Senin, 16 November 2009

KNIGHT - ROGUE GUIDE


Knight/Rogue- Blackguard


There a very good reason they are feared. Knight/Rogue is the only one of the K/X combination that could be consider the jack of all trades (in my opinion). Many say this combination is the worst of the Tanks but when you think about it, what is a tank? A tank is often the class who is best at mitigating damage and building aggro. The K/R combo is able to do both in their own way. All knights maintain aggro primarily through the usage of Holy Strike and Whirl Wind Shield. The K/R combo is one of the best combo for increasing the effectiveness of Holy Strike. Thanks to the elite God Sword, HS has a 40% chance to crit; increasing aggro significantly. When coupled with a +6 Necklace and Maxed Crazy Blade, 62.935% of the time HS will Crit. Furthermore with the addition of duel +18% Crit dmg rings whenever your HS crits you do an extra 36% dmg. When it comes to this no other K/X class comes close to building Aggro using only HS; except maybe K/S. Finally K/R is the only of the K/X combo that further adds for versatility to HS with it 50/50 elite; which add a chance to increase Defense. This is a huge advantage seeing as HS is spammable and Defense bonus further help mitigate damage.

Now on to Mob tanking, every K/X can tank mobs thanks to the OP'ness of Whirl Wind Shield. However some combo do shine above others. K/W, K/M, and K/R are the only 3 of the 5 K/X combo that even offer anything more to Mob tanking. With K/W has increase damage on WWS to build more aggro and an extra AoE named Whirlwind. K/M has Holy Light Domain and Lighting Armor to inflict DoT. Finally K/R gains a second AoE move called Dance of the Two Blades, which when max does 200% main hand DPS twice to multiple targets for a cooldown of 10 seconds.

Now lets do some calculations.
K/R wielding T8 Orange 1-H Sword: 1003.5pdmg/2.4(thanks to the skill Nimble Hands)= 418.125 weapon dps
K/W wielding T8 Moa's Maddness: 1081.5pdmg/2.8= 386.25 weapon dps

Over a course of 30 seconds if you only include AoE skill K/W can pull off 6 WWS and 3 Whirlwind. While K/R can pull off 6 WWS and 3 DoTB.

K/W= 386.25(2.45)(6)+386.25(2.8)(3)= 5677.875+3244.5= 8922.375 AoE dmg
K/R= 418.125(1.8)(6)+418.125(4)(3)= 4515.75+5017.5= 9533.25 AoE dmg
As you can see K/R has the overall better AoE Tank ability in terms of damage.

Boss Tanking: The 3 most important skills when it comes to tanking bosses are HS, Threaten, and Mana Return. K/R has the advantage in HS compared to all K/X (except maybe scouts). There is no buff for Threaten so all class are equal in this catagory. Oh wait I'm wrong hehehe, K/R has the ability to duel wield and a weapon speed boost. This allows them to stacks light seals faster. With this K/R has the ability to keep Threaten up longer. What do you mean keep Threaten up longer, they all have the same buff time. Well... while spamming Threaten and HS, a knights mana begins to run low very quickly. But with the increase stacking speed a K/R is able to use Threaten and Mana Return with enough seal still left for the next threaten. With more mana you can keep Threaten up much longer and your pots should cover for your HS mana cost. So in the end K/R is a pretty good boss tanks who only rival is maybe the K/S.

Mitigation
Now I'm not going to say K/R has the best mitigation of all K/X cause I would be lying. However K/R does offer some mitigation with the skill Agility and a decent amount of Dex, your dodge rate could be considerably higher then most K/X. With how the game is now stacking Pdef after a while doesn't do much since there is a cap and it easily reached. With K/R reaching the cap on Pdef and a decent dodge rate it "could" have the highest mitigation amongst all K/X in some scenario (except K/P).

To end off K/R also get the skill Shadowstab on his rogue side, which offer a free DPS boost for many situations. This also allow you to have more time to Regen Mana during a battle, making your even more effective. To end off K/R can solo, tank bosses, and can tank mobs. We are the Jack Of All Trades and darn good despite what some might say.

KNIGHT STAT VALUE

1. Stamina: increases physical defense, maximum health, and health regeneration. Each point in Stamina adds:
  • 5 HP
  • 3 Pdef
  • .1 HPR/Tick (2 sec)
2. Strength: increases physical damage and maximum health. Each point in Strength adds:
  • 2 Patk
  • .2 HP
3. Dexterity: increases physical damage, as well as chance to hit and dodge (value unknown).

4. Intelligence: increases magical damage and maximum mana. Each point in Intelligence adds:
  • 2 Matk
  • .2 Patk
  • 1 MP
5. Wisdom: increases magical defense, maximum mana, mana regeneration, magic hit rate, and healing. Each point in Wisdom adds:
  • 5 MP
  • .1 MPR/Tick (2 sec)
  • 2.4 Mdef


SKILLS

-Knight Primary Skills



  • Mana Return: Useful especially during long solo fights, definitely worth to upgrade, if u use dual wield (which stacks seals faster) it works better. Should be high enough to cover 3 Holy Strikes (later on you can max it).
  • Whirl Wind Shield: This is your first aoe (and crowd controller) and it should be maxed or near maxed. Keep it at 0 if you don't except to tank instances until endgame.
  • Charge: I left it on 25 (can max it later on). This skill is only useful for its stun.
  • Threaten: Very useful skill however you should leave at 0 till endgame, then max it.
  • Shield Mastery: Should be maxed or near maxed. Keep it at 0 if you don't except to tank instances until endgame.
  • Hatred Strike: Keep at 0 till endgame.
-Knight General Skills


