Clan skills....discussion

General Discussion Started Last reply 28 posts
Heir
Clan member of a clan level 5 and above
Clan member in the Royal Guard (clan lvl 6)
Clan member in the Order of Knights (clan lvl 7)

Knight
Clan leader of a level 4 clan
Direct clan member (clan lvl 6)
Clan member in the Royal Guard (clan lvl 7)
Clan member in the Order of Knights (clan lvl 8)

Elder
Clan leader of a clan level 5 and above
Royal Guard (clan lvl 6)
Direct clan member (clan lvl 7)
Clan member in the Royal Guard (clan lvl 8)

Baron
Noblesse (clan lvl 5, or better I presume)
Leader (clan lvl 6, or better I presume)
Knight Banneret (clan lvl 7, or better I presume)
Direct clan member(lvl 8 clan)

Viscount
Captain of Royal Guard(clan lvl 7, or better I presume)
Knight Banneret(clan lvl 8)

Count-
Leader(clan lvl 7)
Captain of the Royal Guard(clan lvl 8)

Marquis- Hero(clan lvl 5, or better I guess this wont change), Leader(clan lvl 8)

All skills are clan level 8 is required.
Clan March: Increases clan members' Speed. It only effects those who are of a Count class or higher.

Clan Agility: Increases clan members' Evasion. It only effects those who are of a Baron class or higher.

Clan Empowerment: Increases clan members' M. Atk. It only effects those who are of a Viscount class or higher.

Clan Clarity: Increases clan members' MP regeneration. It only effects those who are of a Viscount class or higher.

Clan Essence: Increases clan members' Max MP. It only effects those who are of a Viscount class or higher.

Now read the type of rank you need to use these skills. viscout is 3 players in a clan if you read this right: Clan leader, and the two captains of guard. don't say heros or noblesse.(you have to read the offical post in clan section in the libary)

All skills are clan level 7 for use:
Clan Guidance: Increases clan members' Accuracy. It only effects those who are of a Baron class or higher.

Clan Withstand-Attack: Increases clan members' Shield defense probability. It only effects those who are of a Viscount class or higher.

Clan Cyclonic Resistance: Increases clan members' resistance to water/wind attacks. It only effects those who are of a Viscount class or higher.

Clan Magmatic Resistance: Increases clan members' resistance to fire/earth attacks. It only effects those who are of a Viscount class or higher.

Clan Fortitude: Increases clan members' resistance to stunning blows. It only effects those who are of a Viscount class or higher.

Clan Freedom: Increases clan members' resistance to being held or charmed. It only effects those who are of a Viscount class or higher.

Clan Vigilance: Increases clan members' resistance to sleep. It only effects those who are of a Viscount class or higher.

Clan Luck: Decreases clan members' experience point reduction rate and the chance of items being dropped upon death by PK/monsters. It only effects those who are of an Heir class or higher.

So here we have the same problem, most of the good clan skills to be gotten you have to wait till your clan reaches lvl 7 to activate them, but whats worest is half of the good ones 90% of the clan don't get to take advantage of them. cause of the rank type restriction in place within the clan stracture.

All skills are clan level 6 required:
Clan Spirituality: Increases clan members' Max CP. It only effects those who are of a Baron class or higher.

Clan Morale: Increases clan members' CP regeneration. It only effects those who are of an Elderlass or higher.

Clan Might: Increases clan members' P. Atk. It only effects those who are of a Knight class or higher.

Clan Aegis: Increases clan members' P. Def. It only effects those who are of a Knight class or higher.

Clan Shield Boost: Increases clan members' Shield P. Def. It only effects those who are of a Baron class or higher.

Same porblem: most of the classes in most clans won't be noblesse or guard, or Clan leader or hero, so on... The new clan skill system is seriously flawed if I'm reading everything properly from the site.

Clan level 5 skills
Clan Vitality: Increases clan members' Max HP. It only effects those who are of an Heir class or higher.

Clan Lifeblood: Increases clan members' HP regeneration. It only effects those who are of an Heir class or higher.

