nature is passive to players not attacking a monster friendly to it, well to be honest this is the easiest train to grab regarless of area and it's the safest infact it's so safe you should be able to run right up the train should you want to.
Now, here is another tip, By having your summon attack monsters, when your summon dies all those aggro monsters will become passive and become the equivilant of aggro assist mobs, or.. safe.
You can of course mix and match these two however you want.
Maneuvering your Train
Ok, now building the train is the easy part, atleast when it comes to training people the hardest thing is to get your built up train to where you want it well.. that and knowing when the right time to move the train onto your target, the later is all timing and that takes practice, the former however is where I can offer some tips.
Once you feel your train is at an adequete level to take down your target, aside from just clicking on a random person in the party and getting your summon to attack them (Read: attack not force attack), which is easiest to do there are other things you can do.
Lets say you were indoors (also works in an open field but for this example we will use a catacomb) lets say your target is hunting in one room in particular assuming you have a friend with you one thing you can do is set your summon to "Stay" in the room your target is in, then you can have your friend run the summon into another room or area where you can use it to collect the monsters, for the sake of saving your friend any trouble and assuming you actually like them as a friend either tell them to move way out of the way when your building the train or else it will turn onto that person if you don't "Un-aggro the mobs" remember, to un-aggro an aggro monster all you have to do is hit it with your summon, however the summon needs to die before the monster is un-aggro'd and no one else must get near the monster before the summon dies other wise they will build up aggression with that monster, usually I will un=aggro a train I want to be aggro-assist before I send it in to a group I want killed, however in this scenario that will be bad, remember, we set the summon on a stay command which means if it dies we will have to resummon and we will lose that stay possition.
After you have your group ready just hit stop and the train will go running now, if there ARE aggro mobs in that train, after that summon dies they'll come running to you, now there are two things you can do, either A) restart or B) run out of the monsters aggression range, which as far as I can tell is 1200 in game terms, it could be more but I know it is atleast that (perhaps 1600) this is why I know in C4 I will still be able to train, however by the sounds of it the act of my summon hitting the monster will be the equivilent of me hitting the monster, agression such as that only dicipates over time, still there are other ways arround it.
Now the problem with restarting is that you won't want to disconnect or else by the time you restart the target may have run, died or killed the train, and if they die you want to be near to collect any items they drop.
The problem with running out of a monsters range is that you may not know quite when the summon dies should you run out of it's range.
Now, there is another thing you may want to know for using this stratagy, if you DON'T have a friend arround you can still use your summons in this manner, you just need to pull out a summon that can "affect" a player for Phantom Summoners it would be the souless, for Elemental Summoners it will be thier boxer and for Warlocks it will be thier furball kat the cat, simply have the summon wait there and either wait until the souless comes to curse you before sending it out to collect the train or get it to recharge you then send it back by pressing "Stop". Phantom summoners may have some trouble with this, Souless is pretty weak, and should you miss time it, it will come right back at you to curse you again, the curse lasts three full minutes from what I have seen and counted (atleast that's what I think I counted last time I was testing the souless).
Now, onto the more simple tactics, when you have your train ready some times when it's ready it's best to wait a couple of secconds before sending it after your target, the reason for this is that it's better to have the train arrive while the target is just begining to attack a monster that way every member will collect aggro, so should some members force log the train will move onto the next target in thier party.
Also, you want to ensure the target is attacking a monster while the train arrives other wise they won't move onto the target unless there are aggro monsters among the train. To do this effectively try looking at the monster the group is running towards and send the summon after that monster instead, when the summon gets there should it be a strong monster the train will move onto the target after they finish killing your summon.
Remember, the idea is to have all the monsters in your train move onto the target to ensure the targets demise, so try to move your train in when the target is attacking a strong monster to maxamize the trains chances of moving onto the target and reducing the chance of the target killing it's monster before your train gets there, preferably send the train in when the group already has a number of monsters on them.
Now, some times, your aggro monsters will persue the target because the target finished off it's monster too soon, this is no problem, just summon as soon as you can and send it to collect your remaining train and send it over, now, remember, should you get close and perform some finishing touches, rule numero uno is to not hit ANY monsters, other wise.. your a dead man, there are ways out of it but you need to be quick and you should probobly get some distance and try restarting, the object to training is to kill some one else, and not get killed yourself.
