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Index:
1.0 Class Description
-1.1 The Pro`s
-1.2 The Con`s
2.0 Builds
-2.1 "Slayer" (Str/Dex)
-2.2 "Dodger" (Dex/Wis)
-2.3 "Caster" (Int/Dex)
-2.4 "Tank" (Int/Con)
3.0 Skills
4.0 Armors & Weapons
5.0 Patch-Changes
1.0: Class Description: First of all~ The MagicKnight doesn`t seem to be supposed to be a DamageDealer (DD). The Rapier one of the lowest Melee-Weapons compared to the Dmg also the Spell-Atk lies between a Dagger and a Cariad. Many People seem to forget that not every Class does "Ubber-Pwnage-Dmg" and is able to 1Hit Mobs 10 Lvl higher… But he is able to deal alot of Dmg over Time and IS in fact able to out-dmg or at least come close to some DD-Classes like CourtMagican or Gladiator if it comes to longer Fights. (like Bosses)
With an AoE-Party a MK is pretty useless except for saving the healer from aggros(wich doesnt happen with a good tank) But against Bosses we can do wonders ;P Controling the lesser aggro-mobs around the boss with Shade of Fear, Lure of Incubus or Temptation.(nothing is funnier then ordering the boss guards to atk there leader ) OR get 3 MK`s and continously confuse the Boss… (SoF max =12sec. confusion with 30sec. CD so its continously stunned) (Patch 04.12.08: It seems that the "End"-Bosses such as Lanoir, Brenin, Robinson and Serbetus are now imune against any Form of Controling like Stun,Sleep,Confuse, etc. or at least got a pretty high resistance.)
1.1: The Pro`s:
-MagicKnight`s are able to be a superb Supporter for 1on1 and Boss-Hunting.
-They Focus on Crowd-Control (CC) such as Sleep,Confuse and Tame
-And on DoT`s & Debuff`s like PP and PG
-After all they are able to deal a good amount of Melee-Dmg with SoS
1.2: The Con`s:
-They don’t get any AoE´s
-They have low Def and HP
-Even if the dmg is good, its still lower then what most melee-classes will do
2.0 Builds: I wont give you guys a exact Build with fix amounts of Stat-Points. Everyone should make a ratio that suits to him the most so I will only show you the basics.
2.1: "Slayer"(Str/Dex): This Build does focus on the “Knight-Part” of a Magic Knight. So it rely on his Melee-Atk (with MAX SoS of course). A bit Wis and Magic Boost MAX will be needed too give a good pool of MP. It uses PP,PG and VT to support the Melee-atk and to boost your avoidance. Overall does it seem to be the most common build for MK`s and is able to deal a lot of dmg and to support a party.
2.2: "Dodger"(Dex/Wis): This Build does focus on the "Magic-Part" of a Magic Knight. He will be almost never been Hit by normal Mobs (in higher lvl) cuz of the huge amount of Avoidance+PG. Also you can Spamm more Spells with this Build then with a Str/Dex-Build but your Melee-Dmg will be pretty low unless you MAX SoS.(which you probably won`t have the Points for) Because of the lack of seriuos Melee-Dmg he will rely on the Elemental-Tree for Fireball, Iceball, Thundering and Firepole which will cover up the lack of Str. You should also think about to invest Stat-Points in Int from Sea or Skill-Points in the Passive-Tree for more acuracy,spell-dmg and crit.
2.3: "Caster"(Int/Dex): This Build does completly focus on Magic. Its pretty similar to a CM-Build and you can also go for Int/Wis and add dex from Sea-Levels. Because of the low Wis its wise to take Spells that doesn`t suck off all your MP in one go. (So Fireball,PG,and Iceball are pretty nice and fast) Also you get a huge boost for VT which alows you to recover the most of your HP. (VT got a Cool Down of 6 seconds so its pretty fast) Your overall Dmg will be lower than from a CM with the same Build cuz you might still use a Rapier. (mostly for VT) Also because you use Elemental-Spells you won`t have points for SoS or SoF and Sleep. (At the moment you can use all NOBLE-Skills with all weapons which would make it more wise to take a Cariad instead of a Rapier and only Switch for VT but that may change. Which makes this Build rather useless and more profitable for beeing a CM)
2.3: "Tank"(Int/Con): This build is just theoretic, i didnt test it yet or heard from others about this Build!
