Overlord (Gracia Final) guide — Dominator
Overlord class guide for Lineage 2 Gracia Final: how to get the class, which skills to take, what to wear and where to level.
Contents |
1. Introduction
In this guide I'll describe the class's pros and cons, its skills and basic equipment (gear). This is my first guide, and (did you already think I'd write something like "Don't judge too harshly"?) I want to hear all the criticism of the guide.
The Dominator (hereafter OL) is a restorer and buffer. The main things the OL can do are buff, regenerate HP and restore CP both for a specific target and the whole clan. The OL is a necessary support for top clans; no proper mass brawl goes without one, but financially the character isn't cheap, since he needs two sets for two builds (more on them later). The OL's main trademark is kamikaze. The goal is to run into a crowd of enemies hoping to debuff them all and stay alive.
2. Pros and cons
The essentials in brief. The Overlord's main strengths and weaknesses.
- Strengths
- A wide range of buffs that the OL can apply to the party and clan within his line of sight.
- A wide range of debuffs that the OL can apply to all enemies within his line of sight.
- The Overlord is the only character in the game who can restore CP both to one character and to the whole alliance within line of sight.
- The best drain in the game.
- Very strong P.Atk with Soul Cry. on (Example: a level 78 Gladiator's P. Atk. with War Cry on and under Final Frenzy with TM*DLE duals P.Atk is 1389, while a level 78 OL under his own buff with Soul Cry on and TM*DLE duals P.Atk has 1293.)
- The highest M.Def in the game, thanks to the highest MEN. High P.Def with Soul Guard. on (Example: a level 78 SK with Defense Aura and Guard Stance on in an IC set has P.Def of 1508, while a level 78 OL under his own buff with Soul Guard on in an IC set has P.Def of 1845.)
- Passive skills for all armor types.
- A passive skill that increases P.Atk and M.Atk.
- The highest MP pool.
- The most flexible class in the game: you can be a support, a debuffer, a tank and a DD.
- A built-in ability to regenerate MP from physical hits!
- Weaknesses
- Weak M.Atk compared to other mages because of the innately low INT.
- No way to boost INT, and the drain has no attribute
- Low casting speed.
- Low movement speed, but this is offset by spells such as Dreaming Spirit, Seal of Binding, Seal of Slow and the stun Hammer Crush.
- Small radius of mass debuffs, ~300.
As you can see, the OL has 2 times more strengths. But the main weakness is still that the OL is hard to level, but more on that a bit later.
3. Skills
In this part I'll describe only the skills you need both for leveling and for other things. The buff slot skills won't be mentioned below, but you need to learn them too, at levels 40, 61 and 76. The 4th, last buff slot book can be bought for a large number of NGPs (Noblesse Gate Passes) from the Olympiad manager.
All buffs are applied to clan members nearby (radius ~900). Starting from GF, all debuffs also apply to alliance members. (radius ~300).
40-74
The Overlord's buffs are similar to the PP's - WW, acumen, berserk, spirit barrier, might, shield, guidance, agility - naturally, the Overlord's buffs have different names.
(Toggle)
(Toggle)
76-83
Now about the Dominator'a. skills. There's no point learning Skill Mastery, because what for?? It lands rarely, and even when it does it gives no special advantage. Though if you have spare SP, better learn it.) Learn all the other Dominator passive skills without hesitation.
Let's start with debuffs; the Dominator's are more fun than the OL's.
(The amulet drops in the DV from the level 78 Nephilim Cardinal)
Greatly increases M. Atk. power and the MP cost of skills. Keeps consuming HP. (Toggle)
(an AoE attack with a chance of magic crit)
Increases magic damage, casting speed and magic critical rate, and reduces MP consumption
Buffs
Combo buffs
- Combat of Pa'agrio 70Temporarily increases clan members' P. Atk. and P. Def.
(The amulet drops from the level 72 Graveyard Prophet in the Catacomb of Dark Omens)
- Condition of Pa'agrio 72 Combines the effects of increasing Max HP and Max MP. Applies to all party members.
(The amulet drops from the level 73 Soldier of Ancient Times in the Valley of Silence)
- Critical of Pa'agrio 74Combines the effects of increasing Critical Rate and Critical Damage. Applies to all party members.
(The amulet drops from the level 75 Netherworld Royal Guard in the Catacomb of the Forbidden Path).
