Here is some info I found out about Aion Weapons.
Weapons Category:
* Dagger (Note: These weapons are one handed.)
* OHSW(One Handed Sword)
* Mace (Note: These weapons are one handed.)
* Staff
* Book
* Pearl
* THSW(Two Handed Sword)
* Spear
* Bow
Weapons Info:
Dagger - Low damage but high attack speed, it fits Ranger and Assassin.
OHSW -Normal damage and attack speed, and equip shield meanwhile, it fits many classes.
Mace - Normal damage and attack speed, good at magic attribute but bad in critical attack, it fits Templar.
Staff -Hhigh damage but slow attack speed, good at magic attribute, it fits Cleric and Templar.
Book - High damage but slow attack speed, good at magic attribute, it fits Sorcerer and Spiritmaster.
Pearl - Good at magic attribute.
THSW - High damage but low attack speed, it fits Templar and Gladiator.
Spear - Highest physical damage but low attack speed, only Gladiator can use it.
Bow - Only Ranger can use it and you will need arrows.
Weapon Data:
1 - Name [color shows its grade].
2 - Category.
3 - Level required.
4 - Attack speed [Rapid, normal, slow, very slow] / Attack Num.
5 - Attack power.
6 - Actual attack speed.
7 - Attack accuracy.
8 - Critical attack rate.
9 - weapon defence (The rate block enemy's attack).
10 - Weapon slot num for combination.
11 - Whether this weapon can be strengthened.
Attack Speed / Attack Num:
Dagger - 1.2 / 1 [Fast]
OHSW - 1.4 / 2 [Normal]
Mace - 1.5 / 3 [Normal]
Staff - 2 / 3 [Slow]
Book - 2.2 / 1 [Slow]
Pearl - 2.2 / 1 [Slow]
THSW - 2.4 / 3 [Very Slow]
Spear - 2.8 / 4 [Very Slow]
Bow - 2.4 / 1 [Very Slow]
Attack Num means the number of the attack, for example Dagger can only cause single attack, but THSW is possible to cause attacks for 3 times, of course it depends on chance.
Weapon Strengthen:
The attack increases according to the type of weapon.
Attack increases when weapon is +1:
Dagger, OHSW (+2)
Mace, Staff, Book(+3)
Pearl, THSW, Bow(+4)
Spear(+5)
Magic increases when weapon +1:
Mace, Staff, Book, Pearl (+10)
by-Fire
Tuesday, April 13, 2010
Aion Cheats Health Faster Trick
This trick allows you to regen your health EXTREMELY quickly in low levels using nothing but a simple command.
The way Aion's regeneration system works, while standing you regain a certain ammount of HP over time. By RESTING (/rest , it can even be mapped to a button.) the game activates an quicker regeneration rate, after one second, your HP will regain quickly, then another big chuck after another 10-20 seconds.
To use this exploit, /REST till you see a big jump in your health points, stand up, rest again till you see your HP jump up quickly, RINSE AND REPEAT TILL YOU HAVE REACHED FULL HP IN LESS THAT 5-6 SECONDS!
The way Aion's regeneration system works, while standing you regain a certain ammount of HP over time. By RESTING (/rest , it can even be mapped to a button.) the game activates an quicker regeneration rate, after one second, your HP will regain quickly, then another big chuck after another 10-20 seconds.
To use this exploit, /REST till you see a big jump in your health points, stand up, rest again till you see your HP jump up quickly, RINSE AND REPEAT TILL YOU HAVE REACHED FULL HP IN LESS THAT 5-6 SECONDS!
Aion Enchantments, Manastones, & Goldstones guide

Enhancing items allows you to customize your armor and weapons in order to fulfill your role within the world of Atreia. There are several ways you can enhance weapons and armor. The first is through Socketing Manastones; second with Enchantment Stones, and third with Godstones. Each type of enhancement affects the item it is placed on differently. Manastones add a particular attribute to an item, such as Hit Points, Crit chance, and more. Enchantment Stones increase specific attributes of an item depending on what type of item it is. Godstones add abilities to weapons that have a chance to affect the target with each attack.