The Basics are, that this build relies on "Vampiric Touch" and "Blessing of Mana". You get a high Magic-Dmg even with a Rapier, which will boost your Vampiric Touch pretty much. But you wont be able to do much Melee-Dmg with your Rapier anymore… Also Points in SoS would be useless…(better put these points in a Spell like "Fireball" which you can "Spam" instead) The most of your Dmg will be Magic,(good against Merc or Explorer in PvP) if you recieve too much Dmg use VT to heal yourself pretty good. You wont need Wis. If you need MP BoM will give you more then enough because of your high HP. Also PP may be useless since you cant avoid the mobs and wouldnt notice the accuracy debuff. Overall that means you will atk like this: PG,Fireball,Fireball,Fireball,VT,BoM… again: It isnt tested yet. Its only a theorie!
3.0: Skills: This section only inludes "Dark-Magic"-Spells wich are needed for being a MagicKnight. Some Builds may mention the use of Elemental Spells which are not shown here. (maybe Updated later)
Noble:
Name: Mind Up (MU – Passive)
Aquired: LvL 1 – 1/10
Description: Increase your MP.
LvL1 + 104MP
LvL2 + 208MP
LvL3 + 312MP
LvL4 + 416MP
LvL5 + 520MP
LvL6 + 624MP
LvL7 + 728MP
LvL8 + 832MP
LvL9 + 936MP
LvL10 +1040MP
Comments: Its a MUST HAVE Skill for every Noble especialy for Low-Wis Builds because it gives a huge MP-Boost .(Patch 04.12.08: The Bonus decreased at about 400MP also because the Dark-Skills costs almost nothing now it isnt as essential as before. Magic Boost instead gives now more Mp then before. For example: Mind Up lvl1, Insight of Magic lvl1, Magic Boost Lvl8 does you give more MP then if you put 10 Points in Mind Up. )
Name: Sword of Spirit – Rapier only(SoS)
Aquired: LvL 1 – 1/15
Description: Increase X attacking power of close range weapon. (5 Min Duration)
LvL1 + 9 Melee-Attack 71MP-Cost Land-LvL 1 required
LvL2 + 18 Melee-Attack 112MP-Cost Land-LvL 5 required
LvL3 + 27 Melee-Attack 153MP-Cost Land-LvL 9 required
LvL4 + 36 Melee-Attack 194MP-Cost Land-LvL 14 required
LvL5 + 45 Melee-Attack 235MP-Cost Land-LvL 19 required
LvL6 + 54 Melee-Attack 276MP-Cost Land-LvL 24 required
LvL7 + 63 Melee-Attack 317MP-Cost Land-LvL 29 required
LvL8 + 72 Melee-Attack 358MP-Cost Land-LvL 34 required
LvL9 + 81 Melee-Attack 399MP-Cost Land-LvL 39 required
LvL10 + 90 Melee-Attack 440MP-Cost Land-LvL 44 required
LvL11 + 99 Melee-Attack ??MP-Cost Land-LvL ?? required
LvL12 +108 Melee-Attack ??MP-Cost Land-LvL ?? required
LvL13 +117 Melee-Attack ??MP-Cost Land-LvL ?? required
LvL14 +126 Melee-Attack ??MP-Cost Land-LvL ?? required
LvL15 +135 Melee-Attack ??MP-Cost Land-LvL ?? required
Comments: It is over 1/3 of your Melee-Dmg! What are you waiting for? MAX it! (Patch 04.12.08: This Skill got alot weaker now (Almost cut half of dmg) but the MP-Costs are now 1/5 from before.)
