Everything for a berse. Paints, subs, skills. Icarus Online. Guide to the class Berserker (Bers) Saba on the doombringer l2

Ladders and railings 27.10.2021
Ladders and railings

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Welcome to Moshen Art School

The municipal budgetary institution of additional education "Moshenskaya School of Arts" is the center of culture and art in our village. It is the most important factor in strengthening the family, developing artistic and aesthetic taste and stabilizing the social life of the area. Moshenskaya School of Arts shapes the mentality of the individual. Despite all the destructive trends of our time, it is the art school that retains the ability to educate the young generation in the spirit of community, social responsibility, and a creatively thinking personality.

School mission: Creation of such an educational environment that contributes to the self-realization of each child, regardless of his psychophysiological abilities, the degree of giftedness and educational opportunities.

Many years ago, the great William Shakespeare exclaimed:

“The one who has no music in his soul,
Who will not be touched by sweet accords,
Dark as night, the souls of his movements,
And all the feelings are gloomy ... "

Isn't it an absolutely precise definition of the soul ?!

But let me ask you what brought you to our site? Most likely, you are not one of those about whom Shakespeare exclaimed with such bitterness and you want to know more about us? Get the information you are interested in? Very commendable!

We will try to tell you more about our school.

And, of course, give, if possible, exactly the information that you, as we understand, are interested in, although you have probably already heard a lot about our school (Moshenskaya School of Arts). Some of you have already had children at school, and, moreover, perhaps even you yourself once studied with us, or, very possibly, you have attended our bright, unforgettable concerts, staged by teachers and students of the school departments, exhibitions held in our wonderful, very cozy hall, foyer with a full house, because:

In music, music,
There is a magic light.
Music brings us
Good news.
Meet music
We are in a hurry
With her the world becomes
Better and kinder!

Yes! You can't say better and kinder about music! After all, thanks to music, this great queen of the arts, our children learn the beautiful and the eternal, and, as the wonderful children's poet S. Marshak said: “So that their minds be kind, and their hearts are smart,” because:

“If Music and Children are friends,
There is nothing more beautiful in the world
Music and Children! "

And it is for this and for this that a friendly, wonderful, professional team of like-minded teachers works in our school, united by one high and noble goal - to educate from their students not only a musician, singer, dancer, artist, but, first of all, a creator in the broad sense of the word. And this is very important today!

“All arts serve the greatest of the arts -
the art of living on earth ”.
Brecht Bertolz

news

New Year's party

As part of the Christmas marathon, on December 25, 2018, a festive reporting concert for the first half of the year was held

"Reporting Concert" is our traditional event, a form of summing up the results of the school's work, where students of the school of all departments perform

With the blessing of God

On December 15, 2018, the III regional Orthodox local history Nikolsky readings on the topic: "The history of the small Motherland. The past, the present, the future ..."

Students of the Department of Fine Arts, teacher Raitseva I.S. painted their native land - our beautiful Moshenskoe

In order to popularize family traditions and values, form a respectful attitude towards family members, enhance the role of the family in the spiritual and moral upbringing of children, foster a sense of patriotism through creative research of the historical origins of your family, understanding the meaning of the family on the basis of personal creative research, a regional family creative competition was held “My family tree. Coat of arms of my family "

Seminar on the topic "The role of additional education for children and youth in the system of civil-patriotic education"

December 4, 2018 on the basis of the municipal autonomous educational institution "Secondary school with. Moshenskoye "held a seminar on the topic" The role of additional education for children and youth in the system of civil-patriotic education "

Exhibition of works of arts and crafts

From October 13, 2017 to January 27, 2018, an exhibition of works of arts and crafts is being held in the Novgorod Regional House of Folk Art

Festival of patriotic songs "This is our biography .."

On November 4, 2018 in the Cinema and Concert Center "Uver" in the village of Moshenskoye the annual regional festival of patriotic songs "This is our biography with you .." was held, dedicated to the 100th anniversary of the 1917 revolution in Russia


Berserker is a PvP oriented melee DPS player. Berserkers as a general category are warriors with enormous attack power and rather weak defense, which is reflected in the specifics of the class - P. Def. not the biggest, sword attack is quite significant.

The main strength of the berse is its unprecedented skills. A good bersh can destroy any light carrier or robe in a matter of seconds. It is more difficult with tanks, but they also fit well under the strong pressure of the berse.

The main advantage of the bers is the so-called. Rush (Rush), a skill that allows you to rush to the enemy in a split second, causing damage to everyone on the line of damage and applying debuffs (mostly stun).

Bers is well-sharpened to fight any class, this makes him a versatile soldier - there is no class that the Bers is fundamentally inferior to. It is impossible to escape from the berse, it is difficult for the magician to bring down it in view of the Soul Barrier and the mass of other panic-skills, it stands well against tanks, having UD in its supply, archers are forced to stay close to the berse, and therefore cannot inflict maximum damage, etc. - a wonderful class in good hands.

It is quite easy to find a party for a berse - any mele-party gladly accepts a berse because of a profile hex, a party buff on HP and other little joys.

Bers uses a profile weapon - Ancient Sword. It is obtained by profile transformation from the Two-handed sword using the Change Weapon skill. The attack of such a sword is usually less than its parent, but the attack speed is higher.

Bers, like all Kamaeli, cannot wear anything but Light Armor and cannot wear a shield. Only male Kamael can become a bersom.

A few tips for all occasions:

  • Carry Bottle of Souls with you at all times and fill them with souls. These cans weigh a little, and are extremely useful in PvP. You must have at least several hundred Full Bottle of Souls at all times.
  • Always turn on Dark Armor and Dark Blade, the bonus, though subtle, is free.
  • Up to A grade, it is quite comfortable to use Common items, at these levels almost only mobs will try your equipment, and a dead number will poke around in front of them. And save your money.
  • At level 40, complete the quest at Grocer Helvetia in Giran on the Wondrous Cubic. Once a day, you can pull out a cheap sharpener. Quest for 1.5kk, but the cube will remain with you forever.
  • Try to use the tactics of a steam locomotive on not very strong mobs: they collected them and put them with massive skills. Skill does not care how many mobs to beat - but it is more profitable for you in MP and in time.
  • Try to have several dozen Spirit Ore with you, Soul Gathering may be required at any time.
  • In Mass-PvP, try not to break into the first wave, your defense is rather weak and the focus assist will simply lay down a potentially strong Persian. Let the tanks go forward, when the targets are more or less sorted out, start ruining Yenemi's lives. Rush + Mass Disarm, as well as stun, cotton wool, disarm mine assist, etc. You will live longer.
  • In a PvP party, watch out for Blood Pact, your 10%, although not the strongest BTB, can save someone precious%.
  • If your clan has a fort or castle, be sure to go to the dungeons. For one raid in a dungeon party, he gets about 1.5-2k KE, you will get about 150-190, and forgive this for our prices 10-12kk. Lift your adena quickly.
  • Try to go to Kamaloka at all levels. There is a solid drop in the 78+ cam, so it may break off for you too.
  • Always carry with you 10-20 elixirs for your grade, they cost not so much, but they can save your life.
  • Remember Pailaka (and many forget for some reason!). There are only 3 of them and they give you a good Exp. Be sure to go through the pailaka corresponding to your level. The first is levels 36-42, the second is 61-67, the third is 73-77. Descriptions of them here:

Set:
Vesper noble leather breastplate

  • Str + 1
  • Con-2
  • Dex + 1
  • P. Atk./Atk. Spd./MP Recovery Rate + 5.57%
  • Maximum MP + 354.1
  • Opens Cloak Slot.