Enchantment Stones
Enchantment stones, unlike manastones, improve specific attributes on weapons and armor based on the type of item they are applied to. These add a plus to the item they are applied to and can be used several times over to continuously improve the item they affect.
To find enchantment stones, one must use a set of Extraction Tools on an item. This will destroy the item but will give you 1 or more enhancment stones. The level of these stones will be based on the level of the item they are extracted from. The higher the level of stone used in comparison to the item they are used on, less likely the enchant will fail.
However, if an item is already enchanted and an attempt is made to enchant it further and the attempt fails, the item will lose one level of enchantment.
White Item = Item’s Level +1-10 Levels
Green Item = Item’s Level +5-20 Levels
Blue Item = Item’s Level +15-40 Levels
Orange Item = Item’s Level +30-50 Levels
Plate
Chest = +6 Physical Defense per level
Legs = +5 Physical Defense per level
Pauldron = +4 Physical Defense per level
Gloves = +4 Physical Defense per level
Boots = +4 Physical Defense per level
Chain
Chest = +5 Physical Defense per level
Legs = +4 Physical Defense per level
Pauldron = +3 Physical Defense per level
Gloves = +3 Physical Defense per level
Boots = +3 Physical Defense per level
Leather
Chest = +4 Physical Defense per level
Legs = +3 Physical Defense per level
Pauldron = +2 Physical Defense per level
Gloves = +2 Physical Defense per level
Boots = +2 Physical Defense per level
Cloth
Chest = +3 Physical Defense per level
Legs = +2 Physical Defense per level
Pauldron = +1 Physical Defense per level
Gloves = +1 Physical Defense per level
Boots = +1 Physical Defense per level
Primary
Polearm = +4 Minimum and Maximum Weapon Damage per level
Greatsword = +4 Minimum and Maximum Weapon Damage per level
Bows = +4 Minimum and Maximum Weapon Damage per level
Staff = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
Sword = +2 Minimum and Maximum Weapon Damage per level
Dagger = +2 Minimum and Maximum Weapon Damage per level
Mace = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
Orb = +4 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
Spellbook = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
Secondary
Shield = +2% Damage Reduction per level
Manastones
Socketing armor and weapons gives you a wide variety of attributes that will affect your character. These effects can be anything from extra health or mana, to how often you critically hit or how accurate you are. These items can be found on most creatures throughout Atreia and, in some cases, can be traded in for other manastones by a repeatable quest.
In order to add a manastone to an item the item must have an empty manastone slot available. Once a slot is available simply right click the mana stone and mouse over the item you wish to enhance, then left click the item. An animation will begin along with a
timer. If you are successful, the manastone and its buff will now be listed in that item’s attributes.
Note: If the socketing fails, the manastone used will be lost. Also, if the item had any manastones previously placed on it those will be lost as well. A confirmation will appear to make sure you wish to attempt adding the additional manastones.
In the event you wish to replace a socketed manastone on an item with a new or different one, there are vendors in towns that, for a price, will remove a stone. This will allow you to attempt to socket the new manastone. Just remember, once a manastoneis removed from an item, it will be lost.
The following list shows all Manastones and their possible values:
Manastone: Attack (Adds to your Attack value)
Value Range: +1-5
White Manastones: (+1, +2, +4)
Green Manastones: (+3, +5)
Manastone: Accuracy (Adds to your Accuracy value)
Value Range: +12-25
White Manastones: Even #s (+12, +14, etc.)
Green Manastones: Odd #s (+21, +23, etc.)
Manastone: Parry (Adds to your Parry value)
Value Range: +12-25
White Manastones: Even #s (+12, +14, etc.)
Green Manastones: Odd #s (+21, +23, etc.)
Manastone: Magic Boosting Power (Adds to your Magic Boosting Power value)
Value Range: +12-25
White Manastones: Even #s (+12, +14, etc.)
Green Manastones: Odd #s (+21, +23, etc.)
Manastone: Shield Defense (Adds to your Block value)
Value Range: +12-25
White Manastones: Even #s (+12, +14, etc.)
Green Manastones: Odd #s (+21, +23, etc.)
