77 dominator retiring, ty nc

General Discussion Started Last reply 62 posts
up until few days ago i play 77 dom,
however over the past few updates, there has been several changes that made me make this decision
1) cp pots weight went from 500 to 100
2) cp pots reuse time reduced and are now allowed to be spammed like crazy
how is this a problem?
there is no real need for an overlord cp heals anymore, now that players can spam cp pots, the only reason players die in pvp today is when they get critted for 5-8k from several ppl under 1 second, in this case no one can help them.
3) steal essence mp increased to some ridiculous number
how is this a problem?
when i created this character i knew 2 things, OLs are one of the most difficult class in game to level due to lack DD skills, but they where badass in pvp. Now they are still the hardest to lvl however they tend to run out of mp before enemy runs out of cp pots.

in addition to all that, overlord seals still do not work on 2 fists who are not flagged, all other classes skill work (silence/slow/root) as long as its 2 fisted, but not overlord seals, and even after the enemy flags the seals have not improved land rate, its almost impossible for an overlord to land seals on same lvl enemy
to sum it all up:
i regretfully have to say that i stop playing my overlord becuz there is no real role left for him in lineage 2 anymore, and being a buffbot is not my thing.
can i have ur stuff? :p

and btw.. healers are more shafted than u in PvP

if i got the choice i would gladly change my bishop into a overlord..

I would also like to change cats into dogs



I want to turn my dog into a cat so why don't we just exchange instead?

Are you an animal lover ?




I love both species of cats, the two legged and four legged varieties.
I assume you do, too?
disgusting!!!

disgusting!!!



What's disgusting about it? Love em in different ways. The one has for a sister is different than that from a gf.
Greetings,



disgusting!!!



What's disgusting about it?



Nothing. I was asked once to give expert testimony as a data chaser deal. Consulting the best in the business in my trade. (http://www.guybertrand.com/)

The transcripts of Supreme Court trials in Canada are of public domain. I am sure the clever ones will be able to find my expert testimony.

Of course, I could fax you a copy, but I won't. Ethical reasons.

Have Fun ! ™

Darkmotion
Board Devil (http://www.amazon.fr/Surmonter-%C3%A9motions-destructrices-dialogue-Dala%C3%AF/dp/2221093011) / Fired ! (http://forums.mmoradio.com/forumdisplay.php?f=66)
You're a support class...... you're not designed for 1 vs 1?

Have you been in any large PvP lately? OLs kick *** with CP heals.....

Either way, sorry to see you go.
pfft... 1 less whiner is good
1 more lvl and you would have some decent stuff in interlude.

lvl 78 Interlude skills for a Dominator include:

Divine Lore: Mana consumption for magical skills decreases (PASSIVE)
Emblem of Paagrio: For a short time, gives ally members resistant to cancle attacks and Debuffs

lvl 79 Interlude skills include:

Victory of Paagrio : For a short time, gives ally members soul of ancient hero. consumes Spirit Ores. (it's basicly ally CoV, if that isn't overpowered i dont know what is.... oh wait! the ally /godmode at lvl 80 that makes everyone invinsible for 10 seconds)

Fist of Paagrio : Increases Max CP of Ally members, and recovers increased CP, consumes Spirit Ores (increases everyones CP by 800)

lvl 80 interlude skills include:

Fire of Invincibility : Gives surrounding ally members the blessing of flame and makes them invincible (ally invinsibility for 10 seconds.........)


I play a WC and i know my place is as support and i do whatever i can to help my grp, i know im not a DD (altho waking on a robe class wih a dagger using soul cry owns) and at lvl 77 you should have realised your not a DD either.


disgusting!!!



What's disgusting about it? Love em in different ways. The one has for a sister is different than that from a gf.


Ah? I thought incest was ok as long as it stays family matter! :eek:


:D

I would also like to change cats into dogs, but that's gonna be after the commercial break...