Pooh:
Top - Vesper Slasher -> Vesper Nagan
P.Atk .: 429
SA: Focus / Health
Shots: 1

SA in arms

As a rule, the choice is between SA Focus and Health. Both one and the other are good. For grades up to S, the choice is not as important as after that. Until S, try to choose Focus SA - for swing this is the best option.

For PvP and oli, you need to understand what is more important to you, to live longer or to inflict more damage. Based on the spirit of the berse, you should still put Focus, but if you are not very friendly with the equipment, put Health - this is the personal choice of each berse.

Tattoo

1. CON + 5, DEX-5 - this combination will increase your resistance to stun, raise the weight limit and P. Def. At the same time, taking into account the Gracia Final features, you will not lose skills in the cooldown and -5 DEX will very slightly reduce the attack speed and crit. rate. Evasion doesn’t count - it doesn’t solve almost anything for Burs. In my opinion, one of the best options for PvP and swing.

2. СON + 5, STR-2, DEX-3 (or variations of DEX-2 and STR-3) - in my opinion the combination is not bad, but cutting STR does not satisfy me personally, although this opinion is my subjective. This option takes place, however, the difference between 1 combination and 2 is only 2-3 DEX, and this is too little to touch STR.

3. CON + 4, STR + 5, DEX-9 (or a variation of CON + 5, STR + 4) - here the greatest stamina and attack power are achieved, but the godlessly cut DEX will still make itself felt. In fact, the loss will not be catastrophic, but this option for maximizing DPS is quite liquid, but risky. I would not recommend it if you are not extreme.

4. CON + 2 (+3), STR + 2 (+3), DEX-4 (-5, -6) - something like the golden mean, it allows, by slightly cutting DEX, to increase well both to the fat content of the char, and to power. In my opinion, the second priority tattoo option.

5. Do not bet anything. - Some bersa adhere to the view that our profa is very balanced, and nothing needs to be changed / edited in terms of basic stats. This opinion can also be called adequate.

12.08.2017 17:54:48 3299

Berserk- a fearless melee fighter in heavy armor with a two-handed weapon. He draws strength from his own rage, and his crushing blows grow stronger with every drop of blood lost.


Bersa are the main striking force of any team, they sweep across the battlefield in a bloody whirlwind, cutting the enemy into pieces. A real Berserker never gives up and only death can stop him

Berserker features and skills

The main features and differences of Bers from other classes are as follows:

  • Two-handed weapon;
  • heavy armor;
  • battle cries;
  • blows to the area.

Berserker, like other classes, has many skills and the main ones will be as follows:

Mighty roar- Bursting into the thick of battles with a roar, Berserker endows useful buffs not only for himself, but also for his allies.

Shoulder blow- allows you to have an advantage in the first blow by knocking down the enemy.

Triple cut- allows you to inflict a series of short strikes, the last of which has maximum damage.

Shattering Blade- a blow that goes as far forward as possible towards the enemy causing serious damage.

Thunder kick- the final part of shock combinations, allows you to bring down the opponent from his feet in which he has an excellent chance to finish off the enemy.

Vortex attack- used when the Berserker is surrounded, at this moment this skill allows you to inflict physical damage on all enemies within a radius of 10 meters and in addition knocks them down.

Berserker tactics

The whole game for this class is based on three main principles:

First Is "making friends with death." The fact is that the less health this class has, the higher your damage will be. For example, if after losing 10% of your health, your damage increases by only 2%, then if you lose 50%, the damage increases by 25%, and if you lose 80%, the damage increases by as much as 70%, and the Berserker himself begins to emit a red glow. ... Also, the effectiveness of almost all skills directly depends on the level of health, the lower it is, the greater the effectiveness. Therefore, the game itself for this class is based on maneuvering between life and death to inflict maximum damage.

Second Principle- this is rage and its accumulation, and mechanically it resembles normal mana, and if mana is constantly regenerated, then rage accumulates when you start bludgeoning the enemy. And the whole point is based on the correct use of this energy.

AND third principle based on the control of various rollovers, stuns and other controlling skills. And it is very important to use them in the correct order, therefore, with a strong desire, the enemy can not be released from control at all, inflicting constant unanswered strikes.


In a team game, Berserker is used on the very front of the battle, but one should not exclude its universal abilities. For a short time, he can replace the Guardian due to good health, he can help the Mage give a couple of powerful attacks in the area, and how the Assassin does well on single targets.

As for pumping this class, it is very easy to play Berserk at the initial development, in the future, when your skill base expands, and the enemy becomes more serious, you will have to learn to play with risk, be able to control well and perform combos to achieve maximum rational actions.

Berserker equipment and pets

The berserker has good sturdy armor and one single weapon, which is a plus. While the rest of the classes will run and look for additional weapons, Bers will spend this time on his self-development.


Equipment of this class is well suited to the Assassin, and when choosing it you need to pay attention to such parameters as health and level critical damage but the most important thing is force since the character is a damage dealer based on maximum damage.


The berserker does not really need pets, he mainly uses them for movement around the area, for sealing and combat companions that give buffs. This class is great at chopping down enemies without mounts, but nevertheless, we note the most suitable pets:

Red Agnas is necessary for applying active physical attack and defense.

Any Wolf or Panther is perfect for the first time of the game. They will be able to increase the existing health level of your character. After level 25, tame

1.Introduction

  • Berserker (berserker)- a warrior who dedicated himself to the god Odin before the battle infuriated himself. In battle, he was distinguished by great strength, quick reaction, insensitivity to pain, insanity. They did not recognize the shield and chain mail, fighting in only shirts, or naked to the waist.

2. Skills

  • Melee Shock Skills

A sufficiently strong blow is 2 times weaker than Crushing Pain, but the recharge is quite fast. MP consumption is not large, which allows you to constantly use it to finish off mobs.

  • Cooldown: 3 seconds
  • Power: 3653 (no enchant at level 74)
  • Sharpening: Darkness. PVP. MP consumption.
  • Utility. One of the main skills in PVP. Since I recommend swinging on wigs, in this case it is practically unnecessary. In solo, quality on single mobs is required.
  • Power: 7635.
  • Rollback: 6 seconds.
  • Sharpened: Earth. Power. PVP. Decrease MP.
  • Utility.

A blow comparable to Crushing Pain, unfortunately for its use it is necessary that the target has a bleeding effect. So to use it is necessary to have the skill

  • Power: 7635.
  • Rollback: 6 seconds.
  • Sharpened: Earth. Powerfulness. PVP. Decrease MP.
  • Utility. As in PVP and PVE, the main striking power.

Another skill for pvp is swinging at 3 pro. But very interesting because I attack all enemies in front within a radius of 45 degrees.

  • Power: 6060.
  • Rollback: 6 seconds.
  • Sharpening:?