Clan Magic Protection: Increases clan members' M. Def. It only effects those who are of an Heir class or higher.

Clan Imperium: Grants the right to open a clan command channel. (this one eludes me: of the point, I don’t know what this is for..raids maybe?)

libary >clan >benifits (http://www.lineage2.com/Knowledge/clan_benefits.html)
Libary> clan >overview (http://www.lineage2.com/Knowledge/clans.html)

What I'm tring to point out, is that most players wont beable to use the clan skills if it works out the way mystril has it in that format...by the looks of things only 3 players get the use of about several+ skills.

Man I hope I'm seriously worng about this and am just reading too much into it...but if this is the case: alot of people will get very ****** off!

Take a look at the two pages, come back and say what you think about this, cause it looks very bad for about 80%+ of the clan...totally not worth the raid orbs if it's like this.
The following won't effect anyone but heroes, knights leaders, guards leader, and clan leader.

Increases clan members' Max MP. It only effects those who are of a Viscount class or higher.
Increases clan members' MP regeneration. It only effects those who are of a Viscount class or higher.
Increases clan members' M. Atk. It only effects those who are of a Viscount class or higher.
Increases clan members' Shield defense probability. It only effects those who are of a Viscount class or higher.
Increases clan members' resistance to water/wind attacks. It only effects those who are of a Viscount class or higher.
Increases clan members' resistance to fire/earth attacks. It only effects those who are of a Viscount class or higher.
Increases clan members' resistance to stunning blows. It only effects those who are of a Viscount class or higher.
Increases clan members' resistance to being held or charmed. It only effects those who are of a Viscount class or higher.
Increases clan members' resistance to sleep. It only effects those who are of a Viscount class or higher.
Increases clan members' Speed. It only effects those who are of a Count class or higher.

The following effect all direct members
Increases clan members' Max HP. It only effects those who are of an Heir class or higher.
Increases clan members' Max CP. It only effects those who are of a Baron class or higher.
Increases clan members' HP regeneration. It only effects those who are of an Heir class or higher.
Increases clan members' CP regeneration. It only effects those who are of an Elderlass or higher.
Increases clan members' P. Atk. It only effects those who are of a Knight class or higher.
Increases clan members' P. Def. It only effects those who are of a Knight class or higher.
Increases clan members' M. Def. It only effects those who are of an Heir class or higher.
Decreases clan members' experience point reduction rate and the chance of items being dropped upon death by PK/monsters. It only effects those who are of an Heir class or higher.

The knights unit will only see + patk and + pdef + max hp + hp regen + mdef - xp loss
The royal guard will only see those and CP regen

I don't know, seems decent. I doubt the resists are huge, and if it makes clan leaders stronger, go for it. But it will be funny for a whole clan to farm rep points just so the clan leader can run faster :p

The knights unit will only see + patk and + pdef + max hp + hp regen + mdef - xp loss
The royal guard will only see those and CP regen

I don't know, seems decent. I doubt the resists are huge, and if it makes clan leaders stronger, go for it. But it will be funny for a whole clan to farm rep points just so the clan leader can run faster



your failing to see the point I'm raising.

It limits the hell out of what skill could be used for class that really need it :IE M df for meely.

you have to wait till clan lvl 8 to get run speed bonus that only 3 people would be allowed to use. what about healers, orcs and other classes that run supper slow... yeahh another **** neirf. this time to the clan it's self.

This system tho the benifits may not be the best, is screwed up, it neirfs someclasses and makes just a few top dollor.

what would happen if: your leader is Mage, your two guards are archers, and all 3 are heros, they get all the best benifits and all of the hier member get the shaft.

The system isn't fair for the whole clan!! it's that simple....IDK about you but I hate the new clan system in this reguard, and the devs need to fix it!
well... the answer is, LEVEL UP THE CLAN MAYBE?

well... the answer is, LEVEL UP THE CLAN MAYBE?