*growl*
*uses the commercial break to make sure, that the man in motion does understand, just how unchangeable and perfect cats already are*

Thank you, Jim. And now lets get back to our correspondent Mr Darkmotion over there at lineage2.
*camera turns to show a scarred Darkmotion and a happy Kitten*

Dominator Kitten
I have to agree with the CP pots issue. Most fights now are who can carry the most and who has the most adena to burn on CP pots. There is little to no need for the CP heal except to augment the CP pot, which is Bass Ackwards. This is the same mistake they made in Lineage 1 and I am very suprised they went ahead and did it in Lin2 again.
The CP pots should only be designed to be used in the worst situtuations. They need to not play with the weight, but rather the timer. That timer should be at least twice as long as the the timer for OL 1on1 CP heal and the Alliance CP heal.
As they put in more scrolls, pots, etc. the end game gets more and more to money for consumables. That is not how a fight should play out. They say it is about grouping, well then, make it important again for all classes to be included, not just the ToonOfTheChronicle types.
Geezzz.
And the whole CP pot thing comes down to the fact that far too much damage is being done by all classes in end game except maybe tanks.

Simply cut all PvP damage to half (or maybe even a third or quarter quarter) in the open field and sieges to allow time for healers, make debuffs more important, and so on and so forth.

After that, removing spammable pots and allowing only for HoTs from potions (including CPP) might be an idea - but someone needs to actually have a chance at the PvP playing out at a decent pace first.


in addition to all that, overlord seals still do not work on 2 fists who are not flagged, all other classes skill work (silence/slow/root) as long as its 2 fisted, but not overlord seals, and even after the enemy flags the seals have not improved land rate, its almost impossible for an overlord to land seals on same lvl enemy


Can you explain please?
I really don't understand that thing about 2 fists.
While I did not make that post, I would assume he is refering to the fact that you can use the Ctrl-Drain to hit a non flagged person. With the overlord, all of our de-buff seals only work AFTER the otherside has flagged. This gives the other player a decided advantage in PvP since they can hit your hard first with their best shot and an OL can't.

Again, my assumption is using the two fingers to force attack someone instead of a straight hit with one finger.
2 fists = 2 way war.
when you're clan has wared someone and they have wared back, and you see 2 little fists over their head ingame. i have to say thogh... OLs cp heal is the best thing so far in game :)
we sieged saturday, and we have like 12 OLs in the ally.... it was crazy, anyone that died always had full cp when they did... madness
sorry to lose another player.


Can you explain please?
I really don't understand that thing about 2 fists.


OL debuffs don't work in 2-way war until an opponent actually flags purple?
Didn't know that either, never heard it called that... Makes sence though.



Can you explain please?
I really don't understand that thing about 2 fists.


OL debuffs don't work in 2-way war until an opponent actually flags purple?



Correct.. and it is BS.

I agree with the OP that the changes to Pots were a bit excessive. I suspect that they will eventually slip back in the other direction to a happy medium.

What I don't like is that with the new CP pots, unless you are a DD class, you might as well forget about killing someone if they spam pots. As a dwarf, LMAO, people can chug pots faster than my DPS.

I still think OL is one of the premier classes in the game. Sure, it's tough to level one, but man o man the rewards are soooo worth it.
;) Maybe!
Ok, all clear now, I see the 2 fists :)
It's the same problem for every skill that can't hit non-flagged ppl. Thunder storm of warlords, wind shackle of EE, shield stun of DA, etc etc... the list is long.
Only in the old war system it could have worked.

I still don't cry for overlords (I have one), they have plenty of skills. Their only problem I'd say, is to have ppl to lvl with.


edit : I just realized that apparently single DoT work on white ppl with 2 fists. I guess it affects only AOE skills, yea it sounds unfair...
Thank you for not turning any kats into vile disgusting creatures DM.

As for the Dominator discussion, I'm starting to debate if I'll continue my OL any further when I hit 75 or just subclass something else.

Would be more encouraging if we had something unique to our class that actually was worthwhile. Too many things to waste our MP on that in the grand scheme of things doesn't make much difference.

Only thing I could think of is if the bless the CP buff we get in Interlude makes a high enough difference, maybe that'd give us something unique finally. But it'll have to be at the very least 30% and hopefully 50% or more extra CP to be worth getting it.
+1


and btw.. healers are more shafted than u in PvP

if i got the choice i would gladly change my bishop into a overlord..



I play an Overlord with a bishop subclass.

The Overlord class got completely shafted for the reasons the original poster mentions.