Manastone: Evasion (Adds to your Evasion value)
Value Range: +4-15
White Manastones: Even #s (+4, +6, etc.)
Green Manastones: Odd #s (+11, +13, etc.)
Manastone: Physical Critical Hit (Adds to your Crit Rate value)
Value Range: +4-15
White Manastones: Even #s (+4, +6, etc.)
Green Manastones: Odd #s (+11, +13, etc.)
Manastone: HP (Adds to your HP value)
Value Range: +20-85
White Manastones: By Tens (+20, +30, etc.)
Green Manastones: In-between Tens (+65, +75, etc.)
Manastone: MP (Adds to your MP value)
Value Range: +20-85
White Manastones: By Tens (20, 30, etc.)
Green Manastones: In-between Tens (65, 75, etc.)
Manastone: Magical Accuracy (Adds to your Magic Accuracy value)
Value Range: +10, +12
Green Manastones: (+10, +12)
Manastone: Maximum Flight Time (Adds to your Flight Time value)
Value Range: +4
Green Manastones: (+4)
Manastone: Magical Resistance (Adds to your Magical Resistance value)
Value Range: +12
Green Manastones: +12
Godstones
Godstones are the last type of enhancement that can be added to an item. However, these can only be socketed to weapons. Once applied to a weapon, the Godstone gives it the ability to affect an enemy in a variety of ways depending on the Godstone used.
In order to add a Godstone to a weapon, one must visit the Godstone vendor in Sanctum or
Pandeamonium. Once there drag and drop the weapon you wish to enhance into the Godstone Socket Target slot. Then drag the Godstone you wish to apply into the Godstone Socket Info slot. You will then see the description of the effect that will be placed on the weapon as well as the cost to apply the Godstone. If you are sure you wish to enhance the weapon with the chosen Godstone hit the "Okay" button.
Once "Okay" is clicked a confirmation will appear to be sure you wish to do this. It also informs you that any previous Godstone applied to the weapon will be lost.
After a Godstone has been applied to a weapon there will be a particle effect added to it. The type of effect applied is based on the Godstone and the attribute it has added to the weapon.
Aion Cleric Macros
I found some useful Macros for Cleric
1. Healing and Buffing
a) Buffing multiple groups with blessings:
Code:
/Variable 1 Blessing of Health "Rank"
/Select [%Group1]
/Skill [%Variable1]
/Delay 2
/Select [%Group2]
/Skill [%Variable1]
/Delay 2
/Select [%Group3]
/Skill [%Variable1]
Repeat this pattern, replacing the group number, for more groups.
Create multiple versions of this macro for your different Blessings by replacing the "Number" of the Variable.
b) Healing an enemy's target and re-select the enemy:
Code:
/Select [%Target'sTarget]
/Skill "Heal Name" "Rank"
/Delay 2
/Select [%PreviousTarget]
This macro is very useful if you have 2 off-tanks or find yourself in a group with people who pull aggro off the tank/s frequently.
Furthermore, you can still heal yourself along with the tank if you happen to take damage.
c) Healing a group member and then re-targetting your previous target:
Code:
/Select [%Group"Number"]
/Skill "Name"
/Delay 2
/Select [%PreviousTarget]
Alternatively, you can also /Select "Player Name"
This is probably one of the better cleric macros out there.
2. Levelling
a) Faster resting/Mana regen
Code:
/Skill Light of Rejuvenation "Rank"
/Delay 2
/Skill Mana Treatment "Rank"
/Delay 2
/Skill Refresh Mind "Rank"
/Delay 2
/Skill Toggle Rest
I use this quite a lot for levelling when my mana gets low. Of course you can take out Mana Treatment if you don't have powder.
3. Combat
a) Simple assist target and announce target:
Code:
/Select [%Group"Number"]
/Yell DPS [%Target'sTarget] selected by [%Group"number]!
/Select [%Target'sTarget]
/Delay 2
/Attack
Alternatively, you can replace [%Group"Number"] with the name of your group's main assist.
b) Cast Holy Servant and cast HoT on it:
Code:
/Skill Summon: Holy Servant "Rank"
/Delay 2
/Select Divine Energy
/Skill Light of Rejuvenation "Rank"
/Delay 2
/Select [%PreviousTarget]
HoT'ing up your summon makes it stay around for one extra attack (4 instead of 3 hits), which is quite good, especially if simplified by a macro.
