★ Overlord
Overlord is a pretty simple class that is in generally very straight forward. It's not a very technical class, so prediction and so on isn't required that much. Even if I say so, it doesn't mean it's useless.
This class is simple, the all-arounder in any type of game. They can be played by anybody and is a really good class for just improving your own skills for PvP.
When you play this class, you're going to be using every single hotkey button you can manage on the bars. And you're also going to need a very high speed dashing. These 2 aptitudes are the most important for this class, because of their skills for catching are mostly close combat, and to get in then out quickly, your dashing speed need to be really good.
If you use this class properly, your enemy will find it hard to even get away from you, and they will struggle to even use their own skills due to all the attacks you're throwing at them.
I hope this gives you a vague idea what kind of class Overlord is. In a short term you can call it: Assault Type
★ Skill Build
★ Skill Priority
Now, when you play this class. There are certain skills you will be using a lot more. So I will put them all in a way so you understand what kind of priority of use there are to playing Overlord.
Make sure you test the mechanic and range of skill on monsters, for example at bearded whale coast.
Please try to recognize all the skills by ICON only by the end of this section.
Primary Skills
---------------------
Incoming Bear!
This skill is a instant targeting skill. Meaning the moment you activate it, if they are within range. They will get hit no matter what.
After 0.3 second delay. It will 'KnockDown' your enemy. Leaving them 'Airborne' for 0.1 second.
Is fast
I'm gone Bear!
This will be the skill that will do most of your DMG throughout the fight. It's very effective to keep enemy from attacking you, and they will most likely just run and jump while it is hitting them. You will be using this as a 'Catch' skill for 'Stumblebum' which I will explain in another section.
After 0.2 second delay, It will start 'Flinch'ing. Which means they can only use certain skills/attacks and either jump around only.
Is fast
Cutdown
You want to use cutdown as often as you can on the enemy. It can be used either as a 'Counter' 'Defence' or even as 'Catch'. Because the skill has 'Superarmor' it's a really good skill for countering or for safely getting out after a 'Recovery'. Since we only level this skill to Lv.2, it will not launch them very high. So after you use cutdown, make sure you follow it up with a jump to cancel the animation and just Basic X Attack them in mid-air.
Can be used if holding 'Down' + 'X'
Has 'Superarmor' status effect
Launches target half a 'Jump'
Can be even faster if cancelled with Jump
Is very fast
Air Combo Launch
This is a very basic skill that can be used to chain combo the enemy or catch them. It can also be used defensively by launching them high up into air and then spacing yourself from the enemy. If you decide to cancel and jump right after the launch, you can Basic X attack them in mid-air
Launches target 'Airborne' 2 jumps up
Can be used if pressing 'Up' + 'X'
Can be even faster if cancelled with Jump
Blow
This skill used more as a 'Catch' and out of pure reflex or reaction. It has a very multi purpose, but can be chained together with some skills to make really good chain combo. It's usually very unexpected whenever someone uses it, so they won't be rolling that quickly after you land it. It has a relative short range, that require you to be in front of their face in the same 'Lane'. So you should use this before the enemy attacks you. Starting off with this isn't a bad choice ~
It will 'KnockDown' the target.
It can hit airborne that is close enough to the ground as well.
Is very fast
Dash Attack & Dashing Blow
This is one of the most basic for like, every single class in hardcore PvP. You want to get used to this on whatever character you decide to play.
How to use it? You dash then press X. It will simply knock them down, and since it's very fast and unexpected, they usually won't be rolling very quickly. Leaving them vulnerable for you to chain skills on them.
I personally use these mechanic a lot to position myself to get into the same 'Lane' as the enemy. To this point you're probably thinking what is Lane? Lane is the very same horizontal line your enemy is, or where you are positioning. I will explain about this more later. But my hobby is to 'Half Step'. You use dash attack to move around rather than just simply dashing all the time.
'RightRight' + X
'LeftLeft' + X
'UpUp' + X
'DownDown' + X
Dashing Blow launches the enemy and has a bigger range. But the cooldown is higher
Normal Dash attack will always knock the enemy down.