The bishop class is screwed because they are so specialized that their contribution is only relevant in full groups, which nobody bothers to make anymore because solo parties are easier to make, faster to get to leveling spots, and more efficient.
first of all i am not quitting the game, i decided to no longer play that class


1 more lvl and you would have some decent stuff in interlude.

lvl 78 Interlude skills for a Dominator include:

Divine Lore: Mana consumption for magical skills decreases (PASSIVE)
Emblem of Paagrio: For a short time, gives ally members resistant to cancle attacks and Debuffs

lvl 79 Interlude skills include:

Victory of Paagrio : For a short time, gives ally members soul of ancient hero. consumes Spirit Ores. (it's basicly ally CoV, if that isn't overpowered i dont know what is.... oh wait! the ally /godmode at lvl 80 that makes everyone invinsible for 10 seconds)

Fist of Paagrio : Increases Max CP of Ally members, and recovers increased CP, consumes Spirit Ores (increases everyones CP by 800)

lvl 80 interlude skills include:

Fire of Invincibility : Gives surrounding ally members the blessing of flame and makes them invincible (ally invinsibility for 10 seconds.........)




i am very well aware of the lvl 78/79/80 skills in interlude, those skills are nothing but buffs buffs and more buffs (btw that passive clarity is 5% (whats 5% of 4k total mp? 200mp? thats not even enuf to cast an extra ally cp heal "239mp" lol) ol has turned into a convinient buff bot.

MalineII, i totally agree with you

Gurduul, what i meant about seals not working on 2 fists...
none of overlord seals work on anyone unless they flag, that is a big disadvantage, even if you hold control and even if its a 2 way war = ol seals will not work unless they flag, its as if you cast it in town lol. there are 2 exceptions: arena and siege
but in regular day to day pvp it doesnt work, the only way you can begin to dmg any non-flagged 2-fisted (2 way war) is by swinging your weapon/bow or drain. The thing with seals, that is the way it always been since i started playing this game back in c3, i never complained about that becuz i had other roles, and i knew the moment when to run in and debuff (problem today is elite clans run around with epics and your seals have no chance), and now that the role of cp healer is killed - i retire that toon. This post will help others to decide whether they want to start overlord or not.
I hope instead of making people NOT choose overlord but rather make NcSoft really think about what they are doing to some of the classes.
Some simple fixes and the OL would be able to hang with anyone. How about making their resist magic mean a lot more. How about giving them some passives like Pole. How about making the seal land rate double what it is now. Or even better, put the timers back on CP pots, Quick Heal Pots.

One more thing, lower the MP cost of most of our stuff. I can understand the buff cost, but debuff costs need to be reduced by alot or increase our MP regen.

It is sad that one of the best of all the classes is having the worse problems. This should have been a class that is very, very important from 5 player parties up to alliance parties.
Got it.
I assume it's exactly the same thing for other AOE skills such as mass sleep or whrilwind.

I'm not an expert in clan wars but I guess it should be fixed, it should work the same way than on siege grounds.

About the unique skills of OLs... I think OL is a good class for unique skills. They don't have unique bufs but some rare bufs (only EE/WC also have evasion, only prophet/bishops also have zerk, only SE also have empower...)
They have pretty interesting seals such as silence, suspension, wind shackle, root... I like my OL for his skill variety, even if any skill alone isn't very powerful.

I hope instead of making people NOT choose overlord but rather make NcSoft really think about what they are doing to some of the classes.
Some simple fixes and the OL would be able to hang with anyone. How about making their resist magic mean a lot more. How about giving them some passives like Pole. How about making the seal land rate double what it is now. Or even better, put the timers back on CP pots, Quick Heal Pots.

One more thing, lower the MP cost of most of our stuff. I can understand the buff cost, but debuff costs need to be reduced by alot or increase our MP regen.

It is sad that one of the best of all the classes is having the worse problems. This should have been a class that is very, very important from 5 player parties up to alliance parties.


OLs are very oriented to large scale fights, not small scale. So it would be just weird to see as many OLs as we see necros for example. Hence it's a good reason to be careful not boosting them too much.
I know they're hard to level, but every coin got 2 sides.
As you said, since our seals have a low land rate, decreasing their mp cost sounds like an idea. Increasing their land rate could be too powerful. Why choosing a class with single target debufs when you can have mass debufs with the same land rate?
I definitely disagree for pole masteries, they're not meant to turn into pole users. Party with other AOE users instead (mages or poles).
Ok, so I admit that the Pole passive was a long shot :). Can't blame an OL for trying to get a way to level a bit quicker, can ya ;)

Anyways, I for one would encourage anyone interested in playing an OL on Bartz to look us up. I would be glad to dedicate some of our clan's resources and time to helping those who help themselves.