I'm not even in a clan...I'm concerend with all of the other players that get focked out of this, cause of clan limitability.

people would end up wasteing their tme tring to get a clan skill for their clan then find out that only 1 player, or 3 players are allowed to use it.

wouldn't you be ****** off? spend 5 hours a night every week to see to it that your clan gets skills and lvl 8 in shortest time possible.(I'm not..but I'm sure there is quite a few people that are)
no, because we do it everyday. and having clan skills is very nice.
yea I know. they also cost more points and items heh.

yea I know. they also cost more points and items heh.


but is it worth it to get them tho?

thats the point.... is it worth it to get a skill only 3 people are alowed to use?
I guess I'm not seeing your point very well sinc we have like 12 heros in clan... and they get everything.
We had this discussion recently too, that very few in the clan actually GET the skills. And it's likely to be the people that are noble/hero that have everything anyway.


The knights unit will only see + patk and + pdef + max hp + hp regen + mdef - xp loss
The royal guard will only see those and CP regen

I don't know, seems decent. I doubt the resists are huge, and if it makes clan leaders stronger, go for it. But it will be funny for a whole clan to farm rep points just so the clan leader can run faster



your failing to see the point I'm raising.

It limits the hell out of what skill could be used for class that really need it :IE M df for meely.

you have to wait till clan lvl 8 to get run speed bonus that only 3 people would be allowed to use. what about healers, orcs and other classes that run supper slow... yeahh another **** neirf. this time to the clan it's self.

This system tho the benifits may not be the best, is screwed up, it neirfs someclasses and makes just a few top dollor.

what would happen if: your leader is Mage, your two guards are archers, and all 3 are heros, they get all the best benifits and all of the hier member get the shaft.

The system isn't fair for the whole clan!! it's that simple....IDK about you but I hate the new clan system in this reguard, and the devs need to fix it!



At clan lvl 8 all the members get the mdef boost. Leaders get boosts that make them harder to kill (yeah so they can organize combat...good change). A melee in a lvl 8 clan will see all the major boost he is looking for (patk pdef hp hp regen mdef xp loss).

Only 3 people per enemy clan will run slightly faster...take less damage from nukes...resist skills a little more (though we know how little that is from the 76 skills like wisdom)...and regen mp faster. Is that such a big deal?

In fact, the major stat boosts mean that clans full of mages will NEVER see the matk boost, but clans full of melee will see the patk and mdef boosts. Sounds win-win to me. I'd like my clan leader to be a little more durable when entering the siege grounds to plant. They do all the work to resist wind 5% more or have 200 more hp? More power to em....lord knows the ones that only affect them will be the last skills that get leveled.
Once again nukers are completely screwed, but hey, we're overpowered and all.
do these skills stack with OL and WC buffs? It seems to me that if they don't then giving availability of all the skills to everyone in the clan would just make OL or WCs kind of obsolete.

I know our clan leader does a heck of a lot for the clan and if I have to spend time farming points and items so he can survive a little longer in a siege or in a war fight, then so be it. He deserves it.

In fact, the major stat boosts mean that clans full of mages will NEVER see the matk boost, but clans full of archers will see the patk and mdef boosts.



corrected it for you.
just remove the fact hero's get all the skills clan leaders get and its balanced.

if the hero happens to be clan leader its ok but otherwise no. Heros have noble/hero skills now and hero weapons that dont need anymore help they are already tough to take out, now just move it from tough to impossible.
anyone know what it takes to get those skills besides points? didnt you need like an egg of somesort?
Remember that a %age boost to PAtk always does less for archers than for melees, so merr.

There are some raiding items needed, I believe.
An archer with a 500 patk bow gains more from a might buff than a tank with a 250 patk sword. Same applies to herb of strength and all teh buffs o.o

People always suggest that the boost to everyone is best when it's percentage boosts, then everyone gains equally. But in truth, it means classes with a high stat have a lot more to gain, and the higher the better. People normalize by each individual, but the truth is that doesn't work. The hp you are hitting or losing is static. You drop off so much hp off of such and such defense at such and such rate. So if a full buffed archer gains a few hundred more patk at a 10% boost, a melee gaining 100 at a 10% boost is missing out on a lot. He does dramatically less damage...and falls backward in the % of total hp damaged on the target.