Now, some times you will be in an area and the monsters will be too powerfull for your summon to last the distance to get to it's target, what you want to do is collect the monsters up no matter how many summons that may take, then once you get that train together, to move it arround don't hit any monsters with your summons physical attack, if the train can kill your summon too soon you'll waste too many D-crystals let alone most likely scare the target away because they will see it coming a mile away.. remember this point, your summons survival does not depend on it's level nor it's p.defense, sure they help, but the best way to ensure your summon surviving no matter the size of a train, is it's distance from the monsters it's pulling, by getting it to use it's ranged attack and having it run at your target rigt away depending on the distance your summon should get there before it is even hit once, the speed is pretty much the only thing (apart from critical) that does not go up as it levels, so your as effective now as you are later with it.. when using this stratagy, try to attack the monster most likely to collect the most monsters arround it.. ie. the one in the middle of the pack of your train.
I'm pretty sure I forgot some thing or possibly I have forgotten nothing and am certain there is some thing else I can add later, who knows, remember guys, feel free to add to it if you have any experience.
Know your enemy.
Just as configurable as you are, so too is your enemy, when I say enemy I of course mean target but enemy helps to get you in the mood for taking that target down.
In all honesty many of the people behind the characters have been introduced to farming by a friend who is also a farmer, based on the money they collect is how much they are paid in real life and it isn't much but the good farmers can make a good living from it good enough to support themselves well enough through school. Which is another thing I need to mention about your target, they aren't just chinese, although majority of their age group is usually 20-25 however I have met a few whome are 17 and 18 farming with friends and even relatives at times.
How it works for them is they log into the game and most of the time will run one or two other instances of lineage on the same computer, these accounts are paid for by the person they are supplying adena to, they simply log them all in and go off and play. Now how they control all the other characters is usually through a program called L2 walker, now there are other programs I know farmers who use a program ripped from a korean farming group and I must say that one is astoundingly efficiant but for the most part, it's [censored].
Now, what often happens is that the farmers will log into thier two or three accounts then wait for another two or three accounts to be activated by some one else, they too are using L2 walker, now they will either personally assist that farmer or simply leave thier accounts online and L2 walker set up to follow the farmer, so you will usually see a group of farmers and one half of the group is controlled by the main farmer and the other half by some one else who probobly isn't even at the keyboard.
Some of the farmers I have talked to are really nice, I would love to mention names but the point of that would be nil, just know that farmers can be nice, there are many who play the chinese lineage2 and use our lineage2 to pay for thier accounts in china as well keep this in mind, that means they pretty much know this game better then any one, thankfully the chinese playing style does not focus arround being unique, they go with whats effective so most of the time they know how to play damage dealers and thats about it, just know that these people know almost every nook and cranny I know about this game, and I can assure you that is alot.
Now, I could go on a speel about all the features of L2 walker... lets just say I like to know my enemy well, the most interesting feature of L2 walker is one which enables the bots to force log, simply put it closes that instance fo lineage leaving the character activated for any where between 1 seccond and 10 secconds, the reason why I say this is interesting is because eventually this will be your biggest enemy as a trainer, they don't use it often thankfully but the ones who are smart will have it activated and will use it.. there are things you can do for this as well, such as leaving still aggro mobs where they logged off.. Eventually when you become good enough as a trainer the farmers (who often assist/talk to one another) will add you to a list that [censored] has which checks all names of people who enter it's "view" range (read: [censored] does have packet sniffing features, it can read your name coming through the server even before you see them) and compares it to the names on it's pk list, bassically if you manage to land your name on this list then you have accomplished what many trainers cannot, there is no better feeling then running through an area and having people log off left and right and your party members wondering what is going on.. I like to call this list my "B*tch list" simply put, any farmers who add my name Itorbeh to thier list become my "B*tch" sorry for the language but the emphasis on thier nature of cowardness is needed, I still kill them be sure about that.
Often the characters controlled by L2 walker will dissapear and leave the main farmer, usually not even really paying attention themselves alone to face the train... that never ends well.
Tips and Tricks: Those finishing touches.
Ok, so you've collected your mobs, moved them all the way over to your target... either you've had your summon follow the target until the mobs kill the summon or you've attacked a party member to change thier characters "State". Depending on the train you deliver and the power of the mobs inside it don't think that you have done all you can do to finish off this group of farmers.. oh no there is plenty more you can do to mess with them just to break that camels back. You are a summoner, the main goal of a summoner is to destroy every one's perceptions and hope of rerolling any thing BUT a summoner the next time arround, oh and did I mention you have cubics?
Cubics are our best friend, wether the target is flagged or not.. they will feel some pain, every summoner has a cubic which will assist in the destruction of a train, if the train contains aggro mobs and there aren't enough aggro mobs to finish you off should the farmers force log or be killed, by all means run in there, and if the train is and "un-aggro'd" train or simple a friendly assist one then of course it is your duty to run in there, for Phantom summoners both cubics will do well but it is the stun one you want the most, for warlocks you want that Binding one out and for ES you want the aqua cubic out.