OLs are very oriented to large scale fights, not small scale. So it would be just weird to see as many OLs as we see necros for example. Hence it's a good reason to be careful not boosting them too much.
I know they're hard to level, but every coin got 2 sides.
As you said, since our seals have a low land rate, decreasing their mp cost sounds like an idea. Increasing their land rate could be too powerful. Why choosing a class with single target debufs when you can have mass debufs with the same land rate?
I definitely disagree for pole masteries, they're not meant to turn into pole users. Party with other AOE users instead (mages or poles).



Because seals have almost ZERO range? What is the point of a 'point blank AOE' seal if everyone is hitting you from 900+ range? Interlude notes say that some land rands are increasing....but nothing is being done about the uselessness of most of the seals. 30 second or less duration is NOT a good use of how much MP those things cost, given which ones actually have a chance of landing or what their effects are.

...At this point SUMMONERS have better AOE 'debuffs' than OL's do.

Ok, so I admit that the Pole passive was a long shot :). Can't blame an OL for trying to get a way to level a bit quicker, can ya ;)


What? Didn't you know that OLs got an invisible passive skills "XP reduced by 1/2" ?
j/k


Anyways, I for one would encourage anyone interested in playing an OL on Bartz to look us up. I would be glad to dedicate some of our clan's resources and time to helping those who help themselves.


Good way to attract scammers.
If you want an OL who will be up til lvl 80, you must find someone who really loves the class. Gearing him at low lvl will have no durable effect at all. It could even give him illusions about the difficulty and dedication it requires.

If you were on Hinde and I was clanless, I'd pm :)



OLs are very oriented to large scale fights, not small scale. So it would be just weird to see as many OLs as we see necros for example. Hence it's a good reason to be careful not boosting them too much.
I know they're hard to level, but every coin got 2 sides.
As you said, since our seals have a low land rate, decreasing their mp cost sounds like an idea. Increasing their land rate could be too powerful. Why choosing a class with single target debufs when you can have mass debufs with the same land rate?
I definitely disagree for pole masteries, they're not meant to turn into pole users. Party with other AOE users instead (mages or poles).



Because seals have almost ZERO range? What is the point of a 'point blank AOE' seal if everyone is hitting you from 900+ range? Interlude notes say that some land rands are increasing....but nothing is being done about the uselessness of most of the seals. 30 second or less duration is NOT a good use of how much MP those things cost, given which ones actually have a chance of landing or what their effects are.

...At this point SUMMONERS have better AOE 'debuffs' than OL's do.



Sleep, run, enjoy the fear on your enemy's face, silence.
Seriously I think OLs would be really overpowered if their seals had the same land rate than single target debufs.


Quote:

Quote:

OLs are very oriented to large scale fights, not small scale. So it would be just weird to see as many OLs as we see necros for example. Hence it's a good reason to be careful not boosting them too much.
I know they're hard to level, but every coin got 2 sides.
As you said, since our seals have a low land rate, decreasing their mp cost sounds like an idea. Increasing their land rate could be too powerful. Why choosing a class with single target debufs when you can have mass debufs with the same land rate?
I definitely disagree for pole masteries, they're not meant to turn into pole users. Party with other AOE users instead (mages or poles).



Because seals have almost ZERO range? What is the point of a 'point blank AOE' seal if everyone is hitting you from 900+ range? Interlude notes say that some land rands are increasing....but nothing is being done about the uselessness of most of the seals. 30 second or less duration is NOT a good use of how much MP those things cost, given which ones actually have a chance of landing or what their effects are.

...At this point SUMMONERS have better AOE 'debuffs' than OL's do.



Sleep, run, enjoy the fear on your enemy's face, silence.
Seriously I think OLs would be really overpowered if their seals had the same land rate than single target debufs.



i'd kill for the sorta land rate seals have
and that sorta land rate on 500 ppl lol


Seriously I think OLs would be really overpowered if their seals had the same land rate than single target debufs.



fact: orc mystics have lowest m-atk of all mystic classes
fact: OLs are not allowed to ++ int using dyes
fact: classes that have single target slow/silence/root base land rate is exactly double of what OL seals have.
fact: epic jewelry became very common and today LOTS of players have them (gives high resistance to most OL seals)
fact: apella armor is rare and i wont see it in my lifetime, and its not something easy like i can say to my CL lets go kill this RB i need that epic.

