Fighter's Magic in la2

General Discussion Started Last reply 31 posts
Do you think, that all fighter magic in la2 is crap?

I'm talking about high-lvl pvp, when everyone has good jewelry and all neccesary magic defence buffs and even hex doesn't land no matter how hard you try to buff your miserable fighter's magic attack. All those crappy drains, that do 200-300 damage and give you about 40-60 hp - IF you are lucky to finish the cast.

All the high-lvl DE/Elven fighters advise in their guides NOT to learn magic skills (with some rare exceptions) to save SP for something more useful.

I have no idea if it's possible to pay korean developers' attention to it, so they could resurect all those dead magic skills, but at least i want to know how many ppl think the same, that fighters' magic now is mostly useless, and the main problem is low base stats in magic part (INT, Wit) and no passives or base modifiers to compensate this lack of casting speed and Matk.

The problem is not that Mystic's debuffs land better, if they had an advantage of +20% chance, that would be fair, but that fighter's debuffs land 3-5 times worse, and most of the time those debuffs do not worth a try at all -- this is a problem.
Who thinks, that all fighter magic in la2 is crap?

I'm talking about high-lvl pvp, when everyone has good jewelry and all neccesary magic defence buffs and even hex doesn't land no matter how hard you try to buff your misirable fighter's magic attack. All those crappy drains, that do 200-300 damage and give you about 40-60 hp - IF you are lucky to finish the cast.

All the high-lvl DE/Elven fighters advise in their guides NOT to learn magic skills (with some rare exceptions) to save SP for something more useful.

I have no idea if it's possible to pay korean developers' attantion to it, so they could resurect all those dead magic skills, but at least i want to know how many ppl think the same, that fighters' magic now is mostly useless, and the main problem is low base stats in magic part (INT, Wit) and no passives or base modifiers to compensate this lack of casting speed and Matk.

The problem is not that Mystic's debuffs land better, if thay had an advantage of +20% chance, that would be fair, but that fighter's debuffs land 3-5 times worse, and most of the time those debuffs do not worth a try at all -- this is a problem.

reroll a soulbreaker, they get mattk passives and cast speed passives with near the same stats as a de fighter just like you want. have fun.


yea the fighter magic sucks but they're not doing anything about so just move on and I'm not being mean cause I also am a tank with worthless magic skills and sucky drains. But like I use my panther, you use your cubics.
reroll a soulbreaker, they get mattk passives and cast speed passives with near the same stats as a de fighter just like you want. have fun.

i know about their passives and active skills, i mean what stops doing the same to other magic using fighters?
i know about their passives and active skills, i mean what stops doing the same to other magic using fighters?

Because a soulbreaker w/o magic is a wannabe dagger waiting to get 1 shotted
I mean.. lineage is a pretty old game, it's pretty popular in asia, but how comes that even they don't discuss that? do they all play HawkEye, TH, Nukers + their support and don't give a **** about other classes? have there been any serious discutions on this forum? any attempts to draw divelopers' attention to it?
Yes they need some serious improvement and no, discussion on these boards wont change anything.
Yes they need some serious improvement and no, discussion on these boards wont change anything.

Yea they do but they are fighters not mages so they INT is low so how would you fix it make they magic power greater then mages?:confused:
Yea they do but they are fighters not mages so they INT is low so how would you fix it make they magic power greater then mages?:confused:

Only way to fix it is by passives
hex lands pretty often considering what it does and if LS lands 1/10000000 it's still too high but yeah pretty much everything else is useless
Yea they do but they are fighters not mages so they INT is low so how would you fix it make they magic power greater then mages?:confused:

No one says their magic power should be greater than mages, but if sh lands slow 90% and fighters land freezing strike like 10%, which becomes 1% against end game oponents (non - oe fs vs 80+), skill is pretty useless. And no, oe it is not an option (what a waste of xp/sp), but increasing basic land rate would be nice. No one says fighters should land debuffs 90% of the time, but their land rate atm is just terribly low. Increasing it slightly would not ruin game balance, but (maybe) make those skills (a bit) more usefull.

