his will eventually include a list of all knight skills, and what uses they hold, etc. Criticism/opinions valued as well. Keep in mind this is a work in progress, too, thanks in advance.
*NOTE* There’s a TP reset available at level 30. So feel free to invest points in whatever until then.
Cooldowns, uptime, downtime coming! Busy with school, sorry!
General Skills
Holy Strike
Causes 25.0% of the main hand weapon’s damage to target and adds Light Seal that last 10 seconds. (Each level will increase aggro)
Early game this skill is great for damage, and later on, great for aggro. One downside is that spamming it will destroy your mana-pool. For this reason, some say to keep it underleveled, but i have mine maxed. Patch 1806 states that aggro is 5x damage dealt.
Punishment
Cause 16.4 holy damage and activate Light Seals on the target. Each Light Seal causes 23.0 physical damage.
Again, early on this makes for great damage, but doesn’t do as well later. The additional damage from multiple light seals are arguably not great, though with current aggro issues, damage may be the best way to draw aggro. Post lvl 30, I would say scrap it. (i’m not there yet, though)
Disarmament
Causes 39.2% of the main hand weapon’s damage to the target and reduces target’s armor value by 3.0% for 10.0 seconds. Can be stacked 4 times.
So, the description doesn’t show it, but the debuff is actually increased with every level. In addition, so is manacost. Some say leave it at 0 for DPS, some say buff it instead of HS, I say that it’s a nice skill to have either way, low for cheap DPS, and high for nice armor debuff.
Shield of Atonement
Attacks target with a shield, causing 24.6 physical damage. Also prevents enemies from using physical and common attacks for 3 seconds. (Shield must be equipped.)
Again, I’d use this for the stun rather than damage, and 3 seconds is still static. Useful, but not high-importance for upgrading.
Enhanced Armor
Increases armor stats by 4.0% for 300.0 seconds.
This should be fairly obvious to upgrade.
Defense Skill
Increases block rate by 9.5%.
Get it. This apparently increases block rate regardless of whether you have a shield or not, so even for your 2H/DWer’s, this is a must get.
Resilience
Increases stamina by 9.0 points.
Depending on how it scales, it may be wise to invest in. If strapped for TP, I personally prefer Defense Skill, but either (and both) will help greatly with tanking.
Devotion
Increases maximum mana by 15.0 points.
Nice to have, but if you’re short on TP (and you will be), consider other options. You always have potions or… well, you can get deal with mana shortages.
Specific Skills
Holy shield
For 8.0 seconds, every party member within range receives a shield which can block all physical damage.
Great skill, this can get you out of a pinch. Keep in mind the 10 min cooldown, though.
Mana Absorption
Activate the holy seals on the target, regains 45.0 points of mana. (Target need to have 3 holy seals stacked)
This is a great skill, it keeps Knights from being too potion-dependent. If you’re a heavy solo-er/DW’r, this is alright, but keep in mind that Threaten takes holy seals, too. Post lvl 30, Threaten may be of more importance.
Holy Seal
Attaches holy powers on to your weapon causing holy damage when the weapon is used, and adds a chance to attach a holy seal on target. (maximum of 3 Holy Seals)
Keep this on you at all times. It’s manacost isn’t too taxing, and triggers both Mana Absorption and Threaten.
Shield Bash
Causes 20.0% of the main hand weapon’s damage to all enemies within range. (Extra aggro will be adjusted with power level. Must have shield equipped.)
The Knight’s one and only AoE attack, and mediocre to start. It’s only redeeming feature is it’s aggro, which, unfortunately, is very important. I’d level this up, but not at all for damage. Patch 1806 states that aggro is 10x damage dealt.
Chain of Light R1
Emanate a chain of light, locking an enemy for 6.0 seconds.
A 6 second hold is nice for those pesky mages and scouts. This keeps them in your melee pain radius.
Resolution
Increases maximum HP by 270.0 for 60.0 seconds.
More HP = Less dying. ‘Nuff said. Yes, the tooltip is wrong, it’s a straight increase, not percentage. That’d be a bit OP now, wouldn’t it?.
Charge
Charges toward the target causing 9.8% points of physical damage and adds 1.9 seconds of dizzy effect.
Adds a nice weapon to your arsenal of stuns and whatnot. Getting it is not really effective for tanking or drawing aggro, but it stun duration lengthens as you invest. Low priority, but still one, i’d say.
Threaten
Activate the Holy Seals on target causing self aggro to increase by 16.0% for 8 seconds. (Target must have 3 Holy Seals stacked)
Aggro is important if you’re group tank, but otherwise not that important. Also, since it’s only single-target aggro and requires Holy Seals (which you can only obtain through repeated attack), it’ll only really be useful on bosses.
Shield Mastery
Increases shield’s armor stats by 4.0%
Upgrading this could be important, but depending on how it scales (or if you’re even using a shield…), it may not be as important as your general skills.
Plate ability
Can equip plate armor
Here’s the good stuff. Knights get their own armor class, and to top it off, it’s better than any other. woot woot!
Shield of Valor (?)
Injects light power into a shield, resisting up to 4.8% of physical attacks for 15.0 seconds. (Shield must be equipped.)
So many skills, so little TP. I’d say get this, but there are other skills that you need. So i guess don’t get it.
Shield of Truth (?)
Injecting light power into a shield that prevents dizzy, sleep, and dazed effects for 15.0 seconds. (Shield must be equipped.)
Meh. It can do well, but honestly, TP is gets pretty short. I’d settle for 15 seconds, and invest in more health/defense.
Shock (?)
Causes 39.3 holy damage and activate Light Seals on the target. Each Light Seal causes a 1.0 second stun effect.
4 Light Seals = 4 second stun. Not bad, but there’s a 30 second cooldown. Choose this or punishment (or neither, i guess), but you can’t have both.
Chain of Light R2
Create a chain of light, trapping two enemies for 6.0 seconds. Requires Charge +20.
Now you can hold TWO pesky mages and scouts. Joy oh joy.
Hatred Strike
All aggro will increase by 9.0% for 15.0 seconds.
Again, this is a tanker’s skill, but if you’re going PvP, this is practically (entirely) useless.
Shield of Discipline (?)
Injects holy power into a shield, absorb up to 4.0% magical damage within 30 seconds and causes 100 points of holy damage to attackers. (Shield must be equipped.)
I don’t know exactly how this works, but a return damage buff sounds awefully nice. I hear that later bosses become immune to holy damage. If that’s true then this return buff, well, isn’t.
Chain of Light R3
Create a chain of light, trapping three enemies for 6.0 seconds. Requires Charge +30.
By now, you can hold a handful of monsters/people/whatever you need to hold. Just make sure to get Charge +30.
Hall of Dead Heroes (?)
If you die, teammates in range will recieve a 30 second effect that resists up to 800 damage and increases movement speed by 10%. Effect lasts for 10 minutes.
Debatable skill to improve. Ideally, you’re not going to die, but if you do, it’s a nice buff to see your buddies through the battle. I’d level it a bit, just to get on their good side.
In Summary
PvP/Solo PvE
Enhanced Armor
Defense Skill
Shield Mastery
Resolution
Resilience
Shock
Group PvP
Enhanced Armor
Defense Skill
Resolution
Shield Bash
Threaten
Hatred Strike
Secondary Class Notes
K/R - My personal favorite, currently what i’m playing. Adds a bit of health and damage, but most importantly, dodge. Blind Stab (lowers target’s accuracy) + Agile keep you from getting hit, and some random skills here and there can help, too, like Shadowstep. The only downside i see is that dual wield is kinda wasted on Knight; I’d imagine a shield is staple equipment.
K/W - The "ultimate melee fighter." Warrior adds extra attack, and the use of an axe. If you’re looking at K/W, you’re looking at lots of HP, lots of strength, but that’s about it. I feel it’s fairly straightforward, just hack ‘n’ slash.
K/M - An odd build, to say the least. Mage adds a bit of ranged DPS (at expense of mana), a silence, and.. well, that’s about it. If you’re K/M, i’d suggest going M/K, as the Mage gets much more from Knight than vice versa. IMHO, of course.
K/P - the "cleric." All the WoW pally fanatics will probably choose this build, and fortunately, it’ll be alright. Priest’s Holy Aura will give you another 5 seconds of invulnerability, which is nice, to say the least. On the down-side, Priests use mana, so any Priest spells are at the expense of Knight spells, which reduces its usefulness.
K/S - I was considering this for a while, but I don’t really know why. Scouts have, like rouges, Agility bonuses and a decrease accuracy debuff, but aren’t terribly useful. Perhaps the arsenal of debuffs that they can unleash on their foes make K/S valid, but i feel like a secondary class could be put to better use.
Credits go to limaster08.
