Necromancer / Soultaker
2
It is a useless and outdated skill:
The cost benefit of Damage VS Cost is terrible.
There is no point anymore, just legacy items. They should automatically convert the following items into retributers:
These items are too much expensive to be transformed into legacy items.
I made a comparison based on Dragon Weapons. Previouly to this last update, retributes were a way to lose matk and pdef, but now they are better.
https://imgur.com/a/wKUAaLF
I just don’t understand why low level areas (lv108-lv113) reward the same 5~6bi XP of high level areas (lv115-lv117) where mobs are stronger and need to receive more damage to be killed by players that need more XP to level up.
??♂️??♂️??♂️??♂️
Lets talk about reallity,
I guess server transfer will no be available anymore. With only 2 servers, one of them may become empty, what is a not interesting risk for NCWest. There is no technical reason for the unavailability of this service for such a long time, and there is no reason for the lack of information about it.
Conclusion: it is a proposital/intentional business decision.
I ask myself if complainers that say "good party times should be back" are composed by:
Some more truths about l2:
Based on other successful online RPG and MMORPG games, I agree that solo play should exist, be possible and good, while pt farming should exist as a more efficient alternative. But not all people have time to waste waiting for PTs or not all people have good social skills to develop an efficient gaming friendship network and enjoy the game.
You could keep the big vitality pack along all the 200% boost event duration, just a Tip.
Prepare to lose all 1st 2nd 3rd Job skills they all are going to be deleted and replaced by "novice" versions of awakened skills.
Sad but true The end of tricks with 3rd Job skills hahaha.
Patch Notes
[Skill]
1. Classes 1 ~ 85 level with the reorganization of the skill, including a special skill, including a number of skills have been deleted and reorganized.
Korean Wiki
Below, links to updated korean Wiki about 1-85 Skills, look as they have been simplified:
Hi,
I’m soultaker107/storm105.
The greatest difference from soultaker to other feohs is that it has no mana barrier (95% damage reduction), but has pet+transfer pain (70% damage reduction). Transfer pain is better for PVE, Mana Barrier is better for PVP. Consequences:
* Soultaker is the best class for solo mass PVE: I can solo groups of mobs in high end areas, what was not possible to do as Storm with same gear, even with a healer. That is possible thanks to Tranfer Pain (high survivability) + Knock Down (the best AOE crowd control). No mobs in L2 map resists to knock down, while most are imune or resistant to storm faint effect (EV/SoS) or mystic muse stun effect (GC/EV/SoS/AltarOfShilien), making impossível to kill groups of mobs alone. Soulhounds and Archmages can’t control mobs. Also, Feohs with mana barrier have the mana drained too fast when receiving mass PVE damage, soultaker just re-summons a full hp pet for transfer pain and continues alive and kiling.
* One of the best classes for party PVE: not the best but really descent AOE damage, the best crowd control what means tank can agro more mobs what means more XP, also you may invite weaker tanks to pt. Soultaker will not keep dying (even with bad gear) or losing all mana as other feohs do: dead mage can’t kill.
* For Oly pvp soultaker has high advantage against Iss, Tank, Summoner due to its debuff immunity and can drain pet life to regenerate full HP as many times as it wants. However Mana Barrier would be more effective against archers and other feohs. Tyrs are not an issue. He has the higher single target damage (Dark Stance) due to its skill power + curse gloom that ignores debuff resistance.
* For Siege PVP, not the best because the pet is easily killed and, even if not killed, if soultaker receives a damage higher then its total HP, the damage is not transferred to pet... many dragon weapons in siege Mana barrier is better for PVP than Transfer Pain, soultaker needs much more gear for PVP. Anyway, since you can use jewels to increase knock down chance, you can easily knock down ppl in siege while your party kill them... usually ppl resists to stun and silence only, but have no knock down resistance.
Replace:
* Frintezza > Valakas
* Dark Caster > Bloody Caster
* Caster+Sigil is better for solo PVE, matk increment given by retributer is irrisory, I would even say it is a preciosity.
More:
* Always use paagrio, Pom and Wiz2 if possible.
* Increase element attack
* High matk for pve is mandatory, don’t use SA for mana or HP.
* Augment your wpn with 15% critical damage
* At least a sapphire/opal lv3
* All dyes for INT
Im Feoh Soultaker and do kamaloka solo in 7min to 10min. I use Earth Element, not the best for kamaloka but I need it for hunting grounds pve.
Dual Skills for 18% matk and 5% critical damage instead of Master Rage: kamaloka time is the same, critical is constant but master rage 27% is not and has a bad activation rate, so don’t get impressed by this number cause the final damage (sum of damage in a period, like 1min) will not be 27%.
About Feoh Soultaker KR Update
in Future Updates Discussion
Posted
The playstyle characterized by necromancers, necromancy, necropolis, lich, dark mages, witches and undeads is a popular playstyle in most RPG games. I like this playstyle, so I looked for it in all games I've played, like:
* Heroes of Might and Magic
* Diablo2 and Diablo3
* Lineage 2 (C3, C4, High Five)
* Lineage 2 (GoD)
My experience with Linege 2 Goddess of Destruction is the most frustrating and poor. The Feoh Soultaker has been neglected since the last Feoh update (2018 I guess) and nerfed since the C4. I have been playing/investing in the official servers since 2016 as Soultaker waiting for an actual revamp, so I decided to share my experience when I saw the latest KR update thsi week:
"Transfer 70% of your damage dealt to pets → Change to 80% transfer"
(See: https://lineage2.plaync.com/board/l2awknupdate/view?articleId=212537&viewMode=list&size=20)
This update is too naive and it does not improve soultaker survival, which is the main current problem of the class. Actually it is a nerf, because increaseing transfered damage from 70% to 80% just means the pet will die even more faster (it has too low HP), so the owner will spend more time re-sumoning or dying then actually fighting. It is preferable to keep the 70% transfer rate and improve / re-work the survival capabilities offered by TransferPain.
Also, this updates tunes Transfer Pain using Mana Barrier as reference. You should not do it, because they are not equivalente skills. The correct comparison is:
It means you need to review and re-work the TransferPain + SummonedCreature + SacrificialSoul combo, and not only Transfer Pain.
TRANSFER PAIN: A NON-SCALING SKILL
Transfer Pain does not scale with the owner's gear and level, so it does not scale.
The damage is not correctly transfered to the Summoned Creature, so it does not scale.
The Summoned Creature HP is too low and outdated, so it does not scale.
TRANSFER PAIN: A BAD SKILL DESIGN
SO SOULTAKER IS THE EARTH MAGE... OK, TELL ME A JOKE
As Earth Mage, soultaker should be the most defensive Feoh, however it is the most paper feoh you should rework it because it is a design and conceptual failure. As a Dark Mage, its damage should depend on weakening the enemy with debuffs, unlike archmages who are pure heavy direct damage. Where are the Soultaker debuffs? As a soutaker class specificity, it should have at least one special weakening debuff skill, which would offer some challenge to other classes. Curse Gloom? Oh common, nobody uses the Dark Stance because nobody wants to play a Single Target feoh, since it is not the feoh purposal.