Gurduul,
you dont think low m-atk and short range is enough penalty?

as of today as far as i heard seal of silence/slow/root are not being changed in interlude, those 3 important spells remain with gimp land rate as it is now.

New to this game or to this class who think of making OL have the right to know that end game the role of frontline debuffer is a dream they can forget b/c absolutely nothing works today, and those seals are nothing more then just a display.


New to this game or to this class who think of making OL have the right to know that end game the role of frontline debuffer is a dream they can forget b/c absolutely nothing works today, and those seals are nothing more then just a display.



Just want to note here, that the one skill the OL have (Soul Guard) which *might* make them more of a 'front line debuffer' consumes an OBSCENE amount of MP. Which basically negates any ability to debuff (aka get up close) simply by making it almost impossible to have enough MP to actually do just that (debuff) once you do get up close. (Well that, and SG doesn't increase Mdef either.)

...and NO being able to run up and debuff ONE round with SG on, is not a worthwhile use of a OL's MP. (After one round w/SG your MP is gone.)

(Soul Cry, has the same issue as well. Too much MP used for too little benefit. But then again so do the vast majority of 'toggle skills' as well. Vicious stance anyone?)

up until few days ago i play 77 dom,
however over the past few updates, there has been several changes that made me make this decision
1) cp pots weight went from 500 to 100
2) cp pots reuse time reduced and are now allowed to be spammed like crazy
how is this a problem?
there is no real need for an overlord cp heals anymore, now that players can spam cp pots, the only reason players die in pvp today is when they get critted for 5-8k from several ppl under 1 second, in this case no one can help them.
3) steal essence mp increased to some ridiculous number
how is this a problem?
when i created this character i knew 2 things, OLs are one of the most difficult class in game to level due to lack DD skills, but they where badass in pvp. Now they are still the hardest to lvl however they tend to run out of mp before enemy runs out of cp pots.

in addition to all that, overlord seals still do not work on 2 fists who are not flagged, all other classes skill work (silence/slow/root) as long as its 2 fisted, but not overlord seals, and even after the enemy flags the seals have not improved land rate, its almost impossible for an overlord to land seals on same lvl enemy
to sum it all up:
i regretfully have to say that i stop playing my overlord becuz there is no real role left for him in lineage 2 anymore, and being a buffbot is not my thing.


CRY MORE NOOB

CRY MORE NOOB



Who let the d*g out?


CRY MORE NOOB



Who let the d*g out?



lol?
Go back to the asylum kid.Wonder why they let you out.

i'd kill for the sorta land rate seals have
and that sorta land rate on 500 ppl lol



My SE's windshackle costs 65mp, my OL's seal of winter costs 100mp.

My SE's dry root costs 65mp, my OL's seal of binding costs 100mp.

See a pattern?

Not only do we get half the land rate, but we also get double the cost, which means we MUST hit at least 4 targets to be as worthwhile as a SE debuffing.

And with the range of our AoE debuffs, you would never hit 100s of people, usually you're happy when you can hit a few because of how fast people move in pvp and the fact that you're usually almost dead by the time you cross the 900-range that separates both armies thanks to most important people in sieges being ranged attackers or their buffers.

And this isn't even mentioning that most people don't use their single-target debuffs because they consider them to be a waste of mp themselves.

Most archers I know would rather throw two arrows and two-shot their target than use more mp to cast slow on their target which may or may not work.
make seals use 25MP and have 2000 range...is that what you want? no melee can get close to an archer/nuker party, its not a OL problem.
Well, a OL is a caster first and foremost. Ranged attacking and fast run speed of archers (and nukers to a lesser extent) seems like a good balance against other classes. The more I think about it, adding in such uber attack capabilities for the ranged players does seem to tilt PvP too much against the other classes.



CRY MORE NOOB



Who let the d*g out?



lol?


make seals use 25MP and have 2000 range...is that what you want? no melee can get close to an archer/nuker party, its not a OL problem.



Either:
1) Cost less mp
2) Land more often
3) Increased PBAoE range or make it target AoE
4) Increased lenght/effect

Either of those 3 should be enough to make them more worthwhile.