As stated above, currently I have not found a way to target a previous hostile target, but you can just hit TAB to do this quite easily.
1. Healing and Buffing
a) Buffing multiple groups with blessings:
Code:
/Variable 1 Blessing of Health "Rank"
/Select [%Group1]
/Skill [%Variable1]
/Delay 2
/Select [%Group2]
/Skill [%Variable1]
/Delay 2
/Select [%Group3]
/Skill [%Variable1]
Repeat this pattern, replacing the group number, for more groups.
Create multiple versions of this macro for your different Blessings by replacing the "Number" of the Variable.
b) Healing an enemy's target and re-select the enemy:
Code:
/Select [%Target'sTarget]
/Skill "Heal Name" "Rank"
/Delay 2
/Select [%PreviousTarget]
This macro is very useful if you have 2 off-tanks or find yourself in a group with people who pull aggro off the tank/s frequently.
Furthermore, you can still heal yourself along with the tank if you happen to take damage.
c) Healing a group member and then re-targetting your previous target:
Code:
/Select [%Group"Number"]
/Skill "Name"
/Delay 2
/Select [%PreviousTarget]
Alternatively, you can also /Select "Player Name"
This is probably one of the better cleric macros out there.
2. Levelling
a) Faster resting/Mana regen
Code:
/Skill Light of Rejuvenation "Rank"
/Delay 2
/Skill Mana Treatment "Rank"
/Delay 2
/Skill Refresh Mind "Rank"
/Delay 2
/Skill Toggle Rest
I use this quite a lot for levelling when my mana gets low. Of course you can take out Mana Treatment if you don't have powder.
3. Combat
a) Simple assist target and announce target:
Code:
/Select [%Group"Number"]
/Yell DPS [%Target'sTarget] selected by [%Group"number]!
/Select [%Target'sTarget]
/Delay 2
/Attack
Alternatively, you can replace [%Group"Number"] with the name of your group's main assist.
b) Cast Holy Servant and cast HoT on it:
Code:
/Skill Summon: Holy Servant "Rank"
/Delay 2
/Select Divine Energy
/Skill Light of Rejuvenation "Rank"
/Delay 2
/Select [%PreviousTarget]
HoT'ing up your summon makes it stay around for one extra attack (4 instead of 3 hits), which is quite good, especially if simplified by a macro.
As stated above, currently I have not found a way to target a previous hostile target, but you can just hit TAB to do this quite easily.
Aion Macro Quick Crafting Macro
Press: U
Click: New Macro
Make Three Macros called: Master,Mats,Table
Master Macro
Code:
/select x
/attack
Mats Macro
Code:
/select y
/attack
Table Macro
Code:
/selectBrand z
/attack
x= Name of your Crafting Master in which you will obtain work orders from
y= Name of your Materials Master for your craft in which is set for "Master Macro"
z= Use Brand 1 so put in 1 instead of z
Everything is case sensative
Example using Alchemy:
Join a group where you are the leader.
Brand Alchemy table with "Brand 1"
Master Macro
Code:
/select Diana
/attack
Mats Macro
Code:
/select Darius
/attack
Table
Code:
/selectBrand 1
/attack
make sure the macro 1 is set for hotkey 1
macro 2 is set for hotkey 2
macro 3 is set for hotkey 3
1= Select Master Crafter
2= Select Material Seller
3= Select Table and use it
Click: New Macro
Make Three Macros called: Master,Mats,Table
Master Macro
Code:
/select x
/attack
Mats Macro
Code:
/select y
/attack
Table Macro
Code:
/selectBrand z
/attack
x= Name of your Crafting Master in which you will obtain work orders from
y= Name of your Materials Master for your craft in which is set for "Master Macro"
z= Use Brand 1 so put in 1 instead of z
Everything is case sensative
Example using Alchemy:
Join a group where you are the leader.