Whats the point in having 5 skills which i never use? But then every class has some useless skills, so what they should do is check all skills again and either improve some of them, or just delete them and give players their sp back. This is ofc wishful thinking, I do realize it, but again all we write in "game suggestions" subforum is.
No one says their magic power should be greater than mages, but if sh lands slow 90% and fighters land freezing strike like 10%, which becomes 1% against end game oponents (non - oe fs vs 80+), skill is pretty useless. And no, oe it is not an option (what a waste of xp/sp), but increasing basic land rate would be nice. No one says fighters should land debuffs 90% of the time, but their land rate atm is just terribly low. Increasing it slightly would not ruin game balance, but (maybe) make those skills (a bit) more usefull.

Whats the point in having 5 skills which i never use? But then every class has some useless skills, so what they should do is check all skills again and either improve some of them, or just delete them and give players their sp back. This is ofc wishful thinking, I do realize it, but again all we write in "game suggestions" subforum is.

With bsps stuff lands fine for me, seems around 70-80% land in a buffed pvp setting more like 30-40% land
If you know all mystic classes get +45% patk, when they learn Weapon Mastery lv.1, it's like a compensation for their low STR, why not give the same kind of thing to fighters in their Weapon Mastery to compensate low INT?

And by the way all elf/DE fighters have -6 points in fighter stats (con, dex, str) and +6 in magic one (men, wit, int), so this is like double ownage:
1. useless magic skills
2. castrated fighter stats for useless magic (they could be +6 con i.e.)

That's one of the reasons why TH and HE are more popular than PR, SR, AW, PW - humans don't have any magic slows, but have dash(1/2), TH does'n have any Confusion or Charm, but has both trick and switch, they have +6 stats in fighter part (more con, more HP, more CP), and many more.. --- all imho.
+16 chance hex and see the different!!
If you know all mystic classes get +45% patk, when they learn Weapon Mastery lv.1

what? it gives 1.5patk fixed, i have 400patk w/ am +-, 1.5patk is not 45%
and hex lands pretty well
what? it gives 1.5patk fixed, i have 400patk w/ am +-, 1.5patk is not 45%
and hex lands pretty well

Mages get a patk modifier of 1,45 as soon as they learn weapon mastery 1. Fighters get a modifier of 1,085.
Mages get a patk modifier of 1,45 as soon as they learn weapon mastery 1. Fighters get a modifier of 1,085.

as far as I know, fighters get 2 fixed patk with lvl 1 weapon mastery
Hey no one is complaining about hex, its base land rate is 80% and oe with bsps/zerk/emp lands ok. But other skills dont. Try freezing strike or poison fe.
My bishop has a higher patck unarmed than my paladin unarmed.... really confused me when I worked that out.
My bishop has a higher patck unarmed than my paladin unarmed.... really confused me when I worked that out.

Because they have general weapon mastery which works with any weapon (unarmed would be a weapon too)
You only have sword/blunt, and you're not wielding a sword/blunt

At least that's what I always thought.
Thats what it is. A tyrant will also have more p.atk with bare fists, because of fist mastery. :p
lol fist mastery work bare handed?
lol fist mastery work bare handed?

yea thats why in the monk quest it tells you to kill with your fist or fist weapons
+16 chance hex and see the different!!

Hex is one of rare examples of how fighter's magic should look like, as far as i can remember in C1 it had a much longer cast, but in one of the updates they've shorten the cast of hex/pb, and left all other magics the way they were. Then tattoes appeared that let mages cut their Men and improve Wit and INT, fighter classes got a restriction on Men stat.
Why? As if someone knows.. even if pure fighter would do +5 men it would be about +5% mdef - not an IMBA if u ask me, and fighters that use magic could sacrifise 8 men to get +4 wit and +4 int (loosing about 8% mdef is pretty fair and not so scary, nukers can 1-2 shot kill one way or another xD)