At the very least make them more effective in PvP (at least we'd have somewhere to use them). Maybe 90% success in PvE and 45% in PvP, for example. Would make sense since PvP damage is divided by two if I remember correctly.

Although I would say that single-target debuffs should also be more efficient.

One part that would be mandatory, though, would be to make them usable in two-way wars without the target being flagged.
a question to overlords:
what is your average m-atk that you find yourself run around most of the time with (pve and pvp)
not really asking whats the highest you can get it to.
like i dont always have access to cov or powater or bd all the time.

With arc mace +3 in dc robes emp/zerk my m-atk is 1279 at lvl 77, with bd its 1515, w/ bd/cov its 1798. i was trying to save money for arcana robes, but gave up after i tried using friend's S robe due to horrible casting speed, i'm just wondering whats your OL's m-atk on average, and include your lvl plz

also i want to ask other classes not OL only to plz post your average mdef
mine with zerk/magic bar is 934 w/o sws/cov
ty


Quote:
i'd kill for the sorta land rate seals have
and that sorta land rate on 500 ppl lol



My SE's windshackle costs 65mp, my OL's seal of winter costs 100mp.

My SE's dry root costs 65mp, my OL's seal of binding costs 100mp.

See a pattern?

Not only do we get half the land rate, but we also get double the cost, which means we MUST hit at least 4 targets to be as worthwhile as a SE debuffing.

And with the range of our AoE debuffs, you would never hit 100s of people, usually you're happy when you can hit a few because of how fast people move in pvp and the fact that you're usually almost dead by the time you cross the 900-range that separates both armies thanks to most important people in sieges being ranged attackers or their buffers.

And this isn't even mentioning that most people don't use their single-target debuffs because they consider them to be a waste of mp themselves.

Most archers I know would rather throw two arrows and two-shot their target than use more mp to cast slow on their target which may or may not work.


trust me i can beat that lol
hammer crush 70 or 80 mp (cant remember cost) 0 range 1-20% land rate single target
40% land rate on a million ppl at range for 100 mp? sold

also i want to ask other classes not OL only to plz post your average mdef
mine with zerk/magic bar is 934 w/o sws/cov
ty



Level 66 EE unbuffed mdef 803


also i want to ask other classes not OL only to plz post your average mdef
mine with zerk/magic bar is 934 w/o sws/cov
ty



got milk? (http://www.l2guru.com/l2calc/)


trust me i can beat that lol
hammer crush 70 or 80 mp (cant remember cost) 0 range 1-20% land rate single target
40% land rate on a million ppl at range for 100 mp? sold



Well...no you can't. OL's (and WC's) get Hammer Crush as well....and it tells you something when we don't use that skill EITHER! >_<
There are a lot of good suggestions here on how to fix machanics for OLs. I have this to add:
I am not a clan leader. But if I were a clan leader, I would show lots of extra love for any OLs, dwarves, or players with buffers/healers as their main, and I would give them double-helpings on Sundays!

There are a lot of good suggestions here on how to fix machanics for OLs. I have this to add:
[...] I would show lots of extra love for any OLs, dwarves, or players with buffers/healers as their main, and I would give them double-helpings on Sundays!

+1
OL's are one of the best classes in the game. They are built around mass pvp, which is the best part of L2. If your ally/clan are not supporting you, that's the issue. Dominators do just like there name says DOMINATE and with enough of them you will DOMINATE! :)

OL's are one of the best classes in the game. They are built around mass pvp, which is the best part of L2. If your ally/clan are not supporting you, that's the issue. Dominators do just like there name says DOMINATE and with enough of them you will DOMINATE! :)




One of the *best* classes huh?

Well Golly Gee Wilbur! I guess that explains why every siege is 90% DOMINATORS and only .01% SOULTAKERS AND SAGITARIUSES! It also explains why OVERLORDS are the #1 'boxed buffer'! ZOMG! And here I was boxing a Prophet and a SE, Stupid me! </sarcasm> :eek:
OL is a strong class, but only because of CP healing.

What OL is designed to do, debuff, is ineffective for the reasons already posted:

OL seals simply cost too much, rarely land due to base land rate and set item/boss jewel resistances, and even when they do land, they are so useless that nobody bothers with them either because they have a trivial effect or trivial duration.

I dont want seals to be overpowered, I just want them to be effective enough that they're worth using. And right now they arent.