Secondary Skills
----------------
The following skills will usually only be used in chain or after the primary skills depending on their state example; 'Airborne' 'KnockDown' 'Flinch' etc.
Stormblade
This skill will only hit 'Airborne' targets and it is your primary 'Combo' DMG after launching or knocking them with Incoming Bear. Against highly skilled players, you will notice they can recover fast enough from your primary launch and then use 'Cutdown' to get down really quickly making you stuck in the Stormblade hitting absolutely nothing. When that happens you need to start thinking about 'DoubleLaunch' with 2 skills at the same time.
After enemy has been spun by the stormblade, they will be slightly higher up than a simple jump. So it is to chain skills afterward.
Can be countered by High recovery speed
Wrath of Earth
This skill is a very high dmg dealing skill that has a very far reach, and also hits all types of 'Airborne'. It is a very valueable chain skill that can increase the DMG of your chain combo by alot. It then launches them really far up again, which then leaves you a bit time to even chain more afterwards depending on how far they got launched up.
Can be stopped by any 'Flinch' 'KnockDown' 'Launch' etc easily
Is very slow
Magnum Break & DeathBound
Very similar to Wrath of Earth, it has a big range and does alot of DMG. It is mainly used as a chain skill, and is also very effective as a 'AirRecoveryBreaker' which means you will hit it after they air recovery while they are still in the air. Leaving them unable to recover anymore. So you can freely chain more basics on them.
It will launch the target up into the air again.
Is very slow
Has 'Superarmor' status effect
Gust Slash
Gust slash is a skill that is generally only allowed after a primary skill. But there a few exceptions in the primary skills where you cannot use it.
You can use the gust slash after the following skills as they are 'KnockDown' or in 'Flinch'
Cutdown, (Primary + I'mGoneBear), Dash Attack, Blow
Has a decent amount of reach and can hit 'Airborne', but not knocked 'Airborne'
Hits multiple times
Is a bit slow
Must be cancelled most scenarios after 1-2 hit because of high DMG
Tertiary skills (Generally not used a lot, because would be OP)
-------------------
Death Snatch
Death Stinger
Icecold Heart (Freezing Hammer)
★ Organizing State
This is really important if you're kind of clueless about the class. Every skill will inflict a 'State' on the enemy. And they also have a recommended 'State' or a required 'State' for them to be able to hit. So we're going to filter them out now.
● Skills that change enemy 'State' to 'Flinch'
Basic X Attack
- Multiple flinch
● Skills that change enemy 'State' to 'KnockDown'
Dash Attack
● Skills that change enemy 'State' to 'KnockStun'
● Skills that change enemy 'State' to 'Launched' / 'Airborne'
● Skills that change enemy 'State' to 'Stunned' / 'Frozen'
Okay now you got a general idea of how to categorize the outcome of your skills when they hit your enemy.
Now you want to figure out what you can follow up / chain after those skills. So you need to know what skills can hit what type of 'State'
● Skills that can hit 'State' of 'Knocked'
That's alot right? That's why you need to make sure you learn how to use your basic skills like Blow, Dash attack. Etc.'Down' + X (Ontop of enemy)
● Skills that can hit 'State' of 'Launched' / 'Airborne'
Low Altitude only:
Low to Medium Altitude only:
Low to High Altitude:
Note that WrathOfEarth can even hit standing/fallen 'Airborne' in the air
Okay, I hope you learned alot so far. Now, when you are fighting enemy, and you launch them. They will usually 'AirRecover' by jumping after launch right. so they're just floating around in the air or going to come straight down using Cutdown. Here's a list of skills I like to chain on them to either break their Recovery or take them after a prediction.
'Dash Attack' MID AIR
★ Catches
I will now explain to you my variations of catching method. I will show you the skill icons only so I hope you recognize them all. Also make sure you hammered down the 'State' Mechanics.
Whenever I write, 'Roll' 'Recover' it's pointed at what the enemy does in response.
I will also write down the state they will be in before you actually continue, and what state they end up in.
Important:
These 2 primary bears, you must kind of always have a gab between using them. you cannot Cast them right after each other. It's called double bear, and it makes it too easy. So a dash inbetween or some other kind of action is alright.