Skill enchanting
First of all, enchant all the second-class attack skills you use to at least +1, or better +3. The point is that an unenchanted skill's level counts as 74, and when used on 80+ opponents there'll be a land chance penalty (Drain's failure chance will increase), even if you yourself are 80+. Sleep can be enchanted for chance +lots; Drain - basically it doesn't matter, power or cost; debuffs for chance (but without epics there's no point boosting mass debuffs much). If you have nowhere to put SP, you can enchant heals for cost. There's no point enchanting buffs. Third-class skills enchant terribly, but it's still better to enchant the debuffs to +1. Of the passives, only Robe Mastery is worth enchanting: for M. Def. (+4 M. Def. per enchant level) or for MP regen (+1 MP per tick while sitting, which is actually a lot)
Subclass skills
In general, everyone should take subclass skills at their own discretion; I chose the most optimal option for myself, considering which subs I wanted to take. It's most logical to strengthen the OL as a support by adding skills from a mage, a support and a tank. All this together seriously improves his survivability in mass PvP and may give you one more chance to throw a debuff or regenerate the whole clan's CP.
4. Gear
As I said above, the OL is hard to level. There are two OL builds: magic and melee. From level 1 to 40 there's no such split, so that's where I'll start.
1-40
From level 1 to 20-25 we wear the wooden set we get from the quest at level 3. From 20-25 to 40 we buy common heavy gear (whatever you can afford, but better something inexpensive). Magic-melee setup
With the move to Gracia Final, we OLs got a built-in MP regen from physical damage, which lets us level with drains and regenerate MP quickly. First, what is this "magic-melee"? It means hammering mobs with drains, then knocking MP out of mobs with a blunt. In a robe, the mob(s) will beat you down quickly, but in heavy armor with "Soul Guard" you'll have tons of P. Def. and enough potions for healing, so you can calmly stand and hit the mob until full MP, or as long as the mob's HP lasts.
At 40 buy
- Divine
and
PL sets. - For a weapon, best enchant
a Dark Screamer to 7++, then switch to File:Club of nature.jpg a Club of Nature and insert the Acumen SA. (If you enchant it to 10, you can do without an A weapon until S grade) - C jewelry
At 52 buy
- For a weapon, File:Club of nature.jpg a Club of Nature (Acumen) 7++ or top B (Acumen)
If you have money, add a Kris to all this
- C jewelry
At 61 buy
- For a weapon, File:Club of nature.jpg a Club of Nature (Acumen) if you did enchant it to 10; if not, buy or craft via a sub
Desperion (Acumen) or
Spirit (Acumen). Again, if you have money, add a
Bloody Orchid (Focus)
At 76 buy
At 80 we get (if you can)
Other
- Of the rest, you only need a A/S shirt for CP
- Dyes for the magic build: +5 WIT -5 MEN / +4 CON -4STR
- Dyes for the melee build: +4 STR -4 CON / +4 DEX -4 CON
- For the magic-melee build: +5WIT -5MEN
- The epic is exactly this. (Valakas is unreal for many anyway, and Frintezza is better for an Overlord)
- Frintezza Must Have - Gives resists to almost everything and skill reuse.
- Antharas - The main thing is the built-in Clarity effect 5%, stun/silence resistance 60%, bleed resistance 80% (a very important resist, since bleed is very strong in Final).
- Zaken - Gives vampiric and stun resistance.
- Baium - We need it only because it gives casting speed.
- Ant Queen - Gives critical rate and power (great for those who level as melee).
Leveling
From 1 to 40 we level as melee. Up to 20 we level with quests; after that we actively go to the Kamaloka and the labyrinth every day.
- Leveling in a big party
- With the introduction of Vitality, big parties became relevant again for legitimate leveling. Since vitality drops in proportion to the number of mobs killed per party member, it's more profitable to level with a full party on the same spot where a trio is enough. Leveling will take 2 times longer, but thanks to the party bonus you'll end up leveling more. Gather a crowd with x300 vitality and go to x4-x5 mobs.
- Leveling in a melee party
- In many cases an OL+BD or OL+SwS party is enough for excellent leveling; in tough places like the Rift you need 1-2 more DDs and an SE.
- In principle, with a melee setup and an SE you can level solo quite well up to about level 64, until the golems in the Frozen Labyrinth turn blue. But duo leveling with a BD will still be faster.
- Leveling with a mage
- Your main task when leveling with a mage is to find a mage you can convince that leveling with you will be no worse for him than without you. The mage gets full buffs, including Acumen, Berserker and Empower from the SE, isn't distracted by collecting drops, and always has backup in case of lag or pulling too big a pile of mobs. Jokes aside, mages die often, and overall it evens out over an evening.
- The trick here is that without you the mage gets all the drops alone, and with you only half. But he doesn't need to know that)
- Your job is to buff, heal when needed and generally save the nuker's backside, collect drops, and warn the nuker about dropped MP potions (you mustn't take them yourself!). You may hit mobs only in extreme cases, so your build doesn't really matter for this kind of leveling.