Brand Alchemy table with "Brand 1"
Master Macro
Code:
/select Diana
/attack
Mats Macro
Code:
/select Darius
/attack
Table
Code:
/selectBrand 1
/attack
make sure the macro 1 is set for hotkey 1
macro 2 is set for hotkey 2
macro 3 is set for hotkey 3
1= Select Master Crafter
2= Select Material Seller
3= Select Table and use it
Hidden Treasure in Aion Online
In the middle of the lake by Basela Village in Altgard, there is a large box. You will usually find a few people attacking it, just ask to group and pound away.
It takes awhile to destroy as it has an estimated 10,000 hp and you only deal 1 damage at a time.
After an hour or two of annoying beating the box dies, and you will recieve the Treasure Hunters Sword, Dagger, Sheild, Spellbook, Belt, and Boots.
Ok so most everyone knows this, but here is a trick if you are having trouble getting into a group. Simple, go at about 9am or so with at least one friend to be sure that you will not get beat out by someone who shows up later.
If there is someone there, just channel hop as it is usually on more than one channel at a time. And another trick, if you use Frightcorn Memory or something similar you may do twice as much damage. And yet another trick, unless your an assasin, drop down to your fists as they have a 1 attack rate I believe so you can get more hits in as you do the same damage either way.
It takes awhile to destroy as it has an estimated 10,000 hp and you only deal 1 damage at a time.
After an hour or two of annoying beating the box dies, and you will recieve the Treasure Hunters Sword, Dagger, Sheild, Spellbook, Belt, and Boots.
Ok so most everyone knows this, but here is a trick if you are having trouble getting into a group. Simple, go at about 9am or so with at least one friend to be sure that you will not get beat out by someone who shows up later.
If there is someone there, just channel hop as it is usually on more than one channel at a time. And another trick, if you use Frightcorn Memory or something similar you may do twice as much damage. And yet another trick, unless your an assasin, drop down to your fists as they have a 1 attack rate I believe so you can get more hits in as you do the same damage either way.
Nochsana Training Camp Guide

25 levels of harpies later, some real opponents!
On the way to the abyss, a lot of people say "Where are the instances?!". Thankfully the western release of the game came with patch 1.5, introducing the Nochsana Training Camp. NTC, or just TC as it might be referred to on your server is a level 25-29 instance. These are hard caps. Since it's in the Abyss, 25 is required, and once you hit 29, you can no longer enter it period. Enjoy it while you can!
One important thing to realize is that this is not a WoW instance. Loot will not drop off every boss or special monster as a guarantee. It is entirely possible, and even probable, that you will walk out of here with nothing new for gear. Before you throw your hands up in the air and abandon your quest however, you must realize that the experience points are ABSURD from this instance. With a party of 25-26s, you will be getting over 25,000 per elite monster kill. If you pre-ordered or recently completed a survey for a Lodas' amulet, this is the time to use it. On a full clear of the zone, running at a reasonable rate so the majority of your kills are with the amulet on, you will likely roll out with 70-80% of a level's worth of experience. It's incredible and should be run every day you can do it. There is a lockout period of a little under a day after you complete it, and three quests that will be done on the way that are given from an NPC near the ones that gave you your abyss training.
Quests
Nochsana Weapon Caches - These are located
near the end of the instance surrounding the fortress, and lots reside inside. There are enough spawns that a full party should be able to complete it all at once.
Guardians of the General - These four enemies are all part of your path to the General for the most part. We'll make sure you don't miss them.
The Siege of Nochsana - Just move up to the door and deploy your weapon. A pet bar will show up and you'll have to tell it to attack. Make sure everyone deploys it and gets credit if you're doing it as a static team with your legion or something. The followup will then tell you to kill the General, which is what you came to do anyway, right?
Route
Fairly straight forward. Upon entering, your party should move up either side. Patrols circle in a clockwise circle on the outer ring. Mark them and make your party aware as soon as they enter your line of sight. Typically they consist of two elites or one elite and a pack of Recruits, which barely pose a threat at all. There are drakes in the middle that can be totally ignored or grabbed for bonus experience.