In other words, the relative damage ratio between a melee and an archer on a given target begins to favor the archer even more when buffed. The melee will go from doing 5% a hit to 6% (a 20% boost) and the archer will go from doing 20% a hit to 24% a hit (a 20% boost) but the melee goes from 15% behind to 18% behind. Specialization is terribly favored by % buffs.
"An archer gains a lower %age of PAtk from %age buffs than any other class."

Happy?

In theory, bows are supposed to be slower so their massive PAtk doesn't factor into this so much... but yeah. GG NCSoft. >.>
They could easily balance archers. Shields BLOCK arrows. Even mages with shield will randomly block a few arrows...bringing the archer back to reasonable at full buffs. Shields should block all sorts of things though...defense needs a huge boost in L2.
So according to this setup...

Lvl 6 clan buffs for the regular run of the mill non nobless member..
Clan luck
Clan Might
Clan Aegis
Clan vitality
Clan Lifeblood
Clan Magic Protection

Lvl 6 for Leaders/nobless
Clan luck
Clan Might
Clan Aegis
Clan vitality
Clan Lifeblood
Clan Magic Protection
+
Clan Guidence
Clan Spirituality
Clan Shield Boost

Clan lvl 7.. Baron and higher get more..
Clan lvl 8.. only the leaders get anything.

I sure as hell wont be doing anything major to push for clan lvl 8.. I dont see jack out of it.. why should I help the strong get even stronger (regardless of if its my clan members or not)
The point is.. where is the reward for the run of the mill member to push for lvl 7 and higher? There is none.

Unless you are in one of the top clans with heros and noblesses and high lvls.. you are SOL for 90% of this.
need level 7 to add the 4 knight units.

Here is something people didnt know though

level 6 = 10,000 rep points
1 guard unit = another 5,000 rep points 2nd guard unit = another 5000 points.

so level 6 clan with 2 guard units cost you 20,000 rep points

level 7 clan cost you 20,000 rep points and each knight unit another 10,000 rep points so for a full level 6+7 clan with all the units you need 80,000 rep points before you even worry about clan skills.

So according to this setup...

Lvl 6 clan buffs for the regular run of the mill non nobless member..
Clan luck
Clan Might
Clan Aegis
Clan vitality
Clan Lifeblood
Clan Magic Protection

Lvl 6 for Leaders/nobless
Clan luck
Clan Might
Clan Aegis
Clan vitality
Clan Lifeblood
Clan Magic Protection
+
Clan Guidence
Clan Spirituality
Clan Shield Boost

Clan lvl 7.. Baron and higher get more..
Clan lvl 8.. only the leaders get anything.

I sure as hell wont be doing anything major to push for clan lvl 8.. I dont see jack out of it.. why should I help the strong get even stronger (regardless of if its my clan members or not)
The point is.. where is the reward for the run of the mill member to push for lvl 7 and higher? There is none.

Unless you are in one of the top clans with heros and noblesses and high lvls.. you are SOL for 90% of this.



NO, most players don't make any rank early on and miss out on a lot of your listed skills. A member of a lvl 6 clan...especially the royal guard...won't get much in the way of buffs compared to a lvl 8.
Sith you really love to hear yourself talk don't you.. you are a bigger forum board warrior then darkmotion is.

Thank you for agreeing with me.. clan hall skills are crap for the lower lvl, non-nobless members and anyone that isn't a leader or 2 appointed guard unit leaders..
They aren't crap after you hit clan lvl 8, then everyone but a nuker sees plenty of benefits. In a lvl 8 clan I would see almost everything my tank is looking for short of shield rate...but that's the one Id be least concerned with anyways. My point is that lots of members earn decent rank in a lvl 8 clan...so there is a lot of reason to push your clan level up.
has anybody tried the clan magic protection?