- Leveling with a Bishop
- Grab a Bishop, get buffed by an SE and head to the rift. Skip rooms with non-undead right away. In rooms with undead, the Bishop uses a skill that leaves the undead with 1 HP. The Overlord, on assist, finishes the mobs with a stun (or a normal hit if SP is a problem), and also roots, sleeps, silences and heals the Bishop. If you do everything right, the Bishop's MP should last for 1 rebuff. Then a 5-minute smoke break in the CH and a new run. In the Hero Rift the Bishop calmly clears any room, getting 110k XP per mob per head. For the Hero Rift, a 72+ Bishop and a 74+ OL are enough.
- AoE nuker party
- For such a party you'll need the Overlord himself (no way without him), a Bishop or a very agile EE for heals, a BD, one good or 2 average mages with AoE nukes, a high-level EE/SE for MP refills, and a couple of freeloaders like tanks, PPs or SwSs, who aren't really needed but inevitably show up on their own.
- The essence of this leveling is that the BD (or SwS, or tank, or PP) gathers a group of mobs and drags it to you. You take the mobs off him (with The Heart of Pa'agrio, then you can throw Ritual of Life), gather the mobs into a compact pile around you, root them, step back two steps, root again, step back - and only after that do the mages start smashing with AoE nukes.
- The second difficulty level - if there are mages among the mobs. The puller will have to hide around a corner very carefully, you must throw Silence, and only then will you manage to gather all the mobs into one pile.
- The third difficulty level - when the pulled mobs stun, anchor or root. In this case you'll have to run after the puller and, in case of stun/anchor/root, immediately pull the train's aggro onto yourself, then lead it to the main party and root it there.
- There are 6 leveling spots for 70+ in the game:
- Kariks in the LoA. The best spot is the first room with Kariks, the "donut" one. The puller will have a tough choice of what to wear - Majestic or DC. Majestic protects from stun, DC from anchor; and sad experience shows that you can still survive a stun, while an anchor usually leads to -4%.
- Stakatos in the Stakato Nest. The best spot is one corridor before Queen Shyeed.
- Angels in Monastery of Silence. The best spot is the passage behind the library, where you can pull 4 piles, but it's almost always taken. There's also a decent spot in the corridor right by the entrance, if you walk from Ketra. The peculiarity is that the puller will have to lead trains without a weapon, plus there are bomb guards there, which must be killed with any skill far from the main
party.
- Forge of gods. You can train everything there, but the best spots are the stakatos right at the entrance, and also the lower fog spot near the volcano. The catch is that after death, mobs have some chance to resurrect as 5 from one corpse, and at the moment of resurrection the social radius goes over a couple of thousand. So PoV and Siren are a must.
- Dark Chapel (aka the darkness room) in the Pagan Temple, or rather behind it. The highest-level location, but also the tastiest in XP and drops.
- Ketra. Unlike the previous 5, Ketra doesn't count as a dungeon, so trains there are limited only by the size of the spot. Plus a quest.
The train lineup is basically standard. If you're after money, take BD+EE+Warcryer+BH+TH plus the OL as a bonus; if farming+leveling, OL+nuker (MM or Sorc)+EE; if purely leveling, OL+nuker+EE+BD+SwS, and go claim a room in the catacombs.
My advice to everyone: experiment, try something new. The OL can be leveled in all sorts of ways. I level duo with a friend: OL + Elemental Summoner.
Tactics
The OL's main task has always been to apply a dozen debuffs to enemies. Well, for that you only need good gear and luck.
Mass PvP
First of all, tactics for beloved mass PvP. Here you need to play on two fronts and manage to buff your group with PoV, regenerate CP and debuff the enemy! Not an easy task, but still doable. At first the main task is to take down the Bishop (while the group takes down the Bishop and whoever else comes to hand, we calmly regenerate in the rear of our party), then run into the crowd of enemies (preferably under Celistial Shield and under the feather) and debuff with everything you can! If the Overlord does his job and at least half the debuffs land, then 1:0 in your favor; if you're unlucky, you can only hope for the Bishop, the gear and the skill of your party. And that you'll get resurrected.
Conclusion
Above all, the OL is a complex system of debuffs… There are a huge number of them; in the guide I described only the main debuffs. The OL is hard to play, and it only seems from forum posts that you throw a sleep, debuff, kill and leave. Everything is much more complicated.
Class gameplay videos
http://www.youtube.com/watch?v=TSFDhT9Nwxk