This skill feeds the brs very tasty. It is he who, up to level 61, gives us the opportunity to solo on wigs (a bunch of mobs). When used, it attacks all opponents around you at a distance of 200. I advise you to pump up to 62 further, it is not needed almost in order to save SP points

  • Power: 2740
  • Cooldown: 3 seconds
  • Sharpened: Earth. PVP. MP consumption.
  • Utility. Quality on wigs (heaps) is our most important skill. In PVP, it can be used for additional damage to the enemy. In the masses, PVP is considered useless since the demag is small

In grace, the ending, when used, deals damage to all enemies in the circle. I advise you to download to 62 further is not needed almost in order to save SP points

  • Rollback: 3 seconds.
  • Utility. As for wigs (heaps), our 2-step skill. In PVP, it is not usable. Eats a lot and little sense.
  • Onslaught
  • Rollback: 3 seconds.
  • Sharpening: Chance of passing. MP consumption. Earth.
  • Utility. For many, this is one of the main skills in PVE and PVP. Tactics caught many, carried out a combo, then ran back and a new camp. As for mobs, I personally advise you not to use them, there is no one to stand on wigs, and in solo mobs they die from one skill.
  • Power: 2192.
  • Rollback: No.
  • Sharpening: Decrease MP. Earth. PVP. Power.
  • Utility. Some people use it on quality wigs (heaps). Personally, I think this is a waste of MP. On single players, I really like to quickly collect 3-4 mobs. In pvp, it is sometimes better to start with him, as he does good damage. In the masses, PVP also looks beautiful under the condition of very fast control.
  • Power. Not specified.
  • Rollback: 3 seconds.
  • Sharpening: Passage. Decrease MP. Power.
  • Power. 4040
  • Rollback:?
  • Sharpening:?
  • Selfie Buffs \ Auras
  • Utility. Collecting souls in the city without straining.
  • Rollback: 3 minutes 45 seconds.
  • Utility. Use at the beginning of a fight with a mage. In pvp, 1 minute should be enough for you to kill an enemy.
  • Rollback. 15 minutes.
  • Sharpening. Reduced recharge time.
  • Utility. In a one-shot PVP, consider that you have an ace of trump.
  • Rollback: 15 minutes.
  • Utility. Thanks to this skill, we can easily kill all opponents in light armor. In PVP is required.
  • Rollback: 1 minute 15 seconds.
  • Utility. Useful because we are frail and extra hp will not hurt us ...
  • Rollback: 1 minute 15 seconds.
  • Utility. Due to the strong decrease in defense, the skill is very dangerous to use if you are swinging solo. On RB, use it for your pleasure. I strongly advise against using PVP. In the party you can use.
  • Rollback: 45 seconds.
  • Utility. Use at the beginning of the battle with archers and mages. Ten seconds is quite enough to fly to the magician or sly.
  • Rollback. 15 seconds.
  • Utility. If you have not forgotten, if you have forgotten, then figs with him))
  • Utility. It is compulsory to use miles against all types of miles.
  • Utility. We turn it on if you need to run away or, on the contrary, catch up with the enemy.
  • Rollback: Turns on and consumes mana. 3 MP every 5 seconds.
  • Sharpening: Strengthening. To reduce the waste of MP.
  • Utility. On RB (Reid bosses) it looks nice. As a quality, I do not advise using it, since the MP will end very quickly and as a result you will be forced to sit back. In PVP, if you do not like running away tactics and want to fight at close range, then turn it on.
  • Debuffs
  • Chance: I have 50%. It is impossible to say for sure.
  • Sharpening: For a chance. Decrease MP.
  • Utility. The main skill in PVP. As with mobs, it is not needed.
  • Rollback: 1 second.
  • Sharpening: Chance. MP consumption.
  • Utility. In PVP, the main skill. In PVE can be used on x2 mobs. When passing from a x2 mob, it turns out x1)) It is also very nice to aggro mobs with this skill, which in turn reduces movement and, as a result, increases the% of experience per hour.

3.Weapon \ Armor

  • I want to remind you that we carry TWO-HANDED swords.

And not simple but ancient. In order to turn an ordinary two-handed sword into the Weapon of the Ancients, we need to use our skill

D-grade:

price in girana 81.975 (shop)

C-grade:

price in girana 349,250 (shop)

since we are up to 74+ swing only skills to us the main thing is def!

B-grade:

we make an ancient sword out of it and insert SA on HP - price in giran (store) 10kk-12kk clean and 14kk-15kk with SA

or we run in the same C gray there is a lot of 5kk-6kk in the store

A-grade:

I do not recommend buying a weapon for this grade. Great Sword (SA on HP) is enough for swinging, but you can, in principle, put LS.

the best set for pvp against opponents who have become we have very little horse, so it couldn't be better

S-grade:

the price depends on the server, but it is better to either knock out from the RB or craft (which is more profitable, sometimes faster). And also collect stones of Attributes to insert into HD and get HD + 150 Attribute, which will give a huge boost to damage, provided that the skills are sharpened for the same attribute.

collect it anyway. you can insert attribute stones that will not give a feeble increase in protection.

4. Tattoo

  • We don't need a tattoo up to level 62. And then, in my opinion, there is one option
  • -4sil + 4sins
  • -1sil + 1syn
  • -4sil + 4lvk

5. Hunting (PVE)

  • 1-20
    • I will not describe all the quests from the Novice Helper
  • 20-28
    • Let's go complete the quest Path of Destiny here we are 21lvl. We also pass the Dangerous temptation, which will give us more + 20% and 100k
    • We go to Gludio and in the number of 2 people we pass the Hall of the Abyss 23ur (Kamaloka)
    • We register in Kati. We go to the Sacrificial Necropolis (below Gludin).
  • 28-40
    • I chose the Fortification of the partisans mobs x2 and the herbs are falling.
    • You can go to the Heretic Catacombs (near Dion)
    • We begin to pass quests for 2 profs and also perform such quests ** Temple Preacher, Temple Executioner, Temple Warrior - 1, Temple Warrior - 2, ** Shadow Fox - 1, Shadow Fox - 2, Shadow Fox - 3, Fallen Angel - ** Assignment of Sunset.
  • 40-46
    • The ideal place for us is Alligator Island or you can go to the tower of Cruma.
  • 46-52
    • This is where wigs start and the best place on this level is Tanor Canyon. ** First on Harpies up to 49 and then up to 52 on Silenos.
  • 52-62
    • Here, the most ideal place for us is near Oren. We leave from the main gate and immediately slide down the mountain to the bottom. So, going down to the bottom, we find many small packs. so you can up to 55 ~
  • 61-76
    • There are many places to swing here. I chose the area around Godart. Directly from the central exit in front of us are two slides. We go to the left or to the right. We kill Antelopes and Wolves. I want to draw your attention to the fact that wolves, as soon as they have half their HP, begin to cast STAN.
    • As soon as you feel the strength in yourself, start climbing upward and in the same way we swing on Bears and Buffaloes. They cast Stan just like Wolves.
  • 66-75
    • Great place Swamp of Screams. Paired with 1 more bers.

There is either a clan or Parnassus. The choice is yours. Parnassus can be reached by swimming through Alligator Island.

6.Pets for Bers

For Bers, I think there is one pet and this is the Chicken, And it doesn't matter that she buffs the Magician buffs. The main thing is that she pours Manu and this will greatly simplify the life of a berserker.

Video games per class

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Introduction.

No one knows where they came from
but it is absolutely clear that they appeared for the war.

When choosing a class for which you want to play - be guided by the main traits of your character: if you are a fan of playing calmly, thinking over every action, sitting in ambush, then a berserker is not your class - play as a tank. If you like swift attacks, to be always in the center of the battle, to rush, to kill enemies with lightning speed, without even letting them come to their senses, choose a dumbringer, and you will not regret it. This class is single-handedly capable of holding back a group of opponents, keeping them in a camp, is able to hold back enemies in large numbers, thanks to a set of skills for defense. Few people are able to withstand the pressure of this impetuous, ruthless character one on one.