Name: Phantom Grief – Rapier only (PG)
Aquired: LvL 6 – 1/15
Description: Summon ghosts towards the targets, decrease HP every 3 seconds for 20 seconds and decrease of attacking speed.
LvL1 12 Damage -10% Attack Speed 37MP-Cost Land-LvL 6 required
LvL2 29 Damage -15% Attack Speed 52MP-Cost Land-LvL 10 required
LvL3 41 Damage -20% Attack Speed 74MP-Cost Land-LvL 15 required
LvL4 63 Damage -25% Attack Speed 96MP-Cost Land-LvL 20 required
LvL5 80 Damage -29% Attack Speed 118MP-Cost Land-LvL 25 required
LvL6 97 Damage -33% Attack Speed 140MP-Cost Land-LvL 30 required
LvL7 114 Damage -36% Attack Speed ??MP-Cost Land-LvL ?? required
LvL8 131 Damage -38% Attack Speed ??MP-Cost Land-LvL ?? required
LvL9 148 Damage -40% Attack Speed ??MP-Cost Land-LvL ?? required
LvL10 165 Damage -42% Attack Speed ??MP-Cost Land-LvL ?? required
LvL11 192 Damage -44% Attack Speed ??MP-Cost Land-LvL ?? required
LvL12 199 Damage -46% Attack Speed ??MP-Cost Land-LvL ?? required
LvL13 216 Damage -48% Attack Speed ??MP-Cost Land-LvL ?? required
LvL14 233 Damage -50% Attack Speed ??MP-Cost Land-LvL ?? required
LvL15 250 Damage -50% Attack Speed ??MP-Cost Land-LvL ?? required
Comments: The Slow-Down Effect is pretty strong in low- and high-lvl area`s and with a Dex-Build and PP you`ll get even less hits. It does a decent amount of dmg (some burst-dmg (related to your SpellDmg) at impact and about 6 ticks from the DoT) and is pretty mana-wise even in higher lvls. (Patch 04.12.08: The casttime decreases from LvL1 to LvL8 after that its Instant. Also the Duration was doubled but the Dot-Dmg lowered at around 50%)
Name: Shade of Fear (SoF)
Aquired: LvL 10 – 1/3
Description: Make targets confused
LvL1 5 Seconds Confusion 153MP-Cost Land-LvL 10 required
LvL2 8 Seconds Confusion 167MP-Cost Land-LvL 15 required
LvL3 12 Seconds Confusion 241MP-Cost Land-LvL 20 required
Comments: Its a very usefull Skill and doesn`t take much Points so its worth to MAX it.
Name: Phantom Pain – Rapier only (PP)
Aquired: LvL 12 – 1/15
Description: Decrease accuracy rate by X% for 25 seconds, and give X damage in every 3 seconds.
LvL1 31 Damage – 8% Accuracy 73MP-Cost Land-LvL 12 required
LvL2 46 Damage -10% Accuracy 94MP-Cost Land-LvL 17 required
LvL3 61 Damage -12% Accuracy 115MP-Cost Land-LvL 22 required
LvL4 76 Damage -14% Accuracy 136MP-Cost Land-LvL 27 required
LvL5 91 Damage -16% Accuracy 157MP-Cost Land-LvL 32 required
LvL6 106 Damage -18% Accuracy 178MP-Cost Land-LvL 37 required
LvL7 121 Damage -20% Accuracy 199MP-Cost Land-LvL 42 required
LvL8 136 Damage -22% Accuracy ??MP-Cost Land-LvL ?? required
LvL9 151 Damage -24% Accuracy ??MP-Cost Land-LvL ?? required
LvL10 166 Damage -26% Accuracy ??MP-Cost Land-LvL ?? required
LvL11 181 Damage -28% Accuracy ??MP-Cost Land-LvL ?? required
LvL12 196 Damage -30% Accuracy ??MP-Cost Land-LvL ?? required
LvL13 211 Damage -32% Accuracy ??MP-Cost Land-LvL ?? required
LvL14 226 Damage -34% Accuracy ??MP-Cost Land-LvL ?? required
LvL15 241 Damage -36% Accuracy ??MP-Cost Land-LvL ?? required
Comments: The Accuracy-Debuff is hardly noticible until 1.You got enough Avoid-Rate and 2. at Skill LvL 5/15 – 6/15 wich is with LvL 42+. But if you made it this high its a very good Skill to use with PG and it also lasts longer. (Patch 04.12.08: The Accuracy-Debuff was slightly increased but the Dmg lowered at around 50% like PG. It also costs less MP and the Casttime decreases from LvL1 to LvL9 after that its Instant.)