'KnockDown' > 'Multi Flinch'
This is the most basic one out there, you can follow it up with various of chain catch or chain combo
Dash Attack 'KnockDown' > 'Multi Flinch'
'KnockDown' > 'Multi Flinch'
'Mid launch' > Wait > 'Multi Flinch'
'Launch' > Jump > Air Attack (x2) - 'Mid launch' > 'Recover' > 'Stunned' / 'Launch'
This is actually pretty easy to pull of, you just have to jump once to cancel the air combo launch at the end of it, then jump again and just press X twice. This will leave them in the air, most will 'Recover' after this meaning you can follow it up with a stumblebum. If you decide to do x3 air attack instead, it will knock them toward the ground again. Some people will roll some won't
'Mid launch' > 'Recover' > 'Stunned' / 'Launch'
This is a pretty standard catch with stumblebum. If you decide to use deathbouth or Magnum break. It's a generic 'RecoveryBreak'
'KnockDown' > 'KnockStun'
Dash Attack 'KnockDown' > 'KnockStun'
'Delayed Knockdown' follow fast the moment it will hit or before > 'Double Launched'
'RecoveryBroken + Airborne' > Air Attack (x2) > 'KnockStun'
A little bit more difficult is this:
'Knockdown midair' > Air Attack (x2) > 'Stunned'
★ My most common combos
'Launched' > Make distance > 'Launched'
'MultiFlinch' > 'KnockStun' > 'Cancelled MidLaunch' > Air Attack (x2/x3) > 'Launched'
'Frozen' > 'MultiFlinch' > 'KnockStun'
One of my RecoveryBreak usually goes like this
'Mid Launch' > / 'RecoveryBroken Launched' > 'Launched + RecoveryBroken'
Then follow up by multiple choices such as:
Air Attack (x2) 'Low altitude' > 'Launched' > 'Launched'
/ > Air Attack (x3)
Then there are some very casual like:
'Launched' > 'Launched' (There is a chance you can recovery break with this)
★ Lanes / Positioning
In PvP there are always 3 lanes surrounding a player.
Lanes are essentially the very line you are standing on, so if you move 'Left' or 'Right'. Then you are still in the same lane. or Horizontal line.
Everytime you dash UP, or Down, you change to the 'Outer Lanes'. PvP will always follow the 3 outer lanes normally, sometimes you may notice that a fight may revolve around 1 Lane all the time.
We call this the Horizontal Disease or Curse. It's a really bad move, since it's advantage for some players. And you want to recognize the mistakes.
To avoid most skills, what you want to do is to go to the 'Outher Lanes' that the enemy is not on. So generally speaking, 1 dash Down or Up from where your enemy lane is. Then you can swiftly dash up or down strike with a knock, and continue from there.
Sometimes there are players who are skilled enough to manage to PvP around 3 lanes, meaning even the outerlanes will become predict-able for them.
This is where 'Half Stepping' comes in. Half stepping is when you dash, then cancel the dash by doing a DashAttack half way there, so you actually only move half a dash. If you do this UP or Down instead. it'll become very effective depending on range of your opponent. And you can also shorten the amount of time used to get behind an enemy. I will show a screenshot on that later.
But first, you are using bears, they are 1 lane only. So you want to always be in same lane when you attack your enemy as Overlord. You will use normal dashes, and half step to get into position like this screenshot.
Now, to get behind enemy really quickly even if you are on same lane you can do this. as shown below
Here you can see that, normal dashing would take alot more time, and would need 3 dashes. Easy to predict the pattern of dash here. However, if you were to half step, you couold minimize the movement and do it quickly. Then all you need to do is turn around.
★ End of Guide
The rest is really up to you x)
You need to practice practice practice alot. And you need to pay attention to your own gameplay and see what kind of mistakes you are doing and what you could've done instead.
If your recovery, rolling, dashhing speed is slow. you just need to practice it. It's surprisingly simple. Just concentrate on spaming jump and dashing while PvP or with no practice partner ~
I hope my guide helps you, it might be complicated but yuh, atleast I went indepth
Baii ~ ≧◡≦