If all of the above about this one-winged race seemed to you at least a little interesting, I present to your attention a more detailed guide about the class Berserker / Doombringer.

About clothes, weapons, tattoos.

When choosing clothes or weapons, I am guided by one principle - a dumbringer is an aggressor, a ruthless killer, so everything that he wears should enhance his military qualities, and I don’t care if the defense suffers a little from this. Dumbringer must kill before the oud runs out, must leave the mountains of corpses before enemies can target him. All further advice on armament is based on this axiom. Of course, there are Bers, playing defensively, trying to increase the amount of life, but they become helpless as soon as they run out of MP, and in my opinion, this is a dead end.
About uniforms. With the clothes of the Kamaels, everything is very simple: we can only wear light armor, so there is not much choice. We put on the light one that we can afford.
From C grade Plated Leather is best suited, gives +4 pp - 1 con.
Of the B grade, I like Doom the most, it gives 2.7% physical attack, 2.5% to the speed of MP regeneration, + 3dex -2con -1 pp.
From A Grade Dark Krystal. + 4% physical attack, + 4% physical attack speed, paralysis resistance, +1 page - 1 con.
As we know, there is only 1 Draconic light in the S grade. Gives. + 4% physical attack, + 4% physical attack speed, + 1dex + 1str-2kon. Wear immediately upon reaching level 76, because you can already insert attributes into clothes of S grade and higher! Well, more on that later.
If you have reached level 80, then wear Dynasty Leather. The top of the set must be Weapon Master, then the set gives + 5.4% physical attack, +1 dex + 1str -2kon, maximum hp + 492, resistance to dark +8, crit rate +2.46, crit power + 234. You can take the upper hand with the second essence, but I did not notice much difference with the first one. If funds allow, then take all parts of the set, you will not regret it.
Not so long ago, we have new sets:
moirai s80. Dex + 2 end-2, + 4.26% physical attack, + 4% physical attack speed, running speed + 3%, 50% resist to holding attacks (!!!), and also increases the fire / water / wind / earth attribute by 3.5%. I did not wear it, but the resistance to holding attacks is relevant for the berse, otherwise some craftsmen are striving to throw an arrest.
Vesper s84 set gives + 1str + 1dex-2con, physical attacks / attacks speed / mp recovery + 5.57% and maximum mp +347.4. And no resists, which is sad.
Vesper Noble s84 gives + 1str + 1dex-2con, physical attacks / attacks speed / mp recovery + 5.57% and maximum mp +347. And also no resists. These sets are not praised by anyone, they cannot be compared with the Dynasty +6 set.
Vorpal s84 set gives +1 pp, +2 dex, -2kon, physical attack power + 6.59%, physical attack speed + 6%, + 3% to movement speed, paralysis resistance + 50% (!!!), and adds + 5 attributes to fire / water / wind / earth.
Elegia s84 set gives +1 pp, +2 dex, -2kon, physical attack / defense power + 5.57%, physical attack speed +5%, crit hit chance +17.05, + 3% to movement speed, resistance to paralysis + 50% (!!!), and also adds + 5 attributes to fire / water / wind / earth.
I haven't worn the last two sets, but I really want to. They give so much, especially Elegia.
Sets S80 and above provide the ability to wear. This is a very important piece of clothing. If your clan owns a castle, then you can buy in it and wear it until the castle is taken away from you by more fortunate players. If you do not want to depend on the luck of the clan, you can purchase a cloak from a cat for 25 col s80 or for 50 col s84 which, in addition to pdef, gives another 30 dark attribute. In general, the cloak looks very beautiful on Kamael, so it is worth buying it only because of its appearance.
Shirts also play an important role in uniforms. It is not worth chasing C and B shirts, up to A grade, Striped Linen Shirt D grade, for example, sharpened by +7 or higher, is quite enough. After reaching level 61, you can wear the Striped Scale Shirt, which is quite easy to buy at the fort with epaulettes. Having sharpened it at +4, you can exchange it there in the fort for a bonus +564 cp. Similar to S grade Mithril Shirt, gives a little more cp when sharpened at +4. But my favorite Enhanced Striped Mithril Shirt increasing the magician protection without any sharpening. On a selfie, she adds 150 mdefa to me. The full buff is about 400.

And one more piece of clothing is a belt.
Cloth Belt Belt C grade.
Leather Belt B-grade belt.
Iron Belt A grade belt.
Mithril Belt S grade belt.
Rivets are inserted into the belts, giving them certain effects. There are so many of these effects that a separate topic is needed to describe them, so I will only mention what I wear. Top-grade Magic Ornament Mithril Belt PvP Skill Attack .
About weapons.
Bersa carry two-handed swords:
Claymore top sword D grade.
Berserker Blade top sword C grade.
Guardian Sword top B sword.
Sword of Ipos top A sword.
Heaven's Divider is S's favorite sword.
Dynasty Blade Dino sword.
Icarus Heavy Arms "heavy hands of Icarus".
Vesper Slasher.
Lava Saw "Blazing Saw".
I have described the top swords of each rank, in addition to them, up to grade A inclusive, there are even worse swords, there are shadow swords (they are taken for special coupons from grand masters for a while), there are common items that drop from mobs. Shadow and ordinary items cannot be improved, but they are quite suitable for pumping at the initial levels, so as not to bother looking for top swords.
There is a lot of controversy about the SA in the weapon of the berse. With full confidence, I can say that for Olympus SA on hp it will be better, since there is little point in focusing on Olympus, crits are very rare, and 1.5 to hp will not be superfluous for sure. But for ganking on a fullbuff, as well as for swinging, I recommend focus! It is not effective to beat everyone with abilities, MP will end quickly, and what's the point of your extra 3k hp if you can't kill anyone? Sa on focus makes it possible to kill on a full buff without spending MP, since crits fly out every other time, and their power is very, very great. must be printed for Fame Points at the Reputation Manager Rapidus in Aden at the Olympus Pillar.
About jewelry. Best of all jewelry:
Ring of Baium gives a bonus to MP: +21, Resistance to poisoning: + 40%, increases the chance of passing poison attacks by 40%, increases accuracy, increases the power of critical strike, Resistance to hold: + 30%, increases the chance of passing hold attacks by 30%, increases physical attacks and cast.
Ring of Queen Ant bonus to MP: +21, Resistance to poisoning: + 30%, increases the chance of passing poisoning by 30%, increases accuracy, increases the power of critical strike, resistance to hold: + 20%, increases the chance of passing a hold by 20%
Earring of Antharas bonus to MP: +31, resistance to bleeding: + 50%, increases the chance of bleeding by 40%, enhances healing effects, adds a vampiric effect to attacks, increases resistance to Stun and mental attacks by 30%, increases the chance of passing Stun and mental attacks.
Zaken's Earring bonus to MP: +31, Resistance to bleeding: + 30%, increases the chance of bleeding by 30%, enhances healing effects, adds a vampiric effect to attacks, increases resistance to Stun and mental attacks by 20%, increases the chance of passing Stun and mental attacks
Frintezza's Necklace bonus to MP: +42, increases resistance to Sleep / Paralysis / Shock by 15%, increases the chance of passing Sleep / Paralysis / Shock attacks by 25%, increases resistance to poisoning / bleeding by 15%, increases the chance of passing poisoning / bleeding attacks by 25%, Reduces the cooldown of skills, increases damage from shields, increases resistance to attacks of darkness.
Necklace of Valakas bonus to MP: +42, Sleep resistance: + 40%, increases the chance of passing a dream by 40%, HP +445, Decreases the cooldown of skills, increases physical and magician attack, adds the effect of wild magic.
With two necklaces to choose from, I prefer Frintezza’s Necklace.
If the epic is not very good, then try TV and / or Olympus bijou. Olympiad takes on Olympiad tokens earned on Olympus.
Olympiad Warrior's Ring - MP +21, increases accuracy, increases the power of crit impact, increases resistance to holding by 30%, increases the chance of holding by 30%.
Olympiad Warrior's Earring - MP +31, increases the chance of passing shock / mental attacks by 20%, adds a vampiric effect
Olympiad Warrior's Necklace - MP + 42, increases resistance to Sleep / Hold / Shock by 15%,
Increases by 15% the chance of passing Sleep / Hold / Shock by 15%, reduces the recharge time of skills, reflects part of the damage.
TV takes on badges earned in territorial battles and has a number of properties, we are primarily interested in earrings from goddart and, because they give us 15 to the chance of passing the camp, and resistance from slip (goddart earring) and poisoning (earring). Necklaces and rings only give resists from elements of 30 and 15, respectively, to one specific element. So it makes no difference.
About attributes... In clothes of S grade and higher, you can insert Attribute Stones, which increase protection against certain elements (in clothes) or attack (in weapons). Attribute stones are of 6 types, they are divided into pairs, and are interchangeable between paired stones. Fire / water, wind / earth, dark / divine.
... These stones are dropped from mobs in the helbound, Isle Of Prayer and many other locations. The maximum attribute value that these stones give is 150 in weapons and 60 in each piece of armor.
In addition to Attribute Stone, there are also Attribute Crystals.