I would like to see:

1) Mp cost stays the same
2) Land rate for ALL seals increased so that as a practical matter, they land at least 40% of the time against opponents with similar buffs.
3) Chaos/Winter duration at least doubled
4) Poison/Flame intensity increased to compensation for potion use
5) Some seals (like Gloom/Disease) completely revamped -- they do nothing right now
6) Increased effect or decreased cost for Seal of Despair. It's not right that it has exact opposite effect as Chant of Victory when Chant of Victory always works while seal of despair has to overcome the defender's saving throw.

OL is a strong class, but only because of CP healing.




CP healing is totally useless, most classes can selfheal cp in about 2 seconds. if your alliance finds your OL's cp healing useful thats ONLY becuz they have not mastered spamming cp pots.

here is the formula to landing debuffs:
keep in mind average OL m-atk in A grade is around 1000
and average spellhowler is around 2500

(Base Land Rate*Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk./M.Def.)

base land rate:

Dryad Roots - 0.80
Seal of Binding - 0.40

Cripple - 0.80
Entangle - 0.80
Slow - 0.80
Hamstring - 0.80
Seal of Slow - 0.40

Silence - 0.80
Seal of Silence - 0.40
Seal of Despair - 0.40
Seal of Desease - 0.40

Men Modifier:
men 25=modifier 1.28
men 30=modifier 1.35
men 35=modifier 1.42
men 40=modifier 1.49
each men adds around 0.01-0.02 modifier

Resistances:
mental shield 1 = 50%
mental shield 2 = 60%
mental shield 3 = 70%
mental shield 4 = 80%

then you add armor/jewelry resistances
nm = 70% vs root
imp crus = 70% vs root and 80% vs poison (w/shield)
zaken = 40% vs derrangment
antharas = 60% vs derrangment
baium = 60% vs root and 80% vs poison
ant queen = 60% vs poison
tallum = 80% vs poison

Learn level = level at which you last leanred that skill
if you are 75+
74 for most seals
72 for seal of poison

Target level = level of your enemy you trying to debuff

M-atk = your own m-atk
D-def = enemy mdef you debuffing

now plug in the values and compare howler silence to OL silence
SE root to OL root
prophet mana drain to OL mana drain
sorc slow to OL slow

use the same mdef of 1000 (average)
howlers can raise m-atk 4k++++ but for the sake of this test, use 2500 m-atk for necros/sorc/howler/all single target's m-atk. and use 1100 for OL m-atk

after you compare and get some answers, you will realize there is absolutely no point in making this class, that you have turned into a buff bot, with all new changes to cp pots/elixirs/mp usage increased, this class became totally useless and unless you got tons of time to kill and ready to get disappointed many months later i wouldnt advise making OL.
btw, all debuffs i mentioned here are the ones that will remain unchanged in interlude.
sorry for long post
I'm a dominator also, so I understand where you're coming from. But CP heals are still quite powerful, especially when you have multiple overlords working in tandem. In large scale fights, people hit so hard that CP potions alone aren't enough, but when combined with CP healing and COV's defensive bonuses to slow down the rate of incoming damage (we get CoV at 79 in interlude), it will be a very good combination.

I agree with you about the seal land rates, they are way too low. If the developers looked at the base rates and said to themselves that they wanted overlord debuffs to land half as often as nuker ones, maybe that's why they set the base land rates at .40 instead of .80. But they didn't factor in that our m.attack is much lower than nukers. The result is that our silence doesn't land half as much as a nuker's -- it almost never lands on spellcasters (it only lands on fighter types).

Since seals were implemented before the resistance set bonuses and boss jewel bonuses, they should take another look at them and re-adjust the landing rates, which should be at *least* 50% higher in my opinion. But since our m.attack is lower than nukers, they could give us the .80 base land rate and we would still land our stuff only half as often as nukers do.

Seals are just not worth bothering to use in PVP. I think they were really designed to be used primarily against melees, and nobody really plays those anymore for mass pvp, which is all about ranged attacks.
so im gonna be the 1st one to say this to all the OL's.



CHECK THE INTERLUDE PATCH NOTES! your seal land rate has been increased by popular demand!
We know about the patch notes. It increases the landing rate of some of the seals, but nobody cares because those particular seals aren't worth using even if they always land, because their effects are sucky and dont make any difference.