i think figter magic would be just the way it should if

1. all their base casts were made close to hex/pb (some a bit longer, but not like now)
2. any passive to get at least x2 matk (it is still low with fighter weapon, but at least there would be a point to get arcana mace and try to get more magic buffs instead of some physical)
3. be able to make MEN tattoes (either all fighters or only specific 2nd profs: All elven/DE fighters +DA +Paladin)
4. and may be some changes about Elemental Heal and Holy Blessing - either make fast cast or leave it as is but make cost in MP much lower (right now any heal from nuker, that they get from lvl 14 is much better in general than fighter 74 lv heals, kinda unfair)

what do you think?
No one says their magic power should be greater than mages, but if sh lands slow 90% and fighters land freezing strike like 10%, which becomes 1% against end game oponents (non - oe fs vs 80+), skill is pretty useless.

The land rate of all non-enchanted debuffs decreases significantly against level 80+ targets. This is due to how the land rate is calculated. Each debuff has a base land rate, and a multiplier based on the difference between the target's level and the learn level of the debuff. The effect of this multiplier is even larger when the target is level 78+. Enchanting the skill is the only way to counteract this effect.
The land rate of all non-enchanted debuffs decreases significantly against level 80+ targets. This is due to how the land rate is calculated. Each debuff has a base land rate, and a multiplier based on the difference between the target's level and the learn level of the debuff. The effect of this multiplier is even larger when the target is level 78+. Enchanting the skill is the only way to counteract this effect.

my hex is +7, not a mega OE, but still it lands good only in PvE, if i encounter an enemy of 77-78 lv. with good jewels (at least tat+4 set is not a problem to get) and standart buffs for mini-gank (magic barrier/analogs) - hex fails pretty often with empower and fighter S weapon +3.
in the same situation necromancer would land his gloom with almost 100% success.

why did i compare hex and gloom? 'cause their base land rates are both 80% and they both have no attributes and even produce similar effect (-23% pdef/mdef) - that makes them kinda same type.

during big battles, like massPvP or sieges there are also mdef song and CoV/PoWa on nukers, in these situations there is no use in fighter magics at all.. neither trying to nuke, nor to debuff.
want to compare land rate with armor crush (same effect as hex) with boss jewels, augments and OE? ><
want to compare land rate with armor crush (same effect as hex) with boss jewels, augments and OE? ><

no, i don't want it, it's out of topic. (though, i know landrate sux, but it's physical, damage+stun+debuff -30% p/mdef, but the main problem here is low base land rate and tons of resists to stun attribute, it's totally another kind of skill to compare)
look at prophet debuffs, we have "matk" passive (weapon mastery), and still most of PP buffs never ever land even with emp, AM etcetc
look at prophet debuffs, we have "matk" passive (weapon mastery), and still most of PP buffs never ever land even with emp, AM etcetc

if you mean AoE fear and dryad root - they have an attribute and mental gives a good resist to both, as well as IC set resist, AoE fear also has a sucky base landrate, even on mobs.
i don't know about pp's blocks, but ee's block ww worked fine before combo buffs appeared.
so i'd say it's not a magic's problem in general but exact skills' problem, and when i say about fighter's magic i mean that even a 80% base land non-attribute debuffs fail as hell due to fighter's 500 matk (with empower).
with empower only and the same matk weapon mystics have ~1500 matk, 3 times difference is just way too much.

i can prove my point, 'cause i understand this game's ***tup mechanics, but i see the vote results (and i don't understand ppl who vote 2nd) and lots of posts aka "there's nothing you can do" and it makes me sad and i should stop it, 'cause yes, it's pointless.

i was hoping that i'll find some support and advise in sending a small message to game developers about this fighter magics problem.

but thank you all anyway, this forum is kinda friendly to guests in general.
The people who voted otherwise don't play dark elf fighters obviously. No one else would even care.
nerf this ******** damage and give them only def!
more def, but only DEF!!
and 5second party buff - greatly increase defense if have 10 crits in line and lose 90% dexterity :)

and as orc, i hope in next chronos after Final Gracia all DE die ^^

P.s. w my best regards, Dominator K. :P