Crystals allow you to overclock the values ​​of attributes up to 300 in weapons and 120 in parts of armor. Where to get them? So far, only buy from a cat, but in general they have a quest for grace, but it does not work for us yet.
Which attributes to insert is up to you. This is a kind of tape measure, because one or two attributes will not be in clothes.
You can read more about attributes for example.

About tattoos.

For starters, while you have little experience, I recommend +5 con -5 pp. This is especially true on Olympus. More hp, more resistance to stun, more time to think about a maneuver. This will make your life easier against all fiz, but it will worsen against all healers / buffers. But as soon as you feel that you have mastered the character sufficiently, then immediately remove it. Well, when you consider yourself an indestructible trubers - put + p-con.
A tattoo +4 vit -4 int will also be useful. Vit will give us the speed of casting magic skills (for example Soul Cleanse), which sometimes helps very, very much. It is because of this skill that I always activate the nipples on the panel and the magician, they significantly increase his cast.
Advice off topic: make a macro 1. / target your nickname, 2. Soul Cleanse. 3./targetnext. It saves a lot of time, see for yourself.

About talismans.

A separate place should be devoted to the topic of talismans. They are mainly used on Olympus, although I myself prefer not to bother using them (only blue for physical attack, not looking at who the fight is with). There are 6 types of talismans in total: yellow, white, blue, red, black, orange. The most useful are red and blue, they give some kind of active skill. Black removes debuffs, orange allows you to craft something, yellow are passive, white is both passive and active to add an attribute.
List of the most useful talismans:

Blue Talisman - Attack Power- Increases P. Atk. when put on (my favorite). Sold in Township from a trader for adena.
Blue Talisman - Buff Steal - Takes away a positive effect from the enemy.
Blue Talisman - Buff Cancel - Removes buffs from nearby enemies.
Red Talisman - Life Force - Fully recovers MP / HP when equipped (such as Body Reconstruction).
Blue Talisman - Divine Protection- When activated, it increases your physical and magician defense for 10 seconds.
Blue talisman of Invincibility(not to be confused with Invisibility !!!) should make you invulnerable for 10 seconds.
Red talisman of maximum clarity- Significantly decreases MP consumption when equipped. Previously, with this talisman, you could use your skills even if your MP was completely burned out! But right now this opportunity seems to have been stopped.
Blue talisman of magic defense- When equipped, enhances magic protection.
What talismans, how and with whom to use, decide for yourself. You can read more about talismans, for example,.

Description of skills.

The dumbringer class has a set of unique skills for both defense and attack. In this section, I will give a description of the skills, a quick guide to use, the direction of sharpening, etc. It will be mainly about active skills, passive ones must be learned and forgotten about them forever.
Soul Mastery skill learns from the 5th lvl and allows you to collect souls flying around. Well, we need souls to increase damage when using attacking skills. In previous chronicles, it was impossible to use certain skills without these souls, but right now they just increase the damage from the ability. It is desirable that you always have these souls. By the way, you can drag them into bottles, sold in the store (bottle of souls), and drink these bottles in battle.
Increase Power self buff to increase physical attack. We teach, if necessary, we buff ourselves.
Upon reaching level 20, it becomes possible to master the first profession of a Trooper (soldier). There is no need to do the quest on our server. An item (Gwain’s Recommendation) is purchased from a cat for 250 Adena and belongs to the corresponding NPC (Grand Master Gershwin is in Gludio in the Kamael guild).
Change Weapon learns at lvl 20. This skill turns an ordinary weapon into a special Kamael weapon, and without such a weapon, certain skills will not work.
Dark Strike is a combat skill. There is no better yet, let's use it. Requires a sword, blunt weapon, or ancient sword.
Double Thrust 1st combat skill sat. We definitely don't need it, since it requires a rapier to use it.
Abyssal Blaze is a certain magic combat skill, forget about it right away.
Dark Explosion is a magical massive attacking skill. Into his furnace.
Death Mark Debuff, reduces physical and magician defense by 20%. You can indulge in it until you get 2 profs. After that, it will already be of little use, since it is unlikely to pass on to anyone.
Erase Mark removes Death Mark, but only if it is of the same level or less. After the 2nd professional is also not relevant.
Surrender to the Unholy debuff that removes the enemy's resistance to darkness by 25 and increases resistance to light by 12. Also not relevant after the 2nd pro.
Strike Back is a very good aura, reflects damage from melee attacks, it works randomly and the chance is quite small, but I always keep it turned on in battle against melee men, since the MP does not eat so much, and if it works, it will not be superfluous. Learns from level 20.
Furious Soul learns at level 24. Increases the chance and power of crit, but greatly reduces physical defense and dodge. The skill is very useful for quality, especially on wigs, and it should be turned on against all robes, but not against physicals.
Hard March learns at level 28. The aura for running, always stands on my panel, I activate it when I need to catch up or run away. Continuously consumes MP in an active state.
Rush. Learns from the 32nd level. Allows you to fly up to the enemy to attack. It does not deal damage, does not put it in the camp, it just quickly gets to it. MP spends little, it will be useful only on the gang on nubo lvl.
Courage learns at level 36. Greatly increases resistance to mental attacks. Duration 60 seconds, rollback 2 minutes 30 seconds. Always on the panel, I activate it as appropriate. Against the bluff, the very thing.
Disarm so attention: disarm (disarmament). Has a good chance to knock the weapon out of the hands of your opponent into his own bag (it's a pity that not in his own). The enemy cannot take up arms while this debuff is hanging on us. Studying at level 36.
Sword Shield and another important skill - ud bersa. For 30 seconds, it significantly increases physical defense and slightly cuts movement speed. Learns at level 36, rollback 15 minutes. Use in battle against all physical, well, in a critical situation, it will help out.
At level 40, you can master the second profession of the Verserker. Here, too, everything is simple, we buy an item from the cat (Orkurus ’Recommendation) and refer to the NPC (Grand Master Vitus is in the Kamael guild in Giran).
Shoulder Charge learns from level 40. Attacks the enemy with a shoulder from a run. Deals minor damage and has a chance to stun. A good skill, immediately bring it to the panel and learn to use it, it will help both in the gang and in quality.
True Berserker learns from lvl 40. Also an aura that continuously consumes MP. Increases P. Atk., Attack Speed ​​and Accuracy, while decreasing P. Def. And Evasion. I always turn it on for quality, and in the gang, even against physicals. The decrease in defense is more than offset by the increase in attack.
Dark Armor learns at 40m. Aura does NOT consume MP, increases dark defense by 10. Useful as somewhere on the undead.
Dark Smash learns at level 40. An offensive skill used with an ancient sword. Over-hit is possible. We teach, we put on the panel, we will use the gang until there is nothing better.
Scorn. Studying at 43m. Forces nearby enemies to attack. It was not necessary to apply.
Slashing Blade. Learns from level 43. Attacks nearby enemies with an over-hit chance. Use, unless, when several opponents attacked you at once, and you are standing in oud. And it's better to forget about this skill, besides, there will be no place for it on the panel later.
Life to Soul has been learning since the 49th. A way of accumulating souls at the expense of your hp.
Storm Assault learns from level 49. Mass ranged attack, will be useful until there is no better skill. Attacks your target and everyone in between.
Spread Wing learns from level 49. Mass attack, hits everyone around, does not require a target. Useful for getting enemy daggers out of a hyde.
Violent Temper learns from level 49. If it hits your target, it will reduce its magic speed by 15% and physical defense by 23%. Lasts 30 sec. Throw at everyone you decide to kill, if it passes, then your opponent will have an even less chance of surviving.
Body Reconstruction studies at level 55. Fully restores your health. How all sorts of daggers dream of such a skill. It helps a lot in battle. However, the rollback is 15 minutes, so use it if absolutely necessary.
Blade Rush learns from level 55. A blow with a sword at a distant target, and both the target and all enemies between you have a chance to get a bleeding wound.
Soul Barrier has been learning since 58th. The long-awaited magician oud, increases the magician's defense by 2 times for 10 seconds. I think everything is clear here: put it on the panel and activate it if necessary. Fortunately, the skill rollback is only 45 seconds.
Crushing Pain learns from level 60. The main attacking skill, you will use it to kill your enemies.
Contagion learns from level 64. A very interesting attacking skill, it works only with the target on which the bleeding lies. Hence the specificity of its application - immediately after successful Blade Rush.
Soul Cleanse learns at level 66. Removes up to three debuffs from you or another targeted Kamael.