  • Holy Strike: Keep it at 50% to 75% of your level (max it later on).
  • Disarmament: Keep it at zero, this skill only useful for its effect.
  • Enhanced Armor: Max it!
  • Defense Technique: Max it!
  • Resilience: Max it!
  • Devotion: Keep it at 0 till endgame then max it.
-Knight Elite Skills


  • Lvl 15/15 God's Sword: Get it as soon as possible!
  • Lvl 30/30 Crazy Blades: Max it at endgame.
  • Lvl 35/35 Dance of Two Blades: Max it at endgame.
  • Lvl 50/50 God's Vengeance: Get it as soon as possible!
-Rogue General Skills


  • Shadowstab: It is easily spammable and has fine dmg, that is my basic fighting skill and should be maxed.
  • Agility: Max it!
  • Nimble Hands - This is cool, definitely maxed, raises your overall dps (damage per second).
  • Throw- Good for pulling and should be kept at zero.
  • Blind Stab- Only good for its blind and should be kept at zero.

Order of TP Distrubtion Importance

  1. Holy Strike
  2. Shadowstab
  3. Whirl Wind Shield (only if planing to tank for party)
  4. Enhance Armor
  5. Defense Technique
  6. Shield Mastery (only if planing to tank for party)
  7. Mana Return
  8. Resilience
  9. Nimble Hands
  10. Agility
  11. Follow the skill guide above


KNIGHT GEAR

-Class Sets

After reaching lvl 12 and obtaining your secondary class you should go to Logar to get the:
Logar Set: 3/3
Chest: Things that go Bump (end of the doctor/Daisy chain)
Legs: Final Clue (killing Anglie at the end of the Barren Caves chain)
Boots: Logar's Spear (end of the Dead Tree chain)




From lvl 15-16 you should to go Silverspring to get the:
Silverspring Set: 4/4
Chest: Killing The Kobold Leader Kipos (starts with Carphil, Howling Mine zone)
Gloves: Scheming Yuri/Yuri's Ledger quest (starts with the man in front of Theron and Winsil. After killing Yuri, you obtain a book, this book allows you to pick up the gloves.)
Legs: Morrison (starts with Winsil Final Quest on the Maidges Farm chain)
Boots: Good News for the Farm (starts with Omyr at the Caravan, end of the Dorian Farm chain)




From lvl 21-23 you will begin to quest for the Top-Secret Records Set (still in Silverspring):
Secret Files Set: 5/5
Chest: Mage Who did not Return (End reward on the Bloody Gallery chain)
Shoulders: NPC after the "Zombie Duke" boss (inside Abbey,turn in to Hugo on island )
Gloves: Strange Treasure Chest (Zerhidon chain)
Legs: Documents in Darkness (Abbey chain)
Boots: Ancient Dreamland (Dreamland chain)




-End Game Gear
At lvl 50 you will mainly be wearing any armor you come along and find that they are good. However from the chart below:

Quote:
Originally Posted by talonmas View Post
Poster by Konraq on US forums:

Code:
REFINEMENT  | CLOTH | LEATH | CHAIN | PLATE |
____________|_______|_______|_______|_______|
HEAD | INT | DEX | STR | STA |
UPPER BODY | INT | DEX | STR | STA |
BELT | WIS | STA | STA | INT |
LOWER BODY | WIS | STA | DEX | STR |
SHOULDER | STA | STR | STA | STR |
HANDS | INT | DEX | STR | STA |
FEET | STA | STR | DEX | INT |
You can see that you will mainly be wearing plate armor with the exception of Chain Belt and Cloth Boots, due to the stamina bonus when +ing you items.

Once you got some decent armour with decent stats you can move onto the "true" endgame gear. This consist of Black Victory Set and Red Thunder Rage Set. These set bonus for the most part will over-ride the Cloth Boots rule.







Soloing- 2h Sword/Hammer

You should keep Holy Seal and Endurance Armor up at all time. Your high DPS rotation is: Charge-> Blind Spot-> Shadowstab until out of energy-> 3 Holy Strike-> Rinse and repeat. Use mana return when ever possible.

When trying to farm daily items from mobs lower level than yourself you can draw as many enemies as you can handle (and you should be able to tank quite a few between upgraded chain/plate armor and potions). With that many mobs hitting you use WWS and GoTB whenever they recharge, spam Shadowstab until out of energy-> 3 Holy Strike-> Rinse and repeat. Use mana return when ever possible. Notice if you follow my guide exactly then you wouldn't be using this method until endgame.

Party Play- 1h Sword/Hammer and Shield

Most of the time, you would enter battle using WWS (and continue using it upon recharge). You will then follow up with GoTB (if you have it trained). Otherwise you will be spamming Holy Strike, while using Mana Return whenever possible. If WWS misses and a mob begins to target other party members use charge it catch up to it and continue as told above.

Boss Play


If you are well geared your character will be duel wielding. Duel wielding allows you to stack light seals much faster so you can generate better single target aggro. You will start off with charge (and continue using it upon recharge) and immediately cast Hatred Strike afterward. Then start spamming Holy Strike. When sufficient aggro is generated on the boss begin stacking 4 disarmament and continue spamming Holy Strike. Whenever 3 light seals are up, your rotation of seal required skills will be Threaten-> Mana Return-> Threaten. You should be able to keep threaten up at all time thanks to nimble hands and duel wielding.

If you are under geared your character will be going 1h Sword/Hammer and Shield. You'll basically be going through the same motion as above. Except you should be a little more lenient on your usage of Threaten as mana is going to be scarce.

*Remember to use Holy Shield when in a dire situation.*

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