Pull slowly and steadily. Before you reach the first gate, you'll see an artifact structure directly to the right of the first fortress gate. The first boss type is here for the quest, and he's a caster. Watch for large spikes of damage on your tank, and you can use the artifact to your advantage if you must. It'll create a damage shield for 60 seconds on your whole party that can soak up a lot of punishment. You can use it and then get dirty with a double pull for a little more thrill and AoE carnage.
Past the second gate is more of the same, but atop that second gate lies the third boss. His physical output is laughable, but he has an amazingly powerful stone-skin type damage shield. Whittle him down over time before he can recast it. Right up the ramp to the third gate is the 3rd boss, a Drake. All of his damage is single target except for one wide blast that will hit the whole party for about 1000. Your cleric can take care of this easily with a Healing Wind, so don't panic and start using potions. Nothing else he does will hit people beyond the tank, so waste this fool. Reports are mixed about his fire attack being cone-based so you could dodge it if you were behind him. I wouldn't bother.
Once you get to the gate, resist the urge to run up and bash the hell out of it with your bare hands. Actually, do it once. Fisticuffs have a great animation in this that you'll never get a good chance to see otherwise. If you have a lot of people looking to complete the Weapons quest, as you pull the outside of the fortress, look for the caches lining the walls. Once everything is clear, activate your siege weapons around melee distance with the gate if you have them and let rip. Then perhaps most importantly, get back. Everyone needs to stand back as upon the door falling, at least two elites will rush out to engage you and they're likely to get company on the way. Make sure your cleric has Rebirth up, if there is any threatening point of this instance, it's this pull. Handle them as they come out with crowd control and engage them around the corner of the gate.
Now, you have to clear the entire fortress out. Anything left alive will come running when the General is engaged, so don't even think about going up that ramp. Once the ground floor is clear, work your way up the ramp on the right side. By now you'll notice the weapon caches are liberally spread throughout this portion of the fortress. In this area you'll also find Nochsana Docs, which are healer types and should be dealt with first or last if good crowd control is available. Clear the area above the gate, as well as the bridge over the middle of the room. At the highest point in the back corner you'll find the last of the bosses for the quest. He'll summon help, but the help will vanish upon his death. Unload everything before the add goes for your healer and things get ugly. Do a quick survey around the fortress to ensure it's fully cleared, and pull the last two in front of the general. It's go time, people
Nochsana General
As intimidating as he looks, he's not that bad. His melee attacks consist of a smash that lowers physical defense and can be dispelled, and a wide area knockdown. His damage is rather high, so clerics will have to be on their toes. Ranged classes have next to nothing to worry about. Once he gets below 30%, he'll start using a fear move that will cause a random person to lose control for a few seconds. Templars should have Empyrean Armor saved for this in case the healer gets feared and things get ugly. Where you tank him is pretty irrelevant. Once he's dead, you'll get credit for the second part of the siege quest. His loot table consists of a wide array of blue weapons, high quality stuff that will take you into the 30's easily.
Unfortunately, that's if he drops them.
You'll be running this multiple times, and you have a time limit of sorts due to the level cap. This is without a doubt the fastest thing you can do to level though, and groups will be continuously springing up for NTC due to that. It's a good primer for how a fortress siege works, well, aside from the whole 'no enemy players in the area'. The quests will give you a huge infusion of XP and a fantastic helm that will carry you through the mid 30's with ease. Just remember that you're not doing it for the loot. There are repeatable instances in the low-mid 30's that will provide you with much more loot opportunity than here. I personally got more loot out of Tavan's Cavern than here, but a third of the experience in the process. Regardless the Nochsana Training Camp is your easy ticket if you don't want to grind out 25-29. So set that looking for group tag and brave the spammers to ride the fast track to 30!
Aion Online Gladiator complete guide

The Gladiator class is able to use most weapons in the game, but they are more geared towards using either two handed pole arms (for Area of Effect combat) or dual-wielded swords. Almost all of their skills are geared towards the use of either a pole or a sword (Dual swords do count for this), so it is highly recommended that you choose to use one of those two weapons.