Fortitude studies at level 76. An aura that significantly increases resistance to stun attacks and paralysis; in an active state, it continuously consumes a lot of mana. Enable only when necessary.
Enuma Elish studies at level 78. Launches a wave at enemies in front of you. A good skill for finishing off on Olympus. True, its long cooldown allows it to be used only 1-2 times in battle.
Rush Impact learns at level 78. We have been waiting for this skill for a long 78 lvls. Now we have the ability to inflict massive damage on remote targets and everyone in between us, with a fairly high chance of putting them in the camp. In the hands of a skilled dumbringer, this skill becomes a formidable weapon, often decisive in the outcome.
Soul Rage learns at 78. Skill attacks enemies at a distance and collects souls, the maximum number of souls is 40. The damage is pretty dull, but it is believed that it demoralizes the enemy and makes him use his skills less effectively. For example, allegedly sat steals fewer buffs. But I don’t presume to say that it’s true.
Final Form transform into a flying monster, requires 20 souls to transform. Studying at lvl 79th. Transform can be activated once an hour and only for 4 minutes. Significantly increases defense and attack. Try to turn it on once and you will like it.
Mass Disarm is at level 79. Disarming nearby enemies. A very good skill, but the rollback is long. Doesn't require targeting.
Next are the top skills that require books to learn. Eye for Eye can be obtained from the Olymp manager for Olympus tokens and fame points, but it takes a very long time. Expose Weak Point can be purchased at the helbound from Legendary Blacksmith Shadai NPC for Ancient Tome Of The Demon. Some have to fall from RB.
Fighter's Will. Studying at level 81. Increases physical attack and attack speed when using melee weapons. Teach as soon as possible.
Archer's Will. Studying at level 81. Increases accuracy and range when using a bow or crossbow. If there is a possibility - teach, if not, then it's okay.
Expose Weak Point is a random debuff to whoever attacks you. Studying at level 81. If possible, learn.
Final Secret active skill - increases the damage from your attacks and skills by 30 percent. Lasts 30 seconds. Spawns at level 81. Teach as soon as possible.
Protection Of. Studying at level 82. Increases mage defense by 15 percent. When receiving damage, it has a chance to additionally increase the magician's defense and resistance to elements for 10 seconds. Teach as soon as possible.
Protection Of Elemental. Studying at level 82. Increases element resistance by 20. When receiving damage, it has a chance to additionally increase the magician's defense and resistance to elements for 10 seconds. Teach as soon as possible.
Protection Of Alignment. Passive skill, learns at level 82. Increases resistance to elements by 20. When receiving damage, has a chance to additionally increase the magician's defense and resistance to elements for 10 seconds. Teach as soon as possible.
Eye for Eye. Favorite active skill. Studying at level 83. Reflects 100% of melee attack damage to the enemy. Ever seen the hurried daguerres smash against an idle doombringer like granite rock? The duration is only 10 seconds, so you need to hit the bull's eye with this skill. Indispensable for Olympus against all neighbors.

About sharpening skills.

Having reached the 76th level and having mastered the third profession, the character gets the opportunity to sharpen his skills. For this we need:
Giant's Codex book for risky sharpening. It will disappear as soon as you sharpen the skill 1 time, but you can sharpen it until the first failure. If the sharpening fails, then its value is reset to zero.
Giant's Codex - Mastery book of safe sharpening. Disappears when used, but you can sharpen only 1 time, regardless of the result. If the sharpening fails, then its value remains the same, and is not reset.
Giant's Codex - Discipline book to change sharpening if you suddenly decide to change direction. When changing direction, the sharpening value decreases by 1.
And what we definitely never need is this:
Giant's Codex - Oblivion. I don't know what kind of twisted mind came up with the book to reduce sharpening, but it really exists.
On the grace, it became possible to sharpen third-profile skills along with the second-profile ones, but the maximum point value for the first ones is limited to 15, in contrast to the second-profile ones, which can be sharpened up to 30. Skill point chance table:

Passive skills:
Ancient Sword Mastery - sharpens for strength or speed of physical attack.
Light Armor Mastery - sharpened to dodge or pdef.
Wisdom) - sharpens on resistance to sleep, hold or mental attacks.
Health - sharpens on resistance to bleeding or poisoning.
Magic Immunity - sharpened on mdef.
Critical Sense - sharpens on the chance or power of a critical strike.
Active skills:
Violent Temper - sharpens for the chance of passing or for the duration of the action. Here, definitely sharpen the chance.
Soul Barrier - sharpens for a while or for efficiency. Definitely sharpen for a while! Considering the rollback of the skill (45 seconds) when sharpening at +30, we will be 40 seconds out of these 45 with the magician wired doubled!
True Berserker - sharpens either MP consumption or to increase physical attack and accuracy. Choose the second direction unambiguously.
Crushing Pain - there is a choice to sharpen on efficiency, MP consumption, on one of the 4 elements, or on damage. I sharpened for pvp damage.
Disarm - the choice to sharpen for the duration of the action or for the passage. Both directions are tempting.
Enuma Elish - sharpens on efficiency, pvp damage, holy attribute and MP consumption.
Sword Shield - sharpened to increase the pdef, or to reduce the running penalty. And this and that has the right to exist.
Rush Impact - sharpens on efficiency, MP consumption, chance, one of 4 elements, or pvp damage. In my opinion, the most tempting ones are chance, MP consumption or pvp damage.
Mass Disarm - sharpens for a chance or for a skill rollback.
Soul Gating - sharpens on the consumption of hp or to reduce the cooldown.
Fortitude - sharpens for resistance to stun or paralysis.
Blade Rush - sharpens on efficiency, passing, MP consumption or pvp damage.
Contagion - sharpens on MP consumption, efficiency, and pvp damage.
Dark Smash - sharpens on efficiency, MP consumption, dark attribute or pvp damage.
Slashing Blade - sharpens on efficiency, MP consumption, element or pvp damage.
Storm Assault - sharpens on efficiency, MP consumption, element or pvp damage.
Spread Wing - sharpens for efficiency or for mp consumption.
Some of these skills I did not sharpen at all, since I never use them. But you will play in your own way, and sharpen those skills that will stand on your panel, because it is not in vain that they say: how many people have so many opinions. Keep in mind, if you decide to sharpen any skill on the element, then it must match the attribute of your weapon.

About sabskils.

If you made a quest for a subclass, and even managed to pump your subs, then there is an opportunity due to this to strengthen your base with skills from the subclass. To do this, you need to complete the quest for the transformation (More Than Meets the Eye). The quest is taken at Hardin's Academy from Hardin. When choosing skills, we are guided by the same rule. From each sub you can take three skills: two passive and one specific, depending on the sub. I tried to take passive ones to def, I didn't like it, replaced them with attack. Special skills:
took Counter Haste with SoulBreakera. When triggered, it increases attack speed very well for 15 seconds. With him, even the tanks are not so inaccessible.
took Critical Rate from Arbalester. Gives +30 crit chance. More crits, more dead enemies.
with the Inspector of course Counter Barrier. Chance upon receiving damage to activate invulnerability for 5 seconds.
In addition to these skills, you can take transforms from sub, if you pump them up to level 80.

swing strategy.

So, we created a character, came up with a name, were born in the starting location. Up to the 6th lvl you can immediately rise on the mobiks of the 1st level. Then everything depends only on your buff. If you have at least a PP (wark, over), preferably swinging up to 78th with a pof (chav), then you are very lucky. 20th level easily rises under the PP buff on mobs around the Gludio in 15-20 minutes.
from 20th to 40th in 2 minutes? No problem. We need - any set of A or S grade, jewelry A or S grade and physical weapons of A or S grade, corresponding soul shots, Lilim Knite transform 1 piece, Healing Potion stock (20 pieces), buff (pp or wark) and one RB 20 -25 lvl. We put all this on ourselves, buff, transform and boldly attack RB with the Attack Rage transformation skill. HP is slowly decreasing, so we drink healing all the time. 1-2 minutes and RB dies safely, and our ward immediately raises 20-25 lvls.
Well, what about those who do not have a buff? We are looking for Adventurers ’Guade in villages and towns (in Gludin and Nuibe Guade) and ask them to help us with magic. This is called a nubobaf, it lasts for an hour. If possible, take the above transform, if not, it's worse for you. It is best for you to find like-minded people, after all, together it is more fun, and even easier. Rock until the 20th in the vicinity of your native village and Gludin. Then around Gludio and Dion up to lvl 40.
40th to 55th swings very fast on Alligator Island from. I rocked under the pn buff, all in the same transform. If there is no transform, then you definitely need a vamp with se or cooking. From 55th to 65th quality level in Giant's Cave (the cave of giants). Further already in the Valley of Saints, Wall of Agros and in the Witch catacombs. As you gain strength, try Varka / Ketra. Good quality and Imperial Tomb. They swing well on wigs, I will describe the method below. Since the 80th I've been swinging in Den Of Evil on orcs. C 81. having learned the skill Fighter's Will, we go to the hb, and from there we do not leave until the 85th level. We need a full buff, if not, then don't even go in there.
The best option is a wig with full buff. We choose a location corresponding to the level and equipment, with as many aggregates as possible in as little space as possible. Full buff - pp, wark, sd svm, and preferably a cat. It is better to sharpen dances and songs for a while. +9 will give us 45 extra seconds, which is enough to assemble the wig. It's easier to collect on a wolf, it's faster, and do not forget to turn on the Soul Barrier, this will save mobs from ranged attacks while you are running. Jumping off the wolf, you need to pick up the PIKU (preferably from the SA to the hast), turn on the nipples, stand with your back to the wall, or better in the corner, choose the first mob that runs up on the Next Target, and beat him when he runs up, but not earlier, but then jump out of the corner. Remember: under the wig they survive not at the expense of their def, but at the expense of the wump. So you should have a bersh from the PP, and turn on the Furious Soul after stepping into the corner. Thus, a dumbringer is capable of solo swinging on HB Island, and a chimera wig in the largest clearing. If you don't have a full buff, then swing without wigs, 1 mob each. But the wamp must be mandatory, it is either a varco buff, or a se buff, or an epic wamp - zaken / taras. Locations are selected according to the level, equipment, buffs, and one more criterion: what would be the quest, thanks to which you can enrich yourself. If you do not have a buff ... then I recommend that you join a clan, where you can swing in a party. To swing without a buff at all is masochism, never do that, even as a joke.

Mass gang strategy.

flutter like a butterfly and sting like a bee.

The reader has probably more than once watched the flight of the crazy dumbringer in the mass gang, when it is barely possible to trace his movements, and it seems that he is in several places at the same time. Most of his opponents, as if spellbound by this spectacle, freeze in place, unable to move a single muscle, although it may not be the beauty of the events that is to blame, but only the camp. Well, be that as it may, this is a very easy move to carry out, and very effective if the gang is between not very many characters. Optimally - party sun party. How can this be done? It's very simple. On the skill panel, place two buttons - Rush Impact and Next Target. We run into the crowd of enemies and press them one by one, as quickly as possible. And - lo and behold! Our dumbringer rushed about like mad, and our enemies mostly stay in the camp. But be careful, don't get too carried away with it. Firstly, so very quickly you can be left without MP. And although I insist that the dumbringer is dangerous even without MP, we still need to catch up with the last fleeing enemies. And secondly, if there is a big gang going on, then, given the uncontrollability of flights, you can move to tartarars, and you will find yourself behind enemy lines without the support of your friends, where they will immediately burn out all the MPs, put them in the root, camp and slip at the same time, they will be buffed with all imaginable and inconceivable debuffs, and they will kill you in spite of all your oud, and your friends will not even be able to resurrect you, because they will not know where you are. And thirdly (the biggest drawback, in my opinion), Rush Impact and Next Target run on Soali! so if a separate party of Soalyans is running with you, and you do not want to merge them, then you will have to give up this wonderful trick, and even just Rush Impact will have to be used very, very carefully.
What else can be said about the masses of the gang? Our main goals are robes. But don't waste too much MP on Crushing Pain. Considering the full buff and preferably the epic of the ring, your critical hit will be much stronger than the ability. In addition, if the triggers Haste, PvP Weapon, and Fighter's Will go off, then few will resist such a pressure. If you have decided on a goal, then try to hang Violent Temper on it - if it passes, then you will quickly kill her. Well, disarms on rollback, it sometimes helps a lot.
When you are fighting against melee, then tactics based on the protection of your healers have a right to exist. That is, when you saw that a bunch of daggers and other evil spirits rushed at your bisha, your goal is to interfere with them with a camp and disarm. In the right hands, this tactic bears fruit. True, the healer must be competent, run and not fall right away. And your party members must kill enemy healers at this time.
A separate story with a tank. Do not attack the tank in the mass gang, look for more accessible targets. Let those who should do it (sat for example). If they attacked, then you risk killing yourself by repelling the abil, snatching a bunch of debuffs, in general - getting bogged down in the swamp of this wretched fight, instead of leaving mountains of corpses in robes.