Name: Lure of Incubus (Sleep)
Aquired: LvL 18 – 1/5
Description: Chatch an incubus for a X seconds, making your target fall asleep.
LvL1 12 Seconds 242MP-Cost Land-LvL 18 required
LvL2 15 Seconds 267MP-Cost Land-LvL 23 required
LvL3 20 Seconds ??MP-Cost Land-LvL ?? required
LvL4 25 Seconds ??MP-Cost Land-LvL ?? required
LvL5 30 Seconds ??MP-Cost Land-LvL ?? required
Comments: Its a good Skill wich i personally would MAX like SoF. The Duration is pretty long and can make some difficult situations "much" easier.( For example "Aggro"-Mobs wich you can`t Tank anymore or the Healer wouldn`t survive. Or to make a "Recovery-Break" while PvP) The Contra is that you can`t atk the Target you set to Sleep because it will wake up if dmg is recieved. (except some pure-DoT-Skills like PP or none-dmg-Skills like SoF)
Name: Bloodsucker/Vampiric Touch – Rapier only (BS/VT/Vamp)
Aquired: LvL 28 – 1/6
Description: Attack target, absorb X% of the dealt damage as HP.
LvL1 100% HP-Absorb 197MP-Cost Land-LvL 28 required
LvL2 110% HP-Absorb 261MP-Cost Land-LvL 32 required
LvL3 120% HP-Absorb 325MP-Cost Land-LvL 37 required
LvL4 130% HP-Absorb 389MP-Cost Land-LvL 42 required
LvL5 140% HP-Absorb ??MP-Cost Land-LvL ?? required
LvL6 150% HP-Absorb ??MP-Cost Land-LvL ?? required
Comments:This Skill is the ONLY Skill from this Skill-Tree that is related to your Spell-Dmg. (I wonder how a Pure-Int-MK will be… ) (Patch 04.12.08: This Skill is now available for every Noble and costs less MP then before. Also the name was changed from Bloodsucker to Vampiric Touch.)
MagicKnight:
Name: Blessing of Mana – Rapier only (BoM)
Aquired: LvL 40 – 1/7
Description: Change 10%HP of target to X%MP.
LvL1 80% Changed to MP Land-LvL 40 required
LvL2 100% Changed to MP Land-LvL 45 required
LvL3 120% Changed to MP Land-LvL 50 required
LvL4 140% Changed to MP Land-LvL ?? required
LvL5 160% Changed to MP Land-LvL ?? required
LvL6 180% Changed to MP Land-LvL ?? required
LvL7 200% Changed to MP Land-LvL ?? required
Comments: This Skill costs 0 MP!and got a CD of 1sec. But can only be casted on yourself. Together with Bloodsucker/Vampiric Touch you can almost Grind forever without resting. Because that Skill does suck 10% of you HP you might think about to try a Str/Con Build to be more like a "Knight" and to get more MP for one use. But that is only good if you got already LvL50+ and your PP and PG are pretty strong because you won`t avoid anymore. (Patch 04.12.08: To Grind pretty long got also alot easier because every Pre-MK/MK Skill costs now much less MP)
Name: Temptation – Rapier only(Temp/Tame)
Aquired: LvL 40 – 1/3
Description: Make the targeted monster your ally for X minutes.
LvL1 10 Minutes 362MP Land-LvL 40 required
LvL2 20 Minutes 488MP Land-LvL 45 required
LvL3 30 Minutes 660MP Land-LvL 50 required
Comments: Nice Skill, but normal Mobs are to weak to even survive the 4min. With LvL2 you can have 2 Pets because the cooldown is shorter then the duration. Same goes for LvL3 with 3 Pets obviuosly =D.Normaly there will apear hearts around the mob you enslaved with Temptation. But however there is a Bug occuring that these hearts arent shown for other and they can Atk it like any other Mob (and without heartsit does look like normaly except the "buff" is shown when you target it).(seems to be fixed?) It "can" be Buffed by other players and yourself (like MB,BoL,BoN,AoL,etc.) but not healed.
Now comes the tricky thing… It will follow you everywhere and will Atk everything you atk or will be atked by. (Plus it will automatically get the aggro no matter what you do, except provoke)
(Patch 04.12.08: It got more usefull because the duration is now 3x longer than before, but still the problem is to keep it alive. Also the CoolDown decreased from 15 min. to 10min. =D)
Name: Royal Slave – Passive (RS)
Aquired: LvL 45 – 1/6
Description: Increase your monster or animal`s defense power.
LvL1 +193 Defense Land-LvL 45 required
LvL2 +246 Defense Land-LvL 51 required
LvL3 +??? Defense Land-LvL ?? required
LvL4 +??? Defense Land-LvL ?? required
LvL5 +??? Defense Land-LvL ?? required
LvL6 +??? Defense Land-LvL ?? required
Comments: Gives your Pet a nice Def-Boost. But it still isnt enough. I heard that the +def makes your pet only survive 1-2 Hits longer in higher lvls.
No Class:
Name: Balance Up
Aquired: LvL 40 – 1/4
Description: Have X% additional resistance against critical attacks and stun for 10 minutes.
LvL1 20% Resistance 336MP Land-LvL 40 required
LvL2 40% Resistance 382MP Land-LvL 45 required
LvL3 60% Resistance ??MP Land-LvL ?? required
LvL3 80% Resistance ??MP Land-LvL ?? required
Comments: Since MK`s are most likely Dex statet and are 1on1 they will need this Skill only for PvP.
5.0: Patch-Changes: This section only includes my personal Opinion about the Changes and Balancing from the Patches.
04.12.08: Overall there are some very good and usefull changes and they make the MagicKnight more "Starter-friendly" because more Skills are available. On the other side… you just dont have enough points now in lower LvL`s to keep every Skill as high as possible. Also the Dmg for Rapier-Noble may increase because of lower requirements but in higher LvL`s the Dmg decreased noticeably which makes us weaker again. I guess thats the reason why Temptation got better. To make us rely more on our Pets at higher lvls. (which is logical now cuz you get only Blessing of Mana, Temptation and RoyalSlave as a MK.)
Special thanks to Harrison. Without him i don`t think i would be a Magic Knight
Now feel free to Post your Opinion and Suggestions!
*Edited the Dodger and Caster Builds* – 21.11.2008
*Added some Skill-Dmg,Duration,Effects* – 21.11.2008
*Added much more Skill-Dmg,Duration,Effects* – 24.11.2008
*Changed the Skill-Dmg,Duration,Effects because of Patch 04.12.08* – 05.12.08
*Put the Skills in the right Order and added a new section* 05.12.08
*Added some Skill-Dmg,Duration,Effects* – 09.12.08
*Changed some minor Bugs in the Description and the Comments* – 12.12.08
*Added a the Armors & Weapons section* – 01.01.2009
*Added the "Tank"-Build* – 06.01.2009
*Added new pictures for the Armors & Weapons section* – 07.01.09
*Added new pictures for the Armors & Weapons section* – 11.01.09
*Added new pictures for the Armors & Weapons section, also fixed some minor Bugs in the Build-section* – 14.01.09
Credits go to xerana.
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