Along with this, the Gladiator is able to use multiple types of armor. They have passives for Leather, Chain, and Plate. Because of this, your choice in armor will be Plate. Your goal is to build up your defense and attack as much as possible, and Plate is the best method to going about this.
The biggest thing to keep in mind when choosing to play this class is that your main priority is to be a damage dealer, rather than a tank. You will have the ability to take monsters and players, yes, but if there is a Templar as well it is best to allow them to take care of that.
Strategy
The strategy of the Gladiator is going to be a pretty solid one. There really are not any times you will deviate from your normal play style, however your play will depend on what type of weapon you are using at the time.
First of all, carrying a bow is a very positive thing. You do not have any skills that you are able to use with bows, however you can use them to pull mobs out of groups. Your damage with this bow clearly will not be as devastating as with your normal skills, but that is not your objective at this point. Instead, you will want to use your bow to pull and then swap back to your normal weapon of choice.
Because your masteries (and skills) are based on two different weapons we will go ahead and cover the scenarios of each of these. These two weapons are the pole arm and the dual-wielded swords.
The dual-wielded swords are used just like any other weapon. Your goal is to get up to melee range of your target and deal damage to them as fast as possible. This is going to be the same whether you are tanking or not, however when you are tanking you will be the first one to attack your enemy (or enemies). This play style is the most common among Gladiators because if you keep using skills you will deal a large amount of damage over a short period of time. The issue, however, is that your attacking ability (in terms of damage dealt) is highly dependent upon how many skills you are able to dish out to your opponent. Because of this, your large attack power has both strengths and weaknesses. It is very important to gauge, especially when playing alone, how much health you have and what you are able to kill. Not doing so will result in a quick return to the nearest respawn point!
The pole arm is one of the most tricky weapons in any game, and Aion is no different. The point of the pole arm is to deal damage to multiple enemies at once, using a melee weapon. Using this style of battle means you need to completely separate yourself from your normal, in which you just attack one mob at a time. This time, your goal is to run beside multiple mobs, pulling their aggression along with you as you run to an area (preferably a corner) where you can attack all of them at the same time. This style takes much practice to fully grasp the hang of it. Because of this, here is a small guide to assist you in understanding the various workings of the Area of Effect combat methods.
Step One – Your first step here is to figure out where you wish to do your slaying mobs at. This is by far the most important decision because you want the ones that either are good for your quest, have decent drops, or give good experience. Looking at those three things, you will quickly notice that they do not always coincide with one another. You could have mobs that you need for a quest but have horrible drops and experience, for example. As a general rule of thumb, it is best to find mobs that are one or two levels below you. This generally cuts down on the amount of damage that they deal to you, increases your damage to them, and thus causes you to experience much less down time. Along with this, when choosing your target area make sure you understand how the different mobs react to players. Aggressive mobs, for example, are much easier to pull along with you than passives. With passive mobs, you must manually hit them to get them to chase you, causing you to take a considerable amount of damage sometimes just while pulling! Both types are fine, just ensure you understand which one you are dealing with ahead of time.
Step Two – The second step once you have chosen your target area is to determine whether or not you need a healer. There are some times you will find that you are able to do decent pulls (I consider three mobs a decent pull when solo) without anyone else assisting you, but there are also times that those three mobs may slay your character. Determining whether or not you are going to need a healer is extremely important because it can save you much time in the long run. Do notice that adding someone else to your group does mean you will receive less experience, gold, etc. however.
Step Three – After you have done the above two steps you are ready to move on to determining how many mobs will be an efficient pull for you. Whether you have a healer or not this part will always be the same. The biggest mistake people make is starting big and slowly working their way down. Instead, you should be doing the exact opposite. Start out with small pulls, such as two mobs (if solo) or three (if grouped) and move up one mob at a time until you feel comfortable but not overwhelmed. Some players may find this to be “weak” but it is much better than wasting hours trying to figure out what went wrong or how to get better efficiency. Also note that this bottom-to-top approach should be used with each run or each day. Many times you may be doing perfect during a run and then take a break and end up wiping your party (or yourself) multiple times due to not doing as well.