Solo gang strategy (olympus)

As for clothes, we do not have a great choice - a light set of the highest grade that we can afford. Against the bishes, her, pp and se, you can wear nm light. The sword is the most expensive, and the sa for Olympus is definitely at hp. As I said earlier, tattoos on Olympus -5 pp + 5 con. More horse will give you protection to the camp and time to use your skills deliberately, at first it will not hurt.
Dumbringer is a versatile DD, with an arsenal of unique skills. Irresistible pressure, force of blow, protection, all this makes us dangerous opponents. And only impenetrable tanks are very difficult to win. With everyone else we have either just good chances, or very good chances. But it all depends on experience, tactics and ingenuity in battle. The strategy in battle is something like this - we activate defense (physical or magician, or both at once), activate Final Secret and then kill the enemy in cold blood.
The basic concepts of a dumbringer fight on Olympus with different classes:

  1. group "about nothing". Bows, glades, shooting galleries, They will not live long under the crash of payne, and they have nowhere to go, while we have 30 seconds of oud. I think everything is clear here. The only problem can arise with a gladiator, if he thinks of taking a hammer and using his only stabbing skill. You must not miss this maneuver that is not typical for this class and turn on the UD. Also, UD can be simply supported by a talisman, this will also be 100% our loss.
  2. a group of warlords, gnomes, titans. If these monsters are properly perfected, then they simply may not be released from the camp throughout the entire battle. But we have oud, and (I hope) Eye for Eye. Usually we stand in the camp, and they kill themselves safely, or with a little help from us. I will put all the sumoners in the same group, the victory over them is not difficult, the only thing that must be used for protection is physical and magic oud.
  3. Mages sometimes manage to kill, especially if they have several critical hits in a row. But we have Soul Barrier, you should activate it just before the fight. Use Body Reconstruction at the right time. Here I recommend not to be greedy, use it as soon as it goes for half the hp, otherwise you risk falling from the crit. I do not recommend using Violent Temper. Firstly, it takes a very long time to cast, and secondly, it may not pass. And battles with magicians are very fast.
  4. - daggers. If the dagger is equipped and machined just like you, then you have a much better chance of defeating him. Firstly, you have oud, and secondly - Eye for Eye. Only you cannot lay out both of these trump cards at once, an advanced daguerre will immediately go to hyde, and after half a minute he will take you warm for a couple of jabs. I recommend her odds to combine a secret with the ending. It's better this way, according to my observations. Well, combine oud with disarms.
    Be careful with av because they can reflect damage too. If you notice a reflection, then use disarms and Violent Temper.
  5. - her, bysshe, behold. These scoundrels know how to dashingly slip into a slip, survive MPs, cancell cvs and put a debuff on the attack speed. It is very important to turn on the Soul Barrier before the battle begins, otherwise you can burn MP at 1 time. Hang a valakas necklace around your neck and put on the nm light set yourself. Try hanging Violent Temper on them right away, then Crushing Pain and disarms. It happens that they become stone, this is in our hands. If there is space, step back and, as soon as the enemy comes out of the stone, give him Rush Impact. If he hid in the wall, then just hit him in the hope that the triggers will work. One of the trump cards is Enuma Elish: it casts very quickly, it can be finished off before the enemy is healed. If you are left without mana, everything is not lost, we run after the enemy and hit with ordinary blows, our crits are quite frequent and strong.
  6. - pp. These evil characters under their fb know how to put in the root and not be afraid to survive MP. Well, we have a wonderful skill for this case - Soul Cleanse. We only have a few moments to kill them. Do not try to hang debuffs on the PP, just waste your time. If we siphon off the MP, that's all, we will die in the root.
  7. - overs. Well, in terms of complexity, they are like pp. They have bacon, slip and a bunch of debuffs. Their buff will allow them to be considered dangerous opponents. Against them will help a well-sharpened Soul Barrier for a time, disarm and since the battle is not fast - Violent Temper. If you are hung with fat - hit with your hand, there is a chance to knock down the cast, and activate counter and pvp skills. If you have a debuff, remove Soul Cleanse. The outcome of these battles depends to a large extent on the randomness.
  8. - Sat. From the recommendations - to buff everything that you can on yourself, at the end of the noble and Furious Soul, in the hope that the sat will steal it and lower its pdef. Use Ud and Soul Barrier right after the buff has been stolen from you, and also disarms on cooldown.
  9. - tanks. Well, we got there. So, how are they dangerous to us? Yes, a lot of things, it's even difficult to list: reflection of skills, cheating stun, 100,500 ouds, unrealistic pdef, evil debuffs, uh .. And how to kill them? First, you need to force the tank to use all three ouds, one after the other, and run back. They can only move in a party oud, the other two will pin them to the ground, so run back in time. True, this is not always possible, because sometimes the tank does not let out of the camp. It is very difficult to kill light tanks as they heal all the time. With the dark ones it is much easier, they can be killed in several attacks with the maximum damage. By the way, tanks sometimes hang a crown (blocking physical skills), but we have Soul Cleanse, and this is not physical, but magician skill! so they ran back and took off the debuff.
  10. - a separate place is occupied by the gang dumbringer sun dumbringer. What can we say and advise here? With the same equipment, the dumbringer who most of all understands the spirit of his character wins, understands what he needs to buff and at what point to use which skill. Since the fight is relatively long, I recommend immediately hanging Violent Temper on your opponent. Disarm to use on cooldown. Eye for Eye is better at the end of the fight, especially if the blow drops. In this battle, there is not as much randomness as it might seem at first. Enuma Elish is very useful as an opportunity to finish off the enemy before he has time to restore HP. If you are hung up with a disarm with a timed sharpening, then it is better to remove it from yourself with Soul Cleanse. If there is no sharpening for a time, then the debuff will soon pass, and it is better to use this time to counter the enemy's debuff.

It should be noted that there are about the same number of combat tactics as there are people. Berserker with his variety of skills concerns this even more than the others, so do not dwell on one tactic, experiment, develop your own playing styles. The most dangerous of the bers is the one whose action is difficult to predict, and due to its unpredictability, it is able to defeat anyone, both on Olympus and in the field.

This guide is based only on my personal experience of playing as a berse. I in no way urge you to take it on faith, and unquestioningly follow all the advice outlined in it.

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