Imagine the poor farmers expression when not only is this train messing up his party of bots but now there is the summoner themselves coming in to mess things up, here there are perhaps 10 or 15 mobs attacking one person at a time and then there is a summoner using thier cubics on your party members.. I mean.. just think of what you can do?
Actually.. lets see what you can do shall we?
Elemental Summoners, you lovely people are able to attack the main tank and hopefully get that aqua cubic to land, the aqua cubic will not kill the tank and provided they do not have alot of CP you can add extra damage to them along with the train, I often insist that an ES uses thier normal weapons to attack the tank using the tanks CP as a buffer so that they do not go red, most level 52's have arround 900-1200 cp provided they are not orcs or dwarves, take that into consideration, for every five levels bellow or above take off or add 200 cp from that measurement, these are my ways of understanding thier CP ^_^
Bassically the main tank who is being attacked is usually the only one in good armor and can have two or three healers healing them effectively, essentially once that tank is down the rest will crumble, but the bots will go crazy to keep that person alive, by nuking that tank until thier cp is low and your aqua cubic goes off that tank has then 15 +1 damage givers to worry abbout and aqua cubic hurts.. ALOT.. that tank is going down if you do it right,, perhaps one or two nukes then just start hitting with your weapon SS's or not.
Now, Warlocks, your Binding cubic can paralyse! keep this in mind when your train is taking on the farmers, feel free to run in there and paralyse the tank, the healers the main damage dealer, any one, I find chrono weapons to be great, particularly Chrono Unitus, for some reason it makes the cubics fire often (lets not argue about how to make the little buggers fire faster) also, the good thing about using chrono weapons is you are guarenteed not to kill the person you are trying to paralyse, thanks to C3 and CP being introduced you can litereally whack away all day and you won't kill them, even if they do die while your hitting them, you don't go red because you cannot do the finishing attack while they still have CP so only the monster can do that, I prefer to neutralize the healers myself but I can imagine the main farmer being paralyzed to be just as effective, keep in mind however L2 walker can detect paralyze and the prophet may move to cure it, which is why I enjoy focusing my attention on the healers, especially the prophet among the lot of them.
Phantom summoners, perhaps the best suited for the job of killing farmers if only because thier Stun cubic fires often and lands often, let alone the fact that thier other cubic can also assist them, ES's healing cubic can help in situations where the train turns on a party member or themselves and they want to heal yet not draw aggro, Warlocks I highly reccomend NOT use thier storm cubic because that little floating karma creator might do the finishing hit or even worse (correct me if I'm wrong) crit the person, however a Phantom summoners cubics do no damage and simply mess up the farmers in general. As a PS I reccomend very highly that you focus on the healers while hitting with the chrono unitus, importantly is that even IF your cubic does not fire off, the chance of you interupting thier healing attempt is worth the effort any way, very often do I keep all the healers stunned ensuring the main farmer is killed.
One thing which I must mention, is that by doing these you try as hard as you might not to hit any monsters, being aggro assist they will surely turn on you, and provided your not training in an area much lower then you, that train can kill you as easily as it did the farming group.
Another note I should point out, when you use this technique it makes you flagged, now farmers and bots do NOT like pvp simply because to flag is to die in most cases for them, also on the chance you may turn white and they turn red, that will mean for a certain amount of time they can drop items, as a rule they are not allowed to get pk counts and often L2 walker will be setup for this, some times the farmer in charge of the group will either wait until the train is dead or start trying to attack you right there and then, I reccomend either summoning again before using thier technique or when the train is about to be finished off run out of there and just watch as the bots finish it off, there is no point in dying and the farmers will rarely chase you when they still have two or three mobs on them so don't feel bad in getting some distance while the group is distracted with the train.
Bot Wars: Farmer strikes back!
This is why I reccomended doing this with a few clannies or friends, eventually the person in charge of the group or the person actively monotoring the group will get mad at you, and if your on your own the last thing you want to do is have to face five or six bots wailing on you, now MOST don't carry ANY shots on them save for the main character of the group, that is a good thing for two reasons, it increases the chances of you getting an item drop and it means that the whole group won't be doing thier maximum damage, however I can assure you the dagger users of the group can still stack up some nice damage.
There are a number of weaknesses bots share in general and depending on the area these can be more common then others, for instance, majority of bots don't have any better jewelry then elven which while economical still has very low defense against level 35 spells being slung at them, and in low magic (by mobs) use area's they can some times use no jewels at all or atleast no grade, which means your best bet is to nuke them. Of course this some times might not be the case especially against the main farmer or controller who usually has top jewels for the grade they are in (also because they are usually the main tanks, such as scavengers).
Now, should you be alone in this situation, remember, your summon is your biggest asset in a fight, no MATTER what any one says without your summon in a pvp situation you are only leaving yourself shorthanded. So try to have your summon out, this can be hard at times because usually after you deliver the payload (other wise known as the train) you want to get in there and start using some "finishing touches" and those few secconds resummoning can mean all the difference between finishing the group off or just simply taking up a moment of their time, again this is why I reccomending having allies along with you to help you achieve your task, it will reduce your need to protect yourself. Now from my own experience I can say that farmers prefer to NOT have to fight, for two reasons first is that if they go red or get a pk count it brings that character one step closer to losing an item and two because they recognize the fact that a character played by a legit user usually is set up to it's full potential, while thier bots are setup to be the most economical (so as to yeild the most prophet margin), the economic setup is rarely good for pvp and they know it.
However should you intend to use finishing moves it is innevitable that you go flagged thus they may attack, in this case, either your clan mates who by now after watching you single handedly wipe out several groups of bots are itching for a fight, can kill them, or hopefully if you were doing it solo you atleast pulled out your summon can attack back.
Always use blessed and always attack the person who can do the most damage, focus both you and your summon on the same person and for the love of god throw transfer pain on, my recomendation is to take out the dagger users who are hopefully focused on your summon (farmers don't have much pvp experience and even though some play on the chinese servers, summoners are even rarer over there due to the asian damage dealing philosophy) if so, try to take out those damage dealers now should they have healers and buffers active during this fight, they will automatically be healing who ever loses enough health, once those healers or buffers are flagged kill them, they are even more valuable dead then alive, once they are out any dwarf, blade dancer or sword singer is toast.
Nothing however, competes with letting mobs kill them because of the chances to drop items apon death, so make sure those trains are strong.
Now, spells.. what should you do aside from just nuke and hit.. if you have a slow spell or varient keep it handy, when bots run they make a point to out run you, if you have freezing strike use it, because freezing strike is % based not power based not to mention you can use it on non-flagged farmers who try to outrun your train, if not use what ever you can, people underestimate slow especially in pvp but your summon will have a hard time keeping up with a group of bots if there is a sword singer involved.
Another usefull skill, is sleep.. even with a prophet in the group, sleep just needs to land on one and all sorts of magical things start happening, some times bots will be set to wake one another up automatically by hitting one another, this can pull non-flagged bots into being pink it can also distract a healer or buffer who is usually first choice for this role, if they aren't healing they're doing you a favor, however, I often settle for sleeping the healer or buffer.
Now, bots don't usually flag so consider it a compliment that they deem you a high risk or threat, of course thier greatest weapon is using your own weapon against you.
The anti-Train Master
I remember very well the time when after killing one farmers group half a dozen times he attempted to grab my train and a few aggro mobs and pull them over to my group of friends (me included in that group) and fake death. Normally an action like this would cause all sorts of chaos, us trying to kill the mobs attacking our friends, healing back up and then turning arround to see the rest of the train that had been left behind running behind the dwarf just as he fakes death then every one dies.. but wait, what is this I have learned?
Summons have a higher aggro rating then normal people, pets do too, every time without fail, the aggro mobs would turn onto her, he kept trying and trying and trying, and I just kept running the aggro mobs over to the remnants of his old group far far away and letting my silhouette die, remember the range limit on mobs, arround 1200, keep that in mind.
Any way, it became apparant that the best way to protect a group, is a summoner, there is no doubt about it a summon will draw aggro mobs away and over time they can build aggro off mobs should the person(s) be unable to hit, lets say for instance, you were para'd or perhaps your friend or perhaps there are alot of aggro-assist mobs arround, you wouldn't want to hit one to save the person being hit, well make sure they pack healing pots and get them to keep themselves alive, eventually they will shift to your summon, now, of course you can still just have your summon attack the mob until it shifts over aggro, then throw UD on the summon and run, make a note to put your summon on stay, or else after UD wears off the summon will come running to you with all them monsters behind it.
Being able to do this and without the fear of death would by far have to give us summoners the Bot killer ceremony's "Trainer" of the year award, if not the whole table of awards for killing bots.
END OF GUIDE
P.S. from Jas :)
I was checking this thing with "agroing mobs on someone who not fighting".
Got friend who just stay in dungon, outside room.
I grab 4 agro mobs, lead them to friend, hit him 3-4 times and FD.
Mosters not jump on him - just ignore us.