Step Four – At this point you are ready to roll and AoE down some mobs! You are ready to either try out your solo play or ensure that your team is being attentive so you can do a pull. Note that if you are unsure if a party member you rely on is AFK or not, you will want to question them ahead of time. Nothing is more irritating than a healer that left to go take care of something while you sit there dying.
Aion - Level 35 Assassin Farming Gold Weapons
This is a extremely quick 2 minute boss run and of course, the duration will depend on your skill execution and DPS.
This is also a realistic execution plan. If you look at the DPS of the 2 assassins in the video, they are achievable.
As for drop chance, you have a chance to get the gold drops but everything depends on your luck. I am not certain about the drop rate but with this speed, you can probably have your weapons pretty quick.
There is a 30 minute lock out after you finish an instance. Use this time to gather some aether nearby. Lots of aether in this place.
The other thing is: the gold weapons bind on roll. Just NPC anything you can’t use. NPC buy them for a million kinahs. That’s alot, isn’t it?
You need to be at least level 34 for this but recommend that you be at least 37 (42 max or the boss won’t drop anything)
Preparation:
Buy some Abyss HP Pots with AP and some large HP Pots
Buy some movement speed buff scrolls or +critical attack food if you want. Optional
Group up with 1 or 2 other assassins. Go with someone with pretty similar DPS to reverse aggro easily.
Meet up and enter Fire temple (asmos) or Kyola temple (elyos). You need the finish a quest to enter this instance.
In instance:
Turn on Bloodlust I (speed buff).
Turn on Hide II
Glide until you reach a mob-free spot
Wait for Hide II CD to finish.
Consume Mana pot to replenish Mana
Turn on Hide II
Proceed towards the boss’s hideout.
Kill 1 mob near boss.
Lure boss to spot using bow.
Assassin A aggro and splash DPS at Boss
Assassin A prepare to use Abyss Pot and HP Pot. This will allow you to tank a few hits.
Assassin B go to back of boss, stun, buff, backstab, surprise attack, dp skill.
Assassin B will reverse the aggro if done right.
Assassin B prepare to pot. (Kromedes gives crazy damage)
Now the aggro in on B after all that crazy damage.
Assassin A go to back of boss, buff backstab surprise attack, dp skill, repeat what player B did.
If there is a Assassin C, this will be faster but you have 1 more person to split the loot.
If you got a golden staff/orb/spellbook/mace/spear, sorry you can’t trade them.. They bind on roll! But good news is that you can NPC them for 1 million kinah. That’s quite a bit of money.
Now, there is a 30 minute lock down on re-entering the dungeon.
You can go gather some aether nearby. Lots of aether in this place.
Or you can set up store and sell some stuff outside the dungeon.
This process takes about 2 mins plus
Aion Cheats Solo Sulfur Fortress Instance
If you are a ranger, assassin, or templar you can solo the sulur fortress instance. There is a level requirement, it varies depending on your class. Ranger/Assassin likely need around 32+, and Templar needs 37+. After level 43 you will no longer get any loot.
1. Form a group for the simple purpose of being able to enter the instance.
2. Run past all the mobs directly to the middle, and die on the chest.
3. Wait until mobs reset, and res yourself with a self reviving res stone (broke, or 500 AP abyss consumable vendor).
4. Kill the box using your class's bugged skills.
The bugged skills are skills which have a random damage portion to them. For Ranger this is stunning shot. For Templar it is Divine Slash and Shining Slash. Assassin has one too, not sure which one it is. The higher your level / gear, the more damage you'll do, which is where the level restriction comes in. All other attacks do only 1 damage making it impossible to solo without the bugged skills.
1. Form a group for the simple purpose of being able to enter the instance.
2. Run past all the mobs directly to the middle, and die on the chest.
3. Wait until mobs reset, and res yourself with a self reviving res stone (broke, or 500 AP abyss consumable vendor).
4. Kill the box using your class's bugged skills.
The bugged skills are skills which have a random damage portion to them. For Ranger this is stunning shot. For Templar it is Divine Slash and Shining Slash. Assassin has one too, not sure which one it is. The higher your level / gear, the more damage you'll do, which is where the level restriction comes in. All other attacks do only 1 damage making it impossible to solo without